Age | Commit message (Collapse) | Author |
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This is a common, unambiguous abbreviation
already used throughout the code-base.
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There was one function to access both pose/edit bones,
which returned a void pointer type.
Split these into 3 functions which return EditBone, bPoseChannel or Bone
types.
Internally the logic is still shared, this just makes it clearer to
callers which type is expected.
Also use more conventional prefix for picking API:
- ED_armature_pick_(ebone/pchan/bone)
- ED_armature_pick_(ebone/pchan/bone)_from_selectbuffer
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Own error with recent improvements to select link.
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This reverts commit ee0d91df5dd75029de6886db13e45af3d4c7ef7c. This is
modifying scene data on write, which causes crashes. It can only do that
on a copy of the data.
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Caused by 34465a7fb091.
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In Blender 2.81 we update and draw all nodes inside the view planes.
When navigating with a pen tablet after an operation that tags the whole
mesh to update (like undo or inverting the mask), this introduces some
lag as nodes are updating when they enter the view. The viewport is not
fully responsive again until all nodes have entered the view after the
operation.
This commit delays nodes updates until the view navigation stops, so the
viewport navigation is always fully responsive. This introduces some
artifacts while navigating, so it can be disabled if you don't want to
see them.
I'm storing the update planes in the PBVH. This way I can add support
for some tools to update in real-time only the nodes inside this plane
while running the operator, like the mesh filter.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6269
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All DirectX management happens on Ghost level now, higher level code can
just assume everything is OpenGL (except of the upside-down drawing that
still needs to be done for DirectX). This is similar to how the
metal-layer is hidden outside of Ghost.
The Ghost-XR graphics binding for DirectX is responsible for managing
the DirectX compatibility now.
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Helps identifying who is what in debugger...
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This adds the automasking options to the Sculpt Tool options in a way
that they affect all brushes. This is more convenient when working with
some of these options while switching brushes as they don't need to be
enabled/disabled per brush.
An automasking option is enabled if it is enabled in the brush or in the
sculpt options.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7304
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The root cause of the issue reported in T74983 is that an `IDNode` would
not be marked as user-modified. This marking happened while looping over
outgoing relations of one of its operation nodes. Since rBff60dd8b18ed
unused relations are removed, and as a result the `IDNode` would not be
marked.
The solution was to move the responsible code outside the loop; this is
probably a good idea anyway, as the code did not actually use the
looped-over relations at all, and was thus repeated unnecessarily.
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The variable cannot be names because it was already renamed.
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With this brush option it is possible to mask the boundary vertices of
all face sets. This is especially useful in the cloth brush, where face
sets can be used to simulate seams between different patches of cloth
and produce different patterns and effects.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7230
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Allows to know what level sculpting has been done after the value has
been changed in the MultiresModifierData.
No functional changes, just preparing code to have everything needed
for propagation undo.
Differential Revision: https://developer.blender.org/D7307
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Before this change it was not possible to have base geometry
and grid coordinates to be stored in the same undo step.
Differential Revision: https://developer.blender.org/D7298
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This fixes the following issues:
- Previously, the face set from the active vertex was used directly. Vertices always return the most recently created face set, so in some cases there may be some face sets that were not possible to select as active. Now the active face set is set in the ray intersection, so it always matches the face under the cursor.
- When drawing face sets they were set per vertex, so it was not possible to paint one face at a time. Now face sets are painted per poly when using the brush on meshes, testing the distance to the center of each poly.
- The code for the active vertex on PBVH_GRIDS was not correct, so I also fixed that to test if everything was working correctly.
{F8441699}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7303
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The brush was allocating new memory for storing the displacemnets at the
beginning of each stroke step and not freeing them.
Reviewed By: jbakker
Maniphest Tasks: T75121
Differential Revision: https://developer.blender.org/D7254
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As the main use case of this feature is to work with cloth, using this
curve makes more sense than a smoothstep to simulate cloth tension near
the edges.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7262
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Due to legacy this overlay was implemented twice (Edit Mesh and Weight
Painting) with different results. This patch consolidates both drawing
and uses only the Weight Painting drawing.
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Armatures"
This reverts commit 782e6ea4edd9cb09f2583c8f28a24d6330dc6ce8.
Said fix introduced a crash the moment one goes to edit mode.
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Due to legacy this overlay was implemented twice (Edit Mesh and Weight
Painting) with different results. This patch consolidates both drawing
and uses only the Weight Painting drawing.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7289
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Reviewers: sebbas
Differential Revision: https://developer.blender.org/D7256
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Should make it a bit more clear overview of what is going on in this
module. While some of the details might still be missing, having some
sort of top-level overview is better than nothing.
Differential Revision: https://developer.blender.org/D7300
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Made it so grids array is properly allocated when first node in the
undo list does not contain grid data.
Differential Revision: https://developer.blender.org/D7299
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The selection was workring with the evaluated data, but need work with the original data.
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D7302
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Note: Not clearing the whole runtime data here, as this is not done in
matching read code, not sure why, needs further investigation...
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Note: As with collections, this does not affect embedded nodetrees from
material etc. We prpbably need to tackle those as well at some point...
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