Before this the message could be too generic which was simply saying
that console is to be checked. This isn't very useful in cases when
we know that reconstruction is failed because of lack of good keyframes
or failure of initial reconstruction if there is no enough parallax
on the selected keyframes.
Text datablocks should always have a 'single user' flag set, and they
usually do not have any user (since neither text editor itself, nor
Freestyle usage are text users - the second is odd btw...), the only one
am aware of is the script node (e.g. for OSL).
Add text case was simply not doing anything, so added.
Load text case was doing things in inversed logic (setting user count to
zero in BKE, then setting 'real user' flag in ED code). Made it the
other way around (BKE ID creation code should not care about usercount
usually, this is up to higher-level code to decide what to do
(operators, RNA...).
Note: tried to check all cases, but there might very well be some more
hidden bugs here...
Previously when switching modes, the code didn't check if we were in the
correct view for the masking mode.
Reviewed By: Sergey
Differential Revision: http://developer.blender.org/D5288
Selecting multiple armature objects and entering weight paint mode
wasn't working.
Entering weight + pose modes at once was only done when
object mode locking was enabled. Now it's done even when
mode-locking is off - because it's still inconvenient to setup
and useful default behavior.
Resolves issues raised by T66949
If the parent collection was out of view we were not taking its
properties into consideration. We need it even when not drawing the
parent to set active/inactive values for its children.
Related Task: T66948
Reviewers: brecht
Subscribers: Zachman
Differential Revision: https://developer.blender.org/D5272
Based on feedback from @matiasmendio
There was a problem with the control points because it was very difficult to know what point move. Now the points are moved apart and makes easy to know what point use.
`layer_used` runtime data, which controls the drawing of dots in the UI was not getting refreshed properly.
This used to happen in the drawing code, but was no longer working for reasons explained in:
{rB2b09062defa093a243b5fe64b099accb07b440a3}
The solution was to update each layer manually in the operators:
* ARMATURE_OT_bone_primitive_add
* ARMATURE_OT_delete
* ARMATURE_OT_dissolve
* ARMATURE_OT_fill
* ARMATURE_OT_merge
* ARMATURE_OT_separate
* ARMATURE_OT_bone_layers
* POSE_OT_bone_layers
Differential Revision: https://developer.blender.org/D5281
When ng mask layer operations (add, remove, move) the
original mask was not tagged to be updated resulting
in missing data on the copy. The Masking function
assumes that the copy and the original is always
structured the same.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D5283
It is possible that undo will change current scene frame and that was
not synchronizing current frame from scene to movie clip user.
Reported as a part of T66519.
Reviewers: brecht
Reviewed By: brecht
Maniphest Tasks: T66519
Differential Revision: https://developer.blender.org/D5280
Applying/undoing incremental changes didn't fit well when
mixed with periodic snapshots from mem-file undo.
This moves to a much simpler undo system.
- Uses array storage with de-duplication from `BLI_array_store`.
- Loads the buffer into existing text data,
for better performance on large files.
- Has the advantage that Python operators can be supported
since we don't depend on hard coded undo operations.
Solves T67045, T66695, T65909.
If one of the objects had invalid selected edges, it would lead to a
crash since none of the for loops were checking for whether the edge
slide data is valid.
We could refactor the macros to create a new
FOREACH_TRANS_DATA_CONTAINER_WITH_DATA
However we are too close to 2.80 final release so we manually skip them
for now.
Note: TRANS_DATA_CONTAINER_FIRST_OK cannot be used either for the same
reason.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D5274
Based on feedback from T66675, the current interface is confusing,
leading to users accidentally overwriting their preferences.
Now, once factory settings are loaded preferences are not saved
and the save button is shown (as when auto-save is disabled).
Tool tips note that factory settings require manual saving
afterwards.
Also rename preference menu items for better consistency
(settings/state -> preferences).
When a mesh is pinned in the properties panel, Blender crashes when you
click the "Add Custom Split Normals Data".
The code calls `ob = ED_object_context(C)` which returns NULL when the
mesh is pinned in the properties panel, causing a segfault when trying
to get the mesh via `ob->data`.
A new function `ED_mesh_context(C)` avoids this by first checking
whether a mesh was pinned in the context. If not, it checks the pinned
object's data. If that's not there, or it's not a mesh, it returns the
active object's mesh. Finally it returns NULL if there is no active
object, or if the active object is not a mesh object.
Reviewed By: brecht, mont29
Differential Revision: https://developer.blender.org/D5223
working
Mouse values [for 'paint_last_stroke_update()'] gone missing in
rB4f616c93f7cb.
Thx @campbellbarton for hinting at convention to get mouse from sculpt
caches.
Reviewers: campbellbarton
Maniphest Tasks: T66742
Differential Revision: https://developer.blender.org/D5267
That switch on ID types had not been updated since quiet some time it’d
seem... Using the ID_Type enum type now, so this should not happen again
(compiler will yell at you if you forget to add here any new ID type ;) ).
Also had to change a bit the code layout then, to deal with fake NLA ID
type...
Note that for now, Screen IDs remain excluded from the ID menu usage,
due to T67004.
There are two aspects to the problem:
- Dependency graph update for compositor preview was missing
updates flush.
Apparently, update for new frame style of update will take
care of flushing, but not the update tagged style of update.
This goes to a legacy dependency graph and is to be changed
at some point, but not so close to the release.
- Movie clips were missing from the compositor dependency graph.
This fixes part of T66519.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5256
The code didn't check if we should initialize the transform auto IK parameters.
Cleaned up the code a bit too.
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D5260
Images were being freed often because the tagging for when the image was last
used was missing.
Differential Revision: https://developer.blender.org/D5252
'viewselected_exec()' [which uses evaluated view layer] would query
BASE_SELECTED flag, but it was not set on base_eval, but on its
base_orig.
reason for this is 'ed_object_select_pick()' would modify base flags
[through 'ED_object_base_select()'], but not tag scene
ID_RECALC_BASE_FLAGS.
thx @sergey for hinting.
Reviewers: sergey, brecht
Maniphest Tasks: T66668
Differential Revision: https://developer.blender.org/D5235
When the slot of the material is empty, the loop to lock the materials tried to use the material but this was NULL.
Check if material is NULL before using it in other operators too.
We need to indicate a preferred size to avoid `RGN_FLAG_TOO_SMALL` the first time the region is created.
Differential revision: https://developer.blender.org/D5238