Age | Commit message (Collapse) | Author |
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Differential Revision: https://developer.blender.org/D3720
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Use the multiply blending mode for the weight paint overlay.
To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3727
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Before it was only doing this for directly linked objects. This was
initially needed to solve fps issues in some of the shots. Now this
fps drop i can no longer reproduce. Was likely needed prior to
modifiers dependencies "inheriting" visibility from the "parent".
This commit makes it so objects which are linked indirectly to the
scene via collections are properly considered visible (or, rather,
evaluatable) by dependency graph.
Solves missing eyelashes and braids issues with 01_035_A.
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Make flush ready for component forced to be affecting visible things
from builder.
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This reverts commit e904bb64df1f0f0275dc209a31cff5ad2a10b79e.
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The fields currently support a Point source and a two-dimensional
Plane source, but there is no way to create a field that pulls
toward or from a line in space other than using the Texture field
type. This adds a new simple shape option to do that.
The line is aligned along the Z axis so that it works meaningfully
with the Tube and Cone falloff modes.
Reviewers: brecht, mont29, LucaRood
Differential Revision: https://developer.blender.org/D3721
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D3724
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Selecting a another tool left the gizmo,
which could overlap other tools gizmos.
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Allows some gizmo to be used as guides.
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This also acts to catch stray click events so missing a gizmo
doesn't move the cursor or execute another spin action.
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It depends on the relative position of its own object and target.
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I'm not happy with #ifdef WITH_FREESTYLE everywhere.
But I will remove them in an upcoming commit
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I'm not sure why we may want to sample both a sharp and an unsharp edges at the
same time, maybe to see if the selected edges all have the same values?
Either way, implemented as in 2.79. I also believe we may have a faster way to
select all the edges, but let's file this under optimizations to be done later.
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If the `push_projection` and `pop_projection` functions already exist, there should naturally be a way to load a projection matrix.
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I'm not sure why the original implementation was only checking for equal
comparison but I'm doing the same here. It is a one line change if we
want to support LT/GT anyways.
Also "technically" we should compare the angles in the worldspace, since
different scales will result in different angles. Added as a TODO but
honestly I think this is overkill.
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I'm using kdtree here but there is nothing preventing us from using a simple
float linked list with a sorting and finding "nearest" equivalents.
At least we are benefitting from bisecting as oppose to the original solution.
Also we need epsilon for the float comparisons.
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This way we can implement them onw by one
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This lets us do the most common shading switching with one shortcut. We keep
alt+Z and shift+Z for quickly toggling to lookdev and rendered mode and back,
it's debatable which settings deserve a dedicated shortcut like this.
The downside is that switching X-ray is a little slower, and that there is
some risk of accidentally going to lookdev or rendered mode which can be slow
to cancel.
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D3716
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We now treat Xray as being the mode where Limit selection to visible is off.
If Xray is OFF, Limit selection to visible is considered ON.
To allow 'see through wires' with solid shading (not Xray shading) we still
draw solid shading if Xray is ON with Xray Alpha set to 1.0.
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This is using the existing engine (workbench forward) with 0.0 xray_alpha
and forcing wireframes on all objects.
There is no workflow/shortcut changes in this commit.
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Allows to paint mask in sculpt mode, then go out of sculpt
mode, come back and see proper mask.
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