Age | Commit message (Collapse) | Author |
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Supports parent/child chains with mixed selections.
Currently accessible from the pivot popover
(may be moved along with the other options here).
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We did not properly sanitize image data block name when using it to init
file name...
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This fits better with intended flag usage.
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Move logic into EDBM_automerge since this is meant to run after
transform and isn't a generic editing operation.
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This isn't closely related to selection & this file was over 5k lines.
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Object not referenced in any scene would not be deletable with previous
code... that was fine in 2.7x since it was not supposed to happen, but
now we can just use the nuclear `BKE_id_delete` for objects as well,
will take care of properly unlinking everything as needed.
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This reduce memory usage by about 25% in object mode for multires meshes.
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D5609
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Allow area joining even if the areas are not quite perfectly aligned.
Differential Revision: https://developer.blender.org/D5595
Reviewed by Brecht Van Lommel
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Scale Graph Editor keyframe dots and handles based on Resolution Scale rather than Line Width.
Differential Revision: https://developer.blender.org/D5600
Reviewed by Brecht Van Lommel
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Hook modifier uses same kind of parent inverse matrix as regular object
parenting, so we need to bypass that matrix re-computation when setting
the overridding object here as well.
Also cleanup some minor glitches in object parents' override_apply func.
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This commit changes the functionality of the Poly build tool to make it more suitable for retopology tasks:
- Click and drag from a boundary edge extrudes a new quad
- Click and drag on vertices tweaks the position
- Ctrl + click adds geometry. There is a geometry preview in the gizmo. It also can automatically convert triangles to quads.
- Shift + click deletes mesh elements (faces or vertices)
- Updated preselection code. Different mesh elements take priority depending on the selected action.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D5573
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`BLI_cpu_support_sse41` needs BLI_System.h.
Reviewers: brecht
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The evaluated data must not copy the material if it's NULL.
Still the stroke exists in the file, so maybe need some thinking in how resolve this, but anyway this is a different topic not related to bug.
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Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5585
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New brush option to calculate the distance to generate a new brush step using the cursor position over the mesh instead of the screen coordinates. This avoids artifacts when sculpting across curved surfaces.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5432
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Since OpenImageDenoise requires a CPU with SSE 4.1 or newer,
let the node act as passthrough on unsupported CPUs and display
a message in the node itself.
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Order of arguments matters here.
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Differential Revision: https://developer.blender.org/D5576
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Differential Revision: https://developer.blender.org/D5589
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Differential Revision: https://developer.blender.org/D5593
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Differential Revision: https://developer.blender.org/D5581
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Differential Revision: https://developer.blender.org/D5581
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Obvious fix suggested by @lichtwerk.
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This error was introduced in commit https://developer.blender.org/rB66700196074ad168f3322f2766846a0a07f7a00f
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Running multiple instances of OIDN simultaneously can use dozens
of GBs of memory. Since OIDN is multithreaded internally, we can run
only one instance at a time and should not lose much performance.
Fixing T69006
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With Blender 2.80 we introduced a more flexible matcap system. One
change we did was to multiply the matcap with the base color that was
shaded. As matcaps contains diffuse and specular lighting in a single
texture this lead to rendering artifacts. Artists were complaining that
everything looked to metalic.
We now support a separate `diffuse` and `specular` pass for matcaps.
`shaded_color = diffuse_light * base_color + specular_light`
For matcaps to support this feature they need to be multilayer openexr
files with 2 renderpasses (named `diffuse` and `specular`). In the future
we can change this to first pass/second pass in stead of this naming
convention.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5335
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Show Edges option in the UV editor does not do anything. Only RNA/DNA
code could be found, so it is save to be removed.
Differential Revision: https://developer.blender.org/D5446
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Now all wire edges linked to the merged vertex are used for split faces.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D5603
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Sometimes the index of the edge and the vertex may coincide.
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This was a regression.
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Improved error handling of Join Area operator in cased it is passed cursor position that is not valid.
Differential Revision: https://developer.blender.org/D5598
Reviewed by Brecht Van Lommel
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This is a temporary solution to keep the render running.
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Compiling this big file for every Eevee material is bad for performance, and
now that we are adding more nodes it gets worse. This patch adds a simple
mechanism to split up that file, and use only the parts used by shader nodes.
When a function is used by GPU_link, we detect which GLSL file it came from
and use it in GLSL code generation automatically. Dependencies between GLSL
files are manually specified, and function names must be unique across all
GLSL files.
Most of the actual splitting up will be done in later commits.
Differential Revision: https://developer.blender.org/D5569
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Ref T66423
Differential revision: https://developer.blender.org/D5562
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