Age | Commit message (Collapse) | Author |
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Instead of setting color every time, just set it on material enable.
Handles all cases of surfaces. Thanks to Campbell for pointing out!
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Set a while color before the draw call. This will be ineffective in GLSL
but will affect matcaps.
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* Code Cleanup
* Fix some more color correction cases that were left unattended. (NDOF,
resetting the operation in circle pickers)
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Issue here was that buttons_texture_context_compute() was getting scene from (button-customized) context,
before the button paths (and hence, context) had been updated. So after an undo, it was getting an invalid
(freed by undo) scene pointer.
Now update BCONTEXT_SCENE path before calling buttons_texture_context_compute().
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'scene' was simply not handled in button context.
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Some more float precision issue...
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This implements weighted slide of second handle, just the
same exact way as it works in Gimp.
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The code wasn't needed for quite a while already, so
let's get rid of it.
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Also correct wrong logic around tweaking handles type.
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also replace AT with __func__ since AT expands the full pathname
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Reviewed By: mont29
Differential Revision: https://developer.blender.org/D328
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This actually implements the idea used in Gimp which is grabbing
an arbitrary point on the spline and dragging it, ensuring spline
goes over this point. This is really useful way to tweak spline
curvature.
Currently only affects on a closest handle, meaning no weighting
on changes for both handles which are adjacent to the same segment
will happen just yet,
Another limitation is that currently such a slide is a big jumpy
when you start sliding. This is because projection is not used
to calculate u value because projection used to fail a lot for
me here and didn't find a nice solution for this yet. But this is
to be improved for sure!
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Issue here is that "show diffuse" option does not respect its intended
purpose which is to be used only for masking.
There are a couple of caveats here:
Dyntopo and multires -always- have mask data enabled, and thus as soon
as one goes to dyntopo mode or adds a multires modifier he would get the
default grey color instead.
Matcaps would break when nodes asked for a diffuse material color (this
was broken before too). Solved by adding global material state for when
matcaps are enabled. Also matcaps don't always played well with VBOs
off.
Added a few more missing updates for mask operators to notify
show_diffuse property as changed. This was also needed on rebuilding
dyntopo pbvh.
Also make zero mask color duller again after artist feedback.
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Sorry, forgot the --hold arg to last arc land, wanted to check this before pushing... :/
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This deduplicates/simplifies some code. Also cleanup up a bit scopes UI code!
Use new GRIP button for uiList grab-resize.
This allows us to greatly simplifies the code, and get rid of a few hacks in uiList event handling!
Note autosize mode of uiList is now trigered by any value of list_grip below a given threshold, rather than the fixed zero value...
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D343
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This is done by adding a new button type, GRIP, similar to other numbuttons
(scroll, slider, ...), which here controls the preview height.
Then, we add a new DNA struct to be able to save that height in Blend files
(note I choose not to use Panel struct for this, because we would then have the
same limitation we used to have with uiLists, only one preview per panel
and no preview outside panel).
This implies a change to template_preview UI RNA/py API (each preview needs an ID),
but this is backward compatible, as by default datablock type will be used if no ID is
given (which means e.g. all material previews with no ID will have same height).
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D342
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It works exactly the same as a cache line in movie clip editor.
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complete.
Fixes T37954.
Reviewed By: brecht, dingto
Differential Revision: https://developer.blender.org/D230
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render layer nodes in a pinned tree from different scene.
The way these updates work is a nasty legacy hack:
https://developer.blender.org/diffusion/B/browse/master/source/blender/nodes/composite/node_composite_tree.c$277
This function is called //very frequently// by the get_from_context
method. However, this does not get called for pinned node trees, so
when showing a different scene's compositing nodes in the editor they
may not get updated correctly.
Now moved this update call out of get_from_context so it happens in any
case. Will be called no more frequently than before (on every redraw).
Eventually the depsgraph should handle this more precisely, it's just a
simple ID dependency anyway ...
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This commit does various changes for matcaps:
One is taking advantage of drawing with pbvh (which would only happen
with dyntopo previously) and drawing with partial redraw during
sculpting.
The second one is support for masks. To make this work in the special
case of multires, which uses flat shading, I use the only available flat
shaded builtins in OpenGL 2.0 which are color and secondary color.
Abusing colors in that way is also essential for flat shading to work if
we are to use pbvh draw in multires, since it is the color that is being
interpolated flatly, not the normal (which can only interpolated
smoothly). The pbvh drawing code for multires used last triangle
element's normal to compute the shading which would only produce smooth
results. This could change if we did the shading in the vertex shader
for flat shaded primitives, but this is more complex and makes it harder
to have one shader to rule the mole.
Also increased the brightness of the default diffuse color for
sculpting. This should be useful since artists like to tweak the
lighting settings and it will give them the full dynamic range of the
lights, but also it helps with correct brightness of sculpted matcaps.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D435
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When you press zoom 3 times you will now get 2:1, 4:1, 8:1, etc. Fixes T36916.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D409
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progress
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scale 1:1
Issue was cauzed by the set zoom ratio optator which didn't really set pixel zoom to 1:1.
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- use same names as render threads
- remove OpenMP from UI
- remove details from tips
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