When using generative modifiers too many center dots were rendered in
the normal overlay. This patch only renders the normals of original
center dots.
Known issue: decoding the `norAndFlag` has issues on Intel GPU.
The loop normals were always drawn. We used to only draw the normals if
it was mapped to an original loop of the mesh. Due to recent changes we
can not find the correct loop and decide if we need to draw them.
Note still need to check the face dots normals. This is more complicated
as facedot normals needs to be encoded in a different way
This was caused by the removal of some `BONE_TRANSFORM_MIRROR` flag
handling in rBde530a95dc7b482dc22c933b9b8b2a98c79b5663. I simply
restored those lines that caused this issue.
This makes the code a bit simpler to follow, by replacing
`if (x) { all the code here }` with `if (!x) { continue; }` and un-indenting
the remaining code, and by returning early.
No functional changes.
The paint mask overlay showed the wires and edges of the final mesh.
This change will only draw wires and edges that are mapped to the
original mesh.
This change enables mapping data in regular Mesh extraction. This
can also be used for better drawing of the normal overlay.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7277
Selecting linked would only select a single arbitrary chain.
Now select linked follows all child-chains of the bone.
Also add support for following all links, similar to how this would work
if it were a mesh with connected edges instead of only child chains.
Leave this off by default to match pose mode.
This was crashing, when looking into a fix I noticed that it gave
hap-hazard results dissolving past forks in the parent/child hierarchy
arbitrarily following one chain.
This functionality is almost identical to "dissolve" which delimits
forks in the chain predictably.
So remove this in favor of dissolve (available from the delete menu).
This works for all selection modes,
include last below a separator since it's a specialized function.
Note that the previous commit was raising an exception as operator
properties don't support 'or'.
Edges were hard to see in some cases in edit-mesh vertex/face modes.
Since 804e90b42d alpha is handled differently,
update edge alpha to visually match 2.82.
Required for collisions with moving rigid bodies. Otherwise the static optimization mode will be kept and the obstacles would be calculated only once at the beginning.
The button seems to behave more as I'd expect without these
additional checks. Previously, the button was often grayed out when
it was actually working.
Reviewers: ISS
Differential Revision: https://developer.blender.org/D7252
The Screw Modifier had a lower limit for the steps value, which not only
was inconsistent between render and viewport steps, but also was capped
to 2 in UI and also in the code internally.
Removing the GHOST_kKeyUnknown check from processKeyEvent() produces
epeated unknown key events whenever a modifier key is held down, due
to the way ghost uses GHOST_kKeyUnknown as a filter value for modifier
key events.
Differential Revision: https://developer.blender.org/D7257