Age | Commit message (Collapse) | Author |
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The weights array can be NULL.
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The color was used in old version when palettes were used, but now all are materials
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Camera scale was not handled correctly when drawing 3d bundles for
reconstructed objects (caused by normalization of the matrix).
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Was introduced earlier today and did not turn out to be very useful
and clear.
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The initial code from earlier from today didn't really work reliable
since it is not possible to apply virtual modifiers but not the real
multires one (in a situation like mesh with shapekeys and multires).
New code uses less memory and has better performance for the case
when there are actual modifiers leading the multires. The case when
there is only multires will not be as performant as possible at this
moment.
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The parenting was using the old logic, but with new engine the draw is done using eval data.
Fixed the depsgraph relationship missing with bones to get an update when the bone is transformed.
Also fixed Snap cursor to Selected
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BKE_ocean.h uses the bool type without including stdbool.h
counting on someone else including that before it.
With D6811 enabling automatic sorting of the includes
this can no longer be counted on. This changes includes
stdbool.h in BKE_ocean.h so it can build without being
depended on others including the right headers before it.
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active object exists
Fix crash when the operator search is used while no active object exists. The cause of the issue is an attempt to dereference `ob` when it is `NULL`. Therefore this patch checks the return value of `SCULPT_mode_poll()` first, to ensure that `ob` isn't `NULL`.
Reviewed By: pablodp606
Maniphest Tasks: T74838
Differential Revision: https://developer.blender.org/D7156
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Their effect was applied twice after hitting Apply Base since the
operator was also applying deformation caused by those modifiers.
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The new function will use original object as a starting point
and apply all enabled deformation modifiers prior to the multires.
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The code would have break the first (deform only) modifiers
once the index is reached, but it will not prevent second
loop (over remaining modifiers) from run.
This was applying deform modifier twice in some conditions:
having single deform modifier and calculating deformed mesh
up to the first modifier (index=0).
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Intention is to be used to create mesh at the state which is an input
to the multires modifier.
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Use full argument name.
Also order arguments in the generosity order: from depsgraph
(which has everything) to object (which contains multires)
specific multires modifier.
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Scene can be queried from the dependency graph.
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In addition to previous commit that made it possible to abort bakes faster.
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The feature is hidden behind an experimental option, you'll have to
enable it in the preferences to try it.
This feature is not yet considered fully stable, crashes may happen, as
well as .blend file corruptions (very unlikely, but still possible).
In a nutshell, the ideas behind this code are to:
* Detect unchanged IDs across an undo step.
* Reuse as much as possible existing IDs memory, even when its content
did change.
* Re-use existing depsgraphs instead of building new ones from scratch.
* Store accumulated recalc flags, to avoid needless re-compute of things
that did not change, when the ID itself is detected as modified.
See T60695 and D6580 for more technical details.
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This function was missed in rBec471a9b1c1.
Differential Revision: https://developer.blender.org/D7155
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Unreported Crash. When hidden faces are active (retopology) the depth
test could fail as the default framebuffers aren't set. This patch will
check if we are rendering a depth only and skip the clearing of the
buffer.
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This reverts commit 626b2bd071b334201996081b907e18d9c2dee919.
Sergey prefers not to use doxy sections for this code.
Revert pending a decision on T74845
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With this change baking jobs will be aborted faster. The user will not have to wait for the current frame to finish baking. The bake job will exit early and discard the incomplete frame.
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Better solution will be to hide all symbols by default, but this works for now.
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The coarse mesh is an input to generic Subdiv, and exact meaning is
ambiguous.
The input to Multires is a base mesh, which owns CD_MDISPS.
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Those accumulated flags get cleared every time an undo step is written
to memfile.
Preliminary work for undo-speedup.
Part of T60695/D6580.
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This option existed already and was just hidden in the UI. With the new fluids system though, it will only be used for rendering - and not to optimize the cache.
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Extract will steal all depsgraphs currently stored in given bmain, and
restore will put them back in place, using scene and viewlayers as keys.
Preliminary work for undo-speedup.
Part of T60695/D6580.
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Preliminary work for undo-speedup.
Part of T60695/D6580.
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Make it explicit this data mask is added to the default mask.
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This is D1578 by Philipp Oeser with small modifications.
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Mask extract modifies the topology when adding the boundary loop, so
previous face sets may not be correct in the new mesh. Remove the face
sets datalayer and let sculpt mode rebuild it when entering sculpt mode
in the new object.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7129
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The previous behaivour didn't make sense as sculpt mode was still active
when switching to the new object, so it was rendering inconrrectly.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7130
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The face set color variable needs to be declared inside of the loop in
order to reset it per iteration.
Reviewed By: jbakker
Maniphest Tasks: T74626
Differential Revision: https://developer.blender.org/D7096
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Small UX fix. When hidding everything but the active face set with H,
the last stroke lotation center can be in a part of the model that is
hidden, so viewport navigation becomes confusing until you start a new
stroke on the visible face set. Now the viewport navigation rotation
center is updated to the active vertex when using a visibility operation
that uses it, so it always rotates using the visible face set as the
origin.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7137
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`ANIM_animdata_update()` did not sort grease pencil frames. A
pre-existing comment stated this wouldn't be necessary as
`posttrans_gpd_clean()` already does this. However, this is only
applicable when the change is performed via the transform system. The
mirror operator doesn't call `posttrans_gpd_clean()`, invalidating the
assumption in the comment.
I moved the sorting code into `BKE_gpencil_layer_frames_sort()`, which
is now called from both `ANIM_animdata_update()` and
`posttrans_gpd_clean()`.
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This patch fixes various problems of alignment and element backdrops for
the animation channels drawing, mainly in the Graph editor but also for
grease pencil and mask layers in the Dope Sheet.
Reviewed By: billreynish, sybren
Differential Revision: https://developer.blender.org/D5204
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Avoids casts when used with other UI code
where the color is often unsigned.
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This call to memset relied on PassList having a single,
zero sized struct member.
Pass the passes array instead for readability.
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Reviewed By: billreynish, fclem
Differential Revision: https://developer.blender.org/D5873
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This fix jitter of overlay and GPencil. But I'm not sure this should
be the responsibility of the subsequent draw engines or the responsibility
of the current engine to reset the view.
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10 decimals is too high
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Also changed range of threshold from 0 to 10
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Caused by rB4be4c0667155. Please ensure at least affected code does
still build...
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