Age | Commit message (Collapse) | Author |
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Even if multires in sculpt mode doesn't yet support color
attributes, we should at least upload white color to avoid
making everything black.
Also fixed a bug where multires PBVHs didn't have access to
their CustomData attribute layout, which PBVH draw needs.
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Currently lookup of Object and Instancer attributes is completely
duplicated between Cycles, Eevee and Eevee Next. This is bad design,
so this patch aims to deduplicate it by introducing a common API
in blenkernel.
In case of Cycles this requires certain hacks, but according to
Brecht it is planned to be rewritten later for more direct access
to internal Blender data anyway.
Differential Revision: https://developer.blender.org/D16117
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This will help with moving mesh runtime data to C++
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When e.g. grouping nodes into nodegroups, these would not show up
immediately in the Outliner (Blender File / Data API view).
Now send (unique combination, not used elsewhere) notifiers (and listen
for these in the Outliner).
Differential Revision: https://developer.blender.org/D16093
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ED_view3d_win_to_3d_on_plane with do_clip enabled wasn't working in
non-camera orthographic views as it didn't take into account the ray
origin being centered to the view.
Resolve by testing viewport clipping after the ray has been projected.
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Copy-paste error in rB039429faeb41.
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Copy-by-value was used when iterating over unicode_samples which
then referenced an array from the value.
Resolve by referencing a const pointer to the unicode_sample array.
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In preparation for moving the mesh runtime struct out of DNA.
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Just a missing null check for the original edge weight.
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factor mode if topology or boundary modes are inactive
Factors mode (precomputing the automask) should initialize the
mask to 1.0 if no additive automasking modes are enabled, instead
of zero.
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- Use `enum class`
- Use shorter names for field input classes for better line wrapping
- Use "Vert" instead of "Vertex"
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On NVidia GPUs, when the blue channel was between 0 and 0.1,
the overlay's alpha would increase, making it invisible.
With the `overlay_line_fb` frame buffer bound in `overlay_engine.cc`
there are two outputs to write to: the color and the line output, which
is used for making smooth antialiased lines. The overlay is in its
current position in the order of overlays so that it draws on top of
curve wire lines. Not writing to that second output is undefined
behavior, so fix it by writing zeros. In the future, the overlay
could be smoothed on curves using that second texture.
Thanks to Clément for the explanation of the issue!
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This commit simplify the previous fix for T101455
f6c2f1c65e146bf20b9182f275b67c747d9e2990
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After a lot of testing, this option is not required and
now this is managed by stroke_collsion.
If the stroke_collision is enabled, only collide strokes
are used.
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If the cross point was in the extreme of the stroke the
collision was not detected because it could be
outside of the bbox.
Removed the bbox check because now it is
not necessary.
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The gizmo was not set when this option was selected.
By design, in grease pencil the active element option uses
the object origin as pivot point.
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Issue found in file from T101256.
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For consistency with other node systems in Blender and older
versions of geometry nodes, dangling reroute inputs should
not affect the output. When an input socket is linked to dangling
reroutes, its own value should be used instead.
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Muted nodes and reroutes can potentially affect the output when
they are linked to an input socket and don't have any inputs on
their own.
The issues was that previously "logically linked sockets" where used
which hide reroutes and muted nodes away. The solution is to work
with the directly linked sockets instead and handle reroutes etc
explicitly.
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Distribute Points In Volume → Distribute Points in Volume.
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The core issue seems to be that `BKE_curve_minmax` does not create the
correct bounding box for `Curve` data passed to the render engine.
That's because this `Curve` object does not contain the legacy curve
data structure.
Fixing this will likely require some more consideration, so this fix just
avoids the culling check for now, which is actually also done in
`OVERLAY_extra_wire` using the same approach.
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This crash occurs when the bone is newly created. In certain
circumstances the depsgraph data for the armature is not updated,
causing `pchan_eval` to be NULL when the parent is updated. This causes
a segfault in `ED_object_parent_set` when the flags are updated.
This change fixes the underlying depsgraph bug, and also adds both an
assertion and NULL pointer check to `ED_object_parent_set` to better
handle this scenario if it recurs via another path.
Maniphest Tasks: T94441
Differential Revision: https://developer.blender.org/D16065
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This time it was face sets.
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Also renamed shadowed variable in sculpt_filter_mesh.c
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Check for nullptr when building mask vbos.
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Two new normal-based automasking modes.
The first mode, "brush", compares vertex normals with the initial
normal at the beginning of the brush stroke.
The second, "view", compares vertex normals with the view normal.
If "occlusion" is on then rays will be shot from each vertex to test
if it is occluded by other geometry (note: this can be very slow).\
Only geometry inside the sculpt mesh is considered.
Each mode has an associated angular limit and a falloff.
Reviewed by: Julien Kaspar and Jeroen Bakker
Differential Revision: https://developer.blender.org/D15297
Ref D15297
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Due to increased usage of typed arrays in C++ and name/offset based
access for BMesh, these are unlikely to be used again, and haven't been
used in many years.
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Also remove comments that just restated what the next line
was doing, often incorrectly.
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Quiet warnings at startup & build time.
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