Age | Commit message (Collapse) | Author |
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and types.
In an effort to centralize all opengl calls in the codebase, this patch replaces
the raw opengl calls in bf_blenfont with GPUTexture so it's no longer depended
on opengl headers.
reviewer: Brecht
Differential Revision: https://developer.blender.org/D3483
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This reverts commit 52aa963f0ef1b6f4abba6653e9a441dee234127a.
Fixed for keyboards, broke mouse buttons.
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Easy to switch to only use (evaluated) mesh instead!
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Also deduplicated the 'mesh as shapekey' code, we had kind of two funcs
doing the same thing here...
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This is first commit in series of changes to get rid of md->scene.
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This error is only in Windows and Mac when select in properties the material tab.
This commit revert dc856be8399242f4ee3a2ce0450b7ac5a20b35f6 Preview: Add own opengl context to render preview images.
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Transform evaluation does depend on that matrix, but relation was never
in dependency graph. It was not even in the old dependency graph, which
makes me wonder how this thing worked reliably to begin with.
Should fix flickering issue in the render farm.
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Transform evaluation doesn't not depend on objects which are being duplicated,
so should not be any regressions here.
The whole relation should probably be gone as it's kind of rooting back to
legacy times, but that would need more clear research and investigation and
regression testing.
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That will help with cases when dupli_group object is not linked
directly to the scene.
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That area is now officially purged from the Devil.. errr... DerivedMesh!
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Not needed anymore, we only actually need to know wether it's orig mesh
or eval one in a few places...
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Removing that stuff should be valid with new depsgraph/modifiers stack
evaluation system... BUT it might not be, so rather have those in
separate own well-isolated commit.
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This was actually rather hairy, this code is huge and complicated, easy
to make mistakes...
Good thing is, it will allow for significant simplification and more
(name) cleanup in following commits ;)
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being ignored
I was originally going to just expose the filtering options fo the timeline
too (via popover), to provide full access to the filtering options here too.
However, investigating further, that would've caused problems when trying to
use the Next/Prev Keyframe operators in other editors (see comment in code).
For now, the simpler solution is to just sync the scene-level flag (used for
this option) back to the dopesheet settings (used for generating the summary
channel used for displaying keyframes), to buy some time to investigate more
carefully.
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When in forward rendering and Object outline was disabled every render
call created one console warning (uniform objectId not found)
this commit removes this warning
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This reverts commit fec97ec949, it's useful to be able to edit object
properties for hidden objects. The issue with mode locking that this
was meant to solve will be handled in another way.
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the use of the texture drawtype is limited. so who should we have it
this prominent on the screen. By adding it as a shading.color_type
option we should save some screenspace.
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Currently only used for "Edit Source" feature.
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Double-click handling caused the second click to be ignored
for keymaps that only handle click.
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This is needed now that glColor() no longer works.
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Work around what might be a compiler bug.
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Double-click handling caused the second click to be ignored
for keymaps that only handle click.
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The calculation of the irradiance buffer was slow. Now it is only
calculated when it is being used (background_alpha > 0.0)
this solves the freeze when switching to LookDev mode.
Also changed the default calculation to use the Spherical Harmonics
calculation. This is able to generate the irradiance buffer fast, but is
less accurate. As the irradiance buffer is only used for visual
guidance speed is more important than accuracy.
Added compile directive to switch between the implementations.
(see STUDIOLIGHT_IRRADIANCE_METHOD)
Disabled caching the irradiance buffer when
STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS is used as it is not
needed.
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Drivers-Editor UI setup code
This is a step towards being able to just choose the "Drivers Editor"
from the editor selector, and have everything displayed, ready to use.
Currently there are a few problems to resolve still:
1) This update callback doesn't run when changing the mode via the
editors selector in the UI. (Note: This problem also affects the
Timeline vs Dopesheet, causing a lot of initialisation work to be
skipped)
2) There's some missing redraw/refresh here to cause the properties
region to actually show. You need to resize the window for that to
happen now.
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This shouldn't really be part of the windowmanager code. Pulling it out
now, so that we can reuse in RNA when switching display modes,
(and perhaps other places later)
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This commit fixes a number of problematic corner cases when switching between
editors after 2b5050a4cdfbb075d360fd39433acea07432c60b
The root cause of these issues was that mode_prev was not being set in
many cases, resulting in mode changes to the Timeline and back (via other
editors) causing Dopesheet Editors to reset back to "Action Editor" mode.
1) Creating new Dopesheet Editors (e.g. change the default 3D view to
a Dopesheet editor) would default to displaying the "Action Editor",
since mode/mode_prev == 0 represents the "Action Editor" (for backwards
compatability reasons), while mode == 3 is for the "Dopesheet"
2) If you set the Dopesheet Editor to another mode (e.g. "Grease Pencil" mode),
change to another editor (e.g. Shaders), then come back, the mode would
get reset to "Action Editor".
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Also temporarily bring back the toggle to search, since it's off by default.
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