Age | Commit message (Collapse) | Author |
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Conflicts:
source/blender/editors/space_outliner/outliner_intern.h
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When activating an object from the 3D view or outliner,
keep the newly selected object in object mode.
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This is whats done already elsewhere.
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Still a lot to fix here, right now you can get sculpt drawing updating
when you come from Edit mode, not from Object mode... Go figure...
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Added specular highlights for:
- Solid studio shading
- Texture studio shading
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Saves quite a bit of CPU ticks per mesh update, giving measurable
speedup for file from T55228.
Memory usage goes up a it, most likely due to evaluated mesh having
more custom data layers than corresponding DM does.
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If it's coming from vertex data, we must not free that pointer.
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Animation needs tagging in depsgraph (for animation refresh), instead of only
tagging AnimData->recalc
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Tested on Autumn run cycle by muting master bone animation - when working, the
dog should run forwards when the master bone animation is being muted.
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This introduces a new depsgraph API for getting updated datablocks,
rather than getting it from bpy.data.
* depsgraph.ids_updated gives a list of all datablocks in the depsgraph
which have been updated.
* depsgraph.id_type_updated('TYPE') is true if any datablock of the given
type has been added, removed or modified.
More API updates are coming to properly handle multiple depsgraphs and
finer update granularity, but this should make Cycles work again.
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Menu now matches the keymap.
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Use the same key for pose & weight paint mode (instead of texture paint)
This makes more sense since pose/weight paint modes
are often used in combination.
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This mean you can store data used for drawing inside the object engine
data.
Also fixes T55243 Crash in ASAN debug builds due to use-after-free memory in draw code - instances issue?
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This maybe usefull for debugging.
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This is motivated by the refactor of DRWInstanceData to be actual non
contiguous mempools.
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Only the random output is not supported for the moment.
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This now can shade actual poly strips that mimics cylinders.
This makes hair coverage exact compared to the line method and result in
smoother fading hair.
This does make the sampling a bit more exact but needs more samples to
converge properly.
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This new system use transform feedback to compute subdivided hair points
position. For now no smoothing is done between input points.
This new system decouple the strands data (uv, mcol) with the points
position, requiring less update work if only simulation is running.
In the future, we can have compute shader do the work of the feedback
transform pass since it's really what it's meant to. Also we could generate
the child particles during this pass, releasing some CPU time.
draw_hair.c has been created to handle all of the Shading group creations
as well as subdivision shaders.
We store one final batch per settings combination because multiple viewport
or render could use the same particle system with a different subdivision
count or hair shape type.
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The do_version actually copy the existing custom properties to the internal
ones, because theses properties are straight port from cycles.
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Hair Particles shape properties are ported from cycles. Thoses properties
have the same defaults and have a do_version of their own. Cycles will use
theses properties instead of its custom ones.
Some realtime engine specific settings are also added to scene->r because
it's much easier to control as global values.
Bumping Version number so cycles can do its own do_version on top of the
default settings.
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This mimics the behaviour of DRW_shgroup_empty_tri_batch_create and will
replace it eventually.
The advantage is that it's compatible with transform feedback.
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Usefull if you want to create char chains to contains hashes of a certain
type.
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Shouldn't have been removed in recent keymap edits.
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Modifiers stack only get COW/evaluated IDs, so no need to go auery again
DEG for those. Further more, now unified handling of EditBMesh case (was
done on case-by-case basis in a few modifiers, not all for some reason).
We are still missing the ability to get final and cage deformed meshes
when in Edit mode though, this is to be defined/implemented in depsgraph.
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This is a first step to have correspondence of legacy derivedDeform
within a new formulation. Only base ground for now to support file
reading, copy-on-write remapping and such.
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Bring back animation channel exception for tag flag=0.
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Support switching non-active objects in/out of a mode from the outliner.
- This allows users to change which objects are in a mode w/o
having to exit the mode and change seleciton.
- Changing the mode of the active object applies to all other objects.
- By convention setting a mode selects, removing de-selects,
this is done for convenience so switching to a mode from object mode
maintains the set of objects in the current mode.
See: T55246
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Majority of the code is EOL, but still handy for debug purposes.
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Allows to easily see human readable value in debugger.
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