Age | Commit message (Collapse) | Author |
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Differential Revision: https://developer.blender.org/D6783
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Steps to reproduce were:
* Add new (empty) scene
* Add some mesh object
* Change to texture paint mode
While it can be argued that we should already init the settings when
creating a new scene (so that the texture tab can show up),
BKE_paint_init() should always ensure paint settings are initialized
either way.
Related to T73611.
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Old name was a bit confusing/misleading, esp. since previous commit.
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NOTE: This change shouldn't have any visible effect. It's just the
first (easiest) step towards decoupling gizmo redraws from viewport
redraws.
We currently redraw the entire region whenever a gizmo needs redrawing,
which would be nice to avoid in the future, see T73198. The first step
towards this would be having a separate tag for them, which is what
this patch implements.
The term "editor-overlays" was chosen because for the forseeable future,
we'll also have to redraw non-gizmo overlays in-between drawing 3D and
2D gizmos. Namely annotations.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6838
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`transform_mode_bonesize.c` --> `transform_mode_bbone_resize.c`
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Fix ReDo and create a new operator to display only the required properties.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6849
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The `convert_matrix()` function just converts between the Alembic and
Blender matrix data types, and doesn't do any coordinate system conversion.
To clarify this, the function has now been renamed to
`convert_matrix_datatype()`.
I also moved the implementations next to each other in the source file,
so that it's visible that there are actually two of them.
No functional changes.
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No functional changes.
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The Alembic importer now works with local coordinates. Previously, the
importer converted transformations from Alembic to world coordinates
before processing them further; this processing often included
re-converting to local coordinates. This change made it possible to
remove some code that assumed that a child transform was only read after
its parent transform.
Blender's Alembic code follows the Maya convention, where in the zero
orientation the camera looks forward instead of down. This extra
rotation is now handled more consistently, and now also properly handles
children of cameras. This fixes T73269.
Unit tests were added to at least ensure that the importer and exporter
are compatible with each other, and that static and animated camera
transforms are handled in the same way.
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Two main reasons for the lag:
- Allocation of memory with transfer to GPU.
- BLF_cache_clear();
The memory allocation seems to be unnecessary, so I removed it.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6837
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Various fixes for smoke / fire flow objects:
- Apply inflow at every subframe (new: also emit during adaptive steps in between frames)
- Fix issue with fire not being emitted on first frame
- Higher value range for smoke flow density variable
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Lamp names were be almost invisible when unselected.
Differential Revision: https://developer.blender.org/D6048
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This makes libquery usable during blendfile reading phases.
Some pointers that shall never be NULL in modern Main database did not
exist before.
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Differential Revision: https://developer.blender.org/D5819
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Needed to avoid double fix of sun lights bias.
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This fixes the issue where sun shadowmaps needs a very big bias value to
make any difference.
The bias is now in world space and not dependant on shadow bounds.
Unfortunatelly this breaks compatibility with previous version and old
scene are likely to need user intervention to fix.
Also fixes the property range.
Fix T71661 EEVEE shadow from sun on incorrect face
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Library data-blocks are supposed to be tagged as 'real user', i.e.
have one virtual user, since nothing else actually uses (refcounts)
them. That was done in liblink code, but not for newly added ID-LI IDs
when linking from a new libblend file e.g.
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The current "Select Linked" operator works based on mouse position and
makes no sense to call from the menus and was removed in rBdd9dfadaac9b.
This patch adds an operator independent from mouse position that just
selects all keys to a corresponding point (and adds back menu entries,
adds keymap entry).
The original operator is renamed to 'select_linked_pick' internally
(this is now more in line to how "Select Linked" works for meshes,
curves etc)
Differential Revision: https://developer.blender.org/D6823
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This prevented indices from being set to temporary values,
which is needed in some situations.
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Also remove hard coded offsets.
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Regression in aa919f3e82020
Remove character margins, it complicated drawing & picking
to have one margin in pixels and a second margin in characters.
Replace this with an outer pixel-margin for drawing background colors.
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MSVC has a conformance mode (/permissive-) where the C++ standard is more strictly
enforced. This mode is available on MSVC 15.5+ [1]
This patch enables this mode on compilers that support it and cleans up the few violations it threw up in the process.
- Mantaflow was using M_PI without requesting them using the _USE_MATH_DEFINES define to opt in to non default behaviour.
- Collada did not include the right header for std::cerr, this seemingly was fixed for other platforms already but put inside a platform guard.
- Ghost had some scoping issues regarding uninitialized variables and goto behaviour
Second landing of this patch, earlier commit was reverted due to some compiler configurations having slipped though testing
[1] https://docs.microsoft.com/en-us/cpp/build/reference/permissive-standards-conformance
Differential Revision: https://developer.blender.org/D6824
Reviewed By: brecht
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This allows for more flexibility in Compositing compared to the
hardcoded alpha-over that is currently used.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6829
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We only do exposure/gamma if not using scene lighting
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Much more convinient than trying to use outliner operator...
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This master_collection thing is really, really annoyingly spreading all
over the place...
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We do not want those here.
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The introduction of python instancing for ID data in 2.80 completely
broke the 'smart & efficient' hack of using a same py object as key for
initial quick check, since rebuilding the RNAPointer in the
BPy_StructRNA would actually affect the py instance of the first ID used
to generate that py object...
TL;DR: No need for this complex and unclear optimization anymore, since
we do not actually rebuild a whole py object anymore every time we call
`pyrna_id_CreatePyObject()` from a same ID pointer.
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In some cases it's important to always have a proper ID as reference,
e.g. whene generating data supposed to represent main data-base...
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We now have proper flagging for horrible loopback pointers...
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Using a struct here allows to change given parameters to the callbacks
without having to edit all callbacks functions, which is always noisy
and time consuming.
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15% to 20% improvement in cloth simulation performance with
self-collision.
The idea is to reduce the number of collisions computed by avoiding
overlapping tris with the same combination (eg. (1,0) and (0,1)).
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D6474
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support it."
It is breaking compilation on some configurations, revert for now while
i see what is wrong.
This reverts commit 9fe469c110940af5d2525158305d5d365bd15276.
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Reported in T71112
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