Group membership testing for including/excluding feature lines was not
accounting for object names possibly further qualified by library file
paths.
Also fixed a few potential (but unlikely) references of uninitialized
variables.
A big thank to Bastien Montagne for the insight on the cause of the
problem and how to fix it.
This patch improves UI of a recently added solver preference in boolean modifier:
{F331776}
Issue with the current UI is that it shows user unnecessary information and breaks established grid layout.
Reviewers: carter2422
Reviewed By: carter2422
Subscribers: carter2422
Tags: #user_interface, #bf_blender
Differential Revision: https://developer.blender.org/D2136
This adds the ability for cloth simulations to respect changes in the underlying mesh.
So you can for instance, animate shape keys, armatures, or add any deformation modifiers (above the cloth modifier).
This is mainly useful for (but not limited to) cartoon animations,
where your character might stretch or change shape, and you want the clothes to follow accordingly.
D1903 by @LucaRood
Subdivision options can now be found in the subsurf modifier. The modifier must
be the last in the stack or the options will be unavailable. Catmull-Clark
subdivision is still unavailable and will fallback to linear subdivision instead
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2109
This mostly affects physics panels. Any engines relying on
RenderEngine.use_game_engine flag to show/hide panels will need to be
updated. The COMPAT_ENGINES technique is how we usually deal with this.
One issue with use_game_engine is that I cannot find a way to set it; it
appears only the BGE can set it. This means (without this commit)
external RenderEngines cannot get rid of the default physics panels.
The RE_GAME flag (the C flag behind use_game_engine) is pretty hacky
and we should look into removing its usage where possible.
We need to leave tweak mode before trying to modifiy the action as doing
so will leave Blender in a semi-corrupted state.
Reviewers: #animation
Reviewed by: aligorith
Maniphest Tasks: T48397
Differential Revision: https://developer.blender.org/D2119
This reverts commit 4fd78bb06faa31f265af6a5f247cf4255b5ac479.
After further testing, it turns out that these options are less-broken than
I remember them being (and have been hearing about). Specifically, as long
as you disable all 3-axes of a transform component (i.e. all location, all
rotation, all scale) you're not likely to have problems, whereas if you only
disabled one axis (i.e. y-rotation), you may have problems in some cases.
So, restoring these to the UI.
* Added new operators to take the current transform value (loc/rot/scale or all 3)
and convert/apply that transform to a corresponding delta transform value. By default,
the transform value will be zeroed out again afterwards, so you don't end up with a
double transform.
* These operators can be found in the "Apply" menu (Ctrl-A)
* The "Animated Transforms to Deltas" (which does a similar job, except it adjusts all
existing animation data instead of the current transform) has also been moved to the
Apply menu (it was in the Transform menu instead)
A long requested feature has been to have objects appear in alphabetical order
in the animation editors, so that it is easier to find where they occur. This
commit implements support for this.
The main sticking point has been the performance impact of having this sorting
happening all the time (as the actual list of "bases" cannot be modified, as the
old depsgraph still needs random-looking unsorted order of objects for scheduling
updates). However, it recently occurred to me that perhaps by restricting it to
the one case where the ordering actually matters (i.e. when we're getting the channel
list for drawing all channels, vs operating on them), and adding a toggle to turn the
sorting off in heavy scenes when it might bog down things, that it will probably
be acceptable enough in general. Furthermore, if things get really bad, we can investigate
putting in place some sort of caching scheme for this too - though hopefully the
new depsgraph will make that unnecessary (i.e. it doesn't sort the bases directly anymore).
To make it easier to synchronise timing across multiple strips, if you add
markers locally to an action, these will show up in the NLA strip in the
NLA Editor. These markings can then be used to line up the start/end of
another strip, or even to make sure that the markers from two different
strips end up lining up.
By default, this is turned on, but it can be disabled (via the View menu)
if it adds too much visual noise.
Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.
It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.
Before:
{F113921}
After:
{F113922}
Example file: {F319013}
Original author: valentin_b4w
Alexander (Blend4Web Team)
Reviewers: valentin_b4w, campbellbarton, merwin, brecht
Reviewed By: brecht
Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx
Differential Revision: https://developer.blender.org/D810
The RNA properties are still there (in case you really need them), except now
they will not be shown in the UI anymore, as this constraint really didn't
work well/at all when any of those was disabled. Most people shouldn't really
need to worry about this change.
If anyone wants a matrix-math challenge, they're welcome to try getting those
working for real, so that we can show these toggles again.
This only works in the Action and Dopesheet modes (which operate on FCurve keyframes).
Support for Grease Pencil and Mask Keyframes though is still pending.
As suggested by mendiobox:
* Don't show "enable editing" in the 3D view. You can already do this by switching
into stroke editing mode here, so no need for the duplication. (In other editors
though, this can't be done yet, so we don't do it)
* Make the "Convert" button into a dropdown so that you don't need to deal with a
a separate popup menu
* In the 3D view, don't show the selection + transform operators that can be easily
found in the menus too (as well as having commonly used shortcuts)
This new operator will delete any GP frame it finds on the current frame, regardless
of whether it's on the active layer or not. It will only remove the frames if the
layer is editable, but otherwise, it will just go for it.
The existing operator is great for use in the panel (where it only applies to the active
frame), but it was not so good for all the other places where tools can be invoked
(e.g. D-X, or Delete) as you're typically thinking about the whole scene more holisticaly
than just caring about a particular layer.
A new option for Font/Text objects vertical alignment:
* Top Base-Line (current mode)
* Top
* Center
* Bottom
The Top is the equivalent as the Top-Baseline with an empty line at the begin of the
text. It's nice to have this option too though, since if we are driving
the alignment via Python we don't want to add extra lines to the text
only to accomodate to the desired vertical alignment.
The Center and Bottom are as intuitive as their name suggest.
When working with text boxes, the vertical alignment only work for
paragraphs that are not vertically full.
Many thanks to Campbell Barton (ideasman42 / @campbellbarton) for the
code review, code comments, and overall suggestions and changes :)
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D2061
In some cases when:
* the viewport was in the camera mode
* the camera was ortho
* the view was not fitting (as oppose to use HOME)
region_2d_to_origin_3d would misbehave (and consequently region_2d_to_location_3d).
Sample addon to test it:
```
import bpy
from bpy_extras.view3d_utils import (
region_2d_to_location_3d,
)
from mathutils import (
Vector,
)
class MoveXYOperator(bpy.types.Operator):
"""Translate the view using mouse events"""
bl_idname = "view3d.move_xy"
bl_label = "Move XY"
@classmethod
def poll(cls, context):
return context.object
def modal(self, context, event):
if event.type == 'MOUSEMOVE':
self.move(context, event)
elif event.type in {'LEFTMOUSE', 'RIGHTMOUSE', 'ESC'}:
return {'FINISHED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.space_data.type == 'VIEW_3D':
self.ob = context.object
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "Active space must be a View3d")
return {'CANCELLED'}
def move(self, context, event):
xy = region_2d_to_location_3d(
context.region,
context.space_data.region_3d,
(event.mouse_region_x, event.mouse_region_y),
Vector(),
).xy
self.ob.location.xy = xy
def register():
bpy.utils.register_class(MoveXYOperator)
def unregister():
bpy.utils.unregister_class(MoveXYOperator)
if __name__ == "__main__":
register()
```