Age | Commit message (Collapse) | Author |
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Differential Revision: https://developer.blender.org/D5218
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The check was for the whole object instead of individual particle system.
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Init the scene of the draw context when selecting. When using face dot selection on
when the subsurf modifier is active on the cage, the scene needs to be
valid. It is read from the context in the
`DRW_mesh_batch_cache_create_requested` and used in the `isDisabled`
method of the SubSurfModifier.
Reviewers: fclem, sergey
Differential Revision: https://developer.blender.org/D5214
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Fix by adding a threshold instead of direct null comparison.
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We check if the previous iteration (sample) was using a valid double buffer.
If it wasn't, we request another iteration.
This fix the issue for viewport,viewport render and image render.
Related to T65761 Eevee render inconsistency between 3D View, Viewport render, and F12 Render
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There is no reason to disable the refraction on the first sample like SSR
does.
This was caussing issues when rendering.
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from hair to ...""
This reverts commit 45761e4c7cbbed2141afc97fb20b2bf26ce19ac2.
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to ..."
Problems with clang style
This reverts commit 8d6a5fb5d3c45cdfb0d06dd7f1f18aa8c870f8c1.
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... emitter type
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Previously in 2.79 we were using a specialized drawing using derivedMesh.
Now the subsurf modifier tag each center vertex as facedot and let the
DRWManager pick it up.
Some modifiers (deforming ones) do not clear the tag so we can use this
technique even if there is deforming modifiers after subsurf modifiers.
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Seems like the AMD pro driver does not consider dead code the same as other
glsl compiler.
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Match existing texture name.
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After testing the file, the problem was related to the fill material. As the fill material had the alpha channel set to 1.0, the fill triangulation was calculated, but the fill was disabled.
Now, the fill flag is checked in order to avoid fill triangulation update.
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Following the advices of @Germano Cavalcante (mano-wii) , I have exposed as a workaround the free function to be called from draw manager for selection.
Now, the free function is not called for selection inside gpencil draw_scene, but it's called from draw_manager.c.
The real fix would be create a new Scene_finish callback in draw manager, but as the release of 2.80 is almost here, we fix this with a workaround that must be removed when new callback is in place.
Differential Revision: http://developer.blender.org/D5193
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When in texture paint mode and in solid mode the object that is being
texture painted will be rendered by the workbench engine with textures.
All other objects would render the same. For other cases the texture paint
draw engine will still draw the texture.
The texture mode draw engine now only drawn the masks. The opacity
sliders influences the texture mask.
This change has been implemented conserably. In the future we need to
look into making this better, like adding support that every object
can be colored differently. Currently when rendering in the workbench
we can have up to 3 different color types active (what the user selected,
the fallback in case no materials have been configured and this one,
forcing textures)
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5190
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32d3bce1ea27c changed behavior when it shouldn't have.
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Introduced by previous commit
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When doing image rendering with grease pencil, it reused the view of
workbench or EEVEE. These views might be offsetted due to TAA.
This shifted the view a tiny bit. We will not reset the view in between
render engines.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5171
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Was cause by shgroup reuse even if select state changed from previous dupli.
Also fixes T64438 Collection Instance object highlight wrong
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... instead of overiding it (previous behavior).
In practice it's not really noticeable.
This means an object with alpha will never be more opaque when enabling
xray.
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This can happen if the viewport is not redrawn before calling an operator
(frequent in python scripting).
Related to T64805
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The wireframe drawing for face masks is intrusive as selected wires
were solid white and always drawn. This made it hard for users to see
the exact color near edges.
This patch draws only the border of the selected faces,
edges between two selected faces are not drawn at all.
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5147
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The old name was not meaning what this option does. Dtected while writting the manual.
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There was a mistake in the shading group name.
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The bias is done using the DRWView now, no need to double it.
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All Shaders inside DRW should use gl_PointSize.
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The prefix DRW_ must be used only for modules inside Draw Manager and not in the Engines.
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