Age | Commit message (Collapse) | Author |
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These helper functions were marked DEPRECATED since they use old OpenGL calls. Now they are marked GONE!
Part of T49043
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Part of T49043.
This was the last use of glutil_draw_lined_arc.
Plenty more to do in this file, I'll keep working on it...
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<stddef.h> defines offsetof. For some reason MSVC 2015 does not need this. Mystery!
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These helper functions were marked DEPRECATED since they use old OpenGL calls. Now they are marked GONE!
Part of T49043
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Part of T49043
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Part of T49043
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Conflicts:
source/blender/editors/armature/pose_select.c
source/blender/editors/include/ED_armature.h
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get the same name
The paint slot name was not the same as what is displayed on the texture properties panel.
Instead, the slot type (e.g. "Diffuse Color") was used as the name.
Patch by Suchaaver (@minifigmaster125) with minor changes from @mont29.
Reviewers: mont29, sergey
Maniphest Tasks: T50704
Differential Revision: https://developer.blender.org/D2523
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Hopefully this was a reason of randomly disappearing textures in our renders.
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Can't say enough how much I hate those proxies... their duality (sharing
some aspects of both direct *and* indirect users) is a nightmare to handle. :(
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Renamed existing getter/setter that only FX shaders use. We could convert FX code to use the richer new interface or leave it as is.
Removed unused GPUShader fields. ShaderInterface tracks the same information.
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It wasn't using old immediate mode, but was using
- client vertex arrays (obsolete)
- quads (obsolete)
- state attrib stack (obsolete)
- polygon mode (still allowed, but gross)
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After a GLSL program is linked we can get all its inputs & never have to ask it again.
Several uniforms are considered "built-in". Nothing special about these to OpenGL itself, they just follow conventions of our built-in shaders.
This will help the matrix API, immediate & batch drawing APIs, and allow extra error/compatibility checking.
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Use a reference to where will the texture be instead of an index.
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Clay engine only works on modern GL, so this shader doesn't need compatibility with legacy Mac GL.
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PrimitiveClass will help match shaders to draw calls & detect usage errors. For example a point sprite shader only makes sense with PRIM_POINTS.
Updated other files to include new primitive.h
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Conflicts:
source/blender/blenkernel/intern/scene.c
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Was assigning new edge index to ml_prev->e, and then assigning ml_pre->e
to orig_index...
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Nothing happen yet when it's supposed to insert the collection into
another one, that part will be handled by @dfelinto.
See gif for demo of how it works UI wise: {F500337}
Also fixed off-by-one error in utility function.
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There are now only referenced in:
* drawobject.c
* particle_edit.c
* space_image.c (a single case to be handled on workspace branch)
* rigidbody_constraint.c (to be handled in the following commit)
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Needed for face normals.
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Is already added through Transform_Properties
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Issue was that the VIEW_OT_manipulator operator calls the transform
operators and passes them it's own operator properties. That means the
transform operator got properties passed that it doesn't have.
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This reverts commit 9023abbf27c4efcdba3d9bd7c884680e56e4d9cb.
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The problem was that we were updating the mesh cache on
BKE_object_eval_shading, not on mesh change.
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accurate transform
Now it is defined by keymap.
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Was caused by property being saved by the operator manager.
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(and re-order the tests alphabetically)
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Requested by @fclem
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We don't want to clutter gpu_shader.c with engine specific code
Added face's center dot
Simplified loose vert shader
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The custom poll function for surfacedeform_bind seems to have caused
issues when calling it from Python. Fixed by using the generic modifier
poll function, and setting the button to be active or not in the
Python UI code instead. (there might be a better way, but for now this
works fine)
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Could have an own file for each test, but this is good enough.
With great help from @dfelinto, thanks!
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Only checked for unique name in direct children of the master
collection.
Also added missing listener for outliner.
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Thanks to @dingto for noticing.
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