Age | Commit message (Collapse) | Author |
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Removed 'Tool' and 'Options' panels,
both these settings are quite obscure and
already available in the 'Brush' menu.
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- Use the original ID pointer for lookup in DEG_get_eval_flags_for_id.
- When the flags change after a DEG rebuild, tag the object for update.
- Instead of mixing int and short in different places, use uint32_t.
This fixes text not updating when a Follow Curve reference is set.
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Also fixes T55769 Dimension Not properly work
and T56064 Blender crashes on selecting text-object
We decided to go to the easy way in the end, simply enforcing computing
BBox of all objects when using 'active' depsgraph, and copying back to
orig object (same as transform matrix, etc.).
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Now the modifier can be filtered using the new layer index.
Also changed panels to put layers and passes filter always at the end of the panel.
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BKE_scene_copy() & co. were pretty much doing nothing right...
Was a tough fight, but at least now they should behave a tad better (and
reported issue is fixed).
Proper fix is to fully rewrite that PoS, it was already a mess without
collections, now it's even hairier to handle properly, we need to use
modern new ID handling API for that (and maybe extend it a bit as
needed). But way too late to do that in 2.80.
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Was only used by subsurf in the past years, it is unlikely
other modifiers will every need this any time soon.
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Those were used for partial updates during edit mode, which will
not be possible anymore with OpenSubdiv.
Optimization for OpenSubdiv would be to re-use topology refiner
if topology does not change. But this is something to be done
for both edit and object modes, no need to have separate code
paths for those.
This commit makes OpenSubdiv to properly work in edit mode.
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Add checks to parse 3x3 or 4x4 matrices,
also use error from `mathutils_array_parse` instead of overwriting.
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`mathutils_array_parse` is meant to parse 1d arrays of numbers.
Using matrices internal memory layout is confusing since
mathutils matrices are exposed as row major.
Also, the matrix shape wasn't checked for.
Callers that want to handle matrices should check for them explicitly.
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Conflicts:
source/blender/blenkernel/intern/scene.c
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Committed by accident (1076523b1b62a3d8833bf2a).
But now I need to fix building.
Note: The operator itself shouldn't have been committed because it
should operate in the world space (for the axis), not local.
I will tackle this later.
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For release builds this is now the same as indexing the array directly.
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Note: Those operators are yet to be added to the menu.
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I thought about having a single error message, or to use BKE_reportf to just
add the "s". That would be bad for translators, so now we have two
explicit messages.
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Was caused by a threading issue. The lightcache was free before the endjob
function pass it to the scene.
Also fix cache reuse if size matches.
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Was caused by the normal pass being enbaled in the renderlayer settings.
Fix T57344
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Was caused by offseting the same matrix for each samples instead of adding
the offset to the original projection matrix.
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Previous Framebuffer can be NULL.
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First problem is that enabling the "in front" option made the wire object
test against an not updated stencil buffer.
Second problem is that the "in front" option was useless on wire objects.
To fix this we bypass the depth test and live with some sorting problem.
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This new parameter allows to increase or decrease the animation speed to break animation patterns when reuse data blocks.
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Compositor has own node in the dependency graph, so need to make
sure relations are up to date.
This fixes wrong user counter when creating compositor nodes for
a new scene.
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This editor edits nodes, and the old name of "Texture Editor" is misleading,
since when one want to edit it is unclear whether UV/Image or Texture editor
is more suitable for the task.
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This should be fixed differently in the future. Read D3821 for more details.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3821
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Copying an ID also add a default user to new one (just like creating an
ID), by default...
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The number of samples was too high.
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Allow to pass in single numbers, sequences and mathutils.* types into `shader.uniform_float`.
Reviewers: mano-wii
Differential Revision: https://developer.blender.org/D3820
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D3550 by @Leon95
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