This is called when modifying an RNA property,
however it can be useful to be able to make a properties
update callback run without having to change it.
IMAGE_OT_save_as assumes that active area is an Image Editor and the logic that should return to image editor after saving didn't run after fullscreen was manually exited.
Note that allocating DM arrays from an editmesh is currently not threadsafe,
however even if were resolved, its more efficient to avoid having to do it in the first place.
We were still using main borwser's FileDirEntryArr to own memory of entries currently in cache.
That was OK for common caching operation, but if was not released when clearing cache!
Nothing dramatic, since that was cleared too, but less often, so e.g. by changing sorting
options you could pile up more and more no-more-used entries there...
Anyway, there is no reason to do that, much more sound and clean to keep everything
cache-related in dedicated FileDirEntryCache struct.
This means main borwser's FileDirEntryArr is now always expected to not store any actual entry!
Note: this can probably be cleaned up a bit more, but would wait after 2.76 for this!
This was introduced in the fix for T44336 .
The code is now what it should have been in the first place at the time
of multiview commit.
ImageUser->passtype is being removed in favour of bringing
ImageUser->pass back.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1504
To reproduce the crash:
* Add some shapekeys to default cube.
* Add at least on driver (can be default empty one) to a shapekey value.
* **Make this driver visible in Outliner**.
* Delete all shapekeys.
* Undo.
* Crash.
Root of the issue is outliner reading code in `blo_lib_link_screen_restore()`,
which would try to `restore_pointer_by_name()` for all `TreeStoreElement->id` pointers.
Thing is, those id pointers are not always IDs, they can be animdata, sequence, RNA struct/property...
That's really not so great design, but also has reasons like size of the struct, we have to live with it.
So now:
* TreeStoreElement->type defines are braught back into DNA.
* There we also define a `TSE_IS_REAL_ID` macro to check whether a given TreeStoreElement actually stores an ID pointer or not.
* And in Outliner read code we only try to retore pointers by name for actual ID ones, and set the others to default NULL value.
Also, added clear comment to TSE types that do not store a real ID pointer!
From Gooseberry team request indirect libs were also added at root of 'BlendFile' Outliner view,
but that allowed edition of their path, which is useless...
As decided in D910, we use a new icon for incremental grid snapping and use its old one for absolute grid snapping.
This also touches the library_data_broken icon .dat files, seems some changes on its .svg entry landed in upstream without updating the other icon files (already noticed this when committing icon for auto-offset, but removed it from commit - leaving it in now to avoid further confusion)
Icon by @plyczkowski (made a tiny edit as it looked a bit blurry in 16x16). Thx!
Now, ctrl+wheel for cycling tabs is passed to hovered button if it supports cycling values (RNA menus, color/row/number/slider buttons, list boxes)
This might feel a bit glitchy if ctrl+wheel is used to cycle tabs and in newly opened tab, a button with cycling support is under the mouse, which will get mouse input from this point on instead of region. Think this is still better than old behavior.
When a modifier was animated by a NLA strip, this animation was not working when using
the old depsgraph. This was because the code which checks if a NLA strip affects any
modifiers was missing - specifically, it was originally left out as it was thought
that it was unlikely that many users would need this, but adding in those checks
would have a (slight) negative effect files where there are heaps of NLA strips
but modifiers animated this way were absent.
The new depsgraph however doesn't suffer from this problem, as these sorts of checks
need ot be built into the graph-building stage for everything to work, so these links
had already been added.
This was simply broken for vertex case (indexing loop normals with vert indices...).
Turns out to be rather verbose to replace on-the-fly zero normals by default ones correctly,
and do not want to make a full copy of the given custom normals array, so now this one is
editied in place (replacing zero vectors by correct default normals). Don't think this
could be a serious issue anyway.
That one was hairy... To summarize:
* We were setting Bone.head/tail (aka **local** rest location of bone) from EditBone data, using **EditBone's parent computed armature space**.
* We use those local head/tail to define Bone's restpose (in `BKE_armature_where_is_bone()`), using **Bone's parent armature space** (aka parent's arm_mat).
* Because of bone's roll nightmare, the two above parent's matrices will often not be the same.
In an ideal world, this should not affect locations (head/tail), but in real world of float it does - noticeably, in some extreme cases.
So! This commit cleans up things a bit (`fix_bonelist_roll()` was already doing much more than just fixing roll mess, has been renamed
to `armature_finalize_restpose()`), and ensures we do use (final!) parent's arm_mat local space to compute children's local head/tail as well.
This allows us to avoid too much imprecision here.
Checked the patch also with a complete Victor's rig from Gooseberry, seems to have no nasty side effects - fingers crossed!