Age | Commit message (Collapse) | Author |
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Add ED_screen_window_find, BKE_workspace_edit_object
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Also add 'OBEDIT_FROM_EVAL_CTX' macro.
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Part of larger change to remove this variable entirely.
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First pass, some issues remain
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rna_LayerObjects_active_object_update used wrong viewlayer.
Regression in 345c6298e99
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Would only disable when loading old preferences.
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Cycles already uses 1.5 as default. BI original 1.0 filter doesn't look good for
Eevee. The ideal scenario would be for both Cycles AND Eevee to use the same DNA
setting.
But for now it is nice to at least have Eevee renders to look better by default.
Note: This handles doversion for 2.7x files only. Files previously created in
2.8 need to be manually corrected.
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Differential Revision: https://developer.blender.org/D3054
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It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.
This gives much more accurate results for thin features and low density.
Some challenges remain however:
* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
darken the skin on the outside. We may be able to reduce this effect,
or users can compensate for it by reducing the scattering radius in
such areas.
* Sharp corners are quite bright. This matches actual volume rendering
and results in some other renderers, but maybe not so much real world
objects.
Differential Revision: https://developer.blender.org/D3054
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be freed.
Looks like there was no way to avoid that so far, since
WM_event_add_timer_notifier can set mere int-in-pointer there, this can
cause issues. So added mere flags system to wmTimer to allow
controlling this.
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mode.
We did not clear preview or smoothscroll timers pointers in copy code...
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Tired of searching through code to find which is what, and how to use it
in the C callback, everytime I need anot-so-common option...
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We were not passing a scene collection parent to the BKE_collection_add
function, which in turn made syncing not work.
Right now we:
* Explicitly pass the master collection in this case
* Fallback to the master collection in other cases
With unittest.
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Was a mistake from recent texspace changes.
Reported by Pablo here in the studio!
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Matches vertex paint mode
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Vertex paint was still using sculpt mode brush (which can be NULL).
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Conflicts:
intern/cycles/blender/addon/ui.py
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This fixes a few caess where new width adjustment code
was less than ideal.
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Caller ensures pose-mode, this flag is only set while drawing.
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We've got quite comprehensive BMesh based implementation, which is way easier
for maintenance than abandoned Carve library.
After all the time BMesh implementation was working on the same level of
limitations about manifold meshes and touching edges than Carve. Is better
to focus on maintaining one boolean implementation now.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3050
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Synchronize code in on_visible_update with depsgraph building.
Need to update all cameras, since they might be hooked up to marker.
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Previously quads always split along first-third vertices.
This is still the default, to avoid flickering with animated deformation
however concave quads that would create two opposing triangles now use
second-fourth split.
Reported as T53999 although this issue has been known limitation
for a long time.
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This is also how box selection and mouse selection is working.
Requested by Hjalti, reviewed by Joshua. Thanks!
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Wasn't setting transform context
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Sync changes from 2.8
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- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
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