The wireframe drawing for face masks is intrusive as selected wires
were solid white and always drawn. This made it hard for users to see
the exact color near edges.
This patch draws only the border of the selected faces,
edges between two selected faces are not drawn at all.
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5147
There are several aspects to the fix:
- Always calculate bounding box for meshes and curves from dependency
graph evaluation function.
There is a reason why mesh was tagged for geometry update, so can not
be spare here in attempts to avoid calculation.
- Remove texture space evaluation from RNA accessor.
Such data is to be evaluated by a dependency graph.
Don't see a reason to be different here: we never force evaluation of
any kind from RNA.
- Copy bounding box and texture space to original object for active
dependency graph.
This matches object-level bounding box and allows to remove bounding
box evaluation from RNA.
Before this change using Sequencer input for the scene strip would
permanently enable sound playing back for that strip. Going back to
Camera would have been still playing sound from the strip, which is
rather misleading since rest of the nested sequencer is not used.
Now, when close a geometry with cyclic is possible generate new geometry for the gap.
The cyclic operator now supports multiframe edition too. Before only worked with active frame.
Also added the corresponding missing menu options and the new F keymap. All these features were missing, pending of the fix of the alpha glitches in stroke already done.
ffmpeg defines some of the math constants if they are not
found before including any of its headers, this lead to
a build warnings about M_E, M_LN2 and M_SQRT1_2 being
redefined once BLI_math_base.h gets included.
With Eevee the user interface, 3D viewport and small icon materials previews
are rendered on the same GPU. This can lead to some choppy interaction when
dragging sliders. Delaying the icon preview render until the user is done with
that helps a bit, though it's no guarantee.
This option from the very beginning of its existence needed more work
to make it work correct and this was never done.
This option was working fine during continuous playback, when there
are no skipped frames, but it was failing when AV-sync of framedrop
was enabled.
It was never working correct when jumping between frames, including
rendering on a farm which usually does frame-range based rendering.
With copy-on-write things became even more tricky, since the "stuck"
flag was never preserved between re-evaluations.
Fixes T65683: Sticky Option in Floor Constraint for Bones Not Working
This works for most situations, however if you have:
```
A
|-> B
|--> C
```
And only A and C are selected, C will be shown nested under A, instead
being by its side.
I still have to think on how to address these cases since they are
slightly misleading.
Related: T65263.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5134
Changing the workspace or mode from one window may need to change the
active tool in another window since two different workspaces
may share an object.
This wasn't working with multiple windows,
WM_toolsystem_do_msg_notify_tag_refresh could use a workspace
from a different window to the screen that owned the area.
Instead of fixing, remove these since they aren't needed anymore
since changing modes now refreshes the tool system.