This is also true for many other operators in vertexpaint and weightpaint as well btw., as opposed to painting stokes [PBVH respects the BM_ELEM_HIDDEN flag, so that is fine], many operators act…
Caused by dd9e1eded0d48e19a500233b20e8c5f18ed12a09 (in 3.5)
Apparently Fixed by cb62ab5b28eae92b92068ac9e0e7b186b44db6d1 (not in 3.5)
CC @HooglyBoogly : mind checking if there is something…
Note that if we change them, we might need versioning code (since the might be "wrong" tools hanging around then...)
reposting from blender/blender#104542
Does this handle
mesh->active_color_attribute
/mesh->default_color_attribute
(e.g. when there were no color…
Will bisect this one
Can confirm, will check
We might want to look into using generate_from_brushes
/ generate_from_enum_ex
(like other modes do) ?
Ah, you were faster yourself :)
Currently, your new UV attribute is of Data Type Vector
, convert that attribute to a 2D Vector
(also change the Store Named Attribute node to the same type).
That should make it available…
Thanks, looks good!
The fact that this wasn't reported isn't important enough to include in the commit title IMO. What about
Fix: unnecessary edge pan updates
?
Thought that was…
So as for why we need to do the rounding:
node.runtime->totr
[whichframe_node_prepare_for_draw
to recalculate the offset] is rounded innode_update_basis
, see this comment:
/*…
Note this would actually already fix #106043 (but will keep the PR #106096 open since it also improves a bit of jiggling when NOT having the mouse still...)
Ah, this is caused by edge panning which does a
WM_event_add_mousemove
(next to other unnecessary updates) even if it is not panning at all. Will post another PR to rectify this in a…