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2019-10-09Local Collections: Allow users to show hidden collectionsDalai Felinto
Users now can turn on in a viewport collections that are temporarily hidden (eye) in the view layer. Design task: T61327 As for the implementation, I had to decouple the visibility in the depsgraph from the visibility in the view layer. Also there is a "bug" that in a way was there before which is some operators (e.g., writing a text inside of a text object, tab into edit mode) run regardless of the visibility of the active object. The bug was present already (with object type visibility restriction) in 2.80 so if we decide to tackle it, can be done separately (I have a patch for it though P1132). Reviewed by: brecht (thank you) Differential Revision: D5992
2019-09-19Fix missing 3D viewport solid shading mode request for UVs and vertex colorsBrecht Van Lommel
This probably fixes no current issues, because there is another one causing these to be computed unnecessarily.
2019-09-13Cleanup: unused headers (GPU)Campbell Barton
2019-08-16Cleanup: fix compiler warningsBrecht Van Lommel
2019-08-15Edit Mesh Selection: Refactor: Redraw idmap buffer at runtime with only ↵mano-wii
objects inside the rect But in the future the selection code may also be used in object mode (eg for snapping). So to avoid using too much VRAM resources, it is good to avoid drawing all objects in the viewport. The solution was to create an array with only objects that are detected within the selection area. If the selection operator is modal, objects already detected are not removed from the array until view3d is moved or orbited. To detect the object, its BoundBox is tested. Since the Select Engine does not have a dedicated depth texture, whenever a new object is "found" the depth of the objects in the array already drawn is redrawn. Reviewers: campbellbarton, fclem Reviewed By: fclem Differential Revision: https://developer.blender.org/D5435
2019-08-07Edit Mesh Selection: Move ED_view3d_select_ functions to bf_drawmano-wii
It is easier to deal with private values of the DRW_select engine and gives room for improvement. Reviewers: campbellbarton, fclem Differential Revision: https://developer.blender.org/D5415
2019-08-07Select utils refactor: remove lagacy `ED_view3d_select_id_read_rect`mano-wii
`ED_view3d_select_id_read_rect` serves only as a bridge to `DRW_framebuffer_select_id_read`. Keeping these codes similar only increases the complexity of some functions. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D5415
2019-08-05ED_view3D: Remove and replace `ED_view3d_select_id_read`mano-wii
It is very similar to `ED_view3d_select_id_read_rect`.
2019-08-02Cleanup: unused variableCampbell Barton
2019-08-02DRW: Select Engine: Add a utility to detect `select_node`mano-wii
2019-07-303D View: Move selection API to a Selection engine.mano-wii
This commit moves the API of selecting faces, vertices and edges to a DRW manager engine. Reviewers: campbellbarton, fclem Subscribers: jbakker, brecht Differential Revision: https://developer.blender.org/D5090
2019-06-21Fix T62876: Camera Background ImagesJeroen Bakker
Migrate old legacy code to the draw mamager/object mode. The old legacy version did not work with wireframe. By migrating the code to modern draw manager code we have mode control on the drawing process. Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels. Also There are some artifacts when working with Holdouts and DoF, this is because the draw engines do not pass the correct alpha values. Reviewers: fclem, brecht Differential Revision: https://developer.blender.org/D4638
2019-06-17Fix T63867: image sequence not updating in Eevee animation renderBrecht Van Lommel
2019-06-13Fix part of T63595: generated texture coordinates don't stick to deforming meshBrecht Van Lommel
Always compute CD_ORCO undeformed coordinates now for rendering, same as before. There is still a refresh issue to be fixed, when switching from solid to textured mode in the viewport. Computing such undeformed coordinates can be expensive and is not actually needed if the mesh is only using e.g. UV maps. This was the same in 2.79, at least now we are skipping the computation when there are no deforming mdifiers on the mesh.
2019-05-20Cleanup: move selection utilities into ED_select_buffer_utilsCampbell Barton
2019-05-20Cleanup: remove EDBM_backbuf APICampbell Barton
2019-05-20Cleanup: remove unused G_FLAG_BACKBUFSELCampbell Barton
2019-05-18Fix T54686: objects don't occlude each other for edit-mesh select (part 2)Campbell Barton
The previous fix 8a6414ed46f66, resolved selection picking but didn't work for box/circle/lasso select. - Add ED_select_buffer_utils.h for general select-buffer operations unrelated to edit-mesh. - Circle select still needs to cache select-id's for each update.
