Issue is that, when we switch from full preview view to combined view, preview area has
its `sizey` set to use all available height, which leaves nothing for poor main area.
For now, make checks when switching mode to combined one, so that both areas have
resonable `sizey` values. Not perfect, but works.
Added a small menu with a few helper oerators next to each group panel:
* Remove group from all objects
* Select objects in group
More could be added possibly in the future.
Thanks to Campbell for the advice here.
The issue was that some properties are no direct children of the struct we support in 'copy to selected'
(RNA_Sequence in this case). Since we can't use the ID of sequences here (it's the scene, while we need
a sequence level of control), we had to add a new API helper to RNA path, which takes a RNA type
and return a path relative to the closest ancester of that type.
This way, we get a path from the RNA_Sequence, and can easily apply it to all other valid sequences
to copy the property.
Review, suggestions and edits by Campbell Barton, thanks!
For now it was mainly about OpenCL wrangler being duplicated
between Cycles and Compositor, but with OpenSubdiv work those
wranglers were gonna to be duplicated just once again.
This commit makes it so Cycles and Compositor uses wranglers
from this repositories:
- https://github.com/CudaWrangler/cuew
- https://github.com/OpenCLWrangler/clew
This repositories are based on the wranglers we used before
and they'll be likely continued maintaining by us plus some
more players in the market.
Pretty much straightforward change with some tricks in the
CMake/SCons to make this libs being passed to the linker
after all other libraries in order to make OpenSubdiv linked
against those wranglers in the future.
For those who're worrying about Cycles being less standalone,
it's not truth, it's rather more flexible now and in the future
different wranglers might be used in Cycles. For now it'll
just mean those libs would need to be put into Cycles repository
together with some other libs from Blender such as mikkspace.
This is mainly platform maintenance commit, should not be any
changes to the user space.
Reviewers: juicyfruit, dingto, campbellbarton
Reviewed By: juicyfruit, dingto, campbellbarton
Differential Revision: https://developer.blender.org/D707
When menus are clamped to the window bounds,
its was possible not to have an active menu-item under the mouse,
Making Ctrl+S,Enter not completely reliable.
Changes needed to support this are:
- menu item is activated on popup menus
(to avoid relying on mouse-over)
- moving mouse away from menu items only de-activates when over a new menu-item.
- Mouse clicks are ignored if they are not directly over the menu item.
The issue was caused by NLA evaluation without actions not setting
id's flag as updated (as that's happening when action writes data
to the ID datablock).
Added the same flag set for the NLA evaluation as what's happening
for actions.
This is another example of transform code crappiness. Projection
snapping for objects is handled separately than regular snapping.
Luckilly for us, we have the normal ready from the raycast result and a
copy of code from ElementRotation function can do the necessary
rotations for us.
I have not enforced constraints here (arguably, maybe I should, and the
already present projection snapping should do that too but seems it is
commented out and the unorthodox order of operations here has me a bit
scared. Leaving as TODO)
The issue was caused by the render engine loading edit mesh, which re-allocates
mesh array which might be referenced by other object's derived meshed.
Worst thing about this is that updating render engine happens from the end of
scene update function, after all the objects are updated and so. This is needed
so render engine gets the update objects which is correct.
The only proper way to solve the issue is to make it so viewport engine does not
leave objects in inconsistent state, meaning nobody will reference to freed data.
In order to reach this we do edit mesh loading before running objects update so
all the objects which uses that mesh will have proper references in the derived
mesh.
This also solves old creepyness which happened before when having single object
in edit mode. tweaking it will calculate derived mesh as a part of scene update,
then this derived mesh will be freed by edit mesh loading and viewport will be
creating derived mesh again.
Now render engine is expected to do nothing with meshes which are in edit mode,
but they still need to load edit data for non0meshes. It's not really easy to
do from the BKE level because needed functions are implemented in the editor.
Thanks Campbell for the review!
Differential Revision: https://developer.blender.org/D697