Age | Commit message (Collapse) | Author |
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- will not render when set to 0.0 for speed reasons. so when user sets
transparency to hide everything the bigger passes will be skipped.
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Typically for camera views it's nicer not to overlay large widgets,
only include the button to exit camera view.
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d64fbe94568e5 3e26b84397fcb
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This reverts commit 33e45658ebc2a79acda259f7be748ad64780e982.
No longer needed.
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Conflicts:
source/blender/blenkernel/BKE_camera.h
source/blender/blenkernel/BKE_dynamicpaint.h
source/blender/blenkernel/BKE_object.h
source/blender/blenkernel/intern/camera.c
source/blender/blenkernel/intern/dynamicpaint.c
source/blender/blenkernel/intern/object.c
source/blender/blenkernel/intern/smoke.c
source/blender/editors/object/object_transform.c
source/blender/editors/physics/dynamicpaint_ops.c
source/blender/editors/space_view3d/view3d_edit.c
source/blender/editors/space_view3d/view3d_view.c
source/blender/modifiers/intern/MOD_dynamicpaint.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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Had to add some G.main to modifiers, but in 2.8 we do not need that
anymore, so it's not that bad! ;)
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Their purpose is the same, no reason to break API compatibility here.
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When activating an object from the 3D view or outliner,
keep the newly selected object in object mode.
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This is whats done already elsewhere.
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Added specular highlights for:
- Solid studio shading
- Texture studio shading
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- Use Tab key for search.
- Number keys switch modes.
- The number of the current mode can open a submode menu
(currently only works for edit-mode)
- Ctrl-Tab, Ctrl-Shift-Tab - cycle workspaces.
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Time should alwaus come from depsgraph, not scene.
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See T55246
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'graph' is waaaayyyyy too generic name outside of DEG context, and
better try to use same name everywhere!
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The mirror ball and diffuse ball are only rendered when overlays are
turned on and the lookdev overlay is turned on.
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center cursor
This differential fixes a bug for resetting view (shift+c).
Bug description: When 3D cursor is placed randomly somewhere, and shift+c is pressed,
the cursor is not shown to reset at world center.
Reviewers: sergey, aligorith, brita_
Reviewed By: brita_
Subscribers: brita_
Differential Revision: https://developer.blender.org/D3423
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This change is needed for 2.8, where the NULL check isn't a reliable way
of testing if dynamic offset is needed.
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Differential Revision: https://developer.blender.org/D3438
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This caused a glitch with COW, where forcing edge selection
caused the evaluated scene to enable this afterwards.
Now pass the selection mode as an argument to the draw function.
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These needed to be using the COW evaluated data, instead of the raw bone
positions.
All other datatypes still need converting to work with this though.
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Annoyingly, this was working as recently as yesterday...
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The implementation is pretty straightforward.
In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.
There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.
Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.
Therefore, I've decided to not implement that for now, we could still look into it later on.
In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.
[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"
Reviewers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D3171
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These operators only need selected objects.
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region overlap (for headers-on-bottom) into account
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length ("lens") parameter was changed directly
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Z-Key was already taken by show hidden wires
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This reverts commit 485990e4aa38c182826e44cd36b1165bc8de7f95.
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Unmultiplied the final color during compositing. Same as the revealage
buffer would do
Also use the DRW_STATE_ADDITION_FULL as it is aware of premultiplied
colors
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Many files using the window manager don't access the tool-system.
This avoids rebuilding many files when the tool-system changes.
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Logic here was a bit broken.
1) We need to send updates even when deselecting bones, not only when we
actually end up select then.
2) Also, when bones are locked for "selectability", they should not be able
to be deselected.
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Option to see through all meshes (transparency)
Works for OB_SOLID and OB_TEXTURED. Does not work for
V3D_SHADING_SHADOW.
TODO: Fresnel effect
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Allows more than one snap mode to be enabled. So different combinations are possible.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Subscribers: Christopher_Anderssarian, duarteframos
Tags: #bf_blender_2.8
Differential Revision: D3400
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Reviewers: sergey, aligorith
Differential Revision: https://developer.blender.org/D3414
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