Aside from identation, seed should change for each object. Otherwise to objects
with a copied mesh would get the exactly same "random" selection.
And we do so in a consistent way so it doesn't vary depending on
object order.
Seed bump using hash suggested by Campbell Barton and Sergey Sharybin.
Maniphest Tasks: T54643
Differential Revision: https://developer.blender.org/D3231
There is no object to update anyways, and there is no valid basact when the
nified_findnearest() test fails.
How to reproduce the bug: Try to select linked (L) with selected faces but
withotu mouse hovering any mesh.
Bug introduced on: rBbfc9d426bb95 (original multi-object edit commit).
Note: As already commented in the code, the ideal solution would
be to pass select mode as parameter to ED_view3D_backbuf_validate.
Without that we have to resort to the hack solution of writing to
evaluation data.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
This adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.
To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.
This is used as a bake-target when not using Cycles too.