Resolved conflicts:
release/datafiles/startup.blend
source/blender/editors/space_nla/nla_buttons.c
Also updated source/blender/blenkernel/intern/linestyle.c as a follow-up of
recent changes for the use of bool.
actions or NLA data attached was broken
Looks like a typo whcih somehow slipped in at some stage, as I remember that
this used to work at some point 2 years ago!
1) It made no sense to show this as the last operator which was used, since
these can only be used from the anim editors (and not the 3D View where this
panel appears most of the time)
2) Mouse select operators in other places didn't do this
3) There aren't really any editable parameters for this operator anyway
4) It's highly dependent on valid mouse coordinates as input.
Apart from that, undo still works fine, so no need to really keep this here.
Somewhere along the line, this functionality broke, even though the code to
handle these settings was still in place for many of these. The main implication
of this fix is that it should now be possible to select a particular AnimData
block, which makes it possible to do things such as changing the action
associated with that AnimData block (i.e. via the "Animation Data" panel in the
NLA Editor), as well as other operations which I've had on the todolist for a
while. Stay tuned!
Fix for keyingsets tips, and make them (and a few others) findable by i18n messages extracting code (for some reasons, their bl_rna.description are void???).
Big thanks to Josef Meier (jomeier) for finding the fix!
It turns out that this was a case of variable shadowing that had been overlooked
and compilers were not warning about.
errors with the variables/targets, even if those errors are for variables which
aren't used (and are hence "harmless" errors)
This means that the filter can be truly useful for helping locate things that
need "cleaning up". For example, previously, there could still have been drivers
where there were some of these "harmless" errors would emit warnings, but would
otherwise appear perfectly functional.
The implementation here uses a slightly slower method of checking any errors in
these driver vars. However, it's no slower than what's done when these are
evaluated, and should be less error prone than introducing yet another type of
error tagging for this one case. The problem here is that the "driver invalid"
flag, which is usually set when a target has errors, gets cleared by the
pydrivers code if nothing went wrong when evaluating the expression. Removing
this clearing step will probably open a can of worms, so unless this method
proves to be far too slow, this simpler fix will do.
you to fix the RNA Path in-place
For F-Curves that are disabled or marked as having errors because their paths
are invalid (indicated with a red line underneath their names), it is now
possible to use the Ctrl-Click renaming functionality to bring up a textbox for
fixing the offending RNA Path "in place" (i.e. in the channels list) without
having to bring up the properties region first.
This makes it easier to fix the paths if you know what you're doing. However,
caution is still advised for most people. In particular, be aware that this uses
a separate "RNA Array Index" for indexing into array properties (i.e. location,
rotation, color) which will not be shown here, and can only be edited from the
panel (or datablocks editor/scripts).
This commit introduces operators to customise the grouping of F-Curves. As
groups are only available in Actions, these grouping operators only work in the
Dopesheet, Action Editor, and Graph Editor (Animation) modes.
To Use:
* Ctrl-G = Group selected F-Curves
* Alt-G = Ungroup selected F-Curves
* or find these tools from the Channels menu
Notes:
* When invoking the grouping operator from the Channels menu, the name popup
won't show up. Instead, the group(s) created will be created with the default
name. To fix, you can either use the F6 operator properties edit OR manually
edit the names (Ctrl-LMB on the relevant channel)
besides performance in some cases.
* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
most cases. This will clear the dependency graph, and only rebuild it right
before it's needed again when the scene is re-evaluated.
This is done because DAG_scene_sort is slow when called many times from
python operators. Further the scene argument is not needed because most
operations can potentially affect more than the current scene.
* DAG_scene_relations_update will now rebuild the dependency graph if it's not
there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
cases that need it.
* Remove various places where ob->recalc was set manually. This should go
through DAG_id_tag_update() in nearly all cases instead since this is now
a fast operation. Also removed DAG_ids_flush_update that goes along with
such manual tagging of ob->recalc.
Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
The operator names all show up in the Search button. As such is nicer if they
can all have the main words capitalized.
e.g. "Snap strips" should be "Snap Strips"
"Copy to clipboard" should be "Copy to Clipboard"
This was done with a mix of bash tools, regex, and manual work because I'm too rushed into regex :)
+ fix bge stereo eye separation tooltip
in a timeline view would show up search results in other editors (e.g. 3D View).
This only really works where there is a timeline view as:
1) The modal interactive stuff is built on the assumption that a suitable 2D
view mapping exists
2) The operator is not "registered" (i.e. no props display after usage, and
doesn't get shown in undo) as it's more "view state" than "scene data"
Rewrote poll callback to handlethis properly
Fix for second issue in the UI for this FModifier, where the "x" would not be
shown for order=1 where DPI >= 88 and Text AA is off, as the label sizes used
were too small.
incorrectly
* Plus signs were used between factors instead of multiplication. These now use
the times symbol
* Fixed alignment problem for last factor being more spread out