Revision a03bd64 by Hans Goudey October 2, 2020, 18:14 (GMT) |
Property Search: Don't use search color for subpanel titles This replaces the blue theme color for subpanel titles with the the same fade as for parent panels. The search color doesn't work well for subpanel title colors. And actually, because there are often buttons with checkboxes in the panel headers, we don't have to treat this indicator any differently than regular buttons. Differential Revision: https://developer.blender.org/D8976 |
Revision 933bf62 by Hans Goudey October 2, 2020, 18:10 (GMT) |
Property Search: Differentiate search filtered and inactive buttons Currently there's no way to know if a button is inactive when it doesn't match the search results, because they use the same 50% gray level. This isn't a huge problem, but it could lead to confusion. This commit uses a subtle solution, a 25% opacity when the button is inactive and also filtered by search. This requires flipping the meaning of the UI_SEARCH_FILTER_MATCHES flag in the code, and also adding a widget_alpha_factor utility in the widget code. Differential Revision: https://developer.blender.org/D8975 |
Revision 6f96dd8 by Hans Goudey October 2, 2020, 18:06 (GMT) |
Fix T78503: Disabled layout portion passes mouse through 3D Viewport -> Sidebar -> View -> Local Camera is disabled. When you click on it, box select starts. This behavior isn't intended, and fixing it is quite simple. The only case where this would continuing would still be desired is if a disabled button overlapped with a non-disabled button, but this shouldn't be the case anywhere. Differential Revision: https://developer.blender.org/D8832 |
Revision a4aa94c by Hans Goudey October 2, 2020, 18:02 (GMT) |
Cleanup: Declare variables where initialized Also reduce the scope of some variable declarations. This also allows making some variables constant. |
Revision 6b32de4 by Ray molenkamp October 2, 2020, 17:47 (GMT) |
Cleanup: Fix build error on windows int and eContextResult are different types to MSVC leading to a function signature mismatch. |
Revision 38cdc7b by Brecht Van Lommel October 2, 2020, 17:42 (GMT) |
Fix non-thread safe code in view layer object hash Found as part of D8324, multithreaded Cycles object sync, where it caused a crash on concurrent access to object holdout state. |
Revision 350ed86 by Lukas Stockner October 2, 2020, 17:31 (GMT) |
Cleanup: clang-format |
Revision cfa101c2 by Lukas Stockner October 2, 2020, 17:26 (GMT) |
Cycles: Add command line option for overriding the compute device The current way of setting the compute device makes sense for local use, but for headless rendering it it a massive pain to get Cycles to use the correct device, usually involving entire Python scripts. Therefore, this patch adds a simple command-line option to Blender for specifying the type of device that should be used. If the option is present, the settings in the user preferences and the scene are ignored, and instead all devices matching the specified type are used. Differential Revision: https://developer.blender.org/D9086 |
Revision 90a27d5 by Sybren A. Stüvel October 2, 2020, 16:56 (GMT) |
Cleanup: Use enum for return values in context callbacks Define enum `eContextResult` and use its values for returns, instead of just returning 1, 0, or -1 (and always having some comment that explains what -1 means). This also cleans up the mixup between returning `0` and `false`, and `1` and `true`. An inconsistency was discovered during this cleanup, and marked with `TODO(sybren)`. It's not fixed here, as it would consititute a functional change. The enum isn't used everywhere, as enums in C and C++ can have different storage sizes. To prevent issues, callback functions are still declared as returning`int`. To at least make things easier to understand for humans, I marked those with `int /*eContextResult*/`. This is a followup of D9090, and is intended to unify how context callbacks return values. This will make it easier to extend the approach in D9090 to those functions. No functional changes. Differential Revision: https://developer.blender.org/D9095 |
Revision 0db98b2 by Bastien Montagne October 2, 2020, 15:40 (GMT) |
