Commit Graph

75472 Commits

Author SHA1 Message Date
Sebastian Parborg
fe52a05e95 Modifiers: use Mesh instead of DerivedMesh for dynamic paint.
Differential Revision: https://developer.blender.org/D3720
2018-09-24 17:14:01 +02:00
Jacques Lucke
19f46c6ac0 Weight Paint: Multiply overlay on the mesh
Use the multiply blending mode for the weight paint overlay.
To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3727
2018-09-24 17:10:29 +02:00
Sergey Sharybin
ea61700a2d Tracking: Use pixel aspect from clip
Don't force square pixel, since on a more real pipeline
expected delivery is same anamorphic as an input footage.
2018-09-24 16:26:27 +02:00
Sergey Sharybin
29602bbd62 Depsgraph: Always respect visibility flag when building object
Before it was only doing this for directly linked objects. This was
initially needed to solve fps issues in some of the shots. Now this
fps drop i can no longer reproduce. Was likely needed prior to
modifiers dependencies "inheriting" visibility from the "parent".

This commit makes it so objects which are linked indirectly to the
scene via collections are properly considered visible (or, rather,
evaluatable) by dependency graph.

Solves missing eyelashes and braids issues with 01_035_A.
2018-09-24 15:57:43 +02:00
Sergey Sharybin
736f91ad01 Depsgraph: Tweak to visibility flush
Make flush ready for component forced to be affecting visible things
from builder.
2018-09-24 15:55:02 +02:00
Sergey Sharybin
65c71fc410 Depsgraph: Provide more information about component 2018-09-24 15:55:02 +02:00
Sergey Sharybin
8008cdac2e Depsgraph: Cleanup, spelling in comment 2018-09-24 15:55:02 +02:00
Sergey Sharybin
a7c96a7aa6 Cleanup: Spelling 2018-09-24 15:55:02 +02:00
Brecht Van Lommel
8dfdd248b5 Fix T56895: crash loading template with Load UI unchecked. 2018-09-24 15:48:50 +02:00
Jacques Lucke
920173072e Fix: insert missing break in switch statement (second try) 2018-09-24 15:44:12 +02:00
Jacques Lucke
6fff22b017 Revert "Fix: insert missing break in switch statement"
This reverts commit e904bb64df.
2018-09-24 15:40:01 +02:00
Dalai Felinto
cdb772490a Fix object restrict selection toggle in outliner not working 2018-09-24 11:53:25 +00:00
Alexander Gavrilov
969cbed49b Add support for a one-dimensional Force Field source shape.
The fields currently support a Point source and a two-dimensional
Plane source, but there is no way to create a field that pulls
toward or from a line in space other than using the Texture field
type. This adds a new simple shape option to do that.

The line is aligned along the Z axis so that it works meaningfully
with the Tube and Cone falloff modes.

Reviewers: brecht, mont29, LucaRood

Differential Revision: https://developer.blender.org/D3721
2018-09-24 13:57:59 +03:00
Jacques Lucke
e904bb64df Fix: insert missing break in switch statement
Reviewers: brecht

Differential Revision: https://developer.blender.org/D3724
2018-09-24 12:43:26 +02:00
Lukas Stockner
24330f679e Fix T56875: Auto Render not working after render pass name refactor
The default compositor node update function sets the need_exec flag on the node
which the Auto Render feature checks, but the custom update function that was
added as part of rB4cf7fc3b3a4d didn't do so.

Therefore, the two custom update functions that were added now also call the
default update function.
2018-09-24 11:40:00 +02:00
Campbell Barton
3d860f53e8 Gizmo: hide redo gizmo when spin tool not active
Selecting a another tool left the gizmo,
which could overlap other tools gizmos.
2018-09-24 17:13:16 +10:00
Campbell Barton
6db79dafb3 Gizmo: show partial arc & icons for spin tool 2018-09-24 17:06:55 +10:00
Campbell Barton
6457aaa420 Gizmo: dial3d option to draw a partial arc 2018-09-24 17:06:04 +10:00
Campbell Barton
b931e7ab4f Gizmo: option to hide from selection
Allows some gizmo to be used as guides.
2018-09-24 16:40:21 +10:00
Campbell Barton
9a77f33bad GPU: utility function to draw a partial circle 2018-09-24 16:22:22 +10:00
Campbell Barton
5fff3d2237 Cleanup: rename gizmo flag 2018-09-24 16:20:08 +10:00
Campbell Barton
c3d46694e2 Gizmo: add spin-tool rotate on view axis
This also acts to catch stray click events so missing a gizmo
doesn't move the cursor or execute another spin action.
2018-09-24 10:13:39 +10:00
Campbell Barton
2abbe1d125 Cleanup: skip translation to calculate length 2018-09-24 08:34:05 +10:00
Campbell Barton
0e65c4839c Cleanup: style 2018-09-24 08:25:51 +10:00
Ines Almeida
38402e7fdd Remove last traces of game engine and blenderplayer 2018-09-22 15:54:30 +02:00
Alexander Gavrilov
17c4e5eb8a Depsgraph: Shrinkwrap modifier needs its own object transform.
It depends on the relative position of its own object and target.
2018-09-22 12:00:12 +03:00
Dalai Felinto
502dbcf404 Select Similar: Cleanup - WITH_FREESYTLE 2018-09-21 16:32:24 -03:00
Dalai Felinto
09616c3f2f Multi-Objects: Select similar edge SIMEDGE_FREESTYLE
I'm not happy with #ifdef WITH_FREESTYLE everywhere.
But I will remove them in an upcoming commit
2018-09-21 16:28:25 -03:00
Dalai Felinto
eeeb469db2 Select Similar: Cleanup 2018-09-21 15:42:07 -03:00
Dalai Felinto
c2582bfc63 Select Similar: Skip hidden elements 2018-09-21 15:39:36 -03:00
Dalai Felinto
e8ec01dbb5 Multi-Objects: Select similar edge SIMEDGE_SEAM/SIMEDGE_SHARP
I'm not sure why we may want to sample both a sharp and an unsharp edges at the
same time, maybe to see if the selected edges all have the same values?

