Age | Commit message (Collapse) | Author |
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Hardeness -> Hardness
Only changed the labels/tooltips, will leave the internal change to @antoniov.
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Add missing sections.
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This is useful for collapsing regions of faces & edges,
similar to a 'Merge -> Collapse' which can operate on multiple regions,
merging UV's so they don't need to be manually corrected.
The name & description didn't mention this.
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This implements the Sculpt Mode API functions needed for Face Sets and
visibility management for PBVH_GRIDS. No major changes were needed in
the operators and the sculpt mode code. This implementation stores the
face sets in the base mesh, so faces created in higher subdivision
levels can't be modified individually. Also, we are not checking for
multiple face sets per vertex (that can be added in the future), so
relax tools don't work yet. The rest of the features (paint, undo,
visibility operators..) work as expected.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7168
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This was an old design problem.
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This adds the Voxel Mode to the current remesh modifier. It works
exactly the same way as the voxel remesh operator and uses the same
properties to control the remeshing. We can exand this with more options
in the future (fix poles, reprojection...)
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7292
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The original code has two logics, extrude the end points or duplicate points (making new splines).
Now all the logic has been redone by extruding contiguous selected segments.
Fix T47169
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D6982
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This operator lets the user control the voxel/detail size of the voxel remesher directly from the 3D view in a similar way the Brush radius and strength are controlled. The shorcut from sculpt mode is Shift + R (similar to Shift + F for brush strength).
It shows a grid that represents the real voxel size of the object. The grid and the text are automatically aligned to the view to avoid rendering all voxels with thousands of lines.
It also has a slow mode when pressing shift that works like the slow mode of the brush radius control.
This operator controls the value changes sensitivity automatically to avoid jumping to extremelly high resolutions and run out of memory.
This way, adjusments done in lower voxel sizes are more precise. Pressing Ctrl disables this functionality and allows changing the voxel size directly in a linear way.
Reviewed By: jbakker, #user_interface, billreynish
Differential Revision: https://developer.blender.org/D6449
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The text and icon were supposed to change but didn't reliably, which was
a race condition I think. It depended on how fast the OpenXR runtime
would transition the session state.
This also makes sure the correct notifier is sent on session exit.
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Draw batch extraction wrongly assumed that when mapped extraction
happened that all original data could be found. This is not the case as
mapped extraction is also enabled when part of the data is present.
This fix does additional nullptr checks.
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This convention isn't very clear and wasn't used much.
Use the more verbose term instead.
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mantaflow when clicking the left arrow
Added nore flexibility to cache frame range and ensured validity of frame range.
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Do not draw the facing overlay during selection.
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EEVEE and Workbench both had the same issue that they continue with the
last sample when leaving navigating. This is ok for regular meshes as
they are all the same. For multiresolution it ain't as a low res version
of the mesh is used during navigation.
This patch also resets the AA samples when the user leaves navigation.
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The edge split operator can now split faces & edges
from selected vertices.
This has the same functionality as manually ripping all
faces and edges away from a vertex.
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This matches select linked for other modes (curve, mesh)
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Mesh writes a modified copy, which meant recalc_undo_accumulated was never
cleared on the actual datablock. Also clear mesh->runtime on write to avoid
detecting changes, since it's cleared on read anyway.
Differential Revision: https://developer.blender.org/D7274
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Clear is_identical_future before adding a next undo step, to avoid wrong
values for cases where we undo and then add a step with different changes
than what was previously the next step.
Ref D7274
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Ref D7274
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Same fix than for the other mapping types.
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This value is not used by new engine.
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This was caused by a flag not being reset in time, causing discard of
batches already queued to be drawn.
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Differential Revision: https://developer.blender.org/D7280
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This was caused by an unitialized variable.
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This does not change the ouput much.
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When using generative modifiers too many center dots were rendered in
the normal overlay. This patch only renders the normals of original
center dots.
Known issue: decoding the `norAndFlag` has issues on Intel GPU.
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The loop normals were always drawn. We used to only draw the normals if
it was mapped to an original loop of the mesh. Due to recent changes we
can not find the correct loop and decide if we need to draw them.
Note still need to check the face dots normals. This is more complicated
as facedot normals needs to be encoded in a different way
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This was caused by the removal of some `BONE_TRANSFORM_MIRROR` flag
handling in rBde530a95dc7b482dc22c933b9b8b2a98c79b5663. I simply
restored those lines that caused this issue.
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This makes the code a bit simpler to follow, by replacing
`if (x) { all the code here }` with `if (!x) { continue; }` and un-indenting
the remaining code, and by returning early.
No functional changes.
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The paint mask overlay showed the wires and edges of the final mesh.
This change will only draw wires and edges that are mapped to the
original mesh.
This change enables mapping data in regular Mesh extraction. This
can also be used for better drawing of the normal overlay.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7277
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Selecting linked would only select a single arbitrary chain.
Now select linked follows all child-chains of the bone.
Also add support for following all links, similar to how this would work
if it were a mesh with connected edges instead of only child chains.
Leave this off by default to match pose mode.
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This was crashing, when looking into a fix I noticed that it gave
hap-hazard results dissolving past forks in the parent/child hierarchy
arbitrarily following one chain.
This functionality is almost identical to "dissolve" which delimits
forks in the chain predictably.
So remove this in favor of dissolve (available from the delete menu).
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Resolve issue noted in D5482, texture slots '+' icon for example
was noticeably off-center.
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Without this, adjusting properties always re-initialized
from the view-vector.
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Edges were hard to see in some cases in edit-mesh vertex/face modes.
Since 804e90b42d72 alpha is handled differently,
update edge alpha to visually match 2.82.
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Required for collisions with moving rigid bodies. Otherwise the static optimization mode will be kept and the obstacles would be calculated only once at the beginning.
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