Age | Commit message (Collapse) | Author |
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The wireframe is intended for showing selected faces, and selection is
based on original faces, so the extra wireframe lines are pure noise.
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The editflag field is only valid in the original mesh instance.
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Fixes T57931 Particle weight edit mode is not supported.
There is a bug that prevent refresh of the toolsettings on which is based
the weight / non-weight display selection (see T58086).
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Implement strand selection visualisation but without any shading.
I think this is not the overlay job to draw the strands shaded.
We can already view the children strands shaded for now but we might add
an option to draw the shaded strand instead of (or in addition to) the
guide strand.
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Fix T55355 Instanced hair not working well for EEVEE and workbench
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Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
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In 2.79 hiding works in paint modes with selection enabled,
so it is a missing feature. This implements it in texture
paint overlays and in workbench base shading.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D3989
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Use 3D cursor from the scene (was previously used for local-view).
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A void function cannot return a value.
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Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
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Computing the shape of a B-Bone is a quite expensive operation, and
there are multiple constraints that can access this information in
a variety of useful ways. This means computing the shape once per
bone and saving it is good for performance.
Since the shape may depend on the position of up to two other bones,
often in a "cyclic" manner, this computation has to be a separate
node with its own dependencies.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D3975
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This shows bones in font and uses the xray toggle binding.
Also 'bone select' isn't very meaningful on it's own.
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Update UI, draw-manager and operator to support with pose-bone-xray
when in weight paint mode.
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This makes the whole rendering slower (because of sync point) but the
numbers displayed by the draw manager profiler is more precise on some
buggy drivers. They seems to issue the query before the last one ends.
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I feel silly because it was my fault all along! (see the WATCH IT warning)
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Should fix T57620
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That was caused by a thread safety issue on gpu_batch_presets_unregister()
which was not designed to be used for this kind of situation (managing 3D
meshes batches).
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Now it shows more compact info below the view/object name. Render time and
memory usage is left out, as in most cases this is not so important. These
could be added back optionally if needed.
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Use simpler premultiplied blending.
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Part of the D3828 review.
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Reverts workaround from last commit.
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Actual cause is bad orig-index layer,
commit this to avoid crash for now.
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instead of the actual sub group...
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This decouple the vertex display from the face+edges.
This is to reduce the number of triangles required to fix the edges
artifacts (aliasing) and increase viewport reactivity when not actively
navigating (ie. mouse scroll).
Also it makes all vertices visible (not cut-off) even when navigating.
However it makes the navigation drawing a bit slower because it has to
render twice.
Also add a depth bias to the wires to avoid depth fighting when previewing
final mesh (modifiers applied).
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This makes is easy to create nested drawcalls that will inherit all the
parents properties. This is usefull if only a few uniforms changes for that
drawcall.
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