Some GLSL compilers seem to not have problems with \ to break preprocessor
directives. I couldn't find other places with similar code, but fixing this
case by case is not ideal and the same issue may come up again.
This adds a new "Automatic" image display method which uses GLSL shaders for
most images. It only does CPU side color management for higher res images
where sending big float buffers to the GPU is likely to be a bottleneck or
cause memory usage problem.
Automatic is the default now, previously it was 2D Texture.
If you had several windows or, after last changes in topbar, several areas, the swith of overlays or Onion Skin was not working by area, but as whole switch, so it was impossible to have different status by window.
This commit tries to fix the rotation problem when the parent is at layer level.
The problem was the object location was not used, so all object not in origin got weird transformations.
The problem occurs because status changes between BackBuffer and Offscreen.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D4703
There is no more sorting happening, so the comment is out of date
by manu reasons. If something extra is needed there it would need
to be done differently anyway.
This improve visibility in edit face select mode by using the face select color
instead of the edge select color (which is in default theme a bit more red). Also
makes the selected edges in this mode a bit more opaque (0.75 instead of 0.4).
Full opacity is still reserved for edge select mode.
This is only working for shading batches for the moment and only if some Custom data layer are not needed anymore.
The collection rate is hardcoded at 60 sec but could be exposed to the user.
This system can be extended and discard most unused batches in the future.
This commit is in prevision of removing BKE_MESH_BATCH_DIRTY_SHADING when changing shader parameters.
Now that B-Bone shape data is kept in bPoseChannel_Runtime, the
armature level cache only holds one quaternion value per bone.
It can also be moved to runtime, and the structure removed.
This has an additional effect that, as far as I can tell, now
the Armature modifier can run as soon as all of the bones it
actually needs are done, thus making T59848 a purely depsgraph
level problem.
This way float and multilayer images can now be packed without data loss. This
removes the as_png option and always uses the appropriate file format depending
on the image contents.