Age | Commit message (Collapse) | Author |
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Shader nodes are now shared with Eevee, so makes more sense to have it in
the core and not be Cycles specific.
Fix T62415: issues with append/link of old Cycles settings.
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On file read we need to update group nodes in case the group they refer to
has changed its inputs and outputs. This had O(n^2) time complexity and was
updating all datablocks even if they did not change.
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Forward compatibility with that version is already long gone, and removing
it means we can avoid running some complicated code on every file read/write.
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Node versioning code was added before there was a mechanism to do versioning
after lib linking. Now integrate with that system and make it less of a strange
exception. Node versioning is now skipped on undo, like other versioning code.
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Closely spaced buttons caused the curve clipping popup to close
before the cursor could mouse-over it.
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This is a first step towards T61599.
This way the invoke function can be used for the confirm
dialog in a separate patch.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D4723
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This is a dependency graph part, which is the last required bit to get the
issue solved after all the rest of the work done by Clement.
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When solid mode is enabled, but Texture mode is disabled, the color of the stroke must not use the texture.
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The offset added allows to generate a vector to determine direction. This direction will be used when rotate the object to rotate texture.
The solution is not 100% perfect, but it's far better that having an unpredictable rotation.
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Each spaces top-bar wasn't showing it's own active tool,
Remove RNA access to the workspaces tool since using it is error prone.
Eventually this should be completely removed.
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D4693 by @miqlas
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Take the entire gutter used for panel tabs into account.
Introduced in recent fix for T61554
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Clip on one axis for aligned regions to avoid tabs being clipped out.
Introduced in recent fix for T61554
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Change to recent fix for T61554
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If image buffer is not loaded and blender attempts to reload it (during
`BKE_image_acquire_ibuf`) over and over for each frame rendered.
When attempting this reload, image_load_image_file is calling
`BKE_image_free_buffers` and tag the Image to the (GPU) image_free_queue
(because this run on the rendering thread).
If the main thread decide to redraw the UI and go through `GPU_free_unused_buffers` they all get deleted and if that happens before the rendering thread use them ... segfault.
If I replace the environment textures with correct ones (the file does not seems to contain them), there is no crash when rendering.
I used a list of GPUTexture from blender Image to increase and decrease the
reference counter correctly.
This add very little memory and computation overhead.
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For good this time...
forgot to commit it in the previous commit rBedde48f57844.
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The danger of void pointers...
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Note: This doesn't fix any bug we know of, but it is the correct flag to
tag in this case.
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Since it is a continuous cycle, there's no need to repeat the
name of the previous bone. Also, dot is a common symbol in object
and bone names, so use '/' instead for node nesting.
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Before this options was only available to Dots mode.
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Add a callback to allow custom node editors to draw their own
backdrop.
Differential Revision: https://developer.blender.org/D4709
Reviewed by: JacquesLucke
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Targeting a different object always requires its transform,
and normally dependencies should go to the solver node.
ITASC is quite broken so special case it until fixed.
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Dependency graph will not be crated for view layers which were never visible.
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I don't see any reasons why soft limits wouldn't be enough here.
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As far as I can tell, there is no technical reason why the B-Bone
segment thickness scaling can't be separated into two axes. The
only downside is the increase in complexity of the B-Bone settings,
but this is inevitable due to the increase in flexibility.
Updating the file is somewhat complicated though, because F-Curves
and drivers have to be duplicated and updated to the new names.
Reviewers: campbellbarton
Subscribers: icappiello, jpbouza
Differential Revision: https://developer.blender.org/D4716
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Reviewers: jbakker
Differential Revision: https://developer.blender.org/D4722
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Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.
The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.
In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.
Fix: T57000
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4694
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I did not rename the other property to `show_expanded_dopesheet`
yet (as suggested in the report), because:
* Would break compatibility (haven't found any addon using it though).
* I'm not sure if this really only affects the dopesheet.
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Remove some redundant comments & declare vars in for loops.
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- Resizable areas use 2D view bounds.
- Header uses the button bounds.
- A margin is added to avoid clicking between buttons.
- Region resize edges clamp to the 2D view bounds.
Resovles T61554
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Prefer explicit call for menu buttons since it's confusing if only some
queries clear auto open.
Also queries shouldn't modify data.
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D4718 by @Gvgeo
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Doing this makes versioning workspace screens simpler.
This was already done for the default startup file.
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Add braces for modules already using braces almost everywhere.
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