Commit Graph

75472 Commits

Author SHA1 Message Date
Harley Acheson
dd199d8032 UI: tweak icon spacing in menus to put them in the middle of the edge and text. 2018-10-16 20:31:03 +02:00
Brecht Van Lommel
5134ed60d6 UI: icon set updates Andrzej Ambroz.
This adds and changes various icons, in particular modifier and force field
icons are now included.
2018-10-16 20:23:43 +02:00
Brecht Van Lommel
569dfe5784 Fix T56250: brush cycling with shortcuts is broken.
It was cycling both in the brush system and tool system which conflicted.
Now it uses just the tool system. This is more of a temporary fix until
the new tool/brush decoupled design is in place.
2018-10-16 20:19:11 +02:00
Alexander Gavrilov
f250f9256e Dope Sheet: unify comparison threshold for the ActKeyColumn tree.
Use the same floating point precision threshold to merge keys
when building the tree as when searching it.
2018-10-16 19:49:03 +03:00
Alexander Gavrilov
c7a84c23f1 Dope Sheet: rewrite computation of keyframe hold blocks.
Computation of hold blocks was done by storing ranges (with start and
an end, and likely overlapping) in a tree keyed only by the block start.
This cannot work well, and there even were comments that it is not
reliable in complex cases.

A much better way to deal with it is to split all ranges so they don't
overlap. The most thorough way of doing this is to split at all and every
known keyframe, and in this case the data can actually be stored in the
key column data structures, avoiding the need for a second tree.

In practice, splitting requires a pass to copy this data to newly added
keys, and the necessity to loop over all keyframes in the range being
added. Both are linear and don't add excess algorithmic complexity.

The new implementation also calls BLI_dlrbTree_linkedlist_sync for
its own needs, so the users of the *_to_keylist functions don't have
to do it themselves anymore.

Differential Revision: https://developer.blender.org/D3790
2018-10-16 19:27:10 +03:00
William Reynish
dacc539f57 Fix incorrect icon for UV selection sync. 2018-10-16 14:58:11 +02:00
Campbell Barton
3f3eae675a Cleanup: naming
'mp' was a reference to 'manipulator'
2018-10-16 22:09:27 +11:00
Campbell Barton
48034f0eb3 Tool System: add gizmo for shear tool 2018-10-16 22:06:23 +11:00
Campbell Barton
5b9ab20fe4 Transform: axis support for shear tool 2018-10-16 22:06:23 +11:00
Philipp Oeser
345175082b Fix T57247: Render animation does not respect render single view layer
Reviewers: brecht

Maniphest Tasks: T57247

Differential Revision: https://developer.blender.org/D3800
2018-10-16 13:00:45 +02:00
Jacques Lucke
eba1b0487c Event System: don't invoke operator that should only be executed
Problem was that the event was not `NULL` even though the `context` is `WM_OP_EXEC_*`.
I noticed this problem when dropping .blend files into Blender.
Instead of only executing `WM_OT_open_mainfile`, it was invoked (opening a file selector).

The `wm_operator_invoke`, which also executes operators, always invokes operators when `event != NULL`. So setting `event` to `NULL` tells `wm_operator_invoke` not to invoke but to execute the operator.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3799
2018-10-16 11:48:12 +02:00
Jacques Lucke
09cd651bb7 View 3D: fix image dropping in 3d view
Reviewers: brecht

Differential Revision: https://developer.blender.org/D3798
2018-10-16 11:18:16 +02:00
Antonioya
f807371c3e GP: Set Dopesheet layers in Top-Down order
The layers are Top-Down and the dopesheet must use the same order.
2018-10-16 10:37:18 +02:00
Antonioya
0b5786e96c GP: Fix Blur shift when add more samples
The image was moving in +X and +Y when added samples due round precission.
2018-10-16 10:23:13 +02:00
Campbell Barton
c1b8ce3170 Fix crash in loose edge check 2018-10-16 15:02:30 +11:00
Campbell Barton
a57f32b14c Cleanup: headers 2018-10-16 13:18:03 +11:00
Campbell Barton
1b65a95a08 Mesh: use mesh tessellation for face-map drawing
Also use batch instead of immediate mode.
2018-10-16 13:12:00 +11:00
Campbell Barton
c5f4c69643 Cleanup: replace check for derivedFinal w/ mesh_eval 2018-10-16 10:33:44 +11:00
Campbell Barton
8a94425e96 Cleanup: redundant check for hidden edge 2018-10-16 09:01:52 +11:00
Campbell Barton
20d38dafbd Mesh: replace derived-mesh with mesh API's for project paint 2018-10-16 08:45:25 +11:00
Clément Foucault
9ecf68e8ae Eevee: Fix Missing alpha when rendering with DOF
NOTE: There is a float imprecision near the focus plane
due to the current technique used for DOF. This makes the alpha channel
transparent on nearly in focus objects even when they should not.
This artifact should be fixed when the DOF will use scatter as gather for
low brightness areas.

