Age | Commit message (Collapse) | Author |
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Was noticeable when sequencer uses scene with a compositor.
The way it was using render API was forcing a single render layer.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5095
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When performing F12 render on a transparent film all solid objects where
a bit transparent. Single Pass AA and no AA passes were not visible at
all.
Issue was that the first frame was not handled correctly making these
artifacts. This commit changes the order of `GPU_state_init` and
`DRW_state_reset` so the state is correct during the first pass.
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The mask tools in the Tool Area of Clip Editor where never brought back,
after decision was made to postpone proper masking tools to 2.81.
This brings back the Mask Tool Panel in the Mask tab of Masking Tool Area.
This Diff also adds a better Context Menu, which respects whether you're
in Masking or Tracking mode. I have added the most important operators
there, with a focus on those that are otherwise harder to access.
Reviewers: sergey, billreynish
Subscribers: sebastian, brecht, hype
Tags: #motion_tracking
Differential Revision: https://developer.blender.org/D5075
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We can't save these without data loss, so don't try to do this.
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Avoids hash lookup on per-object basis when applying transform.
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This was inconsistent and make the actions seem slow and unresponsive. Change to using Press, like other modes.
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When button text doesn't already show the label,
include the label in the tool-tip.
Without this the descriptions for icon-only buttons
don't always make sense.
This also gives a tool-tip for icon-only popovers.
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Needed for tool-tips to access labels.
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The check the buttons string has content (not just that it's non-NULL).
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Unlike edge/vert this was blending with the regular selection color.
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Found this while writing the manual page. A scene collection nowadays is simply
called collection.
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Lost when toolbar was removed.
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This changes behavior from 2.7x, where selection & cursor could be
occluded by other objects.
Doing this without z-fighting in 2.8x isn't so simple because drawing
the text geometry is separated from edit-selection.
Change behavior since this doesn't seem like an important difference.
Fixes assert drawing text edit mode.
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There was a huge overhead of batches that had no geometry. The loose
wire batch was the culprit.
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Initial trigger to this work was T65782, requesting faster autoscroll
when current folder contains thousands of items. That was a fairly
simple change, just needed to make scrolling steps variable based on
'distance' between current position and desired one.
But several other issues showed up while working on this, among the most
annoying ones, the scrolltimer could keep running forever in some cases,
failing to detect properly an 'end condition', we could even get some
'bouncing' in extreme corner cases, edited item was not always properly
visible in the end, etc.
So as usual with UI, this ended up in a frustrating equilibrium game of
finding the optimal solution among several tradeof, taking unexpected
large amount of time... At least new code seems to work OK in
all possible (reasonable) cases, that will do for now.
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When compute preemption is available we schedule more work which is more
efficient. However the CUDA driver appears to be incorrectly reporting this as
unavailable, even though it should be supported starting with Windows 10 1803
and Pascal and Turing (10x0 and 20x0) graphics cards.
This reduces render time by about a 25% difference on our benchmark scenes. On
Linux compute preemption appears to be reported correctly.
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It seems that in 2.79 callbacks were drawn with depth test off by default.
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An Alembic file saved by 3DS Max caused Blender to crash when importing.
Either the UV indices in the file are out of bounds or they are written
in a way we don't expect. In either case, this now no longer causes Blender
to crash.
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After talking with @fclem, we decided to keep this as a workaround function waiting for the clearing operation to be available inside the shgroups.
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Also correct description indentation.
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Disable all overlays except the texture paint overlay. Add alpha to the
resulting image buffer.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4974
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When using RNA to alter the type of socket only the type was changed.
the typeinfo was not updated. Internally the File Output Node used RNA
to update the sockettype. making the socket invalid. When users save the
file and reopened the typeinfo was used. Also the color of the node was
determined via the typeinfo.
Another thing that happened was that the socket conversion was ignored
when empty node groups were present. The empty node groups were
optimized away before the needed data conversion was determined.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4938
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MATHES performs a regular expression which in this case is unnecessary.
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Use depth buffer to order the uv edges correctly to always draw selected
edges on top.
We still use the double drawing workaround for points to keep the smooth
antialiased display.
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Properly initialize custom data layers to default values when copying from
a mesh that does not have all the same layers.
Differential Revision: https://developer.blender.org/D5003
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Percentage formatting of x% (used elsewhere) when using percentage display factor
Differential Revision: https://developer.blender.org/D5050
Reviewed by Brecht Van Lommel
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Fixing small error in UI_GetThemeColorShadeAlpha4fv() clamping blue channel twice instead of alpha
Differential Revision: https://developer.blender.org/D5048
Reviewed by Brecht Van Lommel
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Differential Revision: https://developer.blender.org/D5055
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Replace relative threshold for pseudo inverse in sharp remeshing modifier with
0.1 as proposed in the original paper.
Also change pseudo-inverse implementation that works with dynamic heap-allocated
matrix to static 3x3 version, for performance
Differential Revision: https://developer.blender.org/D5078
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When we delete a scene, we need to update to new scene pointer all main
widows that might be using it, not only the active one from the context...
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It was possible to have animation player step happening after manual
jump prior to the dependency graph evaluation.
Now we forbid changing scene frame if it was manually requested to
be changed.
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vertically aligned edge is assigned root
Sometimes when the end caps pointed strait up (z axis) their faces would
become inverted.
It seems like the code tried to rely on a certain vertex order to always
happen. However this edge case did manage to produce an order that would
produce inverted cap faces. So now I introduce a normal check instead
so we can be certain that the face will have the normal direction we
want.
Reviewed By: Jacques Lucke
Differential Revision: http://developer.blender.org/D4138
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Write and test states are now separate and need to be explicit.
Also add asserts when trying to write without test enabled.
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added to Rigid Body World.
As title says, we need to add back new copies of objects that are RB
items to the RBW collections...
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Now, when you add an slot and then draw, the automatic created material will use the empty slot, instead to add a new slot and leave a empty one.
This fix only works if you add only an empty slot. We could remove any empty slot in the middle, but as this has no impact in the drawing or file, it does not worth the CPU time to review every time the material list. Anyway, the user can press delete button to remove any empty slot.
If we see this is a big problem in the future, we can reopen the bug and add this cleaning function.
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