Either way, implemented as in 2.79. I also believe we may have a faster way to
select all the edges, but let's file this under optimizations to be done later.
2018-09-21 15:33:09 -03:00
Brecht Van Lommel
d5f94b49bd Fix part of T56865: wrong center with orbit around selection in weight paint. 2018-09-21 20:21:40 +02:00
mano-wii
4323ccfa6b GPU Python API: matrix.load_projection_matrix
If the `push_projection` and `pop_projection` functions already exist, there should naturally be a way to load a projection matrix.
2018-09-21 15:07:41 -03:00
Dalai Felinto
438e09dbbe MESH_OT_select_similar: Cleanup 2018-09-21 14:46:50 -03:00
Dalai Felinto
e406a9f305 Multi-objects: Select similar edge SIMEDGE_FACE_ANGLE
I'm not sure why the original implementation was only checking for equal
comparison but I'm doing the same here. It is a one line change if we
want to support LT/GT anyways.

Also "technically" we should compare the angles in the worldspace, since
different scales will result in different angles. Added as a TODO but
honestly I think this is overkill.
2018-09-21 14:46:50 -03:00
Dalai Felinto
35f659aeb4 Rename bm_sel_similar_cmp_short > select_similar_compare_LONG 2018-09-21 14:46:50 -03:00
Dalai Felinto
3e46bea46b Multi-objects: Select similar edge SIMEDGE_LENGTH
I'm using kdtree here but there is nothing preventing us from using a simple
float linked list with a sorting and finding "nearest" equivalents.

At least we are benefitting from bisecting as oppose to the original solution.

Also we need epsilon for the float comparisons.
2018-09-21 14:46:50 -03:00
Dalai Felinto
b38be90515 Multi-objects: Select similar edge SIMEDGE_DIR 2018-09-21 14:46:50 -03:00
Dalai Felinto
acc6c50d8a Multi-objects: Select similar edge SIMEDGE_FACE 2018-09-21 14:46:50 -03:00
Dalai Felinto
850fda2358 Select similar edge: Granular error message
This way we can implement them onw by one
2018-09-21 14:46:50 -03:00
Clément Foucault
2ece296d4f Wireframe Mode: Fix missing wireframe if overlays are disabled 2018-09-21 18:29:25 +02:00
Brecht Van Lommel
18252e407f Viewport: tweak shading pie layout and naming. 2018-09-21 17:55:25 +02:00
Sergey Sharybin
8143f27209 Cleanup: Indentation 2018-09-21 17:40:32 +02:00
Sergey Sharybin
fbb403e094 Multires: Remove unused field from reshape context 2018-09-21 17:40:32 +02:00
Brecht Van Lommel
202baaaa16 Viewport: change Z key to shading pie menu to switch mode, X-ray and overlays.
This lets us do the most common shading switching with one shortcut. We keep
alt+Z and shift+Z for quickly toggling to lookdev and rendered mode and back,
it's debatable which settings deserve a dedicated shortcut like this.

The downside is that switching X-ray is a little slower, and that there is
some risk of accidentally going to lookdev or rendered mode which can be slow
to cancel.
2018-09-21 16:52:34 +02:00
Jacques Lucke
684739c6f9 Fix: missing cache invalidation when the active vertex group changed
Reviewers: brecht

Differential Revision: https://developer.blender.org/D3716
2018-09-21 16:20:32 +02:00
Clément Foucault
d2dba449fe Edit Mesh Mode: Increase Face dot Z bias 2018-09-21 15:45:03 +02:00
Clément Foucault
37fea2c0f0 Edit Mode: Merge Xray and "Limit selection to visible" options behaviour
We now treat Xray as being the mode where Limit selection to visible is off.
If Xray is OFF, Limit selection to visible is considered ON.

To allow 'see through wires' with solid shading (not Xray shading) we still
draw solid shading if Xray is ON with Xray Alpha set to 1.0.
2018-09-21 15:45:03 +02:00
Clément Foucault
3523958de9 DRW: Add back wireframe mode
This is using the existing engine (workbench forward) with 0.0 xray_alpha
and forcing wireframes on all objects.

There is no workflow/shortcut changes in this commit.
2018-09-21 15:45:03 +02:00
Sergey Sharybin
6934b246d1 Cleanup: Inetnation 2018-09-21 15:35:34 +02:00