Revision a550937 by Hans Goudey September 11, 2020, 19:08 (GMT) |
UI: Use operator to set property editor's pinned data-block This commit removes the custom callback that's currently used to set the property editor's pinned data, replacing it with an operator. This means "pin" button doesn't have to be defined in C. Differential Revision: https://developer.blender.org/D8376 |
Revision e22e302 by Germano Cavalcante September 11, 2020, 18:41 (GMT) |
Fix T80623: Correct Face Attributes affecting modes not listed Some transform modes (such as Mirror) are not listed to have UV corrected during the transformation. It messed up the UV of all of these. |
Revision 1e3057f by Sebastián Barschkis September 11, 2020, 16:57 (GMT) |
GPUTexture: Return NULL texture if data grid is NULL too In a recent update to the fluids modifier (rB03c2439d96e8), I introduced a flush call that sets all grids to NULL if the frame is outside of the allowed frame range. This way, the texture creation function must also check if the data grid is NULL before trying to create a texture. Reviewed By: fclem Differential Revision: https://developer.blender.org/D8872 |
September 11, 2020, 13:19 (GMT) |
Constraints: Child-Of, set inverse matrix upon creation Set the inverse matrix when the Child Of constraint is created. This prevents the bone/object from jumping away when the constraint is added, improving usability. Reviewed by: sybren Differential Revision: https://developer.blender.org/D8851 |
Revision f3224bb by Campbell Barton September 11, 2020, 10:41 (GMT) |
OpenSubdiv: initialize in background-mode Previously this was initialized with OpenGL, however this uses a more proper/complete implementation it is not only for OpenGL. |
Revision 08002eb by Jacques Lucke September 11, 2020, 10:08 (GMT) |
Cleanup: remove unused includes |
Revision d96b141 by Campbell Barton September 11, 2020, 10:04 (GMT) |
Fix T79464: Crash adding objects without an active screen Running add-objects operator without an active screen would crash as CTX_data_edit_object would return NULL in this case. This could happen when adding objects from frame-change handlers for e.g. In the case of adding new objects there is no need for a context lookup, pass this directly to ED_object_editmode_exit_ex. |
Revision c27d00c by Jacques Lucke September 11, 2020, 09:57 (GMT) |
Refactor: move CacheFile .blend I/O to IDTypeInfo callbacks |
Revision f8ef7f0 by Jacques Lucke September 11, 2020, 09:52 (GMT) |
Refactor: move Sound .blend I/O to IDTypeInfo callbacks |
Revision 55efa17 by Sergey Sharybin September 11, 2020, 09:49 (GMT) |
Particles: Allow python to write hair keys Add a function HairKey.co_object_set() which can be used to modify hair keys positions in a way that hair strands respects the new coordinates, without doing extra trickery with edit mode toggle. The naming comes from existing HairKey.co_object(). The usage is a bit tricky: - The function is to be called on the hair key from an original object. - The arguments are to be passed from evaluated object. Basically: hair_key_orig.co_object_set(object_eval, modifier_eval, particle_eval) This is required because coordinate space conversion needs to know evaluated state of the hair system in order to access hair space matrix. It is a deliberate choice to not pass dependency graph and not to do lookup of evaluated ID on every call of co_object_set() to keep performance on a manageable levels. One requirement is that the hair strands are to be calculated once, by, for example, toggling particle edit mode. Without this there will be no `particles` to access hair keys from in the original object. Such functionality is something what got lost during 2.80 development and is something what is needed here at the studio. Below is the file with more complete example: convert strands from mesh edges to actual particle system hair strands. The viewport refresh is sometimes missing, and this does not seem to be related to this specific change. {F8858104} Differential Revision: https://developer.blender.org/D8849 |
Revision 218e9e7 by Jacques Lucke September 11, 2020, 09:46 (GMT) |
Refactor: move Simulation .blend I/O to IDTypeInfo callbacks |
Revision 12693b8 by Jacques Lucke September 11, 2020, 09:39 (GMT) |
Refactor: move Volume .blend I/O to IDTypeInfo callbacks |
Revision 1025b5b by Jacques Lucke September 11, 2020, 09:21 (GMT) |
Cleanup: make format |
Revision ff4578a by Jacques Lucke September 11, 2020, 09:20 (GMT) |
Refactor: move PointCloud .blend I/O to IDTypeInfo callbacks |
Revision 1b6dd42 by Jacques Lucke September 11, 2020, 09:14 (GMT) |
Refactor: move Hair .blend I/O to IDTypeInfo callbacks |
Revision 12f33da by Jacques Lucke September 11, 2020, 09:06 (GMT) |
Refactor: move GPencil .blend I/O to IDTypeInfo callbacks |
Revision 16fecdf by Jacques Lucke September 11, 2020, 08:35 (GMT) |
Refactor: move Texture .blend I/O to IDTypeInfo callbacks |
Revision b2fc067 by Jeroen Bakker September 11, 2020, 07:12 (GMT) |
Image Editor: Smooth Wire User Preferences The old image editor has an option to enable the smooth wire drawing. This option was stored per editor and disabled by default. This patch connects the smooth wires in the UV/Image editor to `User Prefereces -> Viewport -> Quality -> Smooth Wire [] Overlay`. The old option is left in place and will be removed when the old image editor drawing code will be removed before BCon 3. |
Revision 4212b65 by Jeroen Bakker September 11, 2020, 06:35 (GMT) |
Image Editor: Enable New Drawing This patch reverses use draw manager for image editor the experimental feature. Now the new drawing is enabled by default. Inside the experimental tab in the user preferences there is now an option to revert back to the old drawing method. Using this option we can easilly check if all drawing features have been migrated over. The plan is to remove the legacy drawing before BCon 3. |
Revision d6525e8 by Jeroen Bakker September 11, 2020, 06:08 (GMT) |
Use DrawManager for Image/UV Editor This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D8234 |
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