Use more granular dependency graph traversal, which allows to ignore
dependencies which are not related on transform.
Reviewers: mano-wii, brecht
Differential Revision: https://developer.blender.org/D5184
For bone owners we want to do this in evaluated domain since
BKE_pose_where_is() / BKE_pose_where_is_bone() rely on (re)evaluating
parts of the scene and copying new evaluated stuff back to original.
Fixes T66080, T66397
Reviewers: sergey
Maniphest Tasks: T66080
Differential Revision: https://developer.blender.org/D5189
When in texture paint mode and in solid mode the object that is being
texture painted will be rendered by the workbench engine with textures.
All other objects would render the same. For other cases the texture paint
draw engine will still draw the texture.
The texture mode draw engine now only drawn the masks. The opacity
sliders influences the texture mask.
This change has been implemented conserably. In the future we need to
look into making this better, like adding support that every object
can be colored differently. Currently when rendering in the workbench
we can have up to 3 different color types active (what the user selected,
the fallback in case no materials have been configured and this one,
forcing textures)
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5190
Changing the brush size for example,
was adding redundant undo steps in paint-modes.
For now, don't store undo steps for property changes
in paint & edit modes.
While not ideal, this is similar to 2.7x behavior.
slow poll was altered in rBc252fe7a32ab after recent fix, now be a bit
more specific about meshes only.
Reviewers: brecht
Maniphest Tasks: T66433
Differential Revision: https://developer.blender.org/D5185
Now the simplify code works correctly in 3D space. Before it was trying
to project the strokes down into a local 2D space, but that didn't work
nicely for strokes with overhangs or big changes in the stroke
direction.
The code in question was simplified as well which lead to some nice code
reduction.
Reviewed By: Antonio Vazquez
Differential Revision: http://developer.blender.org/D5183
Make sure particle system edit never points to a modifier or particle system
which becomes inactive.
This is needed because copy-on-write will change pointers of them and those
pointers are supposed to be restored from particle system evaluation. But
since the particle system is disabled it never updates pointers.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5180
Now it is possible to enable MatCap lighting on top of textured models
in the workbench engine.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5182
When doing image rendering with grease pencil, it reused the view of
workbench or EEVEE. These views might be offsetted due to TAA.
This shifted the view a tiny bit. We will not reset the view in between
render engines.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5171
From fix for T66311, c6a199e254
Poll functions should never loop over entire scene,
in this case behave as other transform operators,
only checking the active screen.
This was meant to help users see which users are likely useful to add, but
it's not so obvious and there are cases where it's useful to re-append the
same workspace.
This fixes crashes, wrong names and inability to append workspaces in
edit mode. We now bypass the append operator so we can easily return
a datablock pointer and work in any mode.
could happen when used on multiple objects with multi edit, and skin
modifier was not present on all participating objects
Reviewers: brecht
Maniphest Tasks: T66311
Differential Revision: https://developer.blender.org/D5165
The issue was that the end point would be extrapolated and it would lead to
very high values if the curve had a near inf slope. Now we use the actual end
point value and only extrapolate values that are outside of the start and
endpoint range.
Differential Revision: https://developer.blender.org/D5151
The root of the issue comes to the fact that part of dependency graph
is being removed, without doing any further remapping.
This was happening because only materials used by objects were pulled
in, so when material mode is changed some material became unused and
removed from the dependency graph and freed, causing object or its
data to point to a freed memory in its materials array.
Simplest and safest way to solve this is to pull materials referenced
by both object and object data. This causes somewhat higher memory
usage but keeps evaluated state of scene in an always consistent state,
without any need to tag/update object's data on material mode change.
Don't think it is a problem in practice.
Reviewers: brecht, fclem
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5172