Age | Commit message (Collapse) | Author |
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Helps separate variable names from descriptive text.
Was already used in some parts of the code,
double space and dashes were used elsewhere.
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Caused by ae1f563899de4
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Basically what we address here is to make sure the active object and the cage
are not interferring with the baking result (e.g., when baking Combined).
To do so, we take advantage of the fact that we create our own depsgraph
for baking. So now we can change the cowed objects, instead of the
original ones.
Note: There is still a way to get a crash. If you try to bake from
selected to active when is_cage, but with no cage object, we get an
assert:
```
BLI_assert failed: //source/blender/blenkernel/intern/DerivedMesh.c
mesh_calc_modifiers(), at
(((Mesh *)ob->data)->id.tag & LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT) == 0
```
We can bypass this by passing ob_low instead of ob_low_eval to
bake_mesh_new_from_object on object_bake_api.c:847 . But then the edge
split modifier change will take no effect.
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and also output the vram footprint of the texture at the creation.
Also output the full texture memory usage if alloc fails.
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The alignment makes it so the button edges overlap, now one pixel is removed
to account for this.
Differential Revision: https://developer.blender.org/D4063
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This enables ffmpeg to encode each frame in its own thread. However in most
cases Blender does not pass frames to ffmpeg fast enough to actually use the
more than two threads. In some tests the speed was measured to be about 20%.
If other parts of the video sequencer get optimized, this should improve.
Differential Revision: https://developer.blender.org/D4031
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Applying the effect of bone parent is much more complicated than
simple matrix multiplication because of the various flags like
Inherit Scale. Thus it is reasonable to provide access to this
math from Python for complicated rest pose related manipulations.
The simple case of this is handled by Object.convert_space, so
the new method is only needed for complex tasks.
Differential Revision: https://developer.blender.org/D4053
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and correctly offset it when it's not possible, otherwise we get zfighting.
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There are some changes in API of OpenImageIO, but those are quite
simple to keep working with older and newer library versions.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4064
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and sync selection enabled
Reviewers: brecht
Maniphest Tasks: T59001
Differential Revision: https://developer.blender.org/D4066
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Fixes T59069
Reviewers: sergey, brecht
Maniphest Tasks: T59069
Differential Revision: https://developer.blender.org/D4065
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No one can simply go into a datablock before it was linked.
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Stick to an existing way of dealing with disabled feature.
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as opposed to the 'real' Dopesheet e.g. keyframes were not merged when
placed on the same frame
Reviewers: brecht, aligorith, angavrilov
Maniphest Tasks: T59005
Differential Revision: https://developer.blender.org/D4061
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Also minor style cleanup.
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Convert non-empty duplicators to empties.
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Draw size represented half the actual size used.
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This needs to be improved further,
for now it shows in the right location.
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It was impractical to create a small orthographic camera with a usable
size in the view-port.
No longer scale the draw-size by ortho-size.
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Fixes T58735 Incorrect workbench shadow from n-gons
This also optimize the degenerate triangle detection by searching if
their area is near 0.0.
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This was unused and used the old drawing paradygm
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Also this display is optimized. It does not use blending and pixel discard.
Working with scanned data should be more pleasant with this.
A better option would be to use gl_FragDepth to have a better sense of
volume but this discards early depth test.
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Now the start cap is done and during drawing the end cap is not set because needs to have a UV calculated and this is not done while drawing.
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Before the brush color was not set equal to object active color.
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It was confusing to have two switches.
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Now, the main switchis on, and the layer onion skin is off.
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This is a really small win that had been overlooked when optimizing the
shader.
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Alpha blending is causing too many issues.
Revert back to something simpler.
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This only make the edge fully selected. There is still no gradient like in
2.79 when only one vertex is selected.
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