Age | Commit message (Collapse) | Author |
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This changes the bent normal effect to be a bit more subtle.
I also tuned down the bent normal blending factor so mesh faceted look may
appear more in occluded regions. this is to increase the fidelity of the
indirect lighting. This blending might be a parameter in the future.
Based the calculation on "Bent Normals and Cones in Screen-space"
by O. Klehm, T. Ritschel, E. Eisemann, H.-P. Seidel
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Needed for Python to easily support multi-object edit/pose modes.
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We don't have this for other painting modes,
no need for a special case here.
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Only back was possible.
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- Clear deprecated flags for ID's:
Scene, Sequence, World, Object & Mesh.
- Clear deprecated flags for Spaces: outliner, 3D view & image.
- Remove unused `Mesh.drawflag`
- Remove unused `USER_ALLWINCODECS`, `USER_MMB_PASTE`.
- Remove `V3D_SOLID_TEX` & `V3D_ZBUF_SELECT` - used in a few areas.
- Flip `Object.empty_image_visibility_flag`
(avoids do-version on each new flag)
- Rename 'Backside' -> 'Back' in context of drawing - showing 'Back'
makes sense.
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The mirror was working different to mesh mirror and the result was not the expected.
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This adds the functionality requested in T59417 adding a new button near of pressure button of the brush to enable/disable occlude effect for eraser.
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Thanks @billrey
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The number of vertex for VBO was not calculated for onion skin and made the realloc of memory very slow.
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D4083 by @artfunkel
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This commit adds support for new curve tool and adds more functionalities to the existing primitives, including new handles, editing, stroke thickness curve, noise, preview of the real stroke, etc.
Thanks to @charlie for his great contribution to this improvement.
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The problem was the brush was not initializated because some code was missing (marked as ToDo)
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This replaces the test of consistency and capacity made with `GL_PROXY_TEXTURE_..` on AMD GPUs with one that checks only if the texture fits the limits of size and layer.
Differential Revision: https://developer.blender.org/D4081
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We may not have an active object depending on where the operator is called from
or well if we simply don't have an active object :)
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I suppose the cow tag is more correct for those generic/non-specific
tags. Thank you Sergey.
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Pinning doesn't really change the geometry, so we don't really have a
tag for this. Using '0' for now (same we use for Mark Seam).
I will check with Sergey Sharybin which flag to use instead.
We could use ID_RECALC_GEOMETRY to match the notifier, but even the
simpler ID_RECALC_SELECT would do it.
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NLA strips support using the keyframe values in a variety of ways:
adding, subtracting, multiplying, linearly mixing with the result
of strips located below in the stack. This is intended for layering
tweaks on top of a base animation.
However, when inserting keyframes into such strips, it simply inserts
the final value of the property, irrespective of these settings. This
in fact makes the feature nearly useless.
To fix this it is necessary to evaluate the NLA stack below the
edited strip and correctly compute the raw key that would produce
the intended final value, according to the mode and influence.
Differential Revision: https://developer.blender.org/D3927
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Basically uiRNACollectionSearch->but_changed was always NULL for the
search templates. So skip_filter would always be true, and we would
never filter.
An alternative fix would be to add the following to the begin of
`template_search_add_button_searchmenu`:
```
static bool always_true = true;
template_search->search_data.but_changed = &always_true;
```
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Differential Revision: https://developer.blender.org/D4077
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Part of T59335.
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Change default range to 0..2 to improve the slider behavior.
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Fixes T58298 Nurbs circle and curve dont draw in objectmode
Fixes T58107 Modified curves/surfaces/fonts do not show their eval mesh
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This lower the memory usage and also fix a bug with metaballs normals/tris
winding being reversed.
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This changes a bit the batches data structure. Instead of using one
vbo per material we use one for all material and use index buffers for
selecting the correct triangles.
This is less optimized than before but has potential to become more
optimized by merging the wireframe data vbo into the shading one.
Also the index buffers are not strictly necessary and could be just
ranges inside the buffer. But this needs more adding things inside
GPUIndexBuf.
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Shaded triangles are not yet implemented (request from gpumaterials).
This also changes the mechanism to draw curve normals to make it not
dependant on normal size display. This way different viewport can
reuse the same batch.
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This is to simplify the curve batch cache.
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displacement
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Feature Request from Hjialti.
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Make it explicit when freeing node tree which is owned by other
ID or when freeing node tree which is outside of a bmain.
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The issue was caused by a special code in node tree freeing function
which will free extra fields in the case when tree is not in bmain.
This is how old code was dealing with "nested" trees, but is now
making behavior different from other datablocks. This is exactly
what was confusing copy-on-write logic.
Ideally, ntreeFreeTree() need to behave same as all other datablocks,
ad freeing of data of nested trees should be up to the owner of the
tree (this way it's all explicit and does not depend on check of
some special flag.
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Broken logic in check for a valid vgroup storage pointer...
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this can be different though (e.g. vertex parenting) and correct location
is already stored in ob->orig
spotted while looking into T59332
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D4076
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This restores the object->data to a non-modifier evaluated state.
So this allow us to change evaluated object modifier stack directly and
get BKE_mesh_new_from_object() for the evalauted object.
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