Age | Commit message (Collapse) | Author |
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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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That kind of implicit includes should really only be done when totally,
absolutely necessary, and ideally only with rather simple 'second-level'
headers.
Otherwise not being explicit with includes always end up biting in
unexpected ways...
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NLA strips are users of their action, so we need to pass along ID
management flags.
This commit also cleans up a bit things by passing along ID_CREATE/COPY
flags instead of dummy booleans...
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This is a variation of older hach which was setting is_rendering
to truth to tell window manager to not do dependency graph update.
In the nowadays reality window manager is supposed to do dependency
graph update during rendering, that was the whole purpose of CoW
project. This works fine for rendering, since render engines has
their own dependency graphs.
Physics, on the other hand, is using same dependency graph as used
for the viewport, and what's worse: it modifies objects from it.
For example, in a single threaded evaluation ASAN instantly catches
case when cached BVH constructed by smoke is referencing looptri
layer which is freed by viewport's update.
Now we are locking interface, allowing only a subset of navigation
operators to run. This seems to be safest way of dealing with the
problem. There are following variations which we can consider
doing:
- Allow viewport navigation, which will require making it so draw
manager does not write to the objects.
A bit dangerous, since smoke simulation might in theory modify
data which is also used by a draw manager.
- Make physics simulation to have own dedicated dependency graph,
solving all threading conflicts all together.
This fixes crash when baking smoke. Steps to reproduce:
- Call "Quick Smoke"
- In smoke panel, click "Bake".
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Was missing a return of OPERATOR_RUNNING_MODAL for that subcommand.
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After some thinking, since the tree itself does always use floating
point numbers, it is better to use the threshold - but correctly.
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Cursor motion was often causing redraws.
Distance to scrollbars that don't exist in hidden regions
caused redraws (for alpha fading).
Check if scrollbars are used before calculating fade.
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While this shouldn't ever happen there have been reports
of tooltip creation failure - keep this until the issue is resolved.
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From D3846 by @kostex
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Compared to previous implementation, the following has been changed:
* Threshold: is now an absolute value. This allows a comparison with e.g. radii
that are much larger than selected radius. This is also consistent with
`CURVE_OT_select_similar`
* Radius in world space is the average of the radius scaled in x, y and z
directions
* Since MetaBalls are symmetrical, rotation is only considered from 0 to π/2.
So for example rotations of 90° and -90° are considered equal.
This is also consistent with the way `CURVE_OT_select_similar` works.
Fix/changes from committer (Dalai Felinto):
* Drawing not updating after changes. (see original patch for details).
Reviewers: dfelinto
Differential Revision: https://developer.blender.org/D3895
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Also update names to match enum.
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Based on D3893 by Habib Gahbiche.
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This can be done via WM_OT_context_set_enum
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Implemented the following methods:
* SIMCURHAND_TYPE
* SIMCURHAND_RADIUS
* SIMCURHAND_WEIGHT
* SIMCURHAND_DIRECTION
Limits:
* DIRECTION does not support surfaces, because `BKE_nurb_bpoint_calc_normal`
does not work with Nurbs of type `CU_CARDINAL`. This also didn't work prior
to this patch, so we wait until surfaces are properly supported in EditMode.
* Also DIRECTION should take scaling into consideration. We need our own
versions of BKE_nurb_bpoint_calc_normal/bezt.
* Threshold default is too large. Not sure if it's better to change the default
or scale the threshold in code.
Differential Revision: https://developer.blender.org/D3846
Changes from committer (Dalai Felinto):
* Moved nurb_bpoint_direction_worldspace_get/bezt to functions.
* Comments hinting at the mode (direction) that require scaling to be
taken into account - to be addressed by patch creator in a future
patch.
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Matches ePaintTexture2D, less verbose.
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Replace grease pencil specific brush select operator.
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Was temporarily replace with code that used the tool-system,
bring back logic which cycles and toggles brushes.
Tool slots are used for the initial brush,
after that toggle or cycle is used.
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Leaves more room for the actual breadcrumbs path, and it's less intrusive.
Thanks Luciano for the suggestion!
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* Area and Workspace duplicate.
* Toggle Area Fullscreen
* Operator Search
* Workspace reorder to front/back (arrows help to know which direction means front/back)
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From own changes in that area... Now we also enforce handling shortcuts
in case relevant drawflag of searchbutton is set. Should allow to cover
all cases, hopefully.
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Partial revert of rBf250f9256e065: GP and masks use integer
frames, so float code isn't working or even needed.
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The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.
This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)
This also fixes dquat_to_mat4, which wasn't used anywhere before.
Differential Revision: https://developer.blender.org/D3664
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- Vertex & weight paint now use the 'blend' setting.
- Weight paint now has it's own tool setting,
since weight paint doesn't deal with color - we'll likely
support different tools eventually.
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In general prefer API names don't start with adjectives
since it causes grouping of unrelated API's for completion.
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If the user only needs insertion and removal from top, there is
no need to allocate and manage separate HeapNode objects: the
data can be stored directly in the main tree array.
This measured a 24% FPS increase on a ~50% heap-heavy workload.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3898
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It was getting too impractical to call BKE_paint_brush_tool_info
which needed to lookup the scene pointers.
Now each store tool offset and brush mode in 'Paint.runtime'
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Each mode had its own logic for initializing paint structs,
move to a single function.
Also remove "BKE_brush_get_gpencil_paint", entering grease pencil
mode is responsible for ensuring the data is created.
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D3894 by @charlie with edits
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This now matches original design more closely, see: T54723.
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Now the grid is always controlled by the topbar selector and not in the canvas panel. To have two places to define orientation was confuse.
The orientation by default (no lock) is always to view plane.
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It is very commonly needed in loop conditions to check if
the items in the heap are good enough to continue.
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