The rotation matrix included the global object offset too. Now we only
take into account the actual offset that what sent to the function.
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D5094
Also fixes bug where mesh with multires modifier is invisible in render
while in sculpt mode.
Differential Revision: https://developer.blender.org/D5099
Was noticeable when sequencer uses scene with a compositor.
The way it was using render API was forcing a single render layer.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5095
When performing F12 render on a transparent film all solid objects where
a bit transparent. Single Pass AA and no AA passes were not visible at
all.
Issue was that the first frame was not handled correctly making these
artifacts. This commit changes the order of `GPU_state_init` and
`DRW_state_reset` so the state is correct during the first pass.
When button text doesn't already show the label,
include the label in the tool-tip.
Without this the descriptions for icon-only buttons
don't always make sense.
This also gives a tool-tip for icon-only popovers.
This changes behavior from 2.7x, where selection & cursor could be
occluded by other objects.
Doing this without z-fighting in 2.8x isn't so simple because drawing
the text geometry is separated from edit-selection.
Change behavior since this doesn't seem like an important difference.
Fixes assert drawing text edit mode.
Initial trigger to this work was T65782, requesting faster autoscroll
when current folder contains thousands of items. That was a fairly
simple change, just needed to make scrolling steps variable based on
'distance' between current position and desired one.
But several other issues showed up while working on this, among the most
annoying ones, the scrolltimer could keep running forever in some cases,
failing to detect properly an 'end condition', we could even get some
'bouncing' in extreme corner cases, edited item was not always properly
visible in the end, etc.
So as usual with UI, this ended up in a frustrating equilibrium game of
finding the optimal solution among several tradeof, taking unexpected
large amount of time... At least new code seems to work OK in
all possible (reasonable) cases, that will do for now.
An Alembic file saved by 3DS Max caused Blender to crash when importing.
Either the UV indices in the file are out of bounds or they are written
in a way we don't expect. In either case, this now no longer causes Blender
to crash.
When using RNA to alter the type of socket only the type was changed.
the typeinfo was not updated. Internally the File Output Node used RNA
to update the sockettype. making the socket invalid. When users save the
file and reopened the typeinfo was used. Also the color of the node was
determined via the typeinfo.
Another thing that happened was that the socket conversion was ignored
when empty node groups were present. The empty node groups were
optimized away before the needed data conversion was determined.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4938
Use depth buffer to order the uv edges correctly to always draw selected
edges on top.
We still use the double drawing workaround for points to keep the smooth
antialiased display.
Properly initialize custom data layers to default values when copying from
a mesh that does not have all the same layers.
Differential Revision: https://developer.blender.org/D5003
Percentage formatting of x% (used elsewhere) when using percentage display factor
Differential Revision: https://developer.blender.org/D5050
Reviewed by Brecht Van Lommel
Fixing small error in UI_GetThemeColorShadeAlpha4fv() clamping blue channel twice instead of alpha
Differential Revision: https://developer.blender.org/D5048
Reviewed by Brecht Van Lommel
It was possible to have animation player step happening after manual
jump prior to the dependency graph evaluation.
Now we forbid changing scene frame if it was manually requested to
be changed.
Sometimes when the end caps pointed strait up (z axis) their faces would
become inverted.
It seems like the code tried to rely on a certain vertex order to always
happen. However this edge case did manage to produce an order that would
produce inverted cap faces. So now I introduce a normal check instead
so we can be certain that the face will have the normal direction we
want.
Reviewed By: Jacques Lucke
Differential Revision: http://developer.blender.org/D4138