Sequencer: Don't create undo step when click-select does nothing #104453

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Lucas Tadeu wants to merge 10 commits from Yup_Lucas/blender:T94080/sequencer-empty-undo into main

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
Contributor

I had originally sent this patch in https://developer.blender.org/D17212.

Ref #94080

Summary

When the sequencer is empty (i.e., there are no sequences), we would have
the deselect_all variable set to true called
ED_sequencer_deselect_all to select any existing sequences.

The code just assumed that because the deselect_all flag was true and we
called ED_sequencer_deselect_all that something changed. That's not true
when the sequencer is empty.

Changes made

I've changed ED_sequencer_deselect_all to return a boolean value
indicating whether or not it has mark any sequences for deselection.

The changed variable is set to the value returned by
ED_sequencer_deselect_all.

When there are no sequences present, changed is false.

Notes

I noticed that if I click and drag (Box selection) around the editor even
when there are no sequences an empty Box selection undo item gets created.

We can either update the parent task to get that fixed or create a new
task.

I'm gonna deal with that after this diff.

Test plan:

  1. Check-out this diff
  2. Build blender
  3. Open the Sequencer
  4. Go to Edit > Undo History and confirm the history is empty
  5. Click all over the Sequencer window
  6. Go to Edit > Undo History and confirm the history is still empty
I had originally sent this patch in https://developer.blender.org/D17212. Ref https://projects.blender.org/blender/blender/issues/94080 ### Summary When the sequencer is empty (i.e., there are no sequences), we would have the `deselect_all` variable set to `true` called `ED_sequencer_deselect_all` to select any existing sequences. The code just assumed that because the `deselect_all` flag was true and we called `ED_sequencer_deselect_all` that something changed. That's not true when the sequencer is empty. ### Changes made I've changed `ED_sequencer_deselect_all` to return a boolean value indicating whether or not it has mark any sequences for deselection. The `changed` variable is set to the value returned by `ED_sequencer_deselect_all`. When there are no sequences present, `changed` is false. ### Notes I noticed that if I click and drag (Box selection) around the editor even when there are no sequences an empty Box selection undo item gets created. We can either update the parent task to get that fixed or create a new task. I'm gonna deal with that after this diff. Test plan: 1. Check-out this diff 2. Build blender 3. Open the Sequencer 4. Go to Edit > Undo History and confirm the history is empty 5. Click all over the Sequencer window 6. Go to Edit > Undo History and confirm the history is still empty
Lucas Tadeu added 2 commits 2023-02-08 07:31:32 +01:00
3dc748ab5c [Sequencer] Don't make undo items when an empty sequencer gets clicked
If the sequencer receives a click event, it looks for items to
select/deselect.

When the sequencer is empty (i.e., there are no sequences), we would have
the `deselect_all` variable set to `true` called
`ED_sequencer_deselect_all` to select any existing sequences.

The code just assumed that because the `deselect_all` flag was true and we
called `ED_sequencer_deselect_all` that something changed. That's not true
when the sequencer is empty.

Changes made
------------
I've changed `ED_sequencer_deselect_all` to return a boolean value
indicating whether or not it has mark any sequences for deselection.

The `changed` variable is set to the value returned by
`ED_sequencer_deselect_all`.

When there are no sequences present, `changed` is false.

Notes
-----

I noticed that if I click and drag (Box selection) around the editor even
when there are no sequences an empty Box selection undo item gets created.

We can either update the parent task to get that fixed or create a new
task.

I'm gonna deal with that after this diff.

Test plan:

1. Check-out this diff
2. Build blender
3. Open the Sequencer
4. Go to Edit > Undo History and confirm the history is empty
5. Click all over the Sequencer window
6. Go to Edit > Undo History and confirm the history is still empty

Differential Revision: https://developer.blender.org/D17212
Lucas Tadeu changed title from WIP [Sequencer] Don't create empty undo items when clicked to WIP: [Sequencer] Don't create empty undo items when clicked 2023-02-08 07:31:55 +01:00
Lucas Tadeu requested review from Richard Antalik 2023-02-08 07:32:02 +01:00
Lucas Tadeu changed title from WIP: [Sequencer] Don't create empty undo items when clicked to [Sequencer] Don't create empty undo items when clicked 2023-02-08 07:39:23 +01:00
Author
Contributor

