Age | Commit message (Collapse) | Author |
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The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
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Currently only obvious cases, but is already a progress.
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Makes generation safe for threading.
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Checks are disabled by default, but we need to make them enabled by
porting all required areas, or by removing API which uses global RNG.
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Render depsgraph is evaluated from scratch, so it should not be needed
to do such a call.
This also prevents modifier stack from being evaluated on top of already
evaluated mesh
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See comment for INVALIDATE_ON_FLUSH.
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Conflicts:
source/blender/collada/DocumentImporter.cpp
source/blender/editors/include/ED_object.h
source/blender/editors/object/object_modifier.c
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Conflicts:
source/blender/editors/object/object_add.c
source/blender/editors/object/object_relations.c
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The easy ones - there some much, much trickier to tackle there...
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Fixes issue reported at
https://devtalk.blender.org/t/lookdev-ibl-result/890/3
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There can be no panels in the region.
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This is the first step to moving redo out of the top-bar, see: T55039
- Support for floating panels in the ScrArea has been added.
- A new region type RGN_TYPE_HUD is used for floating settings input.
- Only one HUD should be visible at a time.
- Currently HUD regions are only visible
for 3D view and image space types.
- There are currently some remaining glitches with hide/show
that need further investigation.
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This is also a way to render an large preview icon without the selection
control. This is used by the studiolights in the userprefs that only
displays the preview of the light.
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Useful for drawing any kind of region-background.
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This simplifies code, and will hopefully make UDIM usage of GPUTexture
a little easier.
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This reverts commit 8242a5bc853a74da1273fc7ad4b959ac716c563c. This isn't
quite ready to use yet.
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Store the compiled expressions on the original driver.
Ref T55442.
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On macOS we must always go through BLI_thread_local_get/set().
Differential Revision: https://developer.blender.org/D3470
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Ref T55442.
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Basic workflow shall now work, still lots to do in the UI (ID template
needs some love to reflect overriden status ;) ).
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We actually get fully rid of BKE_object_free_derived_mesh_caches usages,
now always using BKE_object_free_derived_caches (bad name, btw, should
be 'evaluated_caches ;) )...
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This matches changes made to the header.
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This is visually too distracting (flickering). Until we have a better
solution, just disable occlusion fading.
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No real idea why node's typeinfo is NULL here... but think we do not
care much in that case, so just adding some NULL checks for now.
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Depsgraph already iterates over visible objects, and since this was only
valid for objects evaluated with the depsgraph it was confusing.
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This was causing driver editing popovers to just keep disappearing
whenever you accidentally moved the mouse away, making the popovers
there nearly useless.
After testing with the other popovers we have in other places, I don't
really see why we needed this flag enabled in the first place. You can
still switch between popovers in the topbar by mousing over the others,
and if you want to dismiss without clicking to escape, you can go over a
standard menu instead OR just move back towards the button that spawned it.
Let's just test this out for a while and see how it goes. Maybe we don't
need a more invasive solution here...
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Conflicts:
source/blender/blenkernel/BKE_mesh.h
source/blender/blenkernel/intern/mesh_convert.c
source/blender/editors/interface/interface_eyedropper_color.c
source/blender/editors/object/object_add.c
source/blender/editors/space_image/image_ops.c
source/blender/makesrna/intern/rna_image.c
source/blender/windowmanager/intern/wm_draw.c
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- merged matcap and studioLight api
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