Age | Commit message (Collapse) | Author |
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Silences warning when running with --debug. If/when this add-on is ported,
users that need it can enable it again.
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T62570 and T61796 show that we need two slightly different behaviors in
post-linking collection process:
* For linking, we never want to instantiate indirectly-linked
collections or objects.
* For appending however, since all collections and objects will become
local and hence need instantiation, we want to 'link to scene' all
collections first, better than instantiating the objects in the master
collection opf current scene.
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While the flags have been deprecated they're currently unused.
Rename for clarity.
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The billboard particles were only used by Blender Internal. So until it is
supported by Cycles of Eevee there is no reason to keep it in the code and
UI.
Fix T61695 Billboard particles not displaying in Eevee viewport, render
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The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`.
This commit allows the drawing of the mesh select ids to be done on a 32UI format texture.
This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion.
Differential Revision: https://developer.blender.org/D4350
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Tools that come with Blender use 'builtin' or 'builtin_brush' prefix.
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Enable depth picking by default.
This adds new 'gpu_flag' since it's not so relevant to add GPU drawing
options into uiflag & uiflag2.
This resets the recently added smooth edge flag.
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Mostly functions wrapping args, not confirming to our style guide.
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`BLO_library_read_struct()` actually takes care for us of nearly
everything, makes things much simpler...
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Recent changes to blendfile reading adding deferred reading of actual
data broke it, we cannot use the nifty `bhead + 1` to access data
anymore, since there is no guaranty that that block hass been fully
read.
Note that there is still one case in `read_file_thumbnail()`, however
loading of blendfile preview itself seems to be working fine... Maybe
@campbellbarton can double check that point (or knows of hands whether
it is OK there)?
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Some uninitialized colormanagement data was breaking RNA acces for them,
exposed in batch preview management when generating previews for scenes
because we have to backup/restore scene and all its settings
before/after rendering it...
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Make sure we don't reallocate arrays in the pointcache when not needed, the
size of a memory allocation can be slightly bigger than the requested size.
Also, use consistent check for shared cached in copy and free functions.
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of saved preferences
- Default device (index 0) was hard coded.
- Also fixing crash with invalid device passed to blender via -setaudio.
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During screen to workspace/workspace-layout conversion, the first layout
of each workspace would be activated. For temporary full-screens, this
used to be the full-screen layout (IIRC), apparently it's now the
the layout to return to on "Back to Previous". So the 'previous' layout
would be activated, not the full-screen one.
When actually pressing "Back to Previous" now, the operator would first
free the active layout (which it assumes to be the temp full-screen -
wrongly in this case) and then try to activate the non-full-screen one,
causing use-after-free.
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Similar to what Brecht committed in
38f0d5f75af7d2f30156f4008dc5bc8d8394fbf3.
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Convention was not to but after discussion on 918941483f7e we agree its
best to change the convention.
Names now mostly follow RNA.
Some exceptions:
- Use 'nodetrees' instead of 'nodegroups'
since the struct is called NodeTree.
- Use 'gpencils' instead of 'grease_pencil'
since 'gpencil' is a common abbreviation in the C code.
Other exceptions:
- Leave 'wm' as it's a list of one.
- Leave 'ipo' as is for versioning.
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This causes other issues, revert for now until a better fix is found.
Reverts commit da1323d1c95095feff98e8aa054d73fd323c363d.
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We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
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This function already handles sorting of ID in its listbase.
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The former was probably one of the worst function names in our whole
code base, totally misleading, and quiet often used as a variable name too.
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The none brush doesn't make sense to have anymore with the tool system.
Also remove deprecated flags & types for object, armature & text.
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instanced object in the scene.
Do not force to link indirectly linked collections into current scene,
that is usually not desired. Note that user can always add this link
manually if they want.
All this 'implicit instantiation' post-linking process is rather hairy
to get it correct, hope this time it's not breaking something else...
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Match the UI naming (changed since 2.7x).
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Requested by some users who prefer old wireframe precision.
Smooth wires are still enabled by defaults as they don't have a noticeable
perf impact.
Application restart is needed for changes to take effects.
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Having the name matching the type isn't so meaningful.
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Use 'size' instead of 'len' to represent the size of data in bytes,
'len' is used for the result of 'strlen' or the length of an array
in some parts of 'makesdna.c' & 'dna_genfile.c'.
Also clarify comments and some variable names, no functional changes.
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Now always refresh when the material changes. Depsgraph tag moved out
of the refresh function since that gets called on depsgraph update,
which should not trigger a second depsgraph update.
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This reverts commit 6a4a984ff731070d0702821fe1e67dea40e593b9.
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As discussed with @billreynish this makes little sense now that we don't
have a dedicated textured mode. We don't have a superior texture or shaded
mode anymore and we also cannot mix different engines together (workbench
with eevee/lookdev).
The only feature it removes is the possibility to hide textures for certain
object in solid mode.
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Differential Revision: https://developer.blender.org/D4415
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Avoids mixing these in with regular variables in code-completion.
Use char for pad members except for 'void *', to make size clearer.
Removed/shrink a few redundant padding vars which were >= 8 bytes.
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Also no need for 14 bytes of padding.
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Rename latt to lattice and don't use plural names.
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- BKE_lamp -> BKE_light
- Main.lamp -> light
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Removed a clnors field unneeded after a recent refactor.
Finished deprecation of flags that haven't been used since pre-bmesh.
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