Age | Commit message (Collapse) | Author |
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The value worked in 2.7, but not with copy-on-write in 2.8.
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The integrator maximum number of closures was not set properly for the CPU/mega
kernels to match the actual available memory. Before relatively recent code
refactoring we did not use this value in those kernels so it worked fine.
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We need to force UI to fully redraw, BKE_id_delete & co won't do that
for us.
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D4248
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this can now be found in the sidebar View panel
- uses existing 'lock_camera_and_layers' but renames the property to
'use_local_camera'
- uses RNA_def_property_boolean_negative_sdna to flip the value
- remove the local view code in
rna_SpaceView3D_lock_camera_and_layers_set
- update Python code
- update Addons code will be separate commit
Fixes T60756
Reviewers: billreynish, brecht
Maniphest Tasks: T60756
Differential Revision: https://developer.blender.org/D4247
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Replace legacy view matrix access with same one used by Eevee.
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Freestyle Python scripts need to get the evaluated view layer and scene,
not the original one.
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To match Cycles we can hide freestyle lines for these.
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Do not see why flags from loaded file should be skipped when we do not
load UI, this is not related to UI...
Think we can keep flags from file in both cases, should this raise some
other issue we'll just have to fine tune masked flags in each case
separately.
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"The geometry shader uses varying _I;gl_PerVertex;gl_ClipDistance, but previous shader does not write to it."
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Do not see why flags from loaded file should be skipped when we do not
load UI, this is not related to UI...
Think we can keep flags from file in both cases, should this raise some
other issue we'll just have to fine tune masked flags in each case
separately.
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Even though it makes sense logically to have displacement actually displace
the mesh, this is causing a lot of confusion for existing users that are used
to the previous behavior. Further, since Eevee does not support displacement
yet and the discrepancy between the viewport and final render is problematic.
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Operator relys on 3DView and was failing from Topbar and Properties
Editor. Now tries to find the biggest 3DView and uses that.
Reviewers: brecht
Maniphest Tasks: T60133
Differential Revision: https://developer.blender.org/D4215
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Use zoom steps lower than 1. This allows to zoom out a high-res
image. For example, before it was not possible to maker 4K image
to fit on FullHD monitor.
Also, don't force zoom to be above 1. Not sure why that was done,
but this disallows zooming out.
It is still not possible to zoom in higher than the window size
allows. In order to support this the player needs to be refactored
in a way that allows to decouple zoom from window size.
Fixes T59177: Animplayer extreme zooms in when playing rendered animation
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Packing was not being called after multi-object editing changes. Includes code
refactoring to make function parameters more clear.
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There were two problems:
1. The scopes were only updated when the "Scopes" category is active,
but this category has been removed in Blender 2.8.
2. The scopes moved from the TOOLS to the UI region.
However the update-code still searched for the "Scopes" category
in the TOOLS region.
Both problems are fixed with this commit:
1. Scopes have there own category again.
2. The update code is in the correct draw function now.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4245
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typo in rBdc7e49298940
Reviewers: fclem
Maniphest Tasks: T60810
Differential Revision: https://developer.blender.org/D4244
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Stupid mistake really, cannot use NO_MAIN here, temp shapekey is in
Main. Using/fully supporting out-of-main temp IDs is still a bit WIP...
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Similar to masking grids, need to also check existing grid level.
This is because edit mode might leave allocated grid with 0 levels.
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Same as rBac316a6526c7.
(I should have commited in 2.7 first and then merged in 2.8).
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The intersection was being tested between ray and tri, the correct one is segment and tri.
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Object mode locking wasn't accounting for the 3D view context
which doesn't have an active object once its hidden.
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Intended for silent build output,
ninja build system can do this now.
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Treat those vertices as infinitely sharp. This matches the way
how OpenSubdiv's topology is being created.
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The problem was related to cache data that was removed from memory before the FX finished. This could affect to any FX.
Now all the information is saved in the FX itself in runtime struct to keep memory safe when cache memory is released.
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The statusbar keymap display should not affect actual event handling.
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Object selection now supports clipping.
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DRW_shader_get_builtin_shader can replace GPU_shader_get_builtin_shader
when we need to support clipping.
Use this for loose point & wire drawing in object mode,
clips edges in lattice edit mode.
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