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AgeCommit message (Collapse)Author
2018-10-12Cleanup: use const pointersCampbell Barton
2018-10-12Cleanup: fill vertex buffer in orderCampbell Barton
2018-10-12DRW: edit-mesh cage loose edge/vert supportCampbell Barton
2018-10-12DRW: edit-mesh cage selection supportCampbell Barton
2018-10-11DRW: add mapped edit-mode face-dot drawingCampbell Barton
2018-10-11DRW: Initial edit-mode cage supportCampbell Barton
Modifiers such as sub-surf and mirror now work with show-on-cage. Selection and loose geometry still needs to be supported.
2018-10-11DRW: add ability to skip drawing verticesCampbell Barton
2018-10-11DRW: avoid edit-mode layer lookups for freestyleCampbell Barton
2018-10-11Cleanup: assign a var to check an edge is realCampbell Barton
Makes code slightly more readable.
2018-10-11DRW: remove redundant editmode mesh tessellationCampbell Barton
Also re-order logic so loop indices are ensured to be valid.
2018-10-11Fix draw manager out of bounds assignmentCampbell Barton
2018-10-11Merge branch 'master' into blender2.8Campbell Barton
2018-10-11Cleanup: indentationCampbell Barton
2018-10-10Fix runtime error: shift of uintDalai Felinto
The warning was: runtime error: left shift of 1 by 31 places cannot be represented in type 'int' Patch by Clément Foucault.
2018-10-10Modifier: Fix cage option for deform modifiersCampbell Barton
Show-on-cage and show-in-editmode options now work as it did in 2.7x (but only for deformation).
2018-10-09Fix T57097: Crash when adding a Texture Slot in Texture Paint modeClément Foucault
Was caused by the use of a batch that was using a discarded index buffer.
2018-10-09Eevee: Add support/Fix Object Info nodeClément Foucault
Caveat: Random output does not yet work with instance (dupli) objects.
2018-10-09DRW: Fix volume visibility when object draw type is wire or bboxClément Foucault
2018-10-09Edit Mesh: replace DerivedMesh w/ MeshCampbell Barton
DerivedMesh is now removed from edit-mesh modifier evaluation.
2018-10-09Cleanup: namingCampbell Barton
- immAttrib* -> immAttr* - immSkipAttrib -> immAttrSkip Term 'attr' is a convention for GPU module.
2018-10-08Edit Mesh: basic show in edit mode supportCampbell Barton
Note this is just using the derived-mesh data at the moment, to support this properly we'll need to remove derived-mesh.
2018-10-08Edit Mesh: use deformed mesh w/ face-dot & normalsCampbell Barton
2018-10-08Cleanup: use DRW_object_is_* for object checksCampbell Barton
Also use const qualifier for object's.
2018-10-05Add a new B-Bone Custom Handle type that uses the handle bone direction.Alexander Gavrilov
Both original handle types are based on location, and Absolute uses it in a weird way: the Start handle uses the head, while End uses the tail. This makes controlling the shape of the B-Bone via control bone rotation really non-intuitive, especially if trying to add a single control for the tangent in the middle of a B-Bone chain. To remedy this, add a new custom handle type that uses the orientation of the control bone, while completely ignoring location. It is even possible to control both ends of one B-Bone with the same handle bone, resulting in an S shape. Reviewers: brecht Differential Revision: https://developer.blender.org/D3769
2018-10-05Redefine the Relative custom B-Bone handle type to be more reasonable.Alexander Gavrilov
Specifically, it should always use the position of the custom handle bone head, even when affecting the handle at the tail of the main bone, and shouldn't apply the special handling for joining two B-Bones. This handle type was unusably broken before a bug fix included in recent changes, so it should be safe to break backward compatibility.
2018-10-05Cleanup: styleCampbell Barton
2018-10-04Fix T56268: display the correct rest shape for B-Bones in Edit Mode.Alexander Gavrilov
The rest shape of B-Bones is actually affected by custom handles or the default connected parent/child mechanism. Ignoring these effects thus leads to the edit mode shape being different from the actual rest pose. This splits the b_bone_spline_setup function that is used to compute the correct rest and pose shape from pose channels into two parts, and applies the data structure independent half to edit mode. In order to access the custom handle settings in Edit Mode, they are moved to Bone and EditBone, while the bPoseChannel fields are downgraded in status to a cache for performance. Also, instead of flags, introduce an enum to specify the handle operation modes, so that new ones could be added later. Reviewers: aligorith, brecht Differential Revision: https://developer.blender.org/D3588
2018-10-04Fix T57040 Mesh Disappearing after exiting edit mode in sculptClément Foucault
2018-10-04Fix UV select tools not refreshingCampbell Barton
Add BKE_mesh_batch_cache_dirty_tag option for resetting UV's.
