Enable by default since it allows selection
without gizmos getting in the way which is a common annoyance.
Although this has the drawback that subtle adjustments with
gizmos won't be detected until the drag threshold is reached.
This defaults to selection when not using a gizmo.
The previous behavior to drag anywhere can be set in the tool settings
or by selecting the fallback tool (Alt-W).
See: T66304
The entire particle system was skipped when the particle system itself did
not have any animation data. This caused the animation data on the texture
to be skipped.
Was caused by 6183688c35 (thanks ronsn for nailing it down!).
The issue is that order of copy-on-write operations is not defined, so
can not use flags set by that operation to make decision.
Since we are already respecting the User Preference for 'auto_smoothing'
in 'BKE_nlastrip_validate_fcurves', we should also do this for default
interpolation and handles.
Maniphest Tasks: T70986
Differential Revision: https://developer.blender.org/D6490
Previously the default values were left non-zero to avoid having to
update scripts. However, this meant it wasn't possible to setup
non-modal key bindings for smooth & randomize.
Now these operators follow logic of many other operators where setting
the value executes immediately, leaving unset runs modal.
Existing keymaps & scripts will need to be updated.
Addresses issue raised in f4a4ec8425.
Previously, compared to `Auto Merge` without `Split Edges & Faces`,
`Auto Merge` with this option ignored duplicates between selected
vertices. It only considered duplicates between selected vertices and
unselected vertices.
This is a regress and not a progress.
This commit implements this behavior, so this option matches the other
`Auto Merge`.
Currently the islands are created depending only on the visible UVs.
This can be confusing because compared to Edit Meshes, islands are created based on the selected elements.
T68284 shows a case where this confusion is observed.
Differential Revision: https://developer.blender.org/D6502
Previously, non-default alpha or float settings had be set manually.
With this change, the Add Tile and Fill Tile operators initialize
width, height, alpha and float from the currently selected tile
if it has a vaild ImBuf, otherwise from the first tile.
Previously the alpha was hardcoded to 0.7. Now it is possible to control
the cursor alpha by changing the alpha color of the cursor color
property. New alpha default is 0.9. This, with the new saturated colors,
should make the cursor more visible on highdpi screens.
I also removed the cache location preview as it is too visible right now
with the new alpha and color values.
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D6433
Partial updates are not currently supported in the Workbench engine, so
we can skip the rect calculation during the stroke.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6444
This was causing an ArithmeticError in OpenVDB with a voxel size that
small.
Another solution could be scaling both the mesh and the OpenVDB grid
with opposite values to support a larger range of voxel sizes, but I
would like to have a better solution to the voxel remesher compatibility
with small objects.
Reviewed By: JacquesLucke
Maniphest Tasks: T72747
Differential Revision: https://developer.blender.org/D6498
In a recent refactor we splitted the lines extractor in `extract_lines` and
`extract_lines_loose`. When an object is in edit mode the extracted
lines loose also had to include a dummy bmesh edge iterator. This change
adds this missing dummy method.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D6499
Blender crashes when selecting a marker in the 3d viewport that is from the non active scene camera. This patch will solve this crash, but introduced a new scenario that isn't thought out. In the new scenario it is still hard to select a marker via the 3d viewport.
I would expect that when selecting a marker in this case would select the camera where the marker belongs to and select the marker that is under the mouse button.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D6360
In Blender 2.81 Look Dev was renamed to Material Preview
also the old look dev HDRIs could also be used in both
cycles and eevee. A more generic name was need.
As shown in the T68805, non-sized bones (such as the resulting extruded
bone) have no direction or orientation.
This can be bad for operators like `extrude_move` since the user might
want the resulting bone to be aligned with the bone that originated it.
The solution here is to get the parent bone orientation in the
transform operator if the bone has no size.
Differential Revision: https://developer.blender.org/D6486
Rewrite the checks for determining if the solution is actually within
the triangle to fix stability issues when the correct solution is on
an edge, and step is very small, i.e. the solution is already very
close. Also, comment more clearly what is happening geometrically.
This should fix problems when vertices that should project exactly
onto an edge actually miss, resulting in weird spikes. This made
Target Normal Project unusable for the voxel remesher.
Currently the action channels are applied after the existing
transformation, as if the action controlled a child of the
bone. This is not very natural, but more importantly, the
transform tools are not designed to work conveniently with an
additional 'pseudo-child' transformation, resulting in effects
like an unexpected pivot location.
Implementing a Before mode that integrates the action channels
as if applied to a parent allows using the special transform
tool code intended for dealing with such constraints.
Note that in either mode, Action constraints should be added
in reverse order, putting a new constraint before the existing
ones that the Action was keyframed to work together.
In order to implement the option, extract a utility from
the Copy Transform constraint code for combining transforms
with special anti-shear scale handling that matches the
Aligned Inherit Scale mode.
The Before mode also requires switching the constraint to
the Local owner space, while the After mode can still use the
World space for efficiency as before. Since the constraint
doesn't have an Owner space option in the UI, this has to be
handled in an RNA setter.
For full backward compatibility, the original simple matrix
multiplication mode is preserved as the third option, but it
is not recommended due to creating shear.
Differential Revision: https://developer.blender.org/D6297
For no apparent reason, when building Alembic the script would always
re-download and re-extract the Alembic source code. This is no longer the
case, and it now only happens if the source directory is missing. Since the
source directory name contains the Alembic version, it will automatically
trigger a download+extract when the version changes.
Previously, when an unknown parameter was passed to `install_deps.sh`,
the script would just show "Wrong parameter!" without any context. This
can make it hard to figure out what's exactly going wrong. Now it prints
which parameter it thinks is wrong.
- Object/pose checks were performed in same loop,
so selected pose bones were moved instead of the object.
- Snap selected to cursor/active incorrectly used unique object-data.
The //Distance from Object// and //Distance from Camera// modifiers still used the old 2.79 matrix multiplication syntax.
Differential Revision: https://developer.blender.org/D6468
This was disabled as part of b66ae8259e which disabled
animation for display mode and other cases where it doesn't make sense.
However it's useful to be able to overwrite frame ranges,
adding this back.