Age | Commit message (Collapse) | Author |
|
|
|
The issue was caused by dependency cycle solver killing relation
which was guaranteed various things: i.e. copy-on-write component
orders and pose evaluation order (which must first run pose init
function).
Now it is possible to prevent such relations from being ignored.
This is not a complete fix, but is enough to make this specific
rig to work. Ideally, we also need to run copy-on-write operation
prior to anything else.
|
|
Used wrong Loop variable in this case.
|
|
|
|
* More tools now combine with select click by only starting on drag.
* Alt+LMB works again as loop select as alternative to double click LMB.
|
|
Pretty stupid mistake...
|
|
|
|
|
|
|
|
|
|
|
|
Needed so we can get the preferences of a key-config
which are sent to a function that generates the contents.
|
|
|
|
This is needed for keymaps to define their own options,
which can include left/right mouse select.
This can also help to us to provide popular keymap tweaks as options,
so users can easily fit blender to their workflow with well supported
adjustments which don't give the overhead of having to maintain
your own keymap, which become out-dated when operators change.
|
|
These keymaps are not going to work usefully in 2.8x,
remove support for loading them.
|
|
|
|
|
|
|
|
Should fix T57620
|
|
|
|
|
|
|
|
* Fixes vertices with bad coloring. Now vertices draw with depth write so
they occlude the underlying face geom overlay, avoiding double drawing the
vertex.
* Decrease the z_offset of edges so they don't poke too much through
geometry. Also delete this offset in ortho view.
* Add zoffset to active and selected vertices so they always draw on top
if they overlap a non selected vertex.
* Fix alpha of edge_fix in vertex selection mode
|
|
With this we have a way to tell that a collection has visible objects
but not all of its objects are visible.
|
|
Both the active tools and selection are now on LMB, which leads to
various conflicts.
For that reason the LMB keymap now has a couple of differences
compared to before. These changes do not affect the RMB keymap.
* Context Menu: W -> RMB
* Select Tool activate: None -> W
* Set Cursor: RMB -> Shift+RMB
* Loop Select: Alt+LMB -> double click LMB
* Mask Feather Vertex Slide: Shift+RMB -> Ctrl+Shift+RMB
* Node Select: only with LMB now, no RMB
The idea behind the W key Select Tool shortcut is that various
tools can't be combined with selection, unlike the RMB keymap.
So this works as a quick shortcut to drop a tool
and go back to selection.
Tools: set Select Box tool as default, rather than Cursor.
This goes along with coming LMB select keymap changes,
where we want the user to be able to LMB click to select by default,
rather than set the cursor.
The cursor will still be directly setabble with shift+RMB.
|
|
This reverts commit 8ecc51e87fd0e3e9bb13622456d03d09926eab47.
This is needed for keymaps that dont include cursor placement by
default.
|
|
Currently the filenames are used when setting keymaps.
This hard coded naming meant the preset and setting function
need to be kept in sync.
Prefer to not have hard coded replacements which need to be duplicated.
|
|
|
|
Error in recent workaround.
|
|
For Blender builtin configurations the option to choose the select mouse remains
and is now also in the splash screen. It works by changing the keymap dynamically
in the script, rather than using special events.
The system of automatic switching of events was not flexible enough to deal with
side effects that require further keymap changes, so it is now under more manual
control in the script.
This breaks compatibility for some scripts and exported key configurations.
These can be fixed by replacing SELECTMOUSE, ACTIONMOUSE, EVT_TWEAK_S and
EVT_TWEAK_A with appropriate LEFTMOUSE, RIGHTMOUSE, EVT_TWEAK_L and
EVT_TWEAK_R events.
Other than that, there should be no functional changes.
|
|
Rely on 3D view keymap, fixes T57843
|
|
This setting can be tweaked to improve glossy reflection cubemaps.
It increases the sample count for each roughness level.
This settings affect the lookdev mode quality as well.
|
|
This enables reducing the noise comming from very bright light sources
(like a sun) that can be found in distant HDRIs.
The lost energy may be replaced manually by a sunlight that compensate the
this loss.
This clamping only concerns Reflection Cubmaps and is done on all on all
of them.
Setting to 0.0 disables it (default).
|
|
Right now we have a different behaviour whether users click on the name or on
the visibility eye.
When clicking on the eye, it is a toggle. When clicking in the name, you
are isolating this collection (unless you use shift).
As for the UI I tried using separator_spacer, but it was more work than
worth. A lot of sub panels, and LEFT/RIGHT alignment work just fine.
|
|
I added the icon inspired by the H menu, but there is no need for this.
|
|
It is doable to get it to work, you just need to process it line
by line though, and get the right width of each one.
Disabling it for now since it is not implemented anyways.
|
|
|
|
|
|
|
|
This is a parameter that will make the interpolation between irradiance
cells of a same Irradiance Volume smoother, reducing the weight of the
light leaking correction factors.
It is usefull in some cases to avoid harsh lighting transition that can
happen when a sample point it near a surface.
|
|
This makes it easier to add corrective light grids without having ugly
blending corners revealing the shape of the grid bounds.
|
|
|
|
|
|
This is an important change. Starting from now, all lights have a finite
influence radius (similar to the old sphere option for BI).
In order to avoid costly setup time, this distance is first computed
automatically based on a light threshold. The distance is computed
at the light origin and using the inverse square falloff. The setting
can be found inside the render settings panel > shadow tab.
This light threshold does not take the light shape into account an may not
suit every case. That's why we provide a per lamp override where you can
just set the cutt off distance (Light Properties Panel > Light >
Custom Distance).
The influence distance is also used as shadow far clip distance.
This influence distance does not concerns sun lights that still have a
far clip distance.
---
This change is important because it makes it possible to cull lights
an improve performance drastically in the future.
|
|
This makes quite a big improvement in my case 1.8ms vs 2.3ms for a single
area light.
This will make even more difference with light attenuation.
|
|
|
|
I made an empirical test with a 100% diffuse sphere and manually tweak the
lighting power of a sun lamp trying to fit cycles and eevee the best I can.
Then I plotted the result and found a rough fit to the equation and that
seems to work pretty well.
|
|
|
|
The python getters for the array already allowed that, but not the
actual C RNA access functions. This is inconsistent, so implement
the fallback in all cases. Now if by default the property should
contain the same value in all positions, it is not necessary to
actually use an array.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3940
|
|
|