Moves the render display type (to choose between rendering in a new
window, in a fullscreen area, in an Image Editor, etc) from the scene to
the preferences.
The active object can be `NULL`, which causes a segfault in
`BKE_object_is_in_editmode(NULL)` (and if that were made NULL-safe, the
segfault would happen further down in `object_remesh_poll()`).
The old min/max options specified the target min/max values, they didn't
act as min/max operators. So the versioning code should be adjusted
accordingly.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5828
Make a distinction between flush sculpt changes for rendering, and forcing
sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH
for renders.
The new paint cursor (introduced in rBe0c792135adf) could crash for 2d
painting without an active object.
Note there are still drawing asserts (because we are mixing 2d and 3d
drawing in 'paint_draw_cursor'), but these will be handled in a seperate
commit.
part of T69957
Reviewers: jbakker
Maniphest Tasks: T69957
Differential Revision: https://developer.blender.org/D5820
Curve edit points could disappear when the deformed curve is out of view
area. Fix similar to rB0f983e854052.
Reviewers: jbakker
Maniphest Tasks: T69687
Differential Revision: https://developer.blender.org/D5748
When starting automaking from a boundary vertex it was only updating the automasking factor in connected boundary vertices. This also fixes other similar functions like mask expand or dynamic mesh preview.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5812
This commit makes the pose brush easier to control. It also includes a refactor of the pose brush init code.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D5761
The `do_update` variable wasn't set after changing the `progress`
variable, causing the GUI only to update on redraw (f.e. when the user
was waving the mouse around).
Using pointers instead of references when passing progress variables
makes the C++ code more in line with the C code (as it doesn't transform
pointer parameters to reference parameters). Also makes it easier to
spot when a common Blender pattern is implemented incorrectly (fix will
be in the next commit).
Display of velocity and acceleration units should be affected by unit scale.
Arguably the behavior of the physics simulation should be for gravity to remain
constant, but such design changes are outside the scope of bug fixing. At least
the UI should correctly reflect what the physics simulation will do.
Small memory reduction change by only storing the pixels of the combined
pass when it is being shown in the viewport. Previously the combined pass
was always calculated and present in the output buffer. The combined pass
will still be calculated.
It is a limitation in Blender that Cycles always had a combined pass.
This patch will remove the limitation from the code base of Cycles.
Blender still has the limitation, but will always request the combined
renderpass when doing final rendering.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5784
Another sneaky bite from the infamous private ID data: While those
monsters are not in bmain, the actions used by their animdata are
regular cute little ID's, living with the herd in the safe and sound
Main DB...
So we have to be careful not to propagate the nasty black magic
required to handle the formers when we duplicate their animdata.
Saying it again: private ID datablocks should never have had their own
animdata & actions, this is endless issue also with RNA paths... And
makes copying of animation between materials and such needlessly
complicated.
As per Brecht's suggestion, use the check_existing property to control
visibility of the '+' and '-' icons. It is typically set for save
operations.
Adds another FileSelectParams flag (to avoid duplicated propertie
lookups) and removes the recently introduced
FileSelectParams.action_type again.
Fixes T69881.
That's exactly why we should get rid of all those 'custom cases'
remapping code, it's hard enough to keep a single place
(library_query.c) up to date and 100% valid, but having more areas doing
their own remapping is just impossible to maintain... Some day...