Enable depth picking by default.
This adds new 'gpu_flag' since it's not so relevant to add GPU drawing
options into uiflag & uiflag2.
This resets the recently added smooth edge flag.
Invert the texture of the stroke if the random UV is activated. Before, this parameter only affected to dot mode, but not to line strokes.
The texture is inverted vertically.
This fix saves the camera matrices in order to not call
BKE_animsys_evaluate_animdata during each draw loop. This function tags
the view as dirty even if the camera does not move.
This effectivly, avoids the constant reset of TAA.
The main problem was that the character `J` has "negative kerning".
It was cut off because it started outside of the clipping rectangle.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4513
Need to ensure all dopesheet are properly tagged for update.
The tricky part here is that due to the animation we need to keep
movie clips covered by copy-on-write, but the interface uses an
original clip to draw dopesheet.
Use same idea of an active dependency graph as is done in other
similar cases.
Stupid mistake in previous 'fixing' commit, I put the call computing
extra required source cddata masks into the callback used to get
destination (current object) cddata masks...
In this case, the generic vertex attribute is {0,0,0,1}. So we look for
this case.
This fixes black text objects with a normal map applied. Also this could
help porting sculpt mode drawing to Eevee without supporting normal
mapping.
Note that will just fix black meshes due to T61870 but objects will not
show their normal map. So it's not a fix for this issue.
Left and right aligned regions get hidden when there is not enough space,
and the main center region was empty. Now remove the left region and put
its contents in the center region, so that it always remains.
Draw manager was checking for particles being enabled in viewport, but
actual evaluation was happening for render. Now the check in draw manager
properly follows current evaluation mode.
Additionally, de-duplicated some check, by moving everything needed to
a single place.
Annoying part is the const-cast, that could be cleaned up later by
modifying some underlying functions.
The core was hooking up relation to a wrong operation, in an
attempt to cause proper full update of the pose (since there
is no intermediate state stored anywhere). This is now done
as a part of flush_handle_component_node(), so can properly
route more granular relation.
This fixes the crash which was caused by an access of partially
evaluated data by solving the fake cycle. However, if there
is a real cycle involved the code will still not survive, but
this is more generic issue (which also includes modifiers
for meshes and curves).
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4509
Before the cursor was only visible after the cursor moves over side areas, but not in viewport area.
Now, as soon the drawing is completed, the cursor is reset in order to get again the icon in the viewport.
The option can be changed in the Preferences
in `Interface -> Editors -> Factor Display Type`.
Reviewers: campbellbarton, brecht, billreynish
Differential Revision: https://developer.blender.org/D4462
Use dedicated flag to tag animation just for copy-on-write synchronization,
which makes it so copies of the original data blocks gets in sync with the
original ID. This will not flush the animation update to all objects which
depend on that animation.
If such flush is required, use ID_RECALC_ANIMATION.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4508
When having loops in a kinematic chain and also a IK constrain,
the solve_cycle function removes graph relations necessary to ensure
the cleanup operation was running at the very end.
Due to his Blender was crashing when some operations (the bone
constraints) accessed a pointer that was already freed.
Solved by adding more relations between crucial nodes.
Broke uv-sphere creation, further it might be a problem
for script authors expecting matching edge order for duplicated content.
Now only apply this when duplicating via the operator.
This is a hacky fix. We just convert the int as a float and use it as such.
This works ok for small int but will not be correct for numbers greater
than 4194303.
Correct support would require deeper change for UBO creation and socket
conversion.
Add Object.local_view_get/set
Alternate fix which supports removing from local view & checking
if an object is in local view.
Also avoids redundant refresh.
Matches 2.7x Object.layer_local_view capabilities more closely,
without exposing the flag directly.
This reverts commit 9054b39b27.
Using the region data to find the screen & space-data doesn't make sense
since local-view is space-data there is no reason to pass in a region
argument, then lookup the space-data.
There was no way to remove an object or check it's local view state
as there was in 2.7x.
This can be made closer to 2.7x API and simplified.