Age | Commit message (Collapse) | Author |
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This adds a new "Automatic" image display method which uses GLSL shaders for
most images. It only does CPU side color management for higher res images
where sending big float buffers to the GPU is likely to be a bottleneck or
cause memory usage problem.
Automatic is the default now, previously it was 2D Texture.
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Avoid having same test running at the end of each macro.
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Warning was false positive but avoid repeating the same check.
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This matches vertex/texture paint opacity options.
Useful because 0.75 is sometimes too dark to see the surface shading.
Resolves T63746
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If you had several windows or, after last changes in topbar, several areas, the swith of overlays or Onion Skin was not working by area, but as whole switch, so it was impossible to have different status by window.
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This adds user side options to tweak the behavior
of the vbo garbage collection.
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This commit tries to fix the rotation problem when the parent is at layer level.
The problem was the object location was not used, so all object not in origin got weird transformations.
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The problem occurs because status changes between BackBuffer and Offscreen.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D4703
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Force fields requires relations update in the dependency graph.
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There is no more sorting happening, so the comment is out of date
by manu reasons. If something extra is needed there it would need
to be done differently anyway.
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This improve visibility in edit face select mode by using the face select color
instead of the edge select color (which is in default theme a bit more red). Also
makes the selected edges in this mode a bit more opaque (0.75 instead of 0.4).
Full opacity is still reserved for edge select mode.
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This is only working for shading batches for the moment and only if some Custom data layer are not needed anymore.
The collection rate is hardcoded at 60 sec but could be exposed to the user.
This system can be extended and discard most unused batches in the future.
This commit is in prevision of removing BKE_MESH_BATCH_DIRTY_SHADING when changing shader parameters.
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This is in order to support garbage collection of unused Custom data layer uploaded to the GPU.
Actual Garbage Collection is not added by this commit.
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Was commented out for literally 10 years.
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Similar to previous commit.
Compositing with animation on socket values and image sequences
still works fine.
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The function was calling update() on the time curve, but there
is no update callback on that node. So, effectively the function
was doing nothing.
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Very bad oversight, using pointer comparison instead of strcmp
for all but the first item.
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Was removed when removing sorted libs however it's needed for stubs.
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Temporary workaround for crash when refreshing the active tool.
Currently ED_region_tag_redraw fails, use notifiers until
this is resolved.
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Currently this is only in the 3D viewport however all spaces
that use the tool-system will have this region added.
D4680 by @brecht with own updates.
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Now that B-Bone shape data is kept in bPoseChannel_Runtime, the
armature level cache only holds one quaternion value per bone.
It can also be moved to runtime, and the structure removed.
This has an additional effect that, as far as I can tell, now
the Armature modifier can run as soon as all of the bones it
actually needs are done, thus making T59848 a purely depsgraph
level problem.
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This reverts 91d8519c4782 since I can't redo the reported error
which was in the old header-only info space.
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This way float and multilayer images can now be packed without data loss. This
removes the as_png option and always uses the appropriate file format depending
on the image contents.
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This was already supported in Fill, but not in Strokes. This adds more artistic options when use textured strokes.
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The strokes was aligned to drawing path only when the stroke was completed. Now, the stroke is aligned while drawing too.
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Similar to what is done e.g. in AbcMeshReader::read_mesh()...
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It was committed an earlier version of the patch which missed these changes.
Differential Revision: https://developer.blender.org/D4700
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Avoid potentially adding back the problem in the future.
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The `AMD Radeon HD 7600M` compiler is usually buggy for Geometry Shaders.
In this case, indexing was causing problems in `gl_in[i].gl_ClipDistance[0]`.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D4700
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Allowing direct import of text blocks isn't especially useful,
instead add `text.as_module()` script authors can do this
explicitly if it's needed.
Now the text "Register" option executes
instead of loading as a module.
This removes the need to keep track of the current Main,
and C code to override Python's import & reload.
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