Age | Commit message (Collapse) | Author |
|
Conflicts:
source/blender/draw/engines/gpencil/gpencil_engine.c
|
|
This mostly happens automatically anyway since there is usually not enough
time left over for it. But when it does it happen it breaks partial redraw,
and may also have a negative impact on responsiveness.
Ref T70295
|
|
The first element of the loop was not calculated for all onion modes. For select mode the first selected is used, for other modes the first frame in the layer is used.
|
|
|
|
This fixes the regression from T70103 introduced by the fix for T70103.
|
|
|
|
Before when Onion or Multiframe was enabled the VBO length was the total of points on the object for all frames and this results in a big size when the scene had a lot of frames.
Now, the size of VBO length is calculated more precisely and reduce the time to alloc the VBO.This also reduce memory footprint.
|
|
|
|
The flag was working in the oposite mode.
Related to T70116
|
|
As the evaluated data is not calculated in multiframe, needs to have the original colors.
Related to T70116
|
|
|
|
When setting an object draw type to Solid it always used the Material
color mode. This change only sets the material color when the viewport
is set to display textures.
|
|
|
|
The problem was the unit matrix was not set in the uniform variable.
|
|
|
|
This texture is used for missing textures as replace.
Differential Revision: https://developer.blender.org/D5845
|
|
Make a distinction between flush sculpt changes for rendering, and forcing
sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH
for renders.
|
|
Reviewers: brecht
Differential Revision: D4997
|
|
This kind of reverts rBc060a835 that was committed without discussion.
|
|
reported in T69662
Reviewers: fclem
Differential Revision: https://developer.blender.org/D5809
|
|
|
|
When delete in multiframe node the active frame gets NULL.
|
|
|
|
This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
|
|
Reviewers: brecht
Differential Revision: D4997
|
|
Rgression from rBaf4dcc6073fa.
paint_sample_color > imapaint_pick_face uses the the selection buffer
(DRW_select_buffer_sample_point) and to get flat colors [select_id_flat] we
need to be in SCE_SELECT_FACE mode. This was already fine if you had
'Face Selection Masking' turned on, but got colors including lighting
when turned of [select_id_uniform].
There was already an exception in 'select_cache_init' that turns on
SCE_SELECT_FACE for weightpaint, we just need this for texture paint
(vertex paint) as well... Also moved the logic into
select_id_get_object_select_mode.
Note we were also asserting here:
BLI_assert failed: /blender/source/blender/draw/engines/select/
select_engine.c:174, select_cache_init(), at 'e_data.context.select_mode
!= 0'
Note also this is not working correctly for vertexpaint (yet), but has
been discussed in T69752 and there is a solution by @mano-wii in P1032.
Reviewers: mano-wii
Subscribers: mano-wii
Maniphest Tasks: T69752
Differential Revision: https://developer.blender.org/D5775
|
|
Currently unused, but will allow to keep of an owner of the depsgraph.
Could also simplify other APIs in the future by avoiding to pass bmain
explicitly to relation update functions and things like that.
|
|
|
|
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5740
|
|
This is useful to disable all layers tint in one step and it will be used for future operators.
|
|
|
|
Show all memory-related byte size strings calculated with a base of 1024.
Differential Revision: https://developer.blender.org/D5714
Reviewed by Brecht Van Lommel
|
|
As the function `gpencil_onion_active()` has a loop, if some condition is false before we can avoid the loop.
|
|
The main switch was not checked and the function was doing all calculations, but the data was not used. This makes all slower than expected because the user had the Onion Skinning disabled, but internally was running.
|
|
Now the fade layer uses the same logic used to fade objects and also is available in all modes.
Reviewers: mendio, pepeland
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D5707
|
|
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
|
|
Forward declare structs where possible.
|
|
|
|
To fix this, we just scramble the halton sequence by multiplying by a large
prime number.
It seems to work fine in practice.
We also tried Sobol sequence but it has a less uniform pattern for low
number of sample.
Fix T68594 Eevee: Soft shadows causing flickering in animation and temporal AA in scenes
|
|
|
|
N is already the Facing normal! Dummy!
|
|
Before, it was only possible to fade the active object. The new option allows to fade all non gpencil selected object. This is a common request by artists.
{F7719513}
Reviewers: mendio, pepeland
Reviewed By: mendio
Differential Revision: https://developer.blender.org/D5704
|
|
Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5674
|
|
Texture Shading
The overlay factor was not used in other modes.
|
|
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D5659
|
|
This change implements the basics as described in {T68312} for the
shading modes.
* LookDev shading mode is renamed to Material Preview. It always uses Eevee as renderer, and is intended to provide a fast material preview suitable for texture painting, and texture and material setup.
* Rendered shading gains "Use Scene Lights" and "Use Scene World" options similar to current Material Preview. These will be enabled by default. When Use Scene World is turned off, HDRIs will be used for lighting instead. These options are available for EEVEE and Cycles.
* Renderers will be able to customize the shading settings panel and add additional settings.
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5612
|
|
- Don't use vertex selection in texture paint mode.
- Don't allow mixing vertex & face flags in vert/weight paint modes.
|
|
|
|
Now, when it's selected the stroke select mode, the points are not displayed and the stroke is fully selected automatically extending the selection.
Differential Revision: https://developer.blender.org/D5622
|
|
With Blender 2.80 we introduced a more flexible matcap system. One
change we did was to multiply the matcap with the base color that was
shaded. As matcaps contains diffuse and specular lighting in a single
texture this lead to rendering artifacts. Artists were complaining that
everything looked to metalic.
We now support a separate `diffuse` and `specular` pass for matcaps.
`shaded_color = diffuse_light * base_color + specular_light`
For matcaps to support this feature they need to be multilayer openexr
files with 2 renderpasses (named `diffuse` and `specular`). In the future
we can change this to first pass/second pass in stead of this naming
convention.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5335
|