In 2011 special handling was introduced, apparently for no other
reason than to address a complaint in T25707 that World and Local
space are equivalent for objects without parent. This causes issues
and confusion, as mentioned in rB599c8a2c8e4.
This special meaning of Local Space is not documented in the manual,
and is not known to experienced riggers, so removing it should not
be a problem.
Differential Revision: https://developer.blender.org/D6095
This commit implements the change in behaviour described in T71246.
In short:
For export, per mesh:
- Custom loop normals are defined → loop normals are exported.
- One or more polys are marked flat → loop normals are exported.
- Otherwise, no normals are exported.
For import, when the Alembic mesh contains:
- loop normals (kFacevaryingScope) → use as custom loop normals, and
enble Auto Smooth to have Blender actually use them.
- vertex normals (kVertexScope or kVaryingScope) → convert to loop
normals, and handle as above.
- no normals → mark mesh as smooth.
- unsupported normal types (kConstantScope, kUniformScope,
kUnknownScope) → handle as 'no normals'.
This also fixes T71130: Alembic split normal export issue
Previously the mesh flag `ME_AUTOSMOOTH` was used in conjunction with
the poly flag `ME_SMOOTH` to determine whether loop normals or vertex
normals were exported. This behaviour was hard to predict for artists,
and hard to describe in the manual. Instead, Blender now only exports
loop normals, computing them if necessary. This way, the mesh in Alembic
should always have the same loop normals as in Blender.
Maniphest Tasks: T71130
Differential Revision: https://developer.blender.org/D6197
This computation is complex and useful enough to expose the existing
C math utility used by BVH nearest to Python. Otherwise this requires
the use of intersect_point_tri and multiple intersect_point_line calls
with some added vector math.
Differential Revision: https://developer.blender.org/D6200
Check was losing precision -- adjust by translating points
before calculating circumcircle.
Also, needed to check for flippability of edges before flipping.
Check was losing precision -- adjust by translating points
before calculating circumcircle.
Also, needed to check for flippability of edges before flipping.
When importing subdivision surfaces a 'Topology Changed' error was shown
even though the topology didn't change at all. The code was comparing to
`totpoly` where `totloop` should have been used.
Was happening when object transform is animated.
Caused by overly aggressive dependency construction introduced a
while back in 9d4129eee6: we shouldn't add dependencies unless
we really need them.
This change removes unneeded transform dependency for cap objects
(since only their geometry is used), and also removes own transform
dependency if there is no offset object (which is the only case when
own transform is needed).
Differential Revision: https://developer.blender.org/D6184
'rna_CollisionSettings_update' has a history of tagging ob for update:
rB79312c1912b4 ID_RECALC_TRANSFORM |ID_RECALC_GEOMETRY |
ID_RECALC_ANIMATION
rBf90a2123eedc OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME
rBfaf1c9a4bb27 OB_RECALC_ALL
rB7df35db1b136 OB_RECALC
Since the meaning of OB_RECALC_TIME/ID_RECALC_ANIMATION changed a bit
historically (from "please update my animation if the animation
datablock is tagged for update" to "update animation of this datablock")
this was now always overwriting user edit with animated values, making
it impossible to change those values once animated.
Thx @sergey for guidance!
Maniphest Tasks: T68396
Differential Revision: https://developer.blender.org/D6113
When continuous grab, cursor motion was mapped to the min/max.
This caused problems when int/float max values were used.
Now the range is clamped by a value derived from the click-step
so dragging numbers never increases it to an impractically large value.
To recreate the main issue:
* Set render and file browser to show in full-screen in the preferences
* Default scene, press F12 in 3D View
* Press Alt+S to save the image
* Escape the file browser
* Escape the image editor
The former 3D View would now show the image editor. This is a common
use-case that should work.
Full-screen code is a hassle to get to work as expected. There are
reports from 2.5, I did lots of work years ago to get these kind of
use-cases to work fine. But apparently I broke this one with a fix for
another common use-case in March (0a28bb1422).
This now stores hints in the space, rather than the area, which should
make things much more controlable and hopefully help us fix issues like
this.
Here are a few references describing further common issues (all should
work fine now): 0a28bb1422, e61588c5a5, T19296
Checked over this with Bastien, we agreed that at some point we should
do a big rewrite of all of this, for now this is acceptable.
This change replaces old behavior when spline was toggled as cyclic
on double-click.
Doing so was tricky on a tablet and is rather non-intuitive in general.
Differential Revision: https://developer.blender.org/D6162
This adds a new mode to solidify to support non-manifold geometry
with edges using 3 or more faces as input, resulting in a manifold mesh.
Since the differences between these methods don't translate well
into short terms, they're named "Simple" and "Complex" in the UI.
This also adds clamp with respect to angles
to the existing solidify modifier calculation.
Add operator that sets the frame range, with an option to choose the regular or the preview one, around the selected strips.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D6078
Draw preview range overlay in the video sequencer in the same way as in the other animation editors
Add color control in the theme.
Prevent overlay to be drawn in the driver editor.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D6074
Skip building proxy if directory can not be created.
Crash happens, when setting custom dir to location of source file itself.
This results in attempt to create directory with the same name as source file.
Differential Revision: https://developer.blender.org/D6148
Reviewed By: sergey
When the stroke has less than 3 points, but only the fill material is enabled, the stroke is invisible and makes the shaders to remove any fill because the shader start and end pointers are not correct.
Now, if the stroke has only fill, but it is not fillable, it is drawn with the stroke color to avoid the errors and these ghost strokes.