Age | Commit message (Collapse) | Author |
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Status Bar can show scene statistics, memory usage, version, etc set by context menu. Part two of T75672.
Differential Revision: https://developer.blender.org/D7557
Reviewed by Julian Eisel
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Matches edit-mesh edge-ring selection.
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Support setting vert/edge/face selection, using the sticky option
without performing a second loop over all faces to flush selection.
Existing selection code didn't take advantage of BMesh connectivity
since the logic is from before BMesh was included.
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Remove commented code, move penalty calculation into own function.
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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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Also go back to default value of 0 after usage.
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This also cleanup the code for readability.
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Leak was silent as it was an opengl handle.
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This remove all gl function calls. Adds a new sampler only
for icon drawing.
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And move it to GPU module.
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Only the delete shortcut applies here, although the move up and down
operators can optionally be assigned in the keymap.
See rB1fa40c9f8a81 for more details and rB5d2005cbb54b for the
grease pencil modifier panel implementation, which is the same.
Some refactoring of the constraint delete operator was necessary,
including adding an invoke function.
Differential Revision: https://developer.blender.org/D8238
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We use the polyline shader for drawing the rotation gizmo now.
This shader supports clipping without hardware clip planes.
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Master collections and root node trees should now be working as expected
in that regard.
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Key-map display was doing thousands of redundant alignment operations.
Set the spacing instead as align was only set to use zero spacing.
This would have prevented the crash reported by T78636.
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Displaying user preferences search crashed on macOS when the search
contained a common character such as 'E'.
This caused alignment to 'alloca' too much memory.
Replace with a heap allocation fallback.
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Only affects MacOS.
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The vertex colors node was using the M_COL attribute type but Sculpt
Vertex Colors use CD_PROP_COLOR
Now the Vertex Color node also fallbacks to legacy vertex colors if
Scultp Vertex Colors are not enabled as experimental.
Reviewed By: brecht
Maniphest Tasks: T78369
Differential Revision: https://developer.blender.org/D8185
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operator.
So now one can create a 'full', 'complete' override of a character from
the outliner as well.
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BKE_lib_override.
This code is fairly complex and can be used in more places, better not
duplicate that logic and just have it in BKE area.
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When the mesh is linked, the materials can not be available or be the same assigned to mesh. Now, if the mesh is linked, a simple two materials conversion is used.
To get the full list of materials, the mesh must not be linked.
Also checked some indexes to be sure never get a wrong value and that materials are not created again and again.
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This issue was produced by a hack in the sculpt mode code from 2.80
when the sculpt API for connectivity info was not available.
The smooth brush was the only brush that needed connectivity info,
so there were 3 different smooth functions with the connectivity
queries implemented for dyntopo, meshes and grids. The mesh version
of smoothing was checking the number of connected faces to a vertex
to mask the mesh boundaries, which was not covering all cases and
was hardcoded in the smooth function itself.
This patch removes all those legacy functions and unifies all
smooth functions into a single one using the new API and the
automasking system. In order to achieve this, there were needed
some extra changes:
- The smooth brush now does not automasks the boundaries by default,
so its default preset needs to be updated to enable automasking
- The mesh boundary info is extracted once and cached in a
bitmap, similar to the disconnected elements IDs. This makes
boundary detection work as expected in all cases, solving a lot
of known issues with the smooth brush. In multires, this info is
extracted and cached only at the base mesh level, so it is much
more memory efficient than the previous automasking system.
- In order to keep the brushes responsive as they were before,
the automasking system can now skip creating the cache when it
is not needed for the requested options. This means that for
high poly meshes and simple automasking options the brushes
won't lag on start.
Reviewed By: sergey
Maniphest Tasks: T78747
Differential Revision: https://developer.blender.org/D8260
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The flood fill operation was setting the mask using to_v, so in the first
iteration when the floodfill callback was using the active vertex as
from_v and any other neighbor as to_v, the mask for the active vertex
was never set.
Now the mask is set using from_v and it checks if it should continue
propagating to the next neighbor using to_v.
Reviewed By: sergey
Maniphest Tasks: T77417
Differential Revision: https://developer.blender.org/D8294
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This matches edit-mesh region selection (Ctrl-Shift-Select).
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