Currently the background of a panel is drawn on top of its subpanels
when it is dragged. The solution is to also "select" the subpanels so they
are drawn on top in UI_panels_draw.
Differential Revision: https://developer.blender.org/D7440
Caused by rB2bf4c74130ff.
For undo, the ImageUser's scene should be NULL (see D7022 for
discussion).
PaintTiles were already doing it beforehand in ED_image_paint_tile_push,
but Image ops [scale/invert] are calling
ED_image_undo_push_begin_with_image directly.
Now actually set the UndoImageHandle iuser.scene to NULL (rather than
asserting)
ref T75675
Maniphest Tasks: T75675
Differential Revision: https://developer.blender.org/D7435
Introduced in 2011 in rB6a392e8cb505, it was disabled again soon after
in rBb062056c05a3 and traces to it partly removed in rB21744217cea9.
Now remove completely.
quote @sergey:
We shouldn't be having partially working unused code.
If we ever need some sort of update cache it would need to have clear
design first, and the code could be resurrected from history if needed.
Differential Revision: https://developer.blender.org/D7432
Basically this new tool constitutes a macro that uses the parameters of
the Extrude and Translate operators that were recently implemented.
Thanks to @CandleComet for initial implementation.
Differential Revision: https://developer.blender.org/D7222
Menus from the top-bar, space-header and key bindings are used
to gather menus to populate the search popup.
Giving better context and default options for operators.
Part of T74157
Enabling "Developer Extras" exposes operator search in the Edit menu,
as this can be useful for developers to run operators
without first exposing them in the interface.
When using the 'Replay' cache mode the cache needs to be invalidated whenever simulation variables have been changed.
The invalidation will always only affect the according subcaches, e.g. when changing a mesh paramter only the mesh cache will be invalidated, the base cache will remain intact.
Before this change Blender always invalidated the entire cache.
While review the behaviour was changed accidentally.
Now Solidify just crashes everytime.
This is the fix for that.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7434
Can use existing layout features for right-alignment instead.
Differential Revision: https://developer.blender.org/D6549
Reviewed by: William Reynish, Julian Eisel
Round the corners of the splash screen image according to the theme's
User Interface > Menu Back > Roundness preference.
Previously the rounding was added to the image itself, which was fiddly
to do. The rounded corners of the popup background would not match
the one of the image if the preference was changed.
The current splash image will likely be updated to not include rounded
corners in a separate commit.
Differential Revision: https://developer.blender.org/D6847
Reviewed by: Julian Eisel (with some changes)
After the previous commit by Harley Acheson, scaling can be handled at
runtime so we don't need to have two splash screen image variants
anymore.
Also removes the `splash_scale.sh` script used to create the down-scaled
variant.
Always nice to get rid of some binary files from the repository :)
Previously, there had to be two splash images to deal with different
DPI settings and hiDPI screens. The larger version was simply downscaled
in an external program for the small one. When up-scaled, the images
would look rather badly.
We now handle scaling completely at runtime. The results should look
pretty much identical for most cases. When up-scaled it should look
better though.
New bundled splash images should have a width of 1000px or more (used to
be 1002px).
More details with screenshots and comparisons in D6999.
Reviewed By: William Reynish, Julian Eisel
Differential Revision: https://developer.blender.org/D6999
After recent changes, simple solidify modifier would crash with Fill Rim
turned off and Bevel Convex emabled.
Also fixes that simple solidify would not set the bevel weight flag so the
next modifier could use the bevel weights.
Simple cleanup with do_rim is also included.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7428
- Menu drawing function used first instance instead of last.
- Menu hash function checked for the character without first
checking UI_BUT_HAS_SEP_CHAR was enabled.
Fix from 8a5a306a8313 caused tweaking to fail in the clip editor,
as it wasn't using same convention of other selection operators that
returned the pass-through flag to allow tweaking too.
Use a regular context menu as a fallback for the outliner.
If there are no specific actions for the item under the cursor,
fall through to opening a regular menu.
This lets menu search find the context menu items which were previously
unavailable as menu search wont run operators.
The Layer brush was in Blender before 2.81, when the sculpt API was
introduced. It had a huge amount of bugs and glitches which made it
almost unusable for anything but the most trivial cases. Also, it needed
some hacks in the code just to support the persistent base.
The brush was completely rewritten using the Sculpt API. It fulfills the
same use case as the old one, but it has:
- All previous artifacts fixed
- Simpler code
- Persistent base now works with multires thanks to the sculpt API
- Small cursor widget to preview the layer height
- More controllable and smoother strength and deformation
- More correct masking support
- More predictable invert support. When using persistent base, the brush invert mode resets to layer height 0, instead of jumping from +1 to -1. The brush can still be inverted in the brush direction property.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7147
This mesh filter sharpens and smooths the mesh based on its curvature,
resulting in pinching hard edges and polishing flat surfaces. It fixes
most of the artifacts of the voxel remesher and those produced when
sculpting hard surfaces and stylized models with creasing and flattening
brushes.
It needs and accumulate_displacement step before each filter iteration which
can't be multithreaded in an easy way (it would need something to sync the
threads when modifying the data of neighbors in a different node), but this
does not affect performance in a significant way.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7335
When using the shift-smooth mode, sculpt_update_cache_invariants is
changing the brush datablock of the paint session if it finds a brush
named "Smooth" (which is a huge hack the brush management project should
try to solve). This is done after the PaintStroke data in the modal
operator is created, which holds a reference to the active brush in the
paint session that was active when the operator started. Because of
this, the StrokeCache was getting the correct smooth brush values but
the paint modal operator was applying the wrong ones from the previous
brush. This was causing the smooth brush behaves unpredictably depending
on the current active brush.
This patch updates the brush in PaintStroke on each modal callback, so
it always gets the values from the current active brush in the Paint
Session.
The way brush switching works and a way to make it more flexible needs
to be discussed in the future as part of the brush management project.
The default smooth brush parameters and curves will probably need to
be updated after this change, as previously they were set using an
incorrect behavior.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7354
All tools should now use the API function to get the active face set
directly from the face under the cursor.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7362
The operator was disabled when it was added because Face Sets were not
supported in Multires.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7312
This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.
This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.
The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.
Related to T74139
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D7261
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