Age | Commit message (Collapse) | Author |
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This only replaces ICON_GREASEPENCIL with ICON_OUTLINER_DATA_GP_LAYER icon
Differential Revision: https://developer.blender.org/D5073
Reviewed by Dalai Felinto
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This adds the icon intended for Grease Pencil layer data, in SVG but currently marked as blank
Differential Revision: https://developer.blender.org/D5073
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Better to make internal code naming match official/UI naming to some
extent, this will reduce confusion in the future.
This is 'breaking' scripts and files that would use that feature, but
since it is not yet officially supported nor exposed in 2.80, as far
as that release is concerned, it is effectively
a 'no functional changes' commit.
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This tracks the number of compiling shaders and just reset the TAA
if previous number mismatch.
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The wrong volume buffer was used one frame out of two.
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Changes all GP layer icons to Pencil and highlights selected layer with background color.
Differential Revision: https://developer.blender.org/D5073
Reviewed by Dalai Felinto
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This adds NA_SELECTED to notifier when selecting Grease Pencil layers so Properties Editor will update
Differential Revision: https://developer.blender.org/D5073
Reviewed by Dalai Felinto
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Patch my Germano Cavalcante (mano-wii).
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Local Scale
Make curve vertex distance take into account the object scale.
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This was commited by mistake.
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- MPEG4/DivX has a maximum value of 65535 for the timebase denominator.
- MPEG1 and 2 have a list of supported frame rate ratios. These use
ratios like 24000/1001 and need those exact numbers.
This fixes an issue introduced in c5b1e7cd4e86f9aff010fa84192d783b895ce6c7
where the correct ratio was passed to FFmpeg, but not with the identical
numbers FFmpeg has in a lookup table.
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When exporting annotations using `bpy.ops.render.opengl` the annotations
where only correct in the first frame. In the second frame the
annotations was shifted by half the resolution.
This change will reset the GPU matrices when the annotations are
rendered.
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This patch does not bring functional changes, but it is a good change if we want to use these utilities in areas other than those using BMesh (eg painting editors).
This is also a step to replace `ED_view3d_select_id_validate`. That function erroneously checks `V3D_INVALID_BACKBUF` which causes it to update unnecessarily.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D5072
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- Single quote args so they show with string literals in the manual.
- Improve the description of animation playback mode.
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The issue was caused by a bad usage of GPUOffscreen.
The Framebuffer was created using a window framebuffer and used
in a viewport callback when another GPUContext was bound.
This change allows up to 3 framebuffers per GPUOffscreen.
Most common case will be using 2 framebuffers (one for init and
one for drawing) but in the case of more (bad usage) it will just
degrade performance a bit.
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See D5071 for more details
Thanks to @brecht for his help
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No need for this optimization in Eevee anymore, instead the modifier stack will
only compute CD_ORCO when needed.
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Always compute CD_ORCO undeformed coordinates now for rendering, same as before.
There is still a refresh issue to be fixed, when switching from solid to textured
mode in the viewport.
Computing such undeformed coordinates can be expensive and is not actually needed
if the mesh is only using e.g. UV maps. This was the same in 2.79, at least now we
are skipping the computation when there are no deforming mdifiers on the mesh.
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This saves memory and evaluation time for simple static meshes with e.g. a
subdivision surface modifier. If no CD_ORCO layer exists then we assume the
actual vertex coordinates are equal to the original undeformed coordinates.
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Fixed Properties and tab icons
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This was because the VAOs were not updated if an instance batch was
reusing a VBO containing instances attributes which was reinitialized.
Now we ensure the Batch will reconfigure the VAOs if the VBO is 0.
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While user should never do that, it appears many end up using a 'view
layer' instancing collection as RBW collection, and even worse, have
objects in that unique collection.
Therefore, when removing RB simulation from an object, which among other
things has to remove it from the RBW collection, it would fully delete
the object from the blend file.
This fix merely checks the usercount of RB-removed object, and if it is
at 1 (which means object was in a single collection), it adds it to the
scene's master collection first.
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There were various changes only applied to specific builtin templates even
though they should apply to all, since it's possible to do e.g. use grease
pencil objects in the general template or use mesh sculpting in the grease
pencil template.
Also, nearly all changes now apply to builtin templates only. This was
already the case for most, and the distinction seems to have been more by
accident than intent.
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Need to copy changes to the evaluated mesh before requesting
new deformed mesh.
Tested on a file from T32406.
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This is part of T60517.
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This makes Shift and Ctrl work properly to extend and subtract selections.
This also moves Cut Links to Ctrl-RMB, which doesn't conflict with the selection tool.
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Reorganize code and change some functions to mimic other softwares blend modes. Still need more work.
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The opacity was already used and using it in the shader only duplicate the blend.
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Allows it to be preserved during copy-on-write update when on-geometry
related update is needed.
This is a required part for T63537, where we need to preserve the entire
evaluation data when object is tagged for only RECALC_COPY_ON_WRITE.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5023
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Sometimes one may want to nuke all previews altogether, running the
operator for all eight individual ID types would be tedious then...
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Use lower level dependency graph evaluation which doesn't run any handlers,
doesn't touch sound system, doesn't inform image editors about changes.
Should probably move such evaluation steps to a helper function in DEG module,
but that is more like a cleanup.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5067
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Revert part of d56c0a0a6affcdfd7335c
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The problem was the alpha was not premult and the opacity factor was applied two times.
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The bug only affected debug builds.
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assigned to it
This was a design decision, but now we have decided to change it using the active material for the strokes using deleted material.
If the material slot is empty a new material is created to keep the strokes visible.
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The issue was that the valid color modes was checked on the old image
format, not the new one. So if you switched formats it would not
correctly check if the settings were valid.
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original elements.
When they are occluded or when the snap is done for the generated meshes vertices, it was inconvenient.
An ideal solution needs to be discussed, but for now, for vertices, keep the behavior similar to the pre 2.8 versions.
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