@iss I still need to help understanding your comment in https://developer.blender.org/D17212 :)

@iss I still need to help understanding your comment in https://developer.blender.org/D17212 :)
Lucas Tadeu changed title from [Sequencer] Don't create empty undo items when clicked to Sequencer: Don't create empty undo items when clicked 2023-02-08 08:22:12 +01:00
Campbell Barton requested changes 2023-02-08 10:27:34 +01:00
@ -1 +1 @@
Subproject commit b3f0ffc587d197b37eac9a1566d1d24b7bee7d9a
Subproject commit 48320b2d9f3d829c46ae4a6a6aab0bd94e80c830

This needs change should not be included.

This needs change should not be included.
Author
Contributor

any idea how to do that?

tried git submodule foreach --recursive git submodule update --init but that doesn't seem to do anything

any idea how to do that? tried `git submodule foreach --recursive git submodule update --init` but that doesn't seem to do anything

Not super familiar with new workflow, git submodule foreach --recursive git checkout origin/main worked with synthetic test. I think it would be good to run make update before. But here you change commit to newer one, which I am not sure how it can happen. Also not sure if when submitting PR it shows changes in submodules hash to your branch or to origin/main.

For future, it's best to avoid including submodules in commit by specifying changed files manually.

Not super familiar with new workflow, `git submodule foreach --recursive git checkout origin/main` worked with synthetic test. I think it would be good to run `make update` before. But here you change commit to newer one, which I am not sure how it can happen. Also not sure if when submitting PR it shows changes in submodules hash to your branch or to origin/main. For future, it's best to avoid including submodules in commit by specifying changed files manually.

To avoid this use git commit -a instead of git commit ..

To avoid this use `git commit -a` instead of `git commit .`.
Author
Contributor

ack, thanks @iss and @ideasman42

ack, thanks @iss and @ideasman42
Author
Contributor

Yeah I tried @iss 's command and it didn't make any change for me here. Same for make update.

I don't think it would make a different for trunk/master since the hashes in the .gitmodules are unchanged (all of the point to master)

Yeah I tried @iss 's command and it didn't make any change for me here. Same for make update. I don't think it would make a different for trunk/master since the hashes in the `.gitmodules` are unchanged (all of the point to master)
ideasman42 marked this conversation as resolved
@ -2496,3 +2496,3 @@
{
Editing *ed = SEQ_editing_get(scene);
bool any_deselected = false;

Many operators track changes, the convention is to name this changed.

Many operators track changes, the convention is to name this `changed`.
Yup_Lucas marked this conversation as resolved
@ -2502,3 +2503,4 @@
LISTBASE_FOREACH (Sequence *, seq, SEQ_active_seqbase_get(ed)) {
seq->flag &= ~SEQ_ALLSEL;
any_deselected = true;

Since this is intended to track change, this should only be set if the flags changed.

if (seq->flag & SEQ_ALLSEL) {
  seq->flag &= ~SEQ_ALLSEL;
  changed = true;
}
Since this is intended to track change, this should only be set if the flags changed. ``` if (seq->flag & SEQ_ALLSEL) { seq->flag &= ~SEQ_ALLSEL; changed = true; } ```
Author
Contributor

done

done
ideasman42 marked this conversation as resolved
@ -976,3 +976,2 @@
if (deselect_all || (seq && (extend == false && deselect == false && toggle == false))) {
ED_sequencer_deselect_all(scene);
changed = true;
// 'changed' will be true if any sequences were deselected. Otherwise, it'll be false.

Use C-style comments for comment blocks.

Also, 'changed' will be true if any sequences were deselected. Otherwise, it'll be false. isn't necessary, this is already part of the functions doc-string and quite clear as well.

Use C-style comments for comment blocks. Also, `'changed' will be true if any sequences were deselected. Otherwise, it'll be false.` isn't necessary, this is already part of the functions doc-string and quite clear as well.
Author
Contributor

done

done

I think whole comment is redundant, variable changed is in general used to decide whether operator has been finished or cancelled and therefore generates undo step.