2019-05-18Cleanup: remove unused argumentCampbell Barton
2019-05-16Fix T54686: objects don't occlude each other for edit-mesh selectmano-wii
2019-05-01ClangFormat: run with ReflowComments on source/Campbell Barton
Prepare for enabling ReflowComments.
2019-04-29Cleanup: spellingCampbell Barton
2019-04-21Cleanup: comments (long lines) in editorsCampbell Barton
2019-04-20Cleanup: formatting, unused argsCampbell Barton
2019-04-19Fix T63669: Particle editing bypassing occlusion.mano-wii
The problem occurs because status changes between BackBuffer and Offscreen. Reviewers: fclem Differential Revision: https://developer.blender.org/D4703
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-04-11Fix T63467: Edge/vertex selection isnt working properly with X-ray set to 1Sebastian Parborg
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.
2019-04-10Cleanup: spellingCampbell Barton
2019-04-01Edit Mesh Selection: Clear out buffer that indicates out of bounds pixels.mano-wii
This prevents the use of uninitialized buffer. In addition, use `memset` instead of assigning in a loop.
2019-03-28Edit Mesh Selection: Clear buffer before using in glReadPixel.mano-wii
Areas out of bound are not written.
2019-03-27GPencil: Remove legacy `ED_gpencil_draw_view3d` code.mano-wii
Differential Revision: https://developer.blender.org/D4598
2019-03-26Revert "DRW Manager: create and use new DRW_framebuffer_depth_read utility."Jeroen Bakker
This reverts commit 40f8f445a3f9b6bc24b58e45be46060cc36c0394. There are many paths that lead to uninitialized depth buffer where the depth read would fail. Fix T62965
2019-03-26Cleanup: style, use braces for editor/spacesCampbell Barton
2019-03-22DRW Manager: create and use new DRW_framebuffer_depth_read utility.mano-wii
2019-03-20Cleanup: styleCampbell Barton
2019-03-19Fix T62749: random mesh selection crashes.Brecht Van Lommel
This was an off-by-one error in the initialization of tbuf, but refactored the code a bit more to be less obscure.
2019-03-17Cleanup: improve comments.mano-wii
2019-03-17ED View3d: Fix possible bug when subtracting unsigned ints.mano-wii
Related to rB681661dbed12.
2019-03-16Silence warning from recent GPU simplify commitDalai Felinto
Said commit introduced warnings and build problens. Let's be more careful in the future. Warnings are not to be treated lightly either.
2019-03-16Fix compiling after last commitJens Verwiebe
2019-03-15GPU: Simplify select shaders.mano-wii
The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`. This commit allows the drawing of the mesh select ids to be done on a 32UI format texture. This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion. Differential Revision: https://developer.blender.org/D4350
2019-03-07Refactor CDData masks, to have one mask per mesh elem type.Bastien Montagne
We already have different storages for cddata of verts, edges etc., 'simply' do the same for the mask flags we use all around Blender code to request some data, or limit some operation to some layers, etc. Reason we need this is that some cddata types (like Normals) are actually shared between verts/polys/loops, and we don’t want to generate clnors everytime we request vnors! As a side note, this also does final fix to T59338, which was the trigger for this patch (need to request computed loop normals for another mesh than evaluated one). Reviewers: brecht, campbellbarton, sergey Differential Revision: https://developer.blender.org/D4407
2019-03-05Cleanup: rename RENDER_OVERRIDE -> HIDE_OVERLAYSCampbell Barton
Match the UI naming (changed since 2.7x).
2019-03-01Cleanup: use unsigned types in 3D view editorCampbell Barton
2019-02-27Cleanup: file rename lamp -> lightCampbell Barton
2019-02-19Fix T61714, T61712: crash reloading images after recent changes.Brecht Van Lommel
Now that we are looping over all image users that were previously ignored, it shows some scene pointers are invalid. Always clear them on load, and don't keep scene permanently in the image user except for the image editor. Otherwise the pointer can go out of date.
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-06Fix T61196: Mesh select ignores clippingCampbell Barton
Select clipping now works when x-ray is disabled.
2019-02-02Cleanup: use G_FLAG_*/G_FILE_* for G.f/fileflagsCampbell Barton
Was confusing eg: G_AUTOPACK belonged to G.fileflags, G_PICKSEL to G.f.