Actually, delete the strip only deletes the container, but not the linked data. This patch adds the option to delete the scene also. This is very handy for storyboarding.
Reviewed By: ISS
Maniphest Tasks: T97683
Differential Revision: https://developer.blender.org/D14794
This operator allows to add a new scene at the same time that the strip. This is very handy for storyboarding.
Reviewed By: ISS
Maniphest Tasks: T97678
Differential Revision: https://developer.blender.org/D14790
No longer happens on the buildbot, but for users building with an older
Xcode, still need to avoid using value().
Differential Revision: https://developer.blender.org/D14883
Fix a crash when a driver variable targets an object and uses
`data.shape_keys.key["name"].value` in its expression.
The fix consists of adding an extra relation from the targeted object's
`GEOMETRY` component to the driver evaluation. This ensures that its
`data` pointer has been evaluated by the depsgraph and is safe to
follow.
This also resolves the concern raised on rB56407432a6aa.
Reviewed by: brecht
Differential Revision: https://developer.blender.org/D14956
Skip writing binding data and similar for override modifiers already
present in reference linked data, as this can use a lot of space, and
is fully useless data typically since we already skip writing Mesh
geometry data itself.
Ref. T97967.
Skip writing binding data and similar for override modifiers already
present in reference linked data, as this can use a lot of space, and
is fully useless data typically since we already skip writing Mesh
geometry data itself.
Ref. T97967.
Skip writing binding data and similar for override modifiers already
present in reference linked data, as this can use a lot of space, and
is fully useless data typically since we already skip writing Mesh
geometry data itself.
Ref. T97967.
Skip writing binding data and similar for override modifiers already
present in reference linked data, as this can use a lot of space, and
is fully useless data typically since we already skip writing Mesh
geometry data itself.
Ref. T97967.
This changes is needed to give more control to modifiers' writing
callback when defined. It will allow to implement better culling of
needless data when writing e.g. modifiers from library overrides.
Ref. T97967.
Reviewed By: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D14939
The active/render layer is indexed from the first layer of that type. These functions
incorrectly subtracted the layer index of *each* layer, instead of the first one.
If there's only a single layer this doesn't matter, but when there are multiple layers
it will set the wrong active layer for consecutive layers.
I'm not aware of any actual errors caused by this, because the active and render layers are
only ever queried from the first layer of that type, but it was confusing during debugging a
related issue. This patch makes the behavior of CustomData_set_layer_active_index()
consistent with CustomData_set_layer_active() and the same for render.
Differential Revision: https://developer.blender.org/D14955
Blender can only support a single undo system per undo step. As sculpting/vertex colors are mutual exclusive operations
out approach is just to switch the undo system when painting on an image.
PBVHNodes contain a list of areas that needs to be pushed to the undo system.
Currently the undo code is in sculpt_paint_image. We should eventually support undo for color filtering and other nodes.
we might need to place it to its own compile unit so more brushes can invoke the same code.
{F13048942}
Reviewed By: brecht
Maniphest Tasks: T97479
Differential Revision: https://developer.blender.org/D14821
The 'OVERRIDE_HIDDEN' extra collection would often be mistakenly added
to a linked collection, which is totally forbidden and guaranteed to
crash on undo/redo.
Reworked the code instantiating that extra collection in a more generic
and hopefully robust way now.
Previously these only supported a subset of what the save operator could do,
for example no multilayer or stereo saving, no proper color management. Now
share code with the image save operator so it's more consistent.
Inherited from older versions of the code, not needed anymore in most
common cases (like making override from a local empty instantiating a
collection, or if the active object is directly overridable).
Headers should only include other headers when absolutely necessary,
to avoid unnecessary dependencies and increasing compile times.
To make this change simpler, three DerivedMesh functions with a single
use were removed.
We really need to fix how unprojected radius (scene unit) works.
What happened is the paint code updates the brush's normal radius
with the current unprojected pixel radius, which was then
used by texture brush tiled mode.
To fix this I just cached the pixel radius at stroke start in
UnifiedPaintSettings->start_pixel_radius.
This fixes the smooth tolerance feature in master where sometimes you could
get over simplified chains and lose the shape it's supposed to be originally.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D14929
Knowing when layers are retrieved for write access will be essential
when adding proper copy-on-write support. This commit makes that
clearer by adding `const` where the retrieved data is not modified.
Ref T95842
This was due to using `BKE_scene_has_object` function, which uses the
cache of bases of the viewlayers, which do not have entries for the
content of excluded collections... Now use
`BKE_collection_has_object_recursive` instead.