Age | Commit message (Collapse) | Author |
|
|
|
|
|
The result was somewhat unpredictable.
This error was recently introduced.
|
|
|
|
This is in order to disolve GPU_draw.h into more meaningful code blocks.
All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.
The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.
The Image garbage collection is also ported to `image_gpu.c`.
|
|
|
|
This check was always returning true.
|
|
*_LEN follows names elsewhere in Blender more closely than "_N_"
|
|
This property adds constraints to the simulation using the initial
location of the vertices, making it behave like a soft body. The
strength of these constraints can be modified with the brush parameter.
This makes some deformation modes more subtle and predictable, making it
possible to use the cloth brush to add surface detail in a more
controllable way without loosing completely the original shape of the
mesh.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7845
|
|
|
|
Missing temp `BKE_mesh_wrapper_ensure_mdata` hack for the Hook
modifier...
|
|
|
|
This uses mesh's runtime mutex for both `BKE_mesh_runtime_looptri_ensure`
(was using its own global RW mutex before), and `BKE_mesh_wrapper_ensure_mdata`
(was not protected at all before).
This is more like a band-aid than a proper fix, as mentioned in the report
proper fix would be for the modifier to request those data (the relevant
BVHTree, which would implicitely also call the tow others) through flags,
just like it does for regular CDData layers. But this is a much bigger
refactor to be done outside of bugfix scope.
Reviewed By: sergey
Maniphest Tasks: T78285
Differential Revision: https://developer.blender.org/D8415
|
|
|
|
Previously, gravity was only applied in the real brush radius, not in
the whole simulation radius. For most deformation modes, applying
gravity to the entire simulation instead of just to the brush radius and
scaled by the radius (like a regular sculpt brush) makes more sense.
After this fix and with the cloth collisions patch applied, it is possible
to do things like this with the cloth grab brush.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8406
|
|
As the comment says, anchored stroke can't rely on the first stroke
iteration for creating the simulation data. Probably lost in a cleanup.
I also made that anchored stroke doesn't restore the mesh state in the
cloth brush, so it can create the simulation effect.
Reviewed By: sergey
Maniphest Tasks: T79054
Differential Revision: https://developer.blender.org/D8348
|
|
The final render will use scene resolution in this case.
For example, when Color Input is plugger to preview and composite output
nodes, final render will flood-fill the final image which is a size of
scene resolution with this color. Before this fix the node preview was
empty. After this fix the node preview will be flood-filled with the
color.
Fixes T78586
Differential Revision: https://developer.blender.org/D8263
|
|
Were two issues:
- Divider was calculated in integer domain, causing rounding issues in
general case, and causing singularity in a corner case when input is
smaller than the preview size.
- The resolution was scaled down by 1 pixel for no obvious reason.
|
|
|
|
|
|
|
|
This makes it less confusing what functions are for blender
structures.
|
|
The file do not have a reason to be C++ anymore.
|
|
it's good to have an option to ' pin' a mode to the brush, to use that mode always, independent of the current viewport selected mode.
{F8723224}
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D8399
81a002
|
|
|
|
This was fine in those cases with current code, but that kind of
assumption is always risky, and an open door to hard-to-track bugs when
code changes in the future...
|
|
This is also a bit of code cleanup, reorganisation.
Tried to be DRYed but avoid too much code change to (hopefully) minimize
breakage.
- GPU: remove TEXTARGET_CUBE_MAP, this is no longer used in the codebase.
- GPUTexture: Move compressed texture upload to gpu_texture.cc
- GPUTexture: Add per texture Anisotropic filtering switch
|
|
We split builtin shader support to its own file to avoid
converting code (lack of designated initializer in C++)
and to reduce file size.
|
|
|
|
# Conflicts:
# source/blender/gpu/GPU_texture.h
|
|
This also rewrite and simplify the module a bit.
|
|
|
|
|
|
|
|
Caused by rB45f17e10ec50
|
|
Doing this change for consistency with the point cloud attributes.
|
|
More concise this way.
|
|
Before, when extrude a point, the extruded point is considered as the first point of the stroke, but this was not logic.
Now, the extrude point is considered as last.
Related to T79313
|
|
|
|
Only automatically change image in editor to follow texture paint editors and
workspaces that are visible.
|
|
Use 'emboss' instead of 'draw_type' as enum, layout & functions use
the term emboss.
This issue was noted by @Poulpator in D8414, as `dt` is also an
abbreviation for delta-time.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|