Age | Commit message (Collapse) | Author |
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Having this setting here wasn't correct (the operator ignores it).
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This allows gizmo groups to store properties in the tool.
This makes sense for gizmo options which only control gizmo display and
don't control operator execution.
Unlike similar kinds of properties,
this isn't accessible via the gizmo-group-type instance.
For now the it's only stored in the workspace tool as can be done for
operator properties, so each instance doesn't have different settings
which would be confusing from a user perspective and complicate access
from the top-bar.
Later we could add gizmo-group properties if needed.
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Prepare for storing different kinds of properties in tools.
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Regression from 5d628c519
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The user has to be encouraged to use the `program_set` or `program_set_builtin` before drawing.
This avoids problem with gl_context.
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This will look a bit better once the icon outline is gone.
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The shadow needed a blur to make soft transitions and get a better effect.
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Follows the same as other selected/active items in the UI.
Tested in Default theme, 2.7x, 2.4x, Flatty Light and Amaranth
all seem to work fine.
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All that was needed is a VAO refresh. It's not a performance problem
because it only concerns a handful of batches.
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Currently it's not showing the subdivided mesh (if there is a subdiv mod)
and there is some sync issue if there is multiple uv image space opened.
But thoses will be tackled later on. The purpose of this commit is to fix
the overflow issue of IMM and speed issue.
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NOTE: This commit only concern edit UVs and not the "shadow" mesh displayed
when texture painting. This will be address in a future commit.
We now cache the uv mesh in the mesh batch cache and only reupload data on
changes.
Update could be more granular (and a bit faster) but it's not our main
concern ATM.
This should fix problem caused by the IMM api used to draw large meshes.
This makes performance skyrocket compared to previous implementation.
There is still a big CPU bottleneck when not in sync selection mode but it
is not related to the drawing function directly.
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Allow raycasting in two directions and culling front or back faces.
Also implement a new Invert Cull option in both constraint and
modifier that can be used to aim for faces aligned with the project
axis direction when raycasting both ways.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3737
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The new weight paint drawing code converts weight to color
directly in the shader, so the old CD_PREVIEW_MLOOPCOL based
code is not needed anymore.
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When moving panels from the toolbar to the sidebar,
'bl_context' is now used for filtering panels in both places.
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Was using 'selected_editable_bases', which used to save a lookup.
This is no longer the case and complicates access from Python
which cant yet easily access Bases.
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algorith.
In my tests a 4% improvement in performance was achieved by simulating a square cloth over the cube.
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Avoid using 'add' as a prefix, it reads like a method.
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Was returning COW evaluated object, not actual data-block...
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Moving cursor in 3D text edit mode calls `BKE_vfont_to_curve_ex()`,
which expects to work with evaluated data (curve cache runtime etc.).
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Now it's possible to disable the lasso effect of the fill color while drawing with a fill color.
This sometimes is required to see the lines and it's the first step to implement a new lasso brush.
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This scale value only must affect the interface, but never the stroke.
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Initial implementation of effect to create a drop shadow of the strokes
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The crash occurs in a shader with uniform block of a certain size and misaligned.
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Now it's possible to define what material is used in the generated strokes and if the strokes are put in front of the original (default) or keep the original in front.
Before, the generated strokes have been always on top of the original because they were drawn later.
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This is a change of the BLI_movelisttolist but in reverse order.
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