Age | Commit message (Collapse) | Author |
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This is in preparation of the Framebuffer GL backend.
This is a just changing types and moving some code.
No logic is changed... almost... it just removes the context attach.
i.e: `gpu_context_add/remove_framebuffer()`
This is not needed for now and was even disabled in release.
This is part of T68990.
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This was the last remaining.
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Also add this to the "Clean Up" menu.
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Use this utility function for render-shading & weight paint modes.
This adds support for edit-mode & pose-mode where all objects in the
mode are used in this case instead of the selected objects.
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This is useful to run in object-mode, instead of from the property editor,
note that this still only used the current object when activated from
the property editor.
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This is useful to run in object-mode, instead of from the property editor,
note that this still only used the current object when activated from
the property editor.
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Support calling this function with an object argument,
useful for implementing filter functions that loop over objects.
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Useful for similar situations as BKE_view_layer_array_from_bases_in_mode_params
without depending on the active objects mode.
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Avoided cost of searching for coplanar clusters in many cases.
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The code that found coplanar clusters was not updating a bounding box.
Also, code that was detecting non-trivial coplanar intersects was
slightly wrong, but that would not have caused any functional problems.
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This was added in 1cb7267a9f9f1, however the behavior before this
would have failed on negative values already.
Also negative values here would fail in many other places.
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Properties that display conditionally depending on other properties
should generally be lower down so the movement of buttons as
settings are tweaked is less intrusive.
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There was a line between the NOLINTNEXTLINE marker and the function.
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This reverts commit b78a439e9071f83baf296d52c0c1a458aecd2938.
This was committed by mistake, and including BLI_winstuff.h on non-windows
platforms results in an error.
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This patch fixes assert on grid drawing. `for` loops are used instead
of `while` loops to make sure the number of lines is exact. The old
code draws lots of unnecessary lines offscreen. This bug is fixed as
well. See the patch for a comparison without a scissor test.
Differential Revision: https://developer.blender.org/D8745
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Problem introduced in rBadd48c007428.
`UI_but_string_info_get` can change the value of the args.
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Use correct text color when syntax highlighting is off but line numbers are on.
Differential Revision: https://developer.blender.org/D7337
Reviewed by Hans Goudey
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Display negative zero floats as regular zero. Does not alter underlying value.
Differential Revision: https://developer.blender.org/D4795
Reviewed by Brecht Van Lommel
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At first sight this code should not build at all
but due to the use of macro's that look like functions
this seemingly has no issues building.
Clang-format alerted me to this strange bit of code
by placing the `if` on it's own line for some reason.
added the missing brackets, and clang-format is happy
again.
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`ssize_t` is not a standardized type (it's a posix type)
given the line in question here is calculating the size
of a memory allocation there's no logical way this
should ever be negative.
I do not know this code too well and was unsure if
`mdverts->totweight` could ever be < 0, so I protected
it with a clamp, just in case.
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This is for design task T67744, Boolean Redesign.
It adds a choice of solver to the Boolean modifier and the
Intersect (Boolean) and Intersect (Knife) tools.
The 'Fast' choice is the current Bmesh boolean.
The new 'Exact' choice is a more advanced algorithm that supports
overlapping geometry and uses more robust calculations, but is
slower than the Fast choice.
The default with this commit is set to 'Exact'. We can decide before
the 2.91 release whether or not this is the right choice, but this
choice now will get us more testing and feedback on the new code.
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This is needed to move direct_link_packedfile out of readfile.c for T76372.
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Problem is again with the embedded data, we want to make those local
together with their owner ID, but sometimes we are actually dealing with
copies here, which are inheritently already local.
Code did not considered that possibility before, leading to access to a
NULL `lib` pointer.
This should also be back-ported to 2.83 LTS release.
Maniphest Tasks: T80104
Differential Revision: https://developer.blender.org/D8731
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I'm also adding `BKE_id_blend_write`, so that it can be accessed
outside of `readfile.c`.
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The CPP Shader class does not initialize the interface attribute.
What will crash when deleting the shader.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8740
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This reverts commit c28432680971f54ebe95cc953606a3a4d3bc5c7c.
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The new BKE_rigidbody_is_affected_by_simulation function was in side the
WITH_BULLET ifdef guard.
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Sometimes, this generated file is included more than once,
so it should have an include guard.
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We need to have transforms from passive objects if they are animated or
driven by parent relations. This is not immediately obvious as the
object transform matrix will still be available, it is just one frame
behind in some cases.
Fixed dependency cycles if there is a constraint between two rigid
bodies. Because bullet keeps track of its simulated bodies, we do not
need to supply objects transforms as bullet should already have them.
I need combine these two fixes because otherwise we will get depsgraph
warnings that nodes are missing that it expects to be there.
Reviewed By: Sergey, Jacques
Differential Revision: http://developer.blender.org/D8732
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Issue was with our dear posebones again... when applying overrides we
keep the same address/pointer for the IDs themselves, (which avoids us
the need to remap their usages), but their inner data is often
re-allocated.
Therefore, we need once again to go over armature objects and invalidate
their posebone pointers.
This should also be back-ported to Blender LTS 2.83.
Maniphest Tasks: T80078
Differential Revision: https://developer.blender.org/D8734
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A test case that compiles all the GLSL shaders for workbench, gpencil, overlay and some
of eevee. Compilation is still platform dependent, but when run on a test-farm
with different hardware we will be able to detect GLSL compilation
errors early on.
The test will be compiled when `WITH_GTEST` and `WITH_OPENGL_DRAW_TESTS`
are On.
For eevee only the shaders inside eevee_shaders.c are included. EEVEE has some shaders
located inside the submodule. They aren't accessible to the outside and aren't added
to the test case. We should see how we want to add them. For the test cases it is better
to move them to eevee_shaders.c, but for eevee perspective it is better to keep them in
the submodule. Keeping them in the submodule could lead to situations that is harder to test.
as the shader could already have been initialized.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8667
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Default mesa driver for ubuntu 20.04 fails when a name is defined twice.
M_PI is defined in both `common_workbench_lib` and `common_math_lib`. This patch
remove the define out of common_workbench_lib
For reference it fails on https://github.com/mesa3d/mesa/blob/mesa-20.0.8/src/compiler/glsl/glcpp/glcpp-parse.y#L1186
during the check if the macros are the same.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8741
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There were some missing UBO bindings, what asserted in debug mode.
This patch fixes this by binding the missing UBO's
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8742
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In recent refactoring {a9f2ebb21508} an issue was introduced that the
opengl rasterizer would be disabled when only writing to a stencil
buffer.
This fix adds stencil writing to the write mask and set it. This makes
the write map not evaluate to GPU_WRITE_NONE and the rasterizer will be
enabled in `GLStateManager::set_write_mask`.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8743
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The CPP Shader class does not initialize the interface attribute.
What will crash when deleting the shader.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8740
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This is part of T76372.
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This is part of T76372.
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