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.
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 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
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.
This only handles the issue after file load.
To make it an all-around solution we need to deal with
this in ed_object_select_pick, do_outliner_item_activate_tree_element(),
...
- Add 'Navigation Buttons' preference, used for 2D views
(previously this couldn't be disabled).
- Add "Off" option for 3D view axis.
- Support minimal axis with navigation buttons.
The issue was that we were still working around a Xorg bug that has been solved since a very long time:
https://bugs.freedesktop.org/show_bug.cgi?id=22515
The second issue was that the global "confirm on release for mouse clicks" was used for keyboard shortcuts as well.
Reviewed By: Campbell
Differential Revision: http://developer.blender.org/D5128
Not much to be done here really, besides adding yet another hack to that
giant pile of hacks that are mballs...
So to avoid newly created copy of basis of mball to influence to mball
computation, we simply switch it to Empty object for the depsgraph
update run.
Not nice, but working (besides a weird change of basis obflag which
should not happen), and presumably reasonably safe change.
Previously settings were removed, now add to the rigid body world automatically
even if it's a bit ill defined, since this is confusing for users.
Fundamentally the concept of a rigid body world collection could be revised, and
left only as an optional thing.
clnor editing code was simply not checking at all whether it has
something to work on... Guess nobody had idea to edit custom normals on
a mesh that has no normals before! :P
This should probably be handled in a poll function too, to completely
disable those tools when there are no faces/loops, but let's keep it to
minimal changes at that point.