Age | Commit message (Collapse) | Author |
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This implements a new builtin node tree type called `SimulationNodeTree`.
It is not yet embedded in the `Simulation` data block.
This is part of T73324.
The `WITH_NEW_SIMULATION_TYPE` cmake option is used to control whether `Simulation Editor` is shown in the editors menu.
Disabling the rna code with this option was a bit tricky, because the node tree type stores a reference to the rna type.
I could do the `#ifdef WITH_NEW_SIMULATION_TYPE` everywhere, but I'm not sure if it is worth the effort.
Currently there is only the group node, which is unusable, because there are no other nodes.
I'll submit those for review separately.
Differential Revision: https://developer.blender.org/D7287
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The edge split operator can now split faces & edges
from selected vertices.
This has the same functionality as manually ripping all
faces and edges away from a vertex.
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This matches select linked for other modes (curve, mesh)
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This means symbols from Blender itself and most external libraries. We can't
just hide all because that breaks some libraries. The better solution would
be to rebuild all library dependencies with hidden visibility.
Fixes T75223: Luxrender add-on failing to load on macOS
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Mesh writes a modified copy, which meant recalc_undo_accumulated was never
cleared on the actual datablock. Also clear mesh->runtime on write to avoid
detecting changes, since it's cleared on read anyway.
Differential Revision: https://developer.blender.org/D7274
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Clear is_identical_future before adding a next undo step, to avoid wrong
values for cases where we undo and then add a step with different changes
than what was previously the next step.
Ref D7274
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Ref D7274
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Same fix than for the other mapping types.
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This value is not used by new engine.
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This was caused by a flag not being reset in time, causing discard of
batches already queued to be drawn.
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Differential Revision: https://developer.blender.org/D7280
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This was caused by an unitialized variable.
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This does not change the ouput much.
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When using generative modifiers too many center dots were rendered in
the normal overlay. This patch only renders the normals of original
center dots.
Known issue: decoding the `norAndFlag` has issues on Intel GPU.
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The loop normals were always drawn. We used to only draw the normals if
it was mapped to an original loop of the mesh. Due to recent changes we
can not find the correct loop and decide if we need to draw them.
Note still need to check the face dots normals. This is more complicated
as facedot normals needs to be encoded in a different way
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This was caused by the removal of some `BONE_TRANSFORM_MIRROR` flag
handling in rBde530a95dc7b482dc22c933b9b8b2a98c79b5663. I simply
restored those lines that caused this issue.
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This makes the code a bit simpler to follow, by replacing
`if (x) { all the code here }` with `if (!x) { continue; }` and un-indenting
the remaining code, and by returning early.
No functional changes.
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The paint mask overlay showed the wires and edges of the final mesh.
This change will only draw wires and edges that are mapped to the
original mesh.
This change enables mapping data in regular Mesh extraction. This
can also be used for better drawing of the normal overlay.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7277
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Correct reference to non-existent argument.
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Selecting linked would only select a single arbitrary chain.
Now select linked follows all child-chains of the bone.
Also add support for following all links, similar to how this would work
if it were a mesh with connected edges instead of only child chains.
Leave this off by default to match pose mode.
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This was crashing, when looking into a fix I noticed that it gave
hap-hazard results dissolving past forks in the parent/child hierarchy
arbitrarily following one chain.
This functionality is almost identical to "dissolve" which delimits
forks in the chain predictably.
So remove this in favor of dissolve (available from the delete menu).
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Resolve issue noted in D5482, texture slots '+' icon for example
was noticeably off-center.
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Without this, adjusting properties always re-initialized
from the view-vector.
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Edges were hard to see in some cases in edit-mesh vertex/face modes.
Since 804e90b42d72 alpha is handled differently,
update edge alpha to visually match 2.82.
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Required for collisions with moving rigid bodies. Otherwise the static optimization mode will be kept and the obstacles would be calculated only once at the beginning.
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Edges with sharpness, seam and bevel are thicker and thus needs more offset
to not appear aliased.
Based on D5448 by @oficsu
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The previous offset was done in view space. It is now done in NDC space
to avoid differences when adjusting the near/far plane distances.
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The Screw Modifier had a lower limit for the steps value, which not only
was inconsistent between render and viewport steps, but also was capped
to 2 in UI and also in the code internally.
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Error in recent patch D6820
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Was added when utf8 was originally introduced - for testing,
but is no longer needed.
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Add NULL checks to other deform modifiers too.
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Also fixed T75162
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It's possible create a stroke with 0 points using python
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