Age | Commit message (Collapse) | Author |
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After rB3da46a8d8df2 the vertex color shader can't draw the raw
weight data produced by DRW_cache_mesh_surface_weights_get.
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This is quite an obscure option only useful in rare cases,
when enabled by accident it's confusing since single objects
can't be transformed.
Also, w/ 2.8x you don't see the option change in the header.
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The problem with previous fix was that only the original pixels were blurred, but the surrounding pixels no.
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The normal and xyz no longer overlap so can be the same size.
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To get the toolbar Key binding, the same operator needs to be
referenced from the tool.
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The z-depth must not be blurred, but use the original value.
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Having this setting here wasn't correct (the operator ignores it).
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This allows gizmo groups to store properties in the tool.
This makes sense for gizmo options which only control gizmo display and
don't control operator execution.
Unlike similar kinds of properties,
this isn't accessible via the gizmo-group-type instance.
For now the it's only stored in the workspace tool as can be done for
operator properties, so each instance doesn't have different settings
which would be confusing from a user perspective and complicate access
from the top-bar.
Later we could add gizmo-group properties if needed.
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Prepare for storing different kinds of properties in tools.
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Caused incorrect tooltips.
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Regression from 5d628c519
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The user has to be encouraged to use the `program_set` or `program_set_builtin` before drawing.
This avoids problem with gl_context.
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This will look a bit better once the icon outline is gone.
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The shadow needed a blur to make soft transitions and get a better effect.
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Follows the same as other selected/active items in the UI.
Tested in Default theme, 2.7x, 2.4x, Flatty Light and Amaranth
all seem to work fine.
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All that was needed is a VAO refresh. It's not a performance problem
because it only concerns a handful of batches.
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Currently it's not showing the subdivided mesh (if there is a subdiv mod)
and there is some sync issue if there is multiple uv image space opened.
But thoses will be tackled later on. The purpose of this commit is to fix
the overflow issue of IMM and speed issue.
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NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.
We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.
Update could be more granular (and a bit faster) but it's not our main
concern ATM.
This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
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Allow raycasting in two directions and culling front or back faces.
Also implement a new Invert Cull option in both constraint and
modifier that can be used to aim for faces aligned with the project
axis direction when raycasting both ways.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3737
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The new weight paint drawing code converts weight to color
directly in the shader, so the old CD_PREVIEW_MLOOPCOL based
code is not needed anymore.
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When moving panels from the toolbar to the sidebar,
'bl_context' is now used for filtering panels in both places.
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Was using 'selected_editable_bases', which used to save a lookup.
This is no longer the case and complicates access from Python
which cant yet easily access Bases.
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This does not affect existing releases as far as I can tell, only new builds
using the new SDK have the problem.
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algorith.
In my tests a 4% improvement in performance was achieved by simulating a square cloth over the cube.
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Avoid using 'add' as a prefix, it reads like a method.
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