Age | Commit message (Collapse) | Author |
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Continuing the work of eb9055a572c3, remove remaining unecessary
variables and arguments that were related tabbing and horizontal
alignment of panels. For example, "vertical" was always true, and
removing that exposed other unused variables.
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We now use GPU_blend for enabling / disabling blending and explicitly
set the blend equation.
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Use 'dpi_fac' instead of 'pixelsize' to scale input sensitivity
based on the interface scale.
Also use dpi_fac for view zoom operator.
Thanks to @ISS for investigating.
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We have to explicitly enable fixed world space lighting. This was in
fact already done, but overridden by the code to sync the 3D View
shading settings to the VR view.
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This is done at drawtime automatically.
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This is in order to better encapsulate / isolate the drawing code.
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This remove the use of batch->program and replace it with batch->shader.
This will allow GL abstraction latter.
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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Box mask is not a selection, so it should not be part of the select
operator. This allows to add more sculpt mode specific functionality and
properties and to share more code with the lasso mask operator in a
later refactor.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8456
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The data member `new` was conflicting with the `new` keyword
when `BKE_screen.h` was included in C++ files.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8459
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Also order return matrices last.
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Also order return matrices last.
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This is in order to disolve GPU_draw.h into more meaningful code blocks.
All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.
The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.
The Image garbage collection is also ported to `image_gpu.c`.
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The complete lack of a transform panel was confusing enough to spawn
this question: https://blender.stackexchange.com/q/169074/599
Displaying a message instead of nothing is more consistent with the
behavior of the mesh transform panel anyway.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D8390
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Remove use of GL* constants and types inside the codebase. There is still
a few occurence to get rid of.
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Optionally use the surface normal under the mouse cursor.
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Thumbnails used the 3D view shading mode when a camera wasn't used.
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This also remove some non functionnal state changes that were left
from legacy code.
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Removes GL_DEPTH_RANGE query as it is not changed anywhere.
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And move it to GPU module.
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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This adds a notification type for shaderfx so the properties editor can
be properly notified to redraw.
Another possible solution would be to also redraw the shaderfx tab
with a ND_MODIFIER update, but this solution allows us to avoid
some unecessary redraws too. There were no existing cases of
ND_OBJECT | NC_MODIFIER updates, so those cases were
removed from buttons_area_listener.
Differential Revision: https://developer.blender.org/D8159
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/space_view3d` module.
No functional changes.
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This is because the DRW module is no longer compatible with drawing using
MSAA.
This also change the Python API.
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Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
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When neither bounds or median is selected, snapping the cursor to
the selection was using bounds which often doesn't give useful results.
Resolves T78135
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