Bone selection overlay is only available in pose mode.
and when active overrules the selection buffer.
This is currently `tricked` by switching the draw engines, but this is
an exception. Not sure how to solve this in a better way.
After this is solved we can look at how to localize the dim effect to only the objects connected to the active armatures. Currently it dims the whole screen (including background).
@campbellbarton I added you as reviewer as it you have done a lot in the DRW_draw_select_loop
Reviewers: campbellbarton, fclem
Reviewed By: fclem
Subscribers: campbellbarton
Tags: #bf_blender_2.8, #code_quest
Maniphest Tasks: T54983
Differential Revision: https://developer.blender.org/D3241
in Scene DNA is available in scene.display New DNA Struct DisplayData
Added RNA (scene.display).
We already have scene.display_settings which contains non viewpoert
specific color management settings. I did not merge those two.
Patch should be in line with the ideas that @brecht wrote in T55008.
As I am not in detail aware of the decisions that have been made for the override feature I want a short review if it is in line with the plans.
Reviewers: brecht, dfelinto
Reviewed By: brecht
Subscribers: brecht
Tags: #code_quest, #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3290
This feature is limited (only byte PPM output, no multi-view),
only works with specific configurations.
This also causes some maintenance overhead
when testing changes to the render pipeline.
frames
caused division by zero if both dupli_frames_on and dupli_frames_off are
zero. doing this doesnt seem useful, dupliframes can be disabled in
other ways.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3132
frames
caused division by zero if both dupli_frames_on and dupli_frames_off are
zero. doing this doesnt seem useful, dupliframes can be disabled in
other ways.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3132
This is for the 3D viewport and image editor. A remaining issue is
that pulldown menu buttons only show text, which is not visible on
all background colors, so making the header entirely transparent
does not work well at the moment.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
While testing UI_OT_reset_default_button, discovered that using
Reset to Default Values on bone locations didn't work. Turns out
to be missing update on this property. So, this is probably
dependent on the property used.
As much as I want to give freedom to the user, 1.5G of vram for a
single shadow is a big of a stability issue.
So limiting to 4096 for now, we may remove this limit in the future.
This mean we can now have different shadow resolutions for both.
However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.
That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
Initial review of the shard shadows in the workbench engine.
Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.
@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.
Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP
Reviewers: fclem
Reviewed By: fclem
Tags: #code_quest
Differential Revision: https://developer.blender.org/D3198
* Remove the "sync_mode" dropdown from timeline header, and move it into
the Playback menu instead.
* Remove the confusing "Frame Dropping" and "AV Sync" entries from the
Playback menu. These were supposed to be mutually exclusive (or else,
the "sync_mode" menu would break).
* Turn AV Sync on by default
* Commented out the Frame Dropping and Av Sync RNA Properties too.
THere doesn't seem to be any valid reason for these to exist?
It's usefull in some scenario to tweak the specular intensity of a light
without modifying the diffuse contribution.
Cycles allows it via lamps material which we currently not support in Eevee.
This is a good workaround for now.