Age | Commit message (Collapse) | Author |
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After talking with UI team, we decided to change the tooltip.
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Remove BONESEL_NOSEL which isn't needed.
Addresses issue raised in T77378.
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Caused by lsp/clang applying *fixes* automatically, tsk.
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There is in fact no reason not to do so, RNA pointers are either to
other IDs (which is properly handled by default diffing code), or to
sub-structures that should almost always be diffed as well.
Exceptions (like backward ID pointers or strictly runtime caches and
data) are to be handled with proper 'no comparison' flag in any case.
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This should not give any real difference, those were already
overridable.
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Applying gravity to this brush does not make much sense and undo/redo
won't work correctly as it uses a different undo type.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7925
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Instead of accumulating displacement for each vertex into the neighbors, accumulate the opposite displacement from each neighbor into the vertex. I think this is the same and it does not produce artifacts in Multires.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D7508
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The old tooltip was not clear enough
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This was an old check of opacity for editable layers, but with new system it's not needed because you can use the edit lines.
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Querying GL_UNIFORM_BLOCK_INDEX seems to be a problem on apple drivers.
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This reduce the base size of the shaderinterface from 400 to 136 bytes.
Improves memory usage and cache coherency when querying a lot of uniforms
at once.
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This makes the query of theses mandatory uniforms faster.
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When excluding a collection containing the active object in either
texture paint or particle edit mode, the object could not be reactivated
when the collection was re-enabled. This is because the object's mode
was left in TEXTURE_PAINT or PARTICLE_EDIT, and the activation code did
not have cases to handle these modes.
This moves the code that is run when toggling out of texture paint or
particle edit modes to functions so activation can properly toggle off
the respective interaction mode.
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Was caused by a UBO bind to the wrong slot.
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Mix up with imapaint.paintcursor & imapaint.paint.paint_cursor
Remove imapaint.paintcursor since it wasn't used.
Also rename paint_cursor_start_explicit() to paint_cursor_start(),
removing the existing paint_cursor_start() since it took the paint
struct from the context, a value that's known by all callers.
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This caused an additional argument when exiting object modes
and many other low level functions which don't need to access context.
This simplifies fixing T77073.
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This is second and last part of T77083.
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between fluid types
When switching to gas, the fluids were not actually destroyed, leading to
the situation that they were then destroyed when actually switching to
liquid.
Maniphest Tasks: T77264
Differential Revision: https://developer.blender.org/D7907
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Now when use selection if the selection area is inside a filled area, the stroke is selected. Before it was necessary to select the border of the stroke.
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Use bmesh connectivity data to simplify logic.
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This fix T77226
Differential Revision: https://developer.blender.org/D7910
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Note that you still have to make overrides of obdata IDs by hand (and
deal with remapping of pointers yourself) for now.
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All settings of constraints should be overrideable now.
Modifiers will follow tomorrow.
Part of T77083.
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The materials was not initializated in the right mode.
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Regression from deaff945d0b9, follow logic from d98ae27f02c794a.
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This fix issues with the image editor
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This use the latest GPUTexture change to use the sampler state to avoid
the pole issues instead of using GLSL hacks.
This should fix T73942: Eevee mipmaps not respecting border mode.
Note that this also fix some discrepencies between cycles and eevee (like
boxmapping + clip).
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This use the latest GPUTexture change to use the sampler state to avoid
the pole issues instead of using GLSL hacks.
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This bridge between the new sampler state support from GPUTexture and
draw material handling.
The Sampler State is just the one from the texture for now. No change in
logic.
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