I think whole comment is redundant, variable `changed` is in general used to decide whether operator has been finished or cancelled and therefore generates undo step.
Author
Contributor

removed

removed

picky prefer changed |= ED_sequencer_deselect_all(scene); ensures in the future, this assignment never clears the changed state.

*picky* prefer `changed |= ED_sequencer_deselect_all(scene);` ensures in the future, this assignment never clears the changed state.
Author
Contributor

done

done
ideasman42 marked this conversation as resolved

@iss I still need to help understanding your comment in https://developer.blender.org/D17212 :)

Thanks for re-posting this to new site, what I meant is suggested by @ideasman42 in inline #104453 (comment)

> @iss I still need to help understanding your comment in https://developer.blender.org/D17212 :) Thanks for re-posting this to new site, what I meant is suggested by @ideasman42 in inline https://projects.blender.org/blender/blender/pulls/104453#issuecomment-865045
Lucas Tadeu added 2 commits 2023-02-08 20:22:55 +01:00
Lucas Tadeu added 1 commit 2023-02-08 20:24:56 +01:00
Lucas Tadeu added 1 commit 2023-02-08 20:26:45 +01:00
Lucas Tadeu added 1 commit 2023-02-09 06:21:49 +01:00
Lucas Tadeu requested review from Campbell Barton 2023-02-09 06:24:06 +01:00
Lucas Tadeu added 75 commits 2023-02-09 06:32:09 +01:00
3d6ceb737d Geometry Nodes: parallelize part of Duplicate Elements node
This implements two optimizations:
* If the duplication count is constant, the offsets array can be
  filled directly in parallel.
* Otherwise, extracting the counts from the virtual array is parallelized.
  But there is still a serial loop over all elements in the end to compute
  the offsets.
501352ef05 Cleanup: Move PBVH files to C++
For continued refactoring of the Mesh data structure. See T103343.
b642dc7bc7 Fix: Incorrect forward-compatible saving of face sets
There were two errors with the function used to convert face sets
to the legacy mesh format for keeping forward compatibility:
- It was moved before `CustomData_blend_write_prepare` so it
  operated on an empty span.
- It modified the mesh when it's only supposed to change the copy
  of the layers written to the file.

Differential Revision: https://developer.blender.org/D17210
d3949a4fdb Fix GHOST/Wayland thread-unsafe key-repeat timer checks
Resolve a thread safety issue reported by valgrind's helgrind checker,
although I wasn't able to redo the error in practice.

NULL check on the key-repeat timer also needs to lock, otherwise it's
possible the timer is set in another thread before the lock is acquired.

Now all key-repeat timer access which may run from a thread
locks the timer mutex before any checks or timer manipulation.
7de1a4d1d8 Fix GHOST/Wayland thread-unsafe timer-manager manipulation
Mutex locks for manipulating GHOST_System::m_timerManager from
GHOST_SystemWayland relied on WAYLAND being the only user of the
timer-manager.

This isn't the case as timers are fired from
`GHOST_System::dispatchEvents`.

Resolve by using a separate timer-manager for wayland key-repeat timers.
329eeacc66 Cleanup: Cycles: Remove isotropic microfacet closure setup functions
Turns out these are 100% redundant, so get rid of them.
6d297c35c8 Fix T104371: GPencil merge down layer duplicates wrong frame
The merge down operator was sometimes copying the wrong frame, which altered the animation.
While merging the layers, it is sometimes needed to duplicate a keyframe,
when the lowest layer does not have a keyframe but the highest layer does.
Instead of duplicating the previous keyframe of the lowest layer, the code
was actually duplicating the active frame of the layer which was the current frame in the timeline.

This patch fixes the issue by setting the previous keyframe of the layer as its active frame before duplication.

Related issue: T104371.

Differential Revision: https://developer.blender.org/D17214
0a3df611e7 Fix T103393: Cycles: Undefine __LIGHT_TREE__ on Metal/AMD to fix perf
This patch fixes T103393 by undefining `__LIGHT_TREE__` on Metal/AMD as it has an unexpected & major impact on performance even when light trees are not in use.

Patch authored by Prakash Kamliya.

