Revision 7a2a08e by Clément Foucault February 5, 2019, 15:12 (GMT) |
Edit Mode: Increase depth Bias for vertices |
Revision a13fb30 by Clément Foucault February 5, 2019, 14:02 (GMT) |
Edit Mode: Fix loose edges edit mode normal display broken |
Revision 5df5666 by Clément Foucault February 5, 2019, 14:02 (GMT) |
Edit Mode: Fix Xray edit mode broken due to recent refactor |
Revision 773f342 by Clément Foucault February 5, 2019, 14:02 (GMT) |
Edit Mesh: Add workaround for system that does not support wide lines This adds a new geometry shader (specific to edit mesh for now) that reproduces the effect of glLineWidth > 1.0, since this is not supported on all platform. This fix could be generalized to other shaders later. |
Revision a131514 by Clément Foucault February 5, 2019, 14:02 (GMT) |
Edit Mesh: Fix some problem with new implementation - Add manual depth offset to vertices and edges. - Revert to plain edge decoration. - Fix active edge coloring. - Remove active face display if not in face selection mode. - Add wide line support. |
Revision 112cf6e by Clément Foucault February 5, 2019, 14:02 (GMT) |
Edit Mesh: Remove old unused code and files Cleanup after recent refactor. |
Revision 86193d2 by Clément Foucault February 5, 2019, 14:02 (GMT) |
Edit Mesh: Refactor Edit cage drawing to use old style drawing This is work in progress. Look is not final. This align data VBO data structure used for edti cage drawing to the one use for normal drawing. We no longer use barycentric coords to draw the lines an just rasterize line primitives for edge drawing. This is a bit slower than using the previous fast method but faster than the "correct" (edge artifact free) method. This also make the code way simpler. This also makes it possible to reuse possible and normal vbos used for shading if the edit cage matches the This also touches the UV batch code to share as much render data as possible. The code also prepare for edit cage "modified" drawing cage (with modifier applied) but is not enabled since selection and operators does not work with modified cage yet. |
Revision f3f2602 by Clément Foucault February 5, 2019, 14:02 (GMT) |
UVEdit: Add function variants based on ToolSettings This is better than passing a scene pointer when we don't have one. |
Revision e1b5fe1 by Sergey Sharybin February 5, 2019, 13:25 (GMT) |
Support showing metadata for multilayer EXR files Quite straightforward: first, convert metadata from file to stamp data which is stored in the render result, and then for every requested layer/pass use that as a metadata. |
February 5, 2019, 11:36 (GMT) |
UI: Add collection move & link to menu |
Revision 1b4230d by Bastien Montagne February 5, 2019, 09:53 (GMT) |
Cleanup: Add precision to comment. |
Revision 41a15b7 by Bastien Montagne February 5, 2019, 09:53 (GMT) |
Fix (unreported) linestyle/greasepencil actions not being duplicated by full scene copy. Noted those as missing in XXX comments some time ago, running again on that code I still see no reason for this missing feature, so now when doing a full scene copy, including duplication of Freestyl's linestyles and scene's greasepencil data, their potential Actions will also be properly duplicated (like it was already the case for world, and scene itself). |
Revision cfe8f76 by Bastien Montagne February 5, 2019, 09:53 (GMT) |
Cleanup: typo in comment. |
Revision 8b71665 by Bastien Montagne February 5, 2019, 09:53 (GMT) |
Cleanup: replace BKE_id_copy_ex by BKE_id_copy where possible. That way it is obvious when we are using default ID copy behaviour, and when we are using advanced/specialized ones. |
Revision 846105d by Bastien Montagne February 5, 2019, 09:53 (GMT) |
Cleanup: use LIB_ID_COPY_LOCALIZE in BKE_libblock_copy_for_localize(). This is a slightly more risky commit, as it is very difficult to fathom all that may happen when localazing IDs. Would not expect any issue though. Note that a big TODO remain to refactor fully that ID localization process (for 'shading IDs'), it's still doing pretty much same thing as regular out-of-main copies, but the infamous ntree topic makes it delicate to handle... |
Revision 9469ebe by Bastien Montagne February 5, 2019, 09:53 (GMT) |
Cleanup: sanitize BKE_libblock_copy_for_localize() copy flags. Asking to not copy animdata, but copy actions, is pure nonsense (and make LIB_ID_COPY_ACTIONS flag totally useless/no-op). |
Revision 5123ee7 by Bastien Montagne February 5, 2019, 09:53 (GMT) |
Cleanup: Remove old deprecated BKE_libblock_copy_nolib() from BKE_library. Was not used anymore, time to get rid of it. |
Revision b6771cc by Bastien Montagne February 5, 2019, 09:53 (GMT) |
BKE_library: id_copy: More general usage of LIB_ID_COPY_LOCALIZE. Turns out most of our 'local working copy' cases can use same set of flags. Note that this commit adds LIB_ID_COPY_CACHES to all our local meshes copying, however this is no-op since that flag is unused during mesh copying... We may want to add another set of flags without that one at some point, but for now it would not be useful imho. |
Revision 7272421 by Bastien Montagne February 5, 2019, 09:53 (GMT) |
BKE_library: add 'no preview' flag to LIB_ID_COPY_LOCALIZE. No local work copy is expected to need preview data, at least it should not. Part of copy flags cleanup, done in separate commit in case something goes wrong here... |
Revision b26c9df by Bastien Montagne February 5, 2019, 08:49 (GMT) |
Cleanup: initial regrouping of ID create/copy flags. Those two first sets of flags should represent some common use cases. The goal here is to reduce verbosity of calls to BKE_id_copy_ex, and help make it more obvious the 'common behaviours' of ID copying across codebase. |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021