Reusing PROP_TEXTEDIT_UPDATE instead of adding a new property flag just for search strings. Currently it's only used for search strings anyway so seems fine for now.
Fixes T50336.
This splits `interp_weights_face_v3` into `interp_weights_tri_v3` and
`interp_weights_quad_v3`, in order to properly handle three sided polygons
without needing a useless extra index in your weight array. This also
improves clarity and consistency with other math_geom functions, thus
reducing potential future errors.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2461
This way render engine can request mesh to be auto-split and not
worry about implementing this functionality on it's own.
Please note that this split is to be performed prior to tessellation.
Other than implementing a `mid_v3_v3_array` function, this removes
`cent_tri_v3` and `cent_quad_v3` in favor of `mid_v3_v3v3v3` and
`mid_v3_v3v3v3v3` respectively.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2459
When layout has only small buttons (buttons with icon and without label)
its size should be fixed. Code was modified to be able to add a new UI_ITEM_MIN
flag which indicates that the layout has only small fixed-width buttons.
Patch by @raa, with minor style edits by @mont29.
Reviewers: Severin, mont29
Reviewed By: mont29
Tags: #bf_blender, #user_interface
Differential Revision: https://developer.blender.org/D2423
This does not address stapling shader in 2.8, though the solution can be
similar (own shader, not polutting interlace shader).
part of T49043
Reviewers: merwin
Differential Revision: https://developer.blender.org/D2440
Am pretty sure node update should not touch to Main database like that,
but for now let's allow it, I guess the hack is needed for things like
Sverchok. ;)
If the active object is in weight paint mode, but some armatures in pose mode, 'manipulate center points' still affects the transformation. See bd2034a749.
Also removed redundant check, we basically did the same check for paint modes twice.
If a very low wetness absolute alpha brush is used with spread and
drying effects enabled, some pixels will rapidly accumulate paint.
This happens because paint drying code applies a minimal wetness
threshold that causes the paint to instantly dry out.
Specifically, every frame the brush adds paint at the specified
absolute alpha and wetness set to the minimal threshold, spread
drops it below threshold, and finally drying moves all paint to
the dry layer. This drastically accelerates the rate of flow of
paint into the affected pixels.
Fortunately, the reason paint spread actually ends up decreasing
wetness turns out to be a simple floating point precision problem,
which can be easily fixed by restructuring the affected expression.
Reported on IRC by dfelinto, thanks.
Root of the issue was that opening a new text file would create
datablock with one user, when Text editor is actually a 'user one' user.
This was leaving Text datablocks in inconsitent user count, and
generating asserts in BKE_library area.
Also changed a weird piece of code related to that extra user thing in
main remapping func.
Main issue here was that in old usercount system 'user_real' did simply
not allow that kind of thing to work. With new pait of 'USER_EXTRA'
tags, it becomes possible to handle the case correctly, by merely refining
checks about indirectly use objects whene removing them from a scene.
Incidently, found another related bug, 'link group objects to scene' was not
incrementing objects' usercount - bad, very very bad!
This is a hacky fix for a regression introduced sometime after 2.76.
The "Strip Time" setting on NLA Strips could not be edited without the
value immediately jumping back to the current FCurve value (or 0.0 if no
keyframes existed); even enabling autokey wouldn't let you key the property.
Until we have proper overrides (that only lose their values on frame change),
it's best that this setting is editable, even if it does mean it you have to
manually change the frame to see the updated values.
Sometimes it can be useful to be able to keep onion skins visible in the
OpenGL renders and/or when doing animation playback. In particular, there
are two use cases where this is quite useful:
1) For creating a cheap motion-blur effect, especially when the before/after
values are also animated.
2) If you've animated a shot with onion skinning enabled, the poses may end
up looking odd if the ghosts are not shown (as you may have been accounting
for the ghosts when making the compositions).
This option can be found as the small "camera" toggle between the "Use Onion Skinning"
and "Use Custom Colors" options.
This is a regression introduced in rB5bd9e832
It looks more like a hack than a proper fix, but the shader logic
changed a lot for blender2.8, so I would rather do the elegant fix
there, while leaving master working.
If we ever do a 2.78b (or 2.79) this should get in.
That code was a joke, letting some invalid utf8 bytes pass, returning
wrong offset for some invalid sequences, not to mention length and
pointer easily going out of sync, NULL final byte being 'forgotten' by
memcpy, etc. etc.
The miracle here is that we could survive using this for so long!
Probably because we do not use utf-8 sanitizing enough in Blender,
actually... :/
Please **DO NOT** add changes from master when it's totally uneeded!
Changes to BLI_ area most certainly shall *always* be done in master,
there is absolutely no point in adding more diff between the two
branches than needed, will only makes merging more cumbersome!
Conflicts:
CMakeLists.txt
source/blender/blenlib/intern/math_vector_inline.c
This is the same issue as was fixed with T39486: the adjustment pass
that tries to equalize different widths at either end of an edge
sometimes causes the widths to get bigger and bigger.
The previous fix was to let "clamp_overlap" do double duty as a way
to limit this behavior. But clearly this is undiscoverable, as the
current bug report shows. So I put in an "auto-limiting" mode that
detects when adjustments are going crazy and then acts as if
clamp_overlap were set.
The reason we can't always act as if clamp_overlap is set is that
certain models (e.g., Bent_test in regression tests) look bad if
that is enabled.
This reverts commit 5aa19be912 and b4a721af69.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
Over time roll and orbit would scale the quaternion
which is documented as unit length.
In practice any errors would be subtle,
but better normalize as other operators do.