Tool for creating polygons, exact usage may change based on feedback.
LMB to add faces at boundaries (tris from edges, quads from verts).
- Ctrl splits edges
- Alt to dissolve edges/verts.
Works well with vertex snap & auto-merge.
This uses selection hover but isn't intended to introduce more widely
pre-selection highlighting, at least it will be restricted to this tool.
This would break if using preview in VSE. We now use the scene engine
not the workspace engine.
That said we could have the preview engine defined as part of the sequence strip
as we had for draw modes in the past. But this is a separated topic for a
separated patch.
This issue in particular was introduced in e4f2b2be26.
Note: VSE preview is still broken in two cases:
* If you have Eevee as the engine in the Scene of the Scene strip.
* If you use Clay, save the file, and re-open.
Objects from set scene gets flattened out to the active scene depsgraph, so it
is a big question why do we need to build dependency graph for set scenes.
Make it a tag for relations update function instead, since we will not be able
to easily rebuild relations, and we wouldn't be able to iterate all scenes.
This is a part of mowing depsgraph to be per-workspace/layer in 2.8 branch.
This replaces usage of generic PLACEHOLDEWR with string lookup with more
explicit opcode. This should make it faster to build dependency graph by
avoiding string comparisons when it's not needed.
There should be no user measurable different.
Was never actually used and implementation seems to be slow: we shouldn't be
doing per-node evaluation hash lookups, adds too much overhead. We can instead
store statistics in the node itself, and maybe even group them somehow.
Ideally such a statistics should be user-friendly so riggers and animators
can see exactly what's happening.
Steps to reproduce were:
* Open Blender, create a new scene
* Go back to initial scene, transform object
* Switch back to newly created scene, change operator settings there
* Should cause a crash (at least with asan)
Should behave like 2.7 now, that is, switch scene back to where
operator was executed.
We wouldn't know which dependency graphs needs/safe for reconstruction,
so rather use API which tells that relations are out of date. This way
graph evaluation will take care of the rest.
Committing to 2.8 only since it's where we can't reliably know the graph
and is probably not that safe to apply this in master.
This needs to be re-implemented in a new fashion, without touching global list
of bases and become compatible with the new dependency graph.
The idea to go here would be to create new dependency graph for motion path
evaluation, bring a single object in there (which will pull all dependencies
at a construction) and use that.
Needs working copy-on-write first tho.
Was never actually used and implementation seems to be slow: we shouldn't be
doing per-node evaluation hash lookups, adds too much overhead. We can instead
store statistics in the node itself, and maybe even group them somehow.
Ideally such a statistics should be user-friendly so riggers and animators
can see exactly what's happening.
It will not be possible to do that after depsgraph becomes more context
oriented. Which means, all code will need to explicitly tell which graph
to free,
This is a first step towards an updated API where we pass explicit graph rather
than a scene. This is because we can no longer deduct which graph to use since
it will depend on a context.
Will happen in several steps, so bisecting will not be such a pain.