The gpSceneDepthTexture is using a dummy 1px texture which was generating
wrong values for uvs when sampling gpMaskTexture.
Use the max size of both since any of the 2 can use dummy texture.
This check was introduced in rBc8005703f298, but does not
seem necessary anymore.
Reviewers: fclem, sebbas, brecht
Differential Revision: https://developer.blender.org/D7799
Caused by rB47da01a4db1d.
Above commit did not change the toolname it was setting when the brush
was actually toggled.
Maniphest Tasks: T75457
Differential Revision: https://developer.blender.org/D7792
Pressing 'E' over a number button to pick a distance was keeping
left-right arrows instead of using the eye-dropper cursor.
Workaround this by clearing the active button before setting the cursor.
This operation is using the code of the mirror modifier, so no default
is guaranteed to work in all cases. This value matches the defaults of
the mirror modifier.
Reviewed By: jbakker
Maniphest Tasks: T75977
Differential Revision: https://developer.blender.org/D7495
This was already changed for the TBB-based BLI_task_parallel_range in master.
This task local storage should always be initialized from the template, not
copied from another task which may be executing at the time the copy happens.
This may not fix any actual bug, we only use this user data for parallel reduce
and it's not clear that TBB ever calls the copy constructor for that case.
Ref T76858
Don't use the cube corner special case when the offsets are different
for the three edges involved. The generic VMesh for this situation isn't
perfect, but it's much better than a failed cube corner VMesh.
Tests pass.
There are three different label styles for the three Dopesheet filter
labels:
- "Display Hidden", which uses "Display" rather than "Show" as the other
two options.
- "Show Errors", which does not use the word "only" to indicate it will
hide all the non-error channels.
- "Only Selected", so no "show" or "display" in the label at all.
This commit changes:
- Always use the word "Show", not "Display".
- Always use the word "Only" when enabling the filter hides everything
else.
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D7742
When packing the image the height of the tile was checked to the width
of the packing area. This resulted that the tile was ignored.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7784
When showing UV edges after modifiers [draw_uvs_shadow], these were never
drawn anti-aliased [in contrast to the 'main' UVs].
Also: they did not respect the new 'UV Opacity' setting.
Differential Revision: https://developer.blender.org/D7764
The issue was that we used GL_ALWAYS for depth checking here which would
lead to the depth information from objects being messed up.
It would not represent which object was closest to the camera.
Reviewed By: Clément Foucault, Jeroen Bakker, Campbell Barton
Differential Revision: http://developer.blender.org/D7710
Previously the playback mode "Frame Dropping" would not drop the correct
number of frames which would lead to slow playback.
For example, the playback target is 60fps. However we can only muster
around 32 fps.
The delta frames from the last step is in this case ~1.98 or so.
With the previous code, we would floor this. That would lead us to step
forward one frame each time, effectively playing back the animation at
half the speed as we will try to render every frame.
To fix this we simply save the remaining fraction from the previous
frame and use it to compute the current frame step.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D7694
A follow up to T67212. I missed that the rotation interpolation had its
own code path.
The previous rotation push code was actually wrong (but smooth).
Now all of the actions behave correctly and is smoothly interpolated.
When using the mask modifier loose edges could be added to the mesh.
These edges weren't marked as loose edges and wasn't picked up by other
areas of blender.
This fix recalculates the loose edges so they have the correct flag
`ME_LOOSE_EDGE`.
Reviewed By: Sybren Stüvel
Differential Revision: https://developer.blender.org/D7766