Age | Commit message (Collapse) | Author |
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Still has one `UI_ThemeColor` call, because drawing is happening in a DM
drawing callback which hasn't been converted yet.
Also has some old gl calls that are #ifdef'ed out.
This also changes active face drawing in UVs from stippled to a solid
color, which makes active faces much more visible, and also looks nicer.
The same should probably be done for active face drawing in the 3d view.
(has been discussed with merwin on IRC)
Part of T49043
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By performing the Z-up to Y-up conversion, the change in sign of the
Z-coordinate swaps "minimum" and "maximum".
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I also added some remarks & TODOs to indicate work in progress.
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The parent_selected() function mixed semantics of "needs to be exported"
and "is selected", which is confusing. Now just selected objects are
exported to Alembic; any parent transforms that are required were already
taken care of by other code.
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Decided to request the text color as argument for UI_fonstyle_draw
functions, rather than keeping it being another state to keep track of.
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Things like selection outlines didn't work at all.
Caused by rBc973e8d2da5cf3f.
When splitting up bitflags, the equivalent to `foo->flag & (bar1 + bar2)` is
`(foo->flag1 & bar1) || (foo->flag2 & bar2)`, *not*
`(foo->flag1 & bar1) && (foo->flag2 & bar2)`.
Also, let's please avoid using '+' operator for bitwise operations, a
binary addition is a binary OR *with* cary, which can cause quite some damage.
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Fix outliner related crashes. Basically in some functions bContext was
not passed around, so CTX_data_scene_layer(C) was crashing.
Right now we still rely on ob->flag SELECT in some places. In order to use the base flag we will need to bring back the Bases to the outliner.
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Adds a new outliner display mode "Collections" which draws the active
collection. We might want to rename it to "Active Collection" if we don't
plan to support showing other collections there.
Also added the buttons for restricting visibility and selectability.
@dfelinto, code in restrictbutton_collection_hide_cb and
restrictbutton_collection_hide_select_cb is duplicated from
rna_LayerCollection_hide_update and
rna_LayerCollection_hide_select_update, maybe utility functions would be
handy for this?
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Objects can be moved around freely now
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(and more Scene.base > SceneLayer.object_bases changes in transforma code)
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Now Clay engine can show different materials per collection o/
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property
This way the render engines can have a fallback value (scene or layer default value) for the shader values that were never set.
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FOREACH_SCENE_OBJECT was wrong (skipping an object), but rB2a16a4ee made it crash. Things should be better now.
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D2438 by @cyrax
review by @merwin
part of T49043
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And updated UI_ThemeColorShade to use it.
Part of D2438 by @cyrax
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Patch D2437 by @cyrax
review by @merwin
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Patch D2433 by @cyrax, part of T49043
reviewed by @merwin
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The problem was with offscreen buffer rendering
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(and replace more instances of BaseLegacy/scene->base with Base/sl->object_bases)
Still need mouse selection, box selection, and menu selection
Also, there is still a problem with BA_WAS_SEL, at the moment only the
objects centers are highlighted.
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# Conflicts:
# source/blender/blenloader/intern/writefile.c
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Removed unnecessary call to DM_update_tessface_data(). This call is
already performed by DM_ensure_tessface(dm). The call being performed
twice caused a failing BLI_assert().
Reviewed by: Kévin Dietrich
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Also added some assertions for debugging purposes
Reviewed by: Kévin Dietrich
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Reviewed by: Kévin Dietrich
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TEST_RET is not defined anywhere in Blender's sources, and LAYER_CMP
is no longer used after this function ends.
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This makes the code within the function consistent.
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With the new names the arguments (yup, zup) are in the same order as
they appear in the function name. The old names used copy_src_dst(dst,
src), which I found very confusing. Furthermore, now it is clear from
where to where the copy is made.
This makes the function names a little bit longer, though. If that is
a real issue, we can just name them zup_from_yup(zup, yup).
Reviewed by: Kévin Dietrich
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To bring this fix a step further we need to address all the BA_WAS_SEL instances, and make sure they follow the new design.
This commit allow you to see the object selected (its center anyways) when you do select all.
Note: in the clay engine selection (a) was already working fine.
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Use the new utility from coloranagement which multi-threads byte to
float conversion.
Gives extra 10% speedup from quick tests.
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processor applied
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Speedup is mainly gained by multi-threading. Gives about 3x
fps gain on an edit shot file.
There is still some room for improvements, will happen in one
of the upcoming commits.
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The title says it all actually: now we can convert byte buffer
directly, without need of temporary float buffer.
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Every time:
* A collection settings is set
* A collection visibility changes
* An object is added/removed/ ...
We need to recalculate the "accumulated" CollectionEngineSettings that
the render engine should use for an object.
This is to be handled by the depsgraph. Meanwhile this code should allow
us to start using those settings in the render engines.
Note: We are storing this in the objects, which means we can only have
one active calculated option every time.
This is intended to get the conversation with the Depsgraph department
going.
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This could cause bugs in the memory release
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