When the relative mode was used, the calculation of the total number of vertices was not done and it was using the total number of vertices in the datablock. This worked for small files, but with complex files the time to allocate all the data was too long and the performance was very bad.
Now, for relative mode the real number of vertex is calculated.
Also fixed the same problem when onion and multiedit is enabled.
This was caused by 2 things: Shadow map bias and aliasing.
It made the expected depth of the shadowmap further than the surface
itself in some cases. In normal time this leads to light leaking on normal
shadow mapping but here we need to always have the shadowmap depth above
the shading point.
To fix this, we use a 5 tap inflate filter using the minimum depth of all
5 samples. Using these 5 taps, we can deduce entrance surface derivatives
and there orientation towards the light ray. We use these derivatives to
bias the depth to avoid wrong depth at depth discontinuity in the shadowmap.
This bias can lead to some shadowleaks that are less distracting than the
lightleaks it fixes.
We also add a small bias to counteract the shadowmap depth precision.
Before this patch you could go to a local view with a single object,
while you had other objects also in edit mode, and your operators would
affect all objects even the ones outside your local view (same for local
collection).
Differential Revision: https://developer.blender.org/D6064
Background dithering was introduced to solve banding issues on gradient backgrounds.
This patch will enable dithering based on the texture that is used for drawing.
Only when using a GPU_RGBA8 texture the dithering will be enabled.
This disables dithering for final rendering, vertex and texture paint modes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6056
Was crashing due to RBW mssing shared->physics_world [which can happen
when undoing the deletion of the last object in the world].
This can be gained back by BKE_rigidbody_validate_sim_world.
Reviewed By: mont29
Maniphest Tasks: T70667
Differential Revision: https://developer.blender.org/D6037
Sequence Editor
Code in 'seq_render_mask' will effectively do
BKE_mask_evaluate(mask_temp, mask->sfra + (cfra - fra_offset), true)
where 'fra_offset' is zero for absolute and seq->start for relative.
If we really want the scene's current frame (as advertised) if Mask Time
is set to Absolute (effectively ignoring the Mask Settings start/end) we
need to change the fra_offset from zero to mask->sfra.
Also BKE_animsys_evaluate_animdata should take mask->sfra into account
as well (otherwise mask animation [points] and other animation [e.g.
opacity] will run out of sync)
Reviewers: campbellbarton, ISS
Maniphest Tasks: T68700
Differential Revision: https://developer.blender.org/D5495
the radius is zero)
Merge threshold for remove_doubles was hardcoded, now scaled by depth.
Reviewed By: campbellbarton
Maniphest Tasks: T70560
Differential Revision: https://developer.blender.org/D6001
Allow different splash heights, without this changes the the
default splash would stop app templates splash screen from loading.
This also allows the default splash height to change without
manually editing the layout.
Now local collections are fully working with cycles preview, while the
collection visibility bug is fixed.
Local collections were not working with cycles viewport even before the recent
commit to allow users to show collections that are hidden in the view layer.
It just got worse with said commit (0812949bbc).
Differential Revision: https://developer.blender.org/D6034
That would lead to crashes and other issues. The solution is not elegant
though, it involves resyncing all the collections again.
Differential Revision: https://developer.blender.org/D6043
When executing the node selection operator through Python, or in fact
any similar select operator with drag-all-selected support, the operator
was enabling modal execution, which should not be done in this case.
Reason was simply a wrong default for an internal property.
Note that the issue also affected animdata handling...
Checked all usages of the `BKE_libblock_copy_ex()` function, and
think never handling user count here is valid, although a bit risky
maybe. But other solution would be to add yet another copy flag, so
would rather go with that one for now.
This reverts commit 20b2acf336, reversing
changes made to f185cc0ca5.
Merges should only go form the release branch to master. For backporting
commits, use cherry-pick.
Note that this commit fixes the crash itself, but actual issue is *how*
that situation could happen (having insert override operation with local
'source' overriding data-block with an empty bone constraints stack...).
This commit adds a shadow to the grid scale info text in the 3d View,
to make it more visible like the rest of that section.
{F7798605}
Differential Revision: https://developer.blender.org/D6025
This patch is only for the eyedropper to create materials.
Options:
Click: Create Stroke Material
Shift+Click: Create Fill Material.
Shift+Ctrl+Click: Create Stroke and Fill Material.
Toolbar:
{F7718606}
Reviewed By: brecht, mendio
Differential Revision: https://developer.blender.org/D5688