Fix T75279: BLI_assert failed when deleting object in debug build
(only).
And all general cases of ID pointer idproperties that would use a
data-block not referenced anywhere else in the depsgraph.
This includes idproperties from:
* All ID types;
* Bones and pose bones;
* Sequences;
* Nodes and sockets.
Differential Revision: https://developer.blender.org/D7551
The problem comes from the fact by no data being modified when switching
viewlayers.
To follow what the external render engines do, we completely reset the
viewport by freeing the GPUViewport to avoid any cached data from being
kept.
This fix case where you have wireframe on top of infront objects but
workbench AA conflicts and they appear to not be occluded.
Also T74923 is still fixed but we extend the fix to not mess the case when
using a mode that does not support infront.
It is just a quick fix for the tooltips in the graph editor, it replaces:
- "F-curve modifiers are disabled" with "Enable F-Curve modifiers"
- "F-curve is visible in graph editor for editing" with "F-Curve visibility in Graph Editor".
Reviewed By: billreynish
Maniphest Tasks: T75519
Differential Revision: https://developer.blender.org/D7387
There was an assert here as well since using the original object to read
from was having an empty runtime curve cache.
Now use BKE_vfont_to_curve_ex instead of BKE_vfont_to_curve, so we can
read from the evaluated object and write to the original curves in order
to have the modified data taken into account on next object evaluation.
(BKE_vfont_to_curve would read and write to/from the same object)
Final solution provided by @sergey in that report, thx!
Adds a wrapper-struct to create and return the three layouts required
for the propery split layout (i.e. `UILayout.use_property_split`). This
gives more flexibility for special treatment.
E.g. needed for adding the arrow icon buttons when there is a hierarchy
of nodes to be represented in the material properties (needs inserting
in the text column to not offset the split layout).
This commit also makes use of the utility for
`uiItemL_respect_property_split()`.
Caused by rBe82827bf6ed5.
DRW_draw_depth_object calls DRW_mesh_batch_cache_create_requested with
NULL scene, but that is accessed later on...
Scene is actually available, so pass that around.
Maniphest Tasks: T76131
Differential Revision: https://developer.blender.org/D7540
Usually items without labels don't use the property split layout and
just use the full layout width. In some cases that is not wanted because
it looks odd if single items within the split layout use the full width.
The option is unused but would be needed for adding decorators to the
material properties.
Seems like this was left out when UV operators were converted to multi-
object-editing, ref T54645.
Maniphest Tasks: T76111, T54645
Differential Revision: https://developer.blender.org/D7537
Previously `UILayout.prop_decorator()` (or `uiItemDecoratorR()` in C)
only worked for single items, not for arrays. The decorators are added
vertically, like `UILayout.prop()` adds them.
This will be needed for adding decorators to material properties, but
will likely have other use-cases as well.
Also, `None` (or `NULL`) can be passed for the data-pointer and property
now to create blank decorators (as already possible for
`uiItemDecoratorR_prop` in C).