Fix T81345: part four, fix handling of IDProperties in edit armature undo. Specific armature editing undo code would duplicate and store a list of editbones. However, those are not linked to main data storage and should therefore never affect ID usercounting. |
Revision 4b36552 by Bastien Montagne October 2, 2020, 15:40 (GMT) |
Fix T81345: part three, armature `free_data` was not handling editbones properly. Armature freeing would not correctly free its editbone IDProperties. Add a utils to free the whole list of edit bones, and properly handle their potential IDProperties. |
Revision f393452 by Bastien Montagne October 2, 2020, 15:40 (GMT) |
Fix T81345, part two: crash in depsgraph when freeing COW armature. Freeing of bones' IDproerties from Armature `free_data` callback would always attempt to do user refcounting, which should never be done from that code. This would generate crashes in depsgraph/COW context e.g. |
Revision 619e52e by Bastien Montagne October 2, 2020, 15:40 (GMT) |
Fix T81345: Part one: Missing handling of ID pointers from EditBone IDProperties. So far data management code would simply fully ignore potential ID pointers in custom properties of edit bones (which are a copy of those from regular `Bone`). This would lead to all kind of issues, among which refcounting inconsistencies, missing clearing of data uppon deletion, etc. |
Revision 5fc992e by Bastien Montagne October 2, 2020, 15:40 (GMT) |
Cleanup: Move `EditBone` structure definition from `ED` to `BKE` area. Access to this structure will be needed in BKE's armature code. |
Revision e3b49bb by Philipp Oeser October 2, 2020, 15:05 (GMT) |
Fix T81200: Crash on certain armature select operators when OpenGL Depth Picking is disabled Affected were (at least) - Select Linked pick - Select Shortest Path Was originally caused by rB8b347fc2cdc6 [which got improved in rBfc8a7a44b200 - but only partially]. After removal of BONESEL_NOSEL we have to filter out -1 from the hits for any bone picking it seems (since armature drawing uses this). In rBfc8a7a44b200, this was done for 'ED_armature_edit_select_pick' (or 'get_nearest_editbonepoint' precisely), now do this for 'ed_armature_pick_bone_impl' as well. Reviewers: campbellbarton Maniphest Tasks: T81200 Differential Revision: https://developer.blender.org/D9080 |
Revision 8157305 by Hans Goudey October 2, 2020, 14:17 (GMT) |
UI: Improve UV sticky select mode description The sticky_select_mode property is an enum where each item has a different behavior, but currently the description is for a single one of the items. It should be more general, especially because one of the items is "Disabled." A couple more problems: - "Automatically" is not so helpful. Many things any program does are "automatic", it doesn't really help to say it. - "Also" is bad grammar. - Overly complex wording This also adjusts the SHARED_VERTEX tooltip, because "irrespective" should have "of" after, but it's also unecessarily complex. Differential Revision: https://developer.blender.org/D9049 |
Revision c65c414 by Sybren A. Stüvel October 2, 2020, 13:42 (GMT) |
Cleanup: Refactor `ed_screen_context()` to use hash lookups Refactor `ed_screen_context()` to use `GHash` lookups instead of a sequence of string comparisons. This should provide a nice speedup, given that the hash for `member` only has to be computed once instead of matching it to each possible string. Reviwed by: brecht Differential Revision: https://developer.blender.org/D9090 |
Revision ab72406 by Sybren A. Stüvel October 2, 2020, 13:42 (GMT) |
Cleanup: split up `ed_screen_context()` into separate functions Refactor `ed_screen_context()` to call separate functions, instead of having the entire functionality in one function. Each function now only retrieves the data it needs from the context. Furthermore, some string comparisons are removed. No functional changes. Reviwed by: brecht Differential Revision: https://developer.blender.org/D9090 |
Revision 66cd82a by Jacques Lucke October 2, 2020, 13:14 (GMT) |
Volumes: make Mesh to Volume modifier independent of object transforms |
Revision 74ea369 by Dalai Felinto October 2, 2020, 12:05 (GMT) |
Experimental Features: More robust way of sanitizing options |
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