Fix T57042 : Eevee does not render alpha when DOF is turned on
2018-10-15 16:04:50 +02:00
Clément Foucault
478899dee7 Edit Mesh: Fix missing loop normal display 2018-10-15 16:04:50 +02:00
mano-wii
22814ca555 Fix related to T55961: Glitch in selecting loose edges on some AMD drives. 2018-10-15 09:54:24 -03:00
mano-wii
c2afa3ef46 Edit Mesh: Add comments explaining weirdness in the code. 2018-10-15 09:50:31 -03:00
Jacques Lucke
2875fb9e7b Texture Paint: Don't create material if operation is cancelled
Reviewers: brecht

Differential Revision: https://developer.blender.org/D3793
2018-10-15 13:53:14 +02:00
Alexander Gavrilov
8fa16411e6 Fix an obvious typo: use CD_MASK_CUSTOMLOOPNORMAL for CustomDataMask. 2018-10-15 12:28:44 +03:00
Clément Foucault
0c39453071 Cleanup: Edit Mesh shader: Remove unecessary varying 2018-10-15 10:43:49 +02:00
Campbell Barton
38828309d3 Cleanup: unused code 2018-10-15 18:12:14 +11:00
Antonioya
918bb05799 GP: Cleanup style 2018-10-15 08:42:47 +02:00
Antonioya
4479813ae5 GP: Small tweak to improve speed 2018-10-15 08:42:46 +02:00
Campbell Barton
dbb35ff7c8 Cleanup: unused functions 2018-10-15 17:37:54 +11:00
Campbell Barton
27389362a4 Mesh: remove DerivedMesh for boundbox calculation
Fixes edit-mesh not having a boundbox calculated for it.
2018-10-15 17:14:05 +11:00
Campbell Barton
0941d99323 Cleanup: remove unused functions 2018-10-15 16:59:27 +11:00
Campbell Barton
2deeca4fb0 Cleanup: remove references to DerivedMesh 2018-10-15 16:06:42 +11:00
Campbell Barton
0ef4c4e12a Mesh: remove DerivedMesh for displist conversion 2018-10-15 16:01:39 +11:00
Campbell Barton
62a3dfec78 Mesh: mostly remove DerivedMesh for vertex parent
The exception is for subdivision surface which still uses derived mesh.
2018-10-15 15:31:17 +11:00
Campbell Barton
5b86899f21 Mesh: remove DerivedMesh for face-map drawing 2018-10-15 15:12:36 +11:00
Campbell Barton
f9f67e0239 Mesh: remove DerivedMesh from various places 2018-10-15 14:29:46 +11:00
Campbell Barton
881334c499 Cleanup: remove DerivedMesh bvhtree_from_mesh_get 2018-10-15 13:40:46 +11:00
Campbell Barton
2a2db39f3a Bake: remove derived mesh for bake API
Multires baking still uses DerivedMesh.
2018-10-15 13:38:58 +11:00
Alexander Gavrilov
cd48d4576b Depsgraph: Add proper API functions for CustomDataMask dependencies.
There were a few copies of the same few lines in depsgraph build code,
so it seems to be logical to introduce a function for it, and make it
accessible from C code for completeness.

As an example, register the mask needs of the Data Transfer modifier.
2018-10-14 20:48:39 +03:00
mano-wii
9a38a91f41 Fix T55961: Anomalous edges cage on some AMD buggy drivers.
Reviwed on irc by @fclem.
2018-10-14 14:07:45 -03:00
Antonioya
ac61eb3900 GP: Fix several issues in blur FX
There were some problems with the z-depth and especially when tries to blur a pixel outside the viewport.
2018-10-14 12:21:44 +02:00
Clément Foucault
55e3c17ccc Edit Mesh: Optimize the overlay triangle geometry shader
On my test it's 30% faster than before.

Test case : Suzanne, subsurf lvl3, 64K tris, Edge select mode for fair
comparison.

0.95ms before optimization
0.64ms after optimization

Note that this only optimize the "nicest" display of edit mesh overlays,
not the one when rotating the view where half of the border edges are
missing.
2018-10-13 23:55:30 +02:00
Clément Foucault
de76a809f9 Edit Mesh: Do not use barycentric coord in EDGE_FIX shader and ...
... display vertex even when occluded.

Add back the vertex display because occluded vertex are not visible when
the triangle is almost parallel to the view.

The problem with the barycentric coord is that they are hard to work with
and their derivatives not enough precise to compute the vertex positions.

So we need to pass the vertices scree positions down to the fragment shader.
2018-10-13 23:48:19 +02:00
Clément Foucault
4e168e0036 Edit Mesh: Fix and increase the depth bias on vertices 2018-10-13 23:48:19 +02:00
Antonioya
b8327ee129 GP: Remove Layer order userprefs parameter
After a lot of discussion about this option (see 18f1175940) we have decided set always the order of GP layers in 2D mode (Top->Down) and remove the parameter from User Preferences screen.

Internally all works equal, but in the UI the list is inverted.

The filter buttons to reverse the list or sort alphabetically have been removed because these buttons are not logic in this context.
2018-10-13 20:34:36 +02:00
Antonioya
b11515332b GP: Improve qualitty in Wave when alpha is extreme 2018-10-13 18:28:33 +02:00
Antonioya
78673e5780 GP: Add more blur samples to some FX 2018-10-13 18:24:57 +02:00
Antonioya
7b9049f278 GP: Improve Blur FX quality in transparency. 2018-10-13 18:21:54 +02:00