This is not the nicest behaviour but trying to keep both bullet and
blender side objects in sync breaks in this case.
There might be a better soluion but this avoids crashes for now.
Fixes: [#35995] Delete crash on specific scene (Physics)
the report explains the issue in detail, but basically you couldn't know if a mesh was in editmode without checking all the objects that use it.
add `is_editmode` readonly property for all datatypes which support editmode.
also make rna fail to build on implicit function declarations.
- poll function now checks for a mesh.
- other selected lattices would crash, check for meshes there too.
- better reporting when transfer fails.
- remove feature to sync with active bone after transfer, other tools don't do this (we could make into a generic function if its needed).
tweakmode, this will now result in tweakmode being exited instead of going into
a weird limbo-land where channel selection has changed (but tweakmode is still
active but not drawn)
Selection state of F-Curves is lost when resizing the Graph Editor.
The problem was that SIPO_TEMP_NEEDCHANSYNC was getting set in the graph_init()
callback, which gets called everytime the view resizes, and not just the very
first time this happens. However, setting this flag forces the selection state
to the updated/pulled from the scene data.
In the past, it was necessary to set this flag so that we could force F-Curve
colors to get initialised correctly. However, things probably changed at some
point, so this behaviour is no longer needed. At worst now, opening a new graph
editor may not show F-Curve selection correctly synced with the viewport, though
that's easily worked around by reselecting whatever it is in the 3d view.
This was one of the consequences of r.57333 (i.e. influence shouldn't be ignored
on the first strip that animates a channel), as scale should really default to a
base value of 1 (instead of things being blended against 0 as per all other
properties). The end result was that bones were getting scaled to zero here when
the influence of their strip fell to zero.
Now, we use the RNA default values of properties to initialise their initial
values. This may/may not work well in all cases:
1) For properties which don't have the appropriate RNA defaults set, this will
be problematic. But, most properties people are likely to animate here I think
are already set up correctly.
2) It may not always be nice to have values "snapping back" to default values.
In this case, you should still be defining a strip at the bottom of your NLA
stack which defines what the appropriate rest poses *should* be for your shot.
using "Auto Keying" + "Insert Available Only"
Patch from Campbell.
The problem was that NLA offset/mapping correction was only done when no
destination action was supplied to insert_keyframe(). In most cases, this is not
a problem, since all normal keyframing goes through keyingset or the insert-
button operators, and these just pass action=NULL (since they're too lazy to
look it up). However, there is one situation where this bug gets triggered (the
specific combination of autokeyframing and "insert available only"), where the
caller of insert_keyframe() actually passed in an action (to prevent it from
creating one itself!).
This was caused by r.57812
There were two problems here:
1) vertex_group_vert_select_unlocked_poll() had faulty logic which meant that
it always failed when there were no vgroups present yet - the final return
always just fell through
2) Since the "Assign to New Groups" option was actually implemented using the
same operator as "Assign to Active Group" (just with an extra parameter set), if
the active group was locked, it was not possible to "Assign to New Group" (even
though a new group would not be locked).
Make Local operator uses BKE_library_make_local function if all the
datablocks needs to be made local. And this function was calling
id_clear_lib_data for every datablock, which only clears library
data. But this function doesn't work correct for datablocks which
areshared by multiple users (this is also mentioned in comment
for this function).
This lead to situations when two datablocks shares the same runtime
data leading to crashes later. For example making everythig local in
scales cycles scene from durian ends up in a crash when toggling
rig edit mode.
Solved by using id_make_local instead of id_clear_lib_data, which
will ensure all the data are nicely expanded and made local.
Checked by Brecht, thanks fr the review!