Age | Commit message (Collapse) | Author |
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This is a way to deal with animated properties in evaluated version
off datablock. Previously, running blender with copy-on-write enabled
will show original values. Now we can see proper properties, while
typing values in still goes to the original datablock.
Thanks Brecht for the review!
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It was making keyframe marker and bone theme color icon disappear under
their button.
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Was due to wrong framebuffer being read because of wrong comparisson caused
by b9ec7a92725e1567c12475a9eb59191edca1dc32
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Saves us from extra checks for NULL pointers when using datablocks for read.
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Will be used for probe outline id drawing.
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This allow to use int uniforms that are not references. Convenient for ids.
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Was caused by two things from the past:
- Tagging would set id->recalc to COW update flag.
This one is to be ignored.
- Particle tagging will use psys recalc flags on id->recalc,
but we only need to use flags from particles. Otherwise
it will be some collisions in bit masks.
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This doesn't change the API, so it doesn't affect any script.
However it give more consistent error messages.
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With changes from Campbell Barton as well.
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IDProp.
Why exactly this happens remains unclear, found that in the
autumn.blenrig file of Spring production while working on static
overrides... Tons of ugly IDProps in that rig. xD
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Pose objects may be from the active object,
or from the weight paint mesh.
Since this is such a common check move this to a function call.
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This is just to have hair rendering and editing mostly working as in
master. A better fix is probably needed, there seems to be some
missing depsgraph relations for particle edit settings, and particle
edit code doesn't rebuild caches after applying edits. But at least
you can see and interact with hair now until those things can be
sorted out.
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This has very little impact (only had 12.5% perf improvment on Nvidia for this specific pass).
But it's an improvement nontheless!
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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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Border select assumed all objects had pose bones.
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This changes quite a few things.
- Outline is now per object.
- No more outline at object intersection (fix hairs problem).
- Simplify the code quite a bit.
We use a R16UI buffer to save one id per object outline. We convert this id
to color when detecting the outline.
Added textureGatherOffsets to the code but could not test on current hardware
so leaving it commented for now.
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This uniforms can be used to have a unique id for each drawcall of a shgrp.
This only works for standard shgroups and is an exception for the outline
drawing.
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This was suggested by Ray Molenkamp in order to avoid problems with
thumbnail dlls.
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Indent lines for multi object editing, no functional changes.
Also strip trailing space from indented regions.
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This adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
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Blender allows this.
The Cube in the file in the report would always disappear with the non camera view.
The clip_end was too small.
The correction here is only on the assert.
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