Age | Commit message (Collapse) | Author |
|
|
|
Conflicts:
source/blender/gpu/shaders/gpu_shader_simple_vert.glsl
|
|
(check for X11 being used instead of not APPLE and not WIN32)
|
|
|
|
vertex in a fcurve.
|
|
Clipping border causes a software fallback on ATIs. We have disabled it
in that case but from minor digging on the net seems like Intels support
this, so enable.
|
|
Tagging a face as hidden should not be done only when hiding.
|
|
Issue here is that we force mirroring even if original armature is not
mirrored.
We could be smart and store only unselected mirrored bones here (since
those will get restored from transdata), however not all properties were
getting stored and restored; rolling bones still suffered from the bug
for instance.
To fix this we need to restore all properties that armature mirroring
overrides. Transdata obviously does not offer a lot of space here, so I
used TransInfo->customdata to store an array of initial parameters of
the mirrored bones.
|
|
So now viewport render resolution division works exactly the same as in Cycles.
|
|
Collada code.
|
|
|
|
There were some missing updates in the viewport render job which lead to
wrong SSS mapping on the final resolution.
There was also wrong scaling applying when border render is used.
And last but not least(?) strands render was using first level of the
resolution leading to really thick strands in the final viewport.
|
|
correctly.
Problem was that object layers are defined by duplis as the top-level
duplicator layers. This happens //during// the duplilist construction,
which breaks group layer checks for subsequent instances and hides them.
Now the duplilist generators leave Object DNA untouched, the
modification of layers for drawing, rendering, etc. happens afterward
in the duplilist_apply/restore functions, as a kind of second pass.
|
|
fails
|
|
To do so, matching BKE 'API' was also refactored a bit:
* Get Pose data instead of Object, as parameter;
* Removed some sanity checks not needed at such a low level (callers are supposed to do that);
* You can now remove an arbitrary bone group, not only the active one.
Based on patch by pkrime (Paolo Acampora), with own edits.
Reviewers: #python, pkrime, aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D522
|
|
freestyle.types.StrokeVertexIterator.
|
|
|
|
also prevent reading from BM_ELEM_API_FLAG_ get/setters
|
|
Revert "Object Select Similar tool now has a Pass Index option."
This reverts commit 7a6919a74eb08caaf21030c17fe7c2723394a3d6.
|
|
Particle texture eval was not taking the actual texture space for orco/
generated textures into account at all.
|
|
Viewers were activated both inside the active group as well as the top
level tree (the latter being a quick fix for getting a fallback viewer).
This caused a race condition on the shared viewer image.
Now the active viewer is defined at node conversion time in the converter
so that only one can be active at a time without each node having to
follow complicated rules for exclusion.
|
|
|
|
|
|
View render
|
|
|
|
viewport preview.
Fix T39286: Display percentage ignored in Cycles viewport.
The threaded depsgraph update changes included a cleanup of the global
is_rendering flag, which was replaced by a general EvalContext being
passed to dupli functions.
Problem is that the global flag was true for viewport duplis before
(ugly hack), which was used as a check for generating dupli orco/UV from
mesh data layers. The new flag is stricter and only true for actual
renders, which disables these attributes and breaks the Cycles
Texture Coordinates and UVMap nodes.
The solution is to extend the simple for_render boolean to an enum:
* VIEWPORT: OpenGL viewport drawing (dupli tex coords omitted)
* PREVIEW: Viewport preview render (simplified modifiers)
* RENDER: Full render with all details and attributes
There are still some areas that need to be examined, in particular
modifiers seem to totally ignore the EvaluationContext!
Instead they generally execute without render params from the depsgraph
(BKE_object_handle_update_ex) and are built with render settings
explicitly.
Differential Revision: https://developer.blender.org/D613
|
|
|
|
|
|
New properties 'line_color' and 'line_priority' are added to Material ID data blocks.
The 'line_color' property allows users to specify a per-material line color that can be
used as a Freestyle line color through Material color modifiers of line style settings.
The new line color property is intended to provide a solution for line color
stylization when a proper Freestyle support for Cycles is implemented (likely
as part of the upcoming Blender 2.72 release; see Patch D632). Materials in
Cycles are usually set up using shader nodes, and Freestyle won't be capable
of retrieving colors and other properties from node-based materials any soon.
The new line color property of materials addresses this foreseen limitation by
providing artists with an intuitive alternative mean to specify line colors on a
per-material basis independently from node trees.
The 'line_priority' property gives users a way to control line colors at material
boundaries. When a line is drawn along a feature edge at material boundaries,
one of the two materials on both sides of the edge has to be picked up to
determine the line color. So far there was no way to control this selection
(which was in effect at random). Now the material with a higher line color
priority will be selected.
The new per-material line settings are shown in the new Freestyle Line tab in
the Material context of the Properties window (only when Freestyle is enabled).
|
|
D634 by Severin
|
|
|
|
This can be used to subtract a region from masks but it's not very
user friendly yet. To male this work better, the tool will probably be
brushified later.
|
|
position.
Handle vectors for the initial location were only stored when the handles are actually
selected for transform. When only the master vertex is moved this can still affect
the handles though, since they are constraint to one side of the master vertex.
Now the handle data is stored regardless of whether handles are included in the transform,
so on cancel their location is reset correctly as well.
|
|
and their data
|
|
|
|
- Fixed incorrect section heading
- Missed one place where short was still used when the specific enum type would be
more appropriate
|
|
It is sometimes possible to end up with a lot of datablocks which have old + unused
"AnimData" containers still attached. This most commonly happens when doing motion
graphics work (i.e. when some linked-in objects may have previously been used to develop
a set of reusable assets), and is particularly distracting in the NLA Editor.
This commit adds an operator which removes AnimData blocks (restricted to only those
which are visible in the animation editor where it is run from) which are "empty"
(i.e. that is, have no active action, drivers, and nla tracks or strips).
This operator can be found from the "Edit" menu in the NLA Editor. Although it also
works when run from the DopeSheet or Graph Editors, it is of less use there since
those won't show these empty AnimData blocks by default (since by definition, such
AnimData blocks necesarily have no keyframes or drivers that can be shown), hence
there will be no feedback if the operator fails or succeeds.
|
|
|
|
Found by CoverityScan.
|
|
GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO
Only set the blend func if the coefficients are different. Return them to the defaults when done.
Note: Fairly confident that Blender and the standalone Cycles renderer are correct, but that both the embedded and standalone game engine will need more testing.
Note: Do we actually want the default to be: GL_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA?
|
|
|
|
|
|
A few things are going on with these "shims":
* OpenGL 2.0 and GLEW_ARB_shader_objects are subtly different.
* Some extensions come in ARB and OES flavors.
* GenerateMipmaps needs a workaround on ATI.
* gpu_buffer_start_update and gpu_buffer_finish_update make usage of buffer objects a bit more abstract
Any use of a shimmed function directly without the shim is caught by GPU_deprecated.h
There are also some other changes that are not related to shims that came along for the ride.
|
|
|
|
default.
Will add functions and symbols back as work progresses.
Since bgl.c uses OpenGL directly like source/blender/gpu, it disables GPU_MANGLE_DEPRECATED.
|
|
Ne op is similar to other 'Select Grouped' ones in Blender.
Based on patch D288 by Cruentus_Nex (Steve).
Reviewed by Campbell Barton, thanks!
Revision: D288.
|
|
occurence of delimiters.
Inspired by Python (r)partition str functions. Also added some Gtest cases for those new funcs.
Reviewed by Campbell Barton, many thanks!
|
|
|
|
|
|
|