Age | Commit message (Collapse) | Author |
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Normal Matrices were not normalized, leading to non-normalized vector
rotations results.
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It was just a bad mapping of the ogl depth to scene linear depth.
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The billboard particles were only used by Blender Internal. So until it is
supported by Cycles of Eevee there is no reason to keep it in the code and
UI.
Fix T61695 Billboard particles not displaying in Eevee viewport, render
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Said commit introduced warnings and build problens. Let's be more
careful in the future. Warnings are not to be treated lightly either.
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The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`.
This commit allows the drawing of the mesh select ids to be done on a 32UI format texture.
This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion.
Differential Revision: https://developer.blender.org/D4350
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The select option in the operator was never working because we were
trying to select an object considered unselectable (since it was hidden).
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4527
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This introduces a new iterator, FOREACH_COLLECTION, that unlike the
FOREACH_SCENE_COLLECTION it iterates over all the Blender file
collections, including the scene master collection, as well the database
ones (bmain).
Reviewers: brecht
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The moment you switched to another view layer the visibility was still
outdated.
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I don't really like forcing RGBA16F for Albedo render but that's ok since
the texture is shared with the effect_fb.
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Similar to T60623 / rB2894e75121d7.
Issue (when parenting with 'Follow Curve') is that the curves
CU_FOLLOW flag is set on the original, but not the
evaluated curve (yet), leading to misbehaviour in 'ob_parcurve()'.
Setting this on both now.
Reviewers: sergey
Maniphest Tasks: T62601
Differential Revision: https://developer.blender.org/D4524
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Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4520
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Reviewers: brecht, billreynish
Differential Revision: https://developer.blender.org/D4518
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Issue introduced on d227c58e3ec2020.
This was affecting WorkSpaces as well as background scene and probably
other places. We use the operator poll to decide whether to show it.
Reviewers: brecht, mont29
Differential Revision: https://developer.blender.org/D4488
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For some reason, the code was commented and we missed to enable it again.
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Fix again this bug. Maybe it was introduced when change how wireframe mode by object works.
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Tools that come with Blender use 'builtin' or 'builtin_brush' prefix.
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Prepare for exposing tool registration to the Python API.
- Generated tools can use their own prefix so naming collisions
won't happen between hard coded & generated tools.
- Add-on authors can use the add-on name as a prefix.
Currently the names match, renaming will happen next.
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Enable depth picking by default.
This adds new 'gpu_flag' since it's not so relevant to add GPU drawing
options into uiflag & uiflag2.
This resets the recently added smooth edge flag.
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Mostly functions wrapping args, not confirming to our style guide.
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Invert the texture of the stroke if the random UV is activated. Before, this parameter only affected to dot mode, but not to line strokes.
The texture is inverted vertically.
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Fix missing attribute in vertex shader. Theses are optimized out if using
volumetric shader but on MacOS they seems to be needed.
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This fix saves the camera matrices in order to not call
BKE_animsys_evaluate_animdata during each draw loop. This function tags
the view as dirty even if the camera does not move.
This effectivly, avoids the constant reset of TAA.
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This is actually re-introduced T59963 which got broken by 6752022310b.
Use less obscure recalc flag now.
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The main problem was that the character `J` has "negative kerning".
It was cut off because it started outside of the clipping rectangle.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4513
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Need to ensure all dopesheet are properly tagged for update.
The tricky part here is that due to the animation we need to keep
movie clips covered by copy-on-write, but the interface uses an
original clip to draw dopesheet.
Use same idea of an active dependency graph as is done in other
similar cases.
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Still pending the change in default 2D template.
Changes reviewed by @pepeland and @mendio
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Lamp and world nodes were missing, nested node trees were updated twice,
remove some legacy code.
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Need to pass the image user along to get the frame number.
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Stupid mistake in previous 'fixing' commit, I put the call computing
extra required source cddata masks into the callback used to get
destination (current object) cddata masks...
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D4510 by @harley
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Also remove unused 'fsize'
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In this case, the generic vertex attribute is {0,0,0,1}. So we look for
this case.
This fixes black text objects with a normal map applied. Also this could
help porting sculpt mode drawing to Eevee without supporting normal
mapping.
Note that will just fix black meshes due to T61870 but objects will not
show their normal map. So it's not a fix for this issue.
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This was because color is not present in the density texture if there is
only one constant color. Adding it as a uniform.
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Left and right aligned regions get hidden when there is not enough space,
and the main center region was empty. Now remove the left region and put
its contents in the center region, so that it always remains.
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Draw manager was checking for particles being enabled in viewport, but
actual evaluation was happening for render. Now the check in draw manager
properly follows current evaluation mode.
Additionally, de-duplicated some check, by moving everything needed to
a single place.
Annoying part is the const-cast, that could be cleaned up later by
modifying some underlying functions.
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