For assets, the copy callback of the drop-box would append the asset
data-block. Check if the operator's poll succeeds before calling the copy
callback.
Otherwise the data-block is "secretly" appended, which the user doesn't expect
and won't notice without checking the file data in the Outliner.
For masks I had to extend the poll function, it didn't check context
sufficiently.
The normal drag & drop support was already there, just needed minor tweaks to
respect asset importing. The dragged in mask will create a mask node for
compositor node editors.
Part of T82661.
The normal drag & drop support was already there, just needed minor tweaks to
respect asset importing. The dragged in image will create a image/texture node
for the internally known node-tree types (shader, texture and compositing
nodes).
Part of T82661.
The float array is declared inside a smaller scope, pointed to, and then
used later. This simply moves the declaration outside of the if statement.
Also remove two redundant lines.
Simplification and changes to the Navigation gizmo. Better indication of negative axes, consistent use of color and size to indicate orientation, ability to be resized.
Differential Revision: https://developer.blender.org/D9744
Reviewed by Campbell Barton
* tbb::blocked_range moved to a different namespace and since the fix is
non-trivial, remove some unused code that used this.
* Task group priorities are no longer supported. It's unclear if they are
useful at all right now and even set correctly, for now all tasks are equal
priority with TBB 2021.
There are a couple of operations that are meant to set the active
modifier that currently don't. The first is a mouse press on the drag
icon on the right of the header, and the second is mouse presses on
modifier sub-panels headers.
This was an oversight in the implementation, especially the second,
because the blank space on the right of a sub-panel header often looks
just like the blank space elsewhere on the modifier's panel that
*does* set the active modifier.
Note that this purposefully doesn't include collapsing and expanding
the modifier as operations that set the active, since regardless of
whether that makes sense, it wasn't in the agreed upon design, which
would ideally not need changing for 2.92.
Differential Revision: https://developer.blender.org/D10155
`bmain.relations` is used to store temp data of relations between IDs,
to speed-up some complex processes heavily relying on such information.
Previous implementation was failry unclear/confusing, and required a
not-so-nice hack to 'tag' some ID as processed.
New code changes as such:
* Using `from`/`to` naming (instead of `user`/`used`).
* More clear separation between `to` `id_pointer` and `from` one,
using an union instead of hacking around difference between `ID *` and
`ID **` pointers.
* Adds storage of `session_uuid` informations (mainly useful as
debug/ensuring proper consistency of data currently).
* Adds a structure per ID in the mapping. This enables possibility of
storing tags (and potentially more data in the future) per-ID,
without polluting the IDs themselves with very short-life info.
Differential Revision: https://developer.blender.org/D10164
Currently this is needed to properly tag PointCache's for info update
(fixes an issue reported in T82503).
Suspect we may need this in more cases in the future though, RNA
assign/update processes are not always 100% enough to deal with
complicated corner cases.
Previously float2 was converted to float3 by implicitly converting to a
float pointer first, which was then passed to the float3 constructor.
This leads to uninitialized memory in the z component of the new float3.
Ideally this should be solved in float2/float3 itself, but my first fix for
that resulted in a compile error: rB6ac0a3d83c8e5a39bd5356aa0d68e3166bd91e82
This is an alternative fix that can be used for now. Will have to look
into the conversion in more detail again.
Was happening when there are deform modifiers prior to the multires.
There are detail in the comment around sculpt_undo_refine_subdiv(),
but briefly: the subdiv was refined with wrong base mesh coordinates.
Differential Revision: https://developer.blender.org/D10158
Previously float2 was converted to float3 by implicitly converting to a
float pointer first, which was then passed to the float3 constructor.
This leads to uninitialized memory in the z component of the new float3.
We will need to expand this node soon to add weight/count for different
elements inside the collection. For that it is better to have the node
to use its own DNA.
Thanks to that same point cache being exposed in **four** different RNA
paths (twice in particle system, and twice in its embedded cloth
simulation settings).
Only way is to also make particle system overridable.
Dividing the workload by number of tasks in float is imprecise and
lead in some cases to particles not being calculated at all
(example: 20000 particles, 144 tasks).
Switching this calculation to integer makes sure we don't lose count.
Differential Revision: https://developer.blender.org/D10157
Dividing the workload by number of tasks in float is imprecise and
lead in some cases to particles not being calculated at all
(example: 20000 particles, 144 tasks).
Switching this calculation to integer makes sure we don't lose count.
Differential Revision: https://developer.blender.org/D10157
While the previous fix for T84920 is correct, the crash could still be
triggered by changing the active object while in edit-mode.
Ensure stale data isn't used by tagging for depsgraph update when
edit-mode data is freed on undo.
While exiting edit-mode normally does this, it's possible to set the
active object to a non edit-mode mesh, skipping the mode-switch
operator and it's depsgraph tagging.