2018-10-04DRW: minor tweaks to mode checkingCampbell Barton
Avoid accessing object mode via the view layer active object when drawing since it's done everywhere we store the active object mode in the draw-context.
2018-10-03GP: Show 3D cursor in draw modeAntonioya
The cursor is used as location to draw new stroke
2018-10-03GP: Hide different UI elements depending of modeAntonioya
The 3D Cursor, origin and dummy are hidden depending of the mode to get a cleaner drawing space.
2018-10-03GP: Hide dummy and cursor in drawing modeAntonioya
2018-10-03Pose Mode: Add back IK Degrees of freedom displayClément Foucault
2018-10-03Cleanup: styleCampbell Barton
2018-10-01DRW: Fix unselectable wire object in solid modeClément Foucault
2018-10-01Edit UVs: Fix missing wires with multiple windowsClément Foucault
All that was needed is a VAO refresh. It's not a performance problem because it only concerns a handful of batches.
2018-10-01Edit UVs: Refactor drawing Shadow UV in Image EditorClément Foucault
Currently it's not showing the subdivided mesh (if there is a subdiv mod) and there is some sync issue if there is multiple uv image space opened. But thoses will be tackled later on. The purpose of this commit is to fix the overflow issue of IMM and speed issue.
2018-10-01Edit UVs: Refactor drawing Edit UV in Image EditorClément Foucault
NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed when texture painting. This will be address in a future commit. We now cache the uv mesh in the mesh batch cache and only reupload data on changes. Update could be more granular (and a bit faster) but it's not our main concern ATM. This should fix problem caused by the IMM api used to draw large meshes. This makes performance skyrocket compared to previous implementation. There is still a big CPU bottleneck when not in sync selection mode but it is not related to the drawing function directly.
2018-10-01Cleanup: styleCampbell Barton
2018-09-29Fix mysterious crash when using textureGather on Intel drivers.mano-wii
The crash occurs in a shader with uniform block of a certain size and misaligned.
2018-09-28Fix/workaround stupidity of CLangSergey Sharybin
Seems there is something wrong with ternary operator and type deduction. Copying matrix to a variable with cleaner name seems to be better solution than to force cast to an array.
2018-09-27Implement a new dedicated weight painting shader.Jeroen Bakker
Move the weight paint drawing to the fragment shader. The shader uses a texture that uses the U.coba_weight custom color band, or an internal color band. In addition to actual weights, the shader has to display two alert colors: missing vertex group, and zero weight. The zero weight alert has to be blended with regular weight colors, so that a single alert vertex surrounded by weighted ones is still visible. Reviewers: campbellbarton, fclem Differential Revision: https://developer.blender.org/D3675
2018-09-26Wireframe/Xray: Make Xray option local to wireframe modeClément Foucault
This commit make the Xray option for the wireframe different from the other shading mode. This makes it possible to rapidly switch between wireframe + Xray and Solid mode without Xray. Xray alpha is also decoupled. Both variables are duplicated and exposed separately through RNA.
2018-09-26Cleanup: Edit Surface & Curve engines unused codeClément Foucault
2018-09-26Edit Surface: Use edit curve engine to display edit surfaceClément Foucault
It's so similar in practice that we don't need a separate engine for edit surface overlays.
2018-09-26Fix misleading field naming.Alexander Gavrilov
This is not any kind of length, it is the number of true values.
2018-09-26Cleanup: naming of DRW mesh weight APICampbell Barton
2018-09-26Cleanup: warnings, styleCampbell Barton
2018-09-26Curve Edit: Cleanup/Improve/Fix handles drawingClément Foucault
Now handles are drawn using index buffer instead of duplicating memory requirement. Also make use of shader tricks to draw handles antialiased, and respond to UI scalling. Make vertex point match edit mesh vertex size.