Revision b8d9b5e by Pablo Dobarro April 2, 2020, 16:00 (GMT) |
Sculpt: Delay Viewport Updates In Blender 2.81 we update and draw all nodes inside the view planes. When navigating with a pen tablet after an operation that tags the whole mesh to update (like undo or inverting the mask), this introduces some lag as nodes are updating when they enter the view. The viewport is not fully responsive again until all nodes have entered the view after the operation. This commit delays nodes updates until the view navigation stops, so the viewport navigation is always fully responsive. This introduces some artifacts while navigating, so it can be disabled if you don't want to see them. I'm storing the update planes in the PBVH. This way I can add support for some tools to update in real-time only the nodes inside this plane while running the operator, like the mesh filter. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6269 |
Revision 34465a7 by Julian Eisel April 2, 2020, 15:43 (GMT) |
VR: Refactor DirectX context management All DirectX management happens on Ghost level now, higher level code can just assume everything is OpenGL (except of the upside-down drawing that still needs to be done for DirectX). This is similar to how the metal-layer is hidden outside of Ghost. The Ghost-XR graphics binding for DirectX is responsible for managing the DirectX compatibility now. |
Revision 868d452 by Brecht Van Lommel April 2, 2020, 15:30 (GMT) |
Fix more build errors/warnings after recent AVX changes Thanks to Sergey and Ray for the help identifying the problem. |
Revision 343a874 by Bastien Montagne April 2, 2020, 15:22 (GMT) |
add memory address to undo steps print. Helps identifying who is what in debugger... |
Revision 9672605 by Brecht Van Lommel April 2, 2020, 15:09 (GMT) |
Fix build error on Windows/Linux after recent AVX changes |
Revision 5159ba6 by Brecht Van Lommel April 2, 2020, 15:09 (GMT) |
Fix (harmless) PCRE not found warning when configuring CMake on Linux Differential Revision: https://developer.blender.org/D7309 |
Revision 2aa938b by Brecht Van Lommel April 2, 2020, 15:09 (GMT) |
Revision 1f745e2 by Pablo Dobarro April 2, 2020, 14:56 (GMT) |
Sculpt: Add global automasking options for all brushes This adds the automasking options to the Sculpt Tool options in a way that they affect all brushes. This is more convenient when working with some of these options while switching brushes as they don't need to be enabled/disabled per brush. An automasking option is enabled if it is enabled in the brush or in the sculpt options. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7304 |
Revision e276558 by Sybren A. Stüvel April 2, 2020, 14:54 (GMT) |
Fix T74983: Material preview icons don't refresh The root cause of the issue reported in T74983 is that an `IDNode` would not be marked as user-modified. This marking happened while looping over outgoing relations of one of its operation nodes. Since rBff60dd8b18ed unused relations are removed, and as a result the `IDNode` would not be marked. The solution was to move the responsible code outside the loop; this is probably a good idea anyway, as the code did not actually use the looped-over relations at all, and was thus repeated unnecessarily. |
Revision b75a7c2 by Antonio Vazquez April 2, 2020, 14:48 (GMT) |
Fix T75302: GPencil fill does not work on python generated strokes |
Revision e6c732e by Antonio Vazquez April 2, 2020, 14:48 (GMT) |
GPencil: Cleanup typo error for hardness The variable cannot be names because it was already renamed. |
Revision 7c88968 by Pablo Dobarro April 2, 2020, 14:42 (GMT) |
Scultp: Face Set boundary automasking With this brush option it is possible to mask the boundary vertices of all face sets. This is especially useful in the cloth brush, where face sets can be used to simulate seams between different patches of cloth and produce different patterns and effects. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7230 |
Revision 3dad629 by Sergey Sharybin April 2, 2020, 14:32 (GMT) |
Sculpt: Store explicit value for multires sculpt level Allows to know what level sculpting has been done after the value has been changed in the MultiresModifierData. No functional changes, just preparing code to have everything needed for propagation undo. Differential Revision: https://developer.blender.org/D7307 |
Revision f868d51 by Sergey Sharybin April 2, 2020, 14:29 (GMT) |
Sculpt Undo: Allow Geometry undo step to be non-exclusive Before this change it was not possible to have base geometry and grid coordinates to be stored in the same undo step. Differential Revision: https://developer.blender.org/D7298 |
Revision 009dde6 by Pablo Dobarro April 2, 2020, 13:43 (GMT) |
Fix Face Sets painting and selection precision This fixes the following issues: - Previously, the face set from the active vertex was used directly. Vertices always return the most recently created face set, so in some cases there may be some face sets that were not possible to select as active. Now the active face set is set in the ray intersection, so it always matches the face under the cursor. - When drawing face sets they were set per vertex, so it was not possible to paint one face at a time. Now face sets are painted per poly when using the brush on meshes, testing the distance to the center of each poly. - The code for the active vertex on PBVH_GRIDS was not correct, so I also fixed that to test if everything was working correctly. {F8441699} Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7303 |
Revision 6cc4c68 by Pablo Dobarro April 2, 2020, 13:36 (GMT) |
Fix T75121: Memory leak in Surface Smooth The brush was allocating new memory for storing the displacemnets at the beginning of each stroke step and not freeing them. Reviewed By: jbakker Maniphest Tasks: T75121 Differential Revision: https://developer.blender.org/D7254 |
Revision 43f748a by Pablo Dobarro April 2, 2020, 13:35 (GMT) |
Fix mesh boundary automask curve falloff As the main use case of this feature is to work with cloth, using this curve makes more sense than a smoothstep to simulate cloth tension near the edges. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7262 |
Revision b26bebd by Jeroen Bakker April 2, 2020, 13:32 (GMT) |
Missed file in previous commit |
Revision 8836256 by Jeroen Bakker April 2, 2020, 13:12 (GMT) |
Fix T72688: Vertex Group Weights in Edit Mode Occludes In Front Armatures Due to legacy this overlay was implemented twice (Edit Mesh and Weight Painting) with different results. This patch consolidates both drawing and uses only the Weight Painting drawing. |
Revision f5e4f20 by Ray molenkamp April 2, 2020, 13:08 (GMT) |
Fix: Build error when building with python off |
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