Age | Commit message (Collapse) | Author |
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When solid mode is enabled, but Texture mode is disabled, the color of the stroke must not use the texture.
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The offset added allows to generate a vector to determine direction. This direction will be used when rotate the object to rotate texture.
The solution is not 100% perfect, but it's far better that having an unpredictable rotation.
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Before this options was only available to Dots mode.
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Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.
The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.
In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.
Fix: T57000
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4694
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Some GLSL compilers seem to not have problems with \ to break preprocessor
directives. I couldn't find other places with similar code, but fixing this
case by case is not ideal and the same issue may come up again.
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Comments after code can cause awkward line breaks.
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If you had several windows or, after last changes in topbar, several areas, the swith of overlays or Onion Skin was not working by area, but as whole switch, so it was impossible to have different status by window.
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This was already supported in Fill, but not in Strokes. This adds more artistic options when use textured strokes.
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The strokes was aligned to drawing path only when the stroke was completed. Now, the stroke is aligned while drawing too.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Outline shaders were only selected when no checker depth was available.
Reviewed By: fclem
Maniphest Tasks: T63312
Differential Revision: https://developer.blender.org/D4661
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Was caused by a NULL texture used as uniform.
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I'm not sur how it ever worked before. There was no texture bound to these
sampdensity and sampflame when no volume simulation was happening.
This fixes the issue using 1x1x1 dummy textures.
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This commit adds support for drawing Dots strokes with a gradient factor to get artistic effects like watercolor.
Currently, the option is only supported by Dots materials, and in the future will be added to line strokes, but now there is a limitation on drawing engine and we will keep disabled on Line materials.
Also, added the option to align Dots and Boxes strokes textures aligned with the drawing path to get more fluid strokes.
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instanced in a foreign scene.
The check of DUPLI object was used, but as the original object was not in the scene, the VBO data was not available and the draw was empty.
Now, the function checks if the original data is in the scene, and set the object as not Dupli to generate the VBO data.
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Patch provided by @matc
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Edit mode shows the mesh elements in X-ray mode even if alpha is set to
1. Now the code takes this into account so that you can still select
visible mesh elements in X-ray edit mode.
view3d_draw_legacy need to be updated with the new XRAY flag macros to
avoid crashes. Additional cleanup of the XRAY macro flags were done.
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frontside object in 3d-window
Now the depth order of objects when trying to select them is only used when not in X-ray mode.
Before, this was only the case in wireframe mode regardless of X-ray settings.
I've also unified the usage of V3D_XRAY and XRAY_FLAG as they were basically copies of each other.
Reviewed By: Clément
Differential Revision: http://developer.blender.org/D4504
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- The ambiguous term 'handle' was used where 'ensure'
is typically used (get or add when missing).
- Rename `current` to `active`, all `current` functions which were
also ensuring.
- Clarify what is being operated on, using `BKE_gpencil_object_*` for
objects, `BKE_gpencil_brush_*` for brushes.
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If the Brush had a pinned material with texture, but the material slot was in a different material, the texture was not working.
The material was not recovered from brush, but from object.
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When drawing in big files, the first points of the stroke were not smooth because the system was doing a copy of the depsgraph datablock.
Now, the depsgraph is not updated at the beginning and the feeling is far better, especially for big files.
To avoid the copy, the original datablock is used while drawing, because it's faster the lookup of the original data, than a full datablock copy.
Also some cleanup of the code.
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When texture drawing was enabled the fallback materials were not transparent.
The reason was that the solid material was requested. This patch will requesting
in this case the material from the forward renderer.
Fix: T63077
Reviewed By: fclem
Maniphest Tasks: T63077
Differential Revision: https://developer.blender.org/D4641
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Invert X axis of the Window Matrix (AKA Projection matrix) instead of the
View matrix.
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This was caused by a missing check for those option.
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In final rendering mode the display type was tested for
visibility flag. This should only occus when doing viewport
rendering
Reviewed By: fclem
Maniphest Tasks: T63056
Differential Revision: https://developer.blender.org/D4643
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Possibly fixes T63005.
Reviewers: fclem
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D4637
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The issue is that Eevee directly evaluates animation on a datablock which
is a part of active dependency graph.
This is a broken logic by design and requires a complete revamp to support
more real life cases when camera is parented to a camera rig, but it is
beyond of what i can do with a simple bugfix.
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This makes it easier to exclude a surface from casting shadows and can be
used to manipulate the shadows even for opaque surfaces.
Versionning ensure that old behavior is transfered to new rendering logic.
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This was due to some shading resources not being bound for the shadow
shader. This commit completely remove the shading part when in a shadow
shader. Thus making it a bit more lightweight and removing the needed
sources.
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This is to fix the slowdown issue experienced on windows when rendering
from command line.
Fix T59649 Eevee in command-line batch mode is slow with particles/duplis
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When texure shading is enabled, the transparency accum shaders were not set/updated.
This resulted into a crash when transparent objects were rendered when shading mode
was set to texture.
This patch will add the V3D_SHADING_TEXTURE_COLOR to the modes for OIT so the
shaders are set.
Reviewed By: fclem
Maniphest Tasks: T62874
Differential Revision: https://developer.blender.org/D4592
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The reflection was set to use the 1x1px texture as rendering target and was
considered valid reflection texture.
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This was technically a feature request but it was quite simple to implement
so I did it quickly. Also it is much more consistent now.
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This was caused by sign(cubevec.xy) returning 0.0 when one component was 0.
Thus making the resulting component component 0.0 instead of 0.0.
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Differential Revision: https://developer.blender.org/D4598
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Using GP_BRUSH_MATERIAL_PINNED to switch between active material and brush material, instead of updating all brushes on active material changes. This will allow brushes to have no material and therefore to not inflate the user count.
This fix T62465.
Patch contributed by @matc
Reviewers: @brecht @antoniov @billreynish @mendio
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