Age | Commit message (Collapse) | Author |
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Use clipping for workbench solid mode drawing.
Other modes & shading support still needs to be added.
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unweightable points
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Still problems when local rotation.
Some cleanup done.
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Not only were those often making doublons with already existing
BLI_math's stuff, but they were also used to hide implicit type
conversions...
As usual this adds some more exotic inlined vector functions (one of
the rare cases where I really miss C++ and its templates... ;) ).
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Was using same field as value, by mistake.
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Prevents clang-format merging into a single line.
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Will document the new options in release notes, then in manual.
Still a bit of work to do on the bulging shape that appears
on cube corners if using arc inner miters, but will do that later.
Also need to do something smarter in clamp overlap.
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Refactors Cycles mesh export a bit to avoid unnecessary copies and to be in
sync with the Blender baker.
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Reported by @pepeland.
Adding missing events on the first point was breaking the guide behaviour.
Also, updated Ckey so it always defaults to Circular mode when guides are off.
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Instead of doing manual ray-plane intersection we use normalized positions
of the grid mesh and apply scaling after interpolation so that we keep
good precision even at really far distances.
Precision is now two order of magnitude better and does not produce the
same kind of artifact at lower clip start values.
This commit also cleanup the implementation.
Fixes T58918 Grid not appearing correctly at low clip start in 2.8
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Cryptomatte on CPU with accurate mode was hitting uninitialized variables.
This is now explicitly initializing them to NULL.
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Memfile undo isn't compatible with sculpt or edit-mode.
This didn't work in 2.7x, so best disable memfile undo for now in
situations where it's going to loose data or crash.
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Ensure ED_editors_init doesn't create any undo steps
before the initial memfile undo is written.
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Before that only normal component was averaged, which is not
really correct.
Unfortunately, the new code is somewhat slower due to more
involved math to deal properly with non-quad faces, but the
plan is to move averaging from runtime to edit time, This
means, that mdisps will always be continuous around the edges
and no averaging on every frame change of animated character
will be needed.
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Avoids nasty code all over where such math is required, and
compilers can easily deal with such situation.
Don't prefer questionable micro-optimization which comes with
a cost of nasty actual logic code.
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The idea is to run reshaping for every boundary vertex
of a grid rather than trying to copy boundary grid
elements.
While this is somewhat slower, this avoids all this
tangent flipping magic, which tempts to be rather tricky
and fragile.
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The boundary copy code was not dealing correct with flipping
tangent vectors, hence causing discontinuity in the final
positions.
Now we only copy boundaries for quads, where we know how to
deal with tangent vectors and where we know that this is
needed.
More clear solution could be to change the code in a way that
handles handles displacement grids of quads in the same way
as it's done for non-quad faces.
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The materials were not created when used the active layer option of the separate operator.
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Use normal_quad_v3 instead of normal_tri_v3 and compute the mean of all
corner distance during frustum plane extraction.
Fix T58243 Flickering of viewport when rotating and zooming
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Caused by fc32bd729c5b7
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Having clipping limit selection and tools is confusing when not visible.
Disable on load until it's supported
(doing this via ifdef's isn't practical).
Fixes T59580
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Happened when accessing the eyedropper from a popup.
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While changing RGBA or color wheel didn't add undo steps,
HSV and Hex values did.
Disable undo for these button types since an undo push happens when
exiting the picker.
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The problem here was that when a render result is allocated, the standard render passes are added according to the
pass bitfield. Then, when the render engine sets the result, it adds the additional passes which are then merged
into the main render result.
However, when using Save Buffers, the EXR is created before the actual render starts, so it's missing all those
additional passes.
To fix that, we need to query the render engine for a list of additional passes so they can be added before the EXR
is created. Luckily, there already is a function to do that for the node editor.
The same needs to be done when the EXR is loaded back.
Due to how that is implemented though (Render API calls into engine, engine calls back for each pass), if we have
multiple places that call this function there needs to be a way to tell which one the call came from in the pass
registration callback. Therefore, the original caller now provides a callback that is called for each pass.
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