Reviewed By: brecht

Maniphest Tasks: T103393

Differential Revision: https://developer.blender.org/D17167
be0912a402 Cycles: Prevent use of both AMD and Intel Metal devices at same time
This patch removes the option to select both AMD and Intel GPUs on system that have both. Currently both devices will be selected by default which results in crashes and other poorly understood behaviour. This patch adds precedence for using any discrete AMD GPU over an integrated Intel one. This can be overridden with CYCLES_METAL_FORCE_INTEL.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D17166
654e1e901b Cycles: Use local atomics for faster shader sorting (enabled on Metal)
This patch adds two new kernels: SORT_BUCKET_PASS and SORT_WRITE_PASS. These replace PREFIX_SUM and SORTED_PATHS_ARRAY on supported devices (currently implemented on Metal, but will be trivial to enable on the other backends). The new kernels exploit sort partitioning (see D15331) by sorting each partition separately using local atomics. This can give an overall render speedup of 2-3% depending on architecture. As before, we fall back to the original non-partitioned sorting when the shader count is "too high".

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D16909
7beb487e9a Fix T104353: Crash on opening sculpting template
`t->region` was `NULL`.

It can happen depending on the context.

Caused by rB19b63b932d2b.
4bd3b02984 Python: Suppress BGL deprecation messages after 100 times.
BGL deprecation calls used to be reported on each use. As bgl calls
are typically part of a handler that is triggered at refresh this
could lead to overflow of messages and slowing down systems when
the terminal/console had to be refreshed as well.

This patch only reports the first 100 bgl deprecation calls. This
gives enough feedback to the developer that changes needs to be made
. But still provides good responsiveness to users when they have
such add-on enabled. Only the first frames can have a slowdown.
f2538c7173 Fix T104335: MNEE + OptiX OSL results in illegal address error
The OptiX pipeline created for OSL was missing sufficient continuation
stack to handle the MNEE ray generation program.
deaddbdcff Fix forced snap status being removed when changing transform mode
The `SNAP_FORCED` setting is set to the operation and not the snap
status.

Therefore, this option should not be cleared along with the other
statuses when resetting snapping.

Move then the location of this setting to `TransInfo::modifiers`.
cc623ee7b0 Transform: do not save settings when canceling the operation
If we are canceling, the settings must remain the same as before we
start the operation.
8adebaeb7c Modifiers: measure execution time and provide Python access
The goal is to give technical artists the ability to optimize modifier usage
and/or geometry node groups for performance. In the long term, it
would be useful if Blender could provide its own UI to display profiling
information to users. However, right now, there are too many open
design questions making it infeasible to tackle this in the short term.

This commit uses a simpler approach: Instead of adding new ui for
profiling data, it exposes the execution-time of modifiers in the Python
API. This allows technical artists to access the information and to build
their own UI to display the relevant information. In the long term this
will hopefully also help us to integrate a native ui for this in Blender
by observing how users use this information.

Note: The execution time of a modifier highly depends on what other
things the CPU is doing at the same time. For example, in many more
complex files, many objects and therefore modifiers are evaluated at
the same time by multiple threads which makes the measurement
much less reliable. For best results, make sure that only one object
is evaluated at a time (e.g. by changing it in isolation) and that no
other process on the system keeps the CPU busy.

As shown below, the execution time has to be accessed on the
evaluated object, not the original object.

```lang=python
import bpy
depsgraph = bpy.context.view_layer.depsgraph
ob = bpy.context.active_object
ob_eval = ob.evaluated_get(depsgraph)
modifier_eval = ob_eval.modifiers[0]
print(modifier_eval.execution_time, "s")
```

Differential Revision: https://developer.blender.org/D17185
39e0bbfa55 BKE libquery: Add option to also process `ID.lib` pointer.
This was never needed before, but upcomming work for Brush Asset project
requires it.
9c14039a8f BLI ListBase: Add new 'SplitAfter' given link util.
Allows to easily split a ListBase by moving the part after given link
into a new ListBase.
81f8d74f6d EEVEE: Cleanup: light power / radiance code and document it
All thanks to @weizhen for spoting the inconsistencies.
c7b601c79e Cleanup: Subdiv: Use index instead of pointer
The edge pointer was retrieved from the index and then just
used to calculate the index again. Remove the edge pointer
and only use the index.
85b2bce037 BKE libremap: do not assert on identity pairs.
If identity pairs (i.e. old ID pointer being same as new one) was
forbidden, then this should be asserted against in code defining
remapping, not in code applying it.

