Age | Commit message (Collapse) | Author |
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* Remove the "sync_mode" dropdown from timeline header, and move it into
the Playback menu instead.
* Remove the confusing "Frame Dropping" and "AV Sync" entries from the
Playback menu. These were supposed to be mutually exclusive (or else,
the "sync_mode" menu would break).
* Turn AV Sync on by default
* Commented out the Frame Dropping and Av Sync RNA Properties too.
THere doesn't seem to be any valid reason for these to exist?
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Flip logic for the flag avoids versioning code.
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Was wrong paint structure deducted from context.
Test plan:
With default cube, go to sculpt mode, switch to grab brush
and try to sculpt.
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Usefull to see if the view frustum is totally behind a plane.
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Thanks @aligorith for the head-up.
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gets updated
Note: This still needs some copy-on-write magic to get the bone pointers
to get remapped properly (e.g. evaluated pose still refers to original
arm->bones, and arm->act_bone isn't getting remapped).
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No expected changes in behavior from that commit!
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Wondering why it only was visible when running without copy on write.
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After copying animation data we need to re-map action, otherwise
our original DNA values will go out of symc, causing flickering
when tweaking values on animated node tree.
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The idea is to re-use evaluated datablock from within current context.
This relies on the following factors:
- It expects scene to be fully evaluated before preview jobs starts.
- It expects datablocks to be localized.
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draw_common.c
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This was broken since 33bb8b785a9 (triple-buffer changes).
This also helps help lines as a whole.
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It is not needed since render pipeline will create its own depsgraph.
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Without this it's quite unpredictable what state of unkeyed changes
datablock will end up with.
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This was broken since 33bb8b785a9 (triple-buffer changes).
We need to account to the area limits when drawing the cursor.
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The workaround removal was wrong, the whole id->adt of a local
copy is to be NULL.
But now instead of modifying original datablock, we tell library
manager to not copy animation data.
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This was due to the background being drawn by a batch that had its VAO
generated in the windows "UI" context.
Since we use the DRW ogl context to draw the entire area, we have to
regenerate the VAO for thoses UI batches to be drawn correctly.
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No functional change, just playing safe and documenting how to
initialize the parameter in most of the cases.
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Since these will have their own manipulators,
its more convenient to keep them separate.
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This happens when testing adding tools, assert isn't useful.
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This was added for scale-cage manipulator, but seems generally useful.
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This is needed for other manipulator placement.
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the reference.
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The actual weighting calculation is not smooth as the bone display.
The bone itself can be smooth for esthetic purpose but the distance display
should match the underlying weighting formula.
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Past shader was too slow and had bad artifacts. This method is much simpler
and eficient and only exhibit some popping when the raidus of the head/tail
is changed.
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- Draw tail & head sphere with point shader (no needs for another way).
- Use the same function for issuing the calls for wire and solid envelope.
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We now use a more pleasant and efficient way to display enveloppe bones
and their radius.
For this we use a capsule geometry that is displaced (in the vertex shader)
to a signed distance field that represents the bone shape.
The bone distance radius are now drawn in 3D using a "pseudo-fresnel" effect.
This gives a better understanding of what is inside the radius of influence.
When capsules are not needed, we switch to default raytraced points.
The capsules are not distorded by the bone's matrix (same as their actual
influence radius) and are correctly displayed even with complex scaled
parents hierarchy.
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Appart from the performance issue, the MSAA resolve pass is not compatible
with additive passes.
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