@Sergey Sharybin (sergey) hehe, no other pending changes at the moment, so you can apply. Thanks! :)
@Sebastian Jansson (sebastian): Do you have more pending updates, or i can apply the patch?
I noticed that the "Adjust Last Operation" checkbox was missing from the Clip Editor's View menu, so I added that.
Tue, Jun 18
I have fixed some inconsistent icons and elimated some whitespace.
Mon, Jun 17
Seems fine to add this back since it was not intended to be removed.
Well, somehow the closest functionality seems to be nodes, somehow. At least that is another big area where we allow selection, dragging, select-and-drag.
Shall we stick to the same rules for masking?
From implementation seems fine.
Fri, Jun 14
Thu, Jun 13
I know, it's a bit weird, but when select is set to select_mouse (LMB by default), there is a conflict with the tweak functionality, so when you try to slide a single mask point, you slide the entire mask.
We had 2 different select modes in 2.79 as well: left-clicking would do a select + move when dragggin, right-clicking would select as well, and, if mouse dragged, would start a transform as well. However, only with RMB you could also extend the selection by holding shift.
Mon, Jun 10
Sat, Jun 8
I would say Fake User is different than normal user. The UI doesn’t even use the F anymore, so to non-old-farts or developers it would not be obvious why enabling the shield icon (formerly know as F) would add a user. So, clicking the shield icon should not raise number.
I think part of the problem is, that there is not really a second user, because the Scene doesn’t really “use” it. The thing is that in this case as well as in the case of Node Groups there is no obvious way to create a second user to begin with. So I would rather not make the user count hidden at all.
It certainly is an intentional change… had to git blame to find it: rBf2132b023734 (yeah, own commit even, given the date that was most certainly a post-BConf commit after some talk with someone :| ).
@Bastien Montagne (mont29) that has always been the case though? As far back as I can remember, IDs with a User count of 1 don’t show it.
@William Reynish (billreynish) number button is hidden when there is only one user, and iirc, UI code was changed to show 'usercount-1' when Fake User is set (i.e. not consider FakeUser in user counter)? That is the issue here.
Afaik this is not an intentional change. For all normal IDs we still show the Fake User button, as well as the user count. Probably it’s just a bug that makes it not show here.
No, I don’t really have an opinion here (don’t think hiding the 'fake user' usage from UI was ever my idea, I tend to dislike hiding too much of the dirty guts of an engine to its final user, in general…).
Fri, Jun 7
@Bastien Montagne (mont29): have an opinion?
Correct. I would expect that at least it would be possible to generate another unique datablock copy of a clip via the fake user. A more direct way to do it would be nice though, not only in clip but everywhere in Blender. Node Group has a similar problem, where there is no not clunky way to create a copy.
Just to make sure I understand correctly:
Tue, Jun 4
I tried the latest version.
I was able to render without crashing.
I just searched and executed Setup Tracking Scene in this file.
Please try the latest build, the one you have is from 2019-05-23.
I have noticed one more thing.
In this situation, pressing the blue button of Compositing always crashes.
I attached the file before I pressed the button.
It does not crash here. I noticed though that your render engine is set to Eevee. Does it also crash when you set it to Cycles?
Thu, May 30
Tue, May 28
@Clément Foucault (fclem), could be just a historical reason that bundles are handled same as bones (don't remember details, but probably was simplest to add bundles there since the surrounding code was already doing "sub-object" entities selection). Sounds like the mode selection lock should treat bundles same as object or cameras, not as bones.
Mon, May 27
the selection code is working correctly. It's a conflict with SCE_OBJECT_MODE_LOCK inside mixed_bones_object_selectbuffer_extended() which filters out the bones & tracking bundles.
Thu, May 23
As said in another report, this is more up to Clement or Campbell.
I am not familiar with the new selection code.
Reassigned the wrong report. Looking into this one now.
Viewport selection code is either for Clement or Campbell nowadays.