There are some minor differences in center calculation but I don't think
they're important, if so we can update the code.
- Edit-bone uses head (instead of the middle when both are selected).
- Edit-bone flag for restricting components uses the selection instead
of the active bone.
It should be possible to use this when the active element is unselected, but
there still needs to be something else selected. Otherwise it is not possible
to deselect all as a way to get the gizmo out of the way.
Applying the effect of bone parent is much more complicated than
simple matrix multiplication because of the various flags like
Inherit Scale. Thus it is reasonable to provide access to this
math from Python for complicated rest pose related manipulations.
The simple case of this is handled by Object.convert_space, so
the new method is only needed for complex tasks.
Differential Revision: https://developer.blender.org/D4053
as opposed to the 'real' Dopesheet e.g. keyframes were not merged when
placed on the same frame
Reviewers: brecht, aligorith, angavrilov
Maniphest Tasks: T59005
Differential Revision: https://developer.blender.org/D4061
There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
See T57857 for discussion. This reverts:
"Outliner: Do not gray out empty collections"
4521d3e707.
"Remove eye column from the outliner"
fd16b35997.
Fix/workaround issues in pose and edit mode"
6d2e2e30d5.
"Per view-layer collection visibility"
4de6a210c6.
We still control this in the viewport collections visibility menu. But
now we are actually changing the visibility of the collections, not of
the objects.
If a collection is indirectly invisible (because one of its parents are
invisible) we gray it out.
Also if you click directly in the collection names, it "isolates" the
collection by hiding all collections, and showing the direct parents and
all the children of the selected collection.
Development Note:
Right now I'm excluding the hidden collections from the depsgraph.
Thus the need for tagging relations to update.
If this proves to be too slow, we can change.
Previously we tried this but reverted (see 64d40c82c3)
because there wasn't a predictable set of keys to use global-space.
Now the keys are swapped:
- 'GX' always transforms in the user defined orientation.
- 'GXX' always transforms in global space.
As before 'GXXX' cycles back to disabling constraints.
This does have a down side that GXX won't be used for local-space
when the user has global space set.
Also, when global is the user-orientation, pressing GX and GXX
does the same thing.
Note: examples here use GX but could be any transform-mode/axis.
This is a local fix.
The problem with duplicate looptris still remains.
That is, it can still be released in one place but not upgraded in the other.
(note: setting the looptris to NULL in the evaluated mesh and assert whether it is still NULL when the mesh is freed could indicate where those cases are).
Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).