Geometry that was just added to sculpt mode has the SCULPT_FACE_SET_NONE
assigned, so it was hidden by default. By doing this when entering
sculpt mode a new visible face set is created for it, making it easier
to isolate it again if you want to do further tweaking with the sculpt
tools.
Also, this also fixes the issue that may happen when changing the mesh
visibility in edit mode. Now visibility changes done outside sculpt mode
are stored in the face sets when entering sculpt mode, so mesh
visibility should stay the same.
Reviewed By: jbakker
Maniphest Tasks: T75104
Differential Revision: https://developer.blender.org/D7249
This reverts commit 1a3928f33c and 1a3928f3. This is not working stable
with some Wintab implementations, so reverting for now. This leaves only
the Windows Ink changes for 2.83.
mouse over
Caused by rB5929dd7129f6.
Above commit would reset the gizmo highlight on node mouseover.
This would also assert in gizmo_rect_pivot_from_scale_part() and stop
the drag.
So now, only reset the gizmo when we are not in EVT_GIZMO_UPDATE,
allowing for starting the tweak outside a node and then travelling
'inside' while still preventing to use it over a node when starting a
tweak there.
Maniphest Tasks: T75535
Differential Revision: https://developer.blender.org/D7383
Issue was with setting of frame to load from an image sequence,
synchronization was not done properly at some point, leading to
generation of an invalid final filepath to be read.
Use a single color by object in grease pencil is not practical because is necessary to see all layers.
To tint by layer, the layer tint parameter is used and not the material color as is done in other modes.
This function has been backported from 2.82 because was removed in the 2.83 refactor.
Add an option to solidify complex which will make faces which have thickness
controlled by vertex weights flat/even, and parallel to their original face.
For each face it uses the minimal weight assigned to its vertices to control
the thickness.
This will help users for example in architecture or basic CAD design by finally
making solidify work there at all if altering thickness is needed.
Differential Revision: https://developer.blender.org/D7340
Reviewed and minor cleanups by Batien Montagne (@mont29).
Adds a slider to solidify which allows the user to add bevel weight on the outside
or remove bevel weight from the inside.
Also includes a very small improvment for working with subsurface modifier where
the rim edge in complex solidify will now also have a chance to get a crease if
there is only two adjacent edges.
Differential Revision: https://developer.blender.org/D7334
Reviewing and minor cleanups: Bastien Montagne (@mont29).
The problem was that in direct_link_id_restore_recalc, recalc_undo_accumulated
should contain the changes from the target state to the current state. However
it had already been cleared at that point, to start accumulating changes up to
the next undo push.
Delaying the clear of this flag seems like the obvious solution, but it's hard
to find the right place for that (if there is one). Instead this splits up the
flag into two separate variables.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7402
- Show dimmed text for the menu entries leading up to the menu item.
- Show icons between the menu text and menu item.
- Use unicode right pointing triangle instead of arrow.
The idea is to push both base mesh geometry and PBVH coordinates
so it is possible to undo everything without loosing data which was
not flushed from sculpt session to base mesh.
It is possible do memory optimization to avoid push custom data
layers which are not touched by operator, but before doing that
better to ensure this is a correct and working approach.
Differential Revision: https://developer.blender.org/D7381
* Implemented the algortihm that would merge vertices to the weighted
center between them.
* Exposed the merge threshold to the user.
The new default tolerance is 0.0001 (versionning code ensures that
previous default value remains in use to avoid any change in existing
files).
Review and minor changes/cleanups from Bastien Montagne (@mont29).
- The word 'Flip' is incorrect. 'Swap' or 'Switch' is correct.
- In Blender, we use 'primary' & 'secondary' color swatches, not 'foreground' and 'background'
Move sample operator functions to `ed_util_imbuf.c` and change common functions,
so they can be used in image editor and sequencer.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7315
Add method to invalidate strip cache in range of non-overlapping strip.
Invalidate original strip in range of new strip created by cutting.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7313
Cache must be invalidated before and after transformation,
so all frames are properly invalidated.
This also fixes wrong invalidated type, composite is enough here.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7341
`seq_free_animdata()` removes fcurve pointers belonging to strips from
`Scene` CoW datablock's `AnimData` during `BKE_scene_graph_update_for_newframe`.
This causes problems with updating animation.
This worked before rBbe2e41c397ba, because `AnimData` was freed by `BKE_animdata_free()`
before `seq_free_animdata()` was executed, so it had no data to operate on and returned
on precondition `if (scene->adt == NULL || scene->adt->action == NULL)`
Reviewed By: mont29, brecht
Maniphest Tasks: T74897
Differential Revision: https://developer.blender.org/D7264
Ensure we use the first frame as filepath so we can compute the number of
leading zeros. For file validation, always test the first frame rather than
the current scene frame.
CMake: `WITH_CYCLES_DEVICE_OPTIX` did not respect `WITH_CYCLES_CUDA_BINARIES` causing the optix kernel to be always build at build time.
Code: `device_optix.cpp` did not count on the optix kernel not existing in the default location.
For this to work, one should have before starting blender
1) working nvcc environment
2) Optix SDK installed and the OPTIX_ROOT_DIR environment variable pointing to it which is not set by default
Differential Revision: https://developer.blender.org/D7400
Reviewed By: Brecht
This commit mainly:
* Removes some uneeded dependencies to geometry of other objects (since
we only use positions of those objects...).
* Ensures `DEG_add_modifier_to_transform_relation` is only called once
per modifier (in one case at least it could be called twice).
* For modifiers using texture mask, only add dependencies to object used
to generate texture coordinates when there is actually a texture set.
No behavior change expected from this commit...
Fix for incorrect conversion to utf16 in BLI_file_attributes().
Differential Revision: https://developer.blender.org/D7398
Reviewed by Brecht Van Lommel
This patch adds the option to use an armature bone in place of an object for texture mask coordinates.
This affects the 3 vertex weight modifiers, the displace modifier, the warp modifier, and the wave modifier.
With minor changes from Bastien Montagne (@mont29).
Differential Revision: https://developer.blender.org/D7348