Age | Commit message (Collapse) | Author |
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These helper functions were marked DEPRECATED since they use old OpenGL calls. Now they are marked GONE!
Part of T49043
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Part of T49043.
This was the last use of glutil_draw_lined_arc.
Plenty more to do in this file, I'll keep working on it...
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These helper functions were marked DEPRECATED since they use old OpenGL calls. Now they are marked GONE!
Part of T49043
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Part of T49043
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Part of T49043
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Conflicts:
source/blender/editors/armature/pose_select.c
source/blender/editors/include/ED_armature.h
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get the same name
The paint slot name was not the same as what is displayed on the texture properties panel.
Instead, the slot type (e.g. "Diffuse Color") was used as the name.
Patch by Suchaaver (@minifigmaster125) with minor changes from @mont29.
Reviewers: mont29, sergey
Maniphest Tasks: T50704
Differential Revision: https://developer.blender.org/D2523
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Conflicts:
source/blender/blenkernel/intern/scene.c
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Nothing happen yet when it's supposed to insert the collection into
another one, that part will be handled by @dfelinto.
See gif for demo of how it works UI wise: {F500337}
Also fixed off-by-one error in utility function.
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There are now only referenced in:
* drawobject.c
* particle_edit.c
* space_image.c (a single case to be handled on workspace branch)
* rigidbody_constraint.c (to be handled in the following commit)
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Is already added through Transform_Properties
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Issue was that the VIEW_OT_manipulator operator calls the transform
operators and passes them it's own operator properties. That means the
transform operator got properties passed that it doesn't have.
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accurate transform
Now it is defined by keymap.
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Was caused by property being saved by the operator manager.
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The custom poll function for surfacedeform_bind seems to have caused
issues when calling it from Python. Fixed by using the generic modifier
poll function, and setting the button to be active or not in the
Python UI code instead. (there might be a better way, but for now this
works fine)
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Only checked for unique name in direct children of the master
collection.
Also added missing listener for outliner.
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Doing this will add the object to the collection.
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No longer depends on basic shader API
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Keep USE_EDBM_LOOPTRIS code paths, remove not-USE_EDBM_LOOPTRIS paths.
Discussed with @LucaRood in IRC since he worked on this file recently.
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There were some issues with how we store outliner tree elements:
Apparently the only removable elements have been data-blocks so far.
When recreating the TreeElements, their TreeStoreElem instances were
mainly identified by their ID pointer. However non-data-blocks mostly
depend on an index. For collections, such an index isn't a reliable
measure though if we want to allow removing items. Depending on it for
identifying the TreeStoreElem instance would cause some quite noticeable
glitches (wrong highlights, two elements sharing highlight, etc).
For now I've solved that by actually removing the TreeStoreElem that
represents the removed element. A little limitation of this is that
after undoing the removal, some information might get lost, like
flags to store selection, or opened/closed state.
A better solution that would also fix this issue would be having a real
unique identifier for each non-data-block element, like an idname or even
its data-pointer. Not sure if we can get those to work reliable with
file read/write though, would have to investigate...
Also added a general Outliner tree traversal utility.
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Part of the OpenGL core profile upgrade (T49165)
Use the Batch drawing API (GPU_batch.h) when you want do draw something multiple times.
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base.
(see D2538)
Thanks to dfelinto for his support.
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For now only prevent crash.
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Was only used in one place, to show the 3D mouse rotation center.
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Updated shader names and code that uses them.
All of these shaders produce round points that are anti-aliased and blended against the background.
These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).
Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
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- Size parameter is total size of the shape, not its radius (half size). Updated hard-coded sizes to match this.
- Shader expands size to include outline.
- Fixed fringe between outline color and transparent background.
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