Age | Commit message (Collapse) | Author |
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Add padding when used with property decorations.
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* Move Add to Quick Favorites before Assign Shortcut, as it is more often
that we add items to favorites, than changing shortcuts.
* Move Header menu last. In some cases the Online Manual for that item
would appear after the header menu.
* No icon for "Remove from Quick Favorites", matches Remove Shortcut
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It is was not really a bottleneck but it was triggering my OCD when 1/3rd
of the drawcalls in a normal scene were basically only caused by this.
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Now wireframe does update in sculpt mode using the sculpt mesh VBOs.
The only thing that does not work is simplified wireframe (the wireframe
slider) when the mesh is shaded flat. In this case all edges are shown.
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active object.
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Shrinkwrap is not only a Mesh modifier...
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Do same as for other geometry types to compute bbox, instead of blindly
returning NULL `ob->bb`...
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There was a mistake when the UI was converted to the new layout style.
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These are not intended to be closed as often as e.g. browser tabs, they are
intended to be more persistent and accidental closing should be avoided.
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To match the panels in the N key sidebar.
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Flow panel had a wrong name when the checkmark was used in the header, fixed alignment in softbody panel & fixed wrong active state for Cloth Pin.
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Much easier to read against the usually brighter axes colors.
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The title says it all actually, the idea is to speedup the following case:
- Visible duplicator of a restricted collection (reported as T56512),
One of the questionable change is that none of the view layer bases is
ignored now. This ensures corresponding objects will have copy-on-write
component evaluated, making it possible to access those pointers. The
evaluation of those objects is skipped.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3641
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Need to rebuild dependency graph when we add or remove nodes from a tree...
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Reviewers: sergey
https://developer.blender.org/D3639
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Small typo on minus sign position... ;)
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For this we need to add a bias depending on the viewing angle.
But increasing the hardness of the test make float precision issues in
the mesh transformation more prominent (actual geometry is far below the
surface). So to solve this issue we use a more subdivided grid mesh
8x8 quads instead of 1 triangle.
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Warn about out of range colors too.
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This reverts commit 6e7da7616b6b02d2827f306ea4e55510a79b79de.
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We can't share tools between space-types since they contain keymaps
that store the space type.
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Film-like curves for the RGB Curve node (Compositor) and Curve Modifier
(Sequencer)
Film-like curves originated from Adobe.
"It’s an RGB curve where the tone curve is applied on the largest and smallest value, and then the middle value is adapted to keep a constant hue as defined by RGB-HSL/HSV. In terms of look and saturation increase it’s very similar to a pure RGB curve, more so than a HSL-L curve or HSV-V curve, but some color shift problems are avoided."
Other tools like Natron, Krita and RawTherapee have implemented this curve tone.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
Tags: #compositing, #video_sequencer
Differential Revision: https://developer.blender.org/D3638
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You cannot store ID (or any other data) pointers accross undo’s/redo’s, those
are reading .blend file and hence invalidating all pointers!
Not that happy with this fix, code is rather convoluted and not elegant
at all, but cannot think of a better solution, so will do for now.
Also found and fixed another 'str ghash used for int keys' case...
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Basically just concatenates ID's name (including its IDtype code) and
that library's name, if any. This must give unique string in a given
Main database, suitable for GHash keys e.g.
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- Add support for key_modifiers, so grease pencil gets "D".
- Assign number keys for unmapped items
This means all tools get keyboard access,
use number/numpad to avoid confusion with other keymap items
which directly activate the tool.
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filtered graph
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Use debug_value = -1 to disable the use of the filtered depsgraph.
It's still useful to have this for benchmarking + until we're
confident the filtering works safely.
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* Don't print on every frame evaluated. This was only needed
earlier to track the progress (and why things were taking so
long - answer, it was the Scene COW issue). Saves 50-100 ms
* Remove the extra calculation of the scene after evaluating
motion paths. This shouldn't be needed now with COW.
Saves about 20-30 ms
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after use
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clear_id_nodes()
This was just randomly leaving all the Particle datablocks in the
filtered graph (and causing and extra/excess pass over the ID's
to get run). Unless we actually need those specially kept for
some reason later, it's better to leave those out for now.
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