But it is actually sometimes usefull to allow/use identity pairs, so
simply early-return on these instead of asserting.
288b13b252 BKE lib remapper: Add new util to overwrite an existing mapping.
Current `BKE_id_remapper_add` would not replace an already existing
mapping rule, now `BKE_id_remapper_add_overwrite` allows that behavior
if necessary.
a3551ed878 BKE main namemap: Add a way to clear all namemaps of a given Main.
Existing `BKE_main_namemap_destroy` is too specific when a entire Main
needs to have its namemaps cleared, since it would not handle the
Library ones.

While in regular situation current code is fine, ID management code that
may also edit linked data needs a wider, simpler clearing tool.
430cc9d7bf Fix T104381: Assert on Circle Select end modal
`em_setup_vivewcontext` cannot be used in this function now as it
expects `obedit` to be a mesh. It also duplicated the viewcontext init.
Instead `BKE_editmesh_from_object` is called only when type is a mesh.
2d994de77c Cycles: MetalRT optimisation for subsurface intersection queries
This patch optimises subsurface intersection queries on MetalRT. Currently intersect_local traverses from the scene root, retrospectively discarding all non-local hits. Using a lookup of bottom level acceleration structures, we can explicitly query only the relevant instance. On M1 Max, with MetalRT selected, this can give a render speedup of 15-20% for scenes like Monster which make heavy use of subsurface scattering.

Patch authored by Marco Giordano.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D17153
75db4c082b Cleanup: Use BitVector instead of BLI_bitmap for subsurf face dot tags
For better type safety and more automatic memory management.
a38d99e0b2 Fix (unreported): Transform gizmo not restoring when changing mode
When activating a rotation with the Transform gizmo for example, some
gizmos are hidden but they don't reappear when changing the mode.

Make sure the gizmos corresponding to the mode always reappear.
d20f992322 Mesh: Avoid copying positions in object mode modifier stack
Remove the use of a separate contiguous positions array now that
they are stored that way in the first place. This allows removing the
complexity of tracking whether it is allocated and deformed in the
mesh modifier stack.

Instead of deferring the creation of the final mesh until after the
positions have been copied and deformed, create the final mesh
first and then deform its positions.

Since vertex and face normals are calculated lazily, we can rely on
individual modifiers to calculate them as necessary and simplify
the modifier stack. This was hard to change before because of the
separate array of deformed positions.

Differential Revision: https://developer.blender.org/D16971
8be3fcab7e Fix tests after recent commit.
`9c14039a8f4b5f` broke blenlib tests in release builds, due to how
`EXPECT_BLI_ASSERT` works (in release builds it just calls the given
function, so if that crashes then the test fails).

For now remove that check in the test.
b0b9e746fa BLI: Use BLI_math_matrix_type.hh instead of BLI_math_float4x4.hh
Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).

This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
6dcfb6df9c Cycles: Abstract host memory fallback for GPU devices
Host memory fallback in CUDA and HIP devices is almost identical.
We remove duplicated code and create a shared generic version that
other devices (oneAPI) will be able to use.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D17173
d3500c482f Cleanup: Move DRW_pbvh.h header to C++
For continued refactoring of the Mesh data structure. See T103343.
f152159101 Metal: Guard advanced command buffer debugging behind OS version flag.
Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D17181
8703db393b Metal: Ensure explicit return after discard to eliminate differences in behaviour between GPUs.
Discard is not always treated as an explicit return and flow control can continue for required derivative calculations. This behaviour is different in Metal vs OpenGL. Adding return after discards ensures consistency in expectation as behaviour is well-defined.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Maniphest Tasks: T96261

Differential Revision: https://developer.blender.org/D17199
af5706c960 Docs: improve doc-string for WM_operator_flag_only_pass_through_on_press
The doc-string didn't provide any context for how the funciton is
intended to be used.
e27c89c7c7 Docs: added missing documentation for `WindowManager` methods
Added missing documentation for `draw_cursor_add` and
`draw_cursor_remove` methods for `WindowManager`.

Differential Revision: https://developer.blender.org/D14860
dbca0cc9d5 Fix crash on exit under Wayland
Order of free error from [0] caused the timer manager
to be freed before the timer.

[0]: 7de1a4d1d8
622cad7073 Cleanup: minor tweak to recent fix for T10438
Minor change to [0], prefer calling em_setup_viewcontext,
even though there is no functional difference at the moment,
if this function ever performs additional operations than assigning
`ViewContext.em`, it would have to be manually in-lined in
`view3d_circle_select_recalc`.

[0]: 430cc9d7bf
7e8153b07d Keymap: support default shortcut to toggle overlays in all space-types
UV Editor, Image Editor & Sequencer didn't have a shortcut for toggling
overlays. Use the same shortcut as the 3D viewport.

Ref D16959
2609ca2b8e Cleanup: tweaks to cycles/metal preferences
- Auto-format.
- Use raw string for regex.
- Remove redundant assignment.
- Remove duplicate arm64 check.
- Break early out of loop.
buildbot/vdev-code-daily-coordinator Build done. Details
349350b304
Fix T104390: Regression: Object selection in viewport is not working
Caused by alignment difference between C and C++. Asan caught the issue
on startup.

Removing the unused view matrix storage copy avoids this problem.
buildbot/vdev-code-daily-coordinator Build done. Details
8d9d16fb53
Fix #104396: Blender crashes when moving Keyframes in Graph Editor
`t->region->gizmo_map` can be `nullptr`.

Caused by 19b63b932d
buildbot/vdev-code-daily-coordinator Build done. Details
f01bf82480
Curves: Add select pick operator
This adds the `select_pick` function for to `Curves` objects.
It is used in the common `view3d_select` operator.

Pull Request #104406
buildbot/vdev-code-daily-coordinator Build done. Details
f5552d759c
Fix compiler error
buildbot/vdev-code-daily-coordinator Build done. Details
41ddd3d732
Fix: Experimental Panel links modified for Gitea
Modifies the links to point to the new developer site.

Pull Request #104425
buildbot/vdev-code-daily-coordinator Build done. Details
e817cff009
Release: support generating LTS release notes from Gitea
Now a single script to generate both links and release notes. It also includes
the issue ID for the LTS releases, so only the release version needs to be
specified.

Pull Request #104402
53b057aa09 Cleanup: Move 18 sculpt files to C++
To allow further mesh data structure refactoring. See #103343

Pull Request #104436
buildbot/vdev-code-daily-coordinator Build done. Details
5c994d7846
Fix #104297: Cycling geometry nodes viewer ignores sockets
Sockets after the geometry socket were ignored when cycling through
the node's output sockets. If there are multiple geometry sockets, the
behavior could still be refined probably, but this should at least make
basic non-geometry socket cycling work.
buildbot/vdev-code-daily-coordinator Build done. Details
6aa1b5d031
Cleanup: format
09eb4fe19a Fix #103913: Triangulate sometimes creates degenerate triangles
The ear clipping method used by polyfill_2d only excluded concave ears
which meant ears exactly co-linear edges created zero area triangles
even when convex ears are available.

While polyfill_2d prioritizes performance over *pretty* results,
there is no need to pick degenerate triangles with other candidates
are available. As noted in code-comments, callers that require higher
quality tessellation should use BLI_polyfill_beautify.
Lucas Tadeu added 1 commit 2023-02-09 06:33:22 +01:00
Author
Contributor

Merged origin/main into this branch to make sure it was up to date.

Merged origin/main into this branch to make sure it was up to date.
Campbell Barton changed title from Sequencer: Don't create empty undo items when clicked to Sequencer: Don't create undo step when click-select does nothing 2023-02-09 07:16:51 +01:00
Campbell Barton refused to review 2023-02-09 07:19:12 +01:00
Lucas Tadeu added 1 commit 2023-02-09 08:27:09 +01:00
Lucas Tadeu requested review from Campbell Barton 2023-02-09 08:27:41 +01:00
Campbell Barton approved these changes 2023-02-10 11:40:43 +01:00

Thanks, committed 5d30c3994e, closing.

Thanks, committed 5d30c3994e6ecf665bfae87d7294216d368f0c59, closing.
Campbell Barton closed this pull request 2023-02-10 11:53:57 +01:00

Pull request closed

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Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
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Reference: blender/blender#104453
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