This mimics RNA style class registration,
keeping the same internal data types.
Currently there is a template which shows an example of adding a tool
group with a keymap.
Icon generation still needs to be exposed for general use.
Prepare for exposing tool registration to the Python API.
- Generated tools can use their own prefix so naming collisions
won't happen between hard coded & generated tools.
- Add-on authors can use the add-on name as a prefix.
Currently the names match, renaming will happen next.
Enable depth picking by default.
This adds new 'gpu_flag' since it's not so relevant to add GPU drawing
options into uiflag & uiflag2.
This resets the recently added smooth edge flag.
Invert the texture of the stroke if the random UV is activated. Before, this parameter only affected to dot mode, but not to line strokes.
The texture is inverted vertically.
This fix saves the camera matrices in order to not call
BKE_animsys_evaluate_animdata during each draw loop. This function tags
the view as dirty even if the camera does not move.
This effectivly, avoids the constant reset of TAA.
The main problem was that the character `J` has "negative kerning".
It was cut off because it started outside of the clipping rectangle.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4513
Need to ensure all dopesheet are properly tagged for update.
The tricky part here is that due to the animation we need to keep
movie clips covered by copy-on-write, but the interface uses an
original clip to draw dopesheet.
Use same idea of an active dependency graph as is done in other
similar cases.
This patch puts threads that render the same pixel closer together,
as opposed to threads that render the same sample. Thus threads
within a warp are more coherent in memory access and control flow,
leading to performance improvements.
Example benchmarks on a Quadro RTX4000 (WDDM) on Windows 10:
Koro: 4:23 -> 3:46
BMW: 1:18 -> 1:25
Barbershop Interior: 17:52 -> 14:55
Classroom: 4:37 -> 3:45
Performance differences on OpenCL/AMD were hit and miss, some scenes
became faster, others lost significantly. Therefore, this is kept as
CUDA only change for now.
Stupid mistake in previous 'fixing' commit, I put the call computing
extra required source cddata masks into the callback used to get
destination (current object) cddata masks...
The NODE_GROUP_LEVEL of the Geometry node should be bumped to 1
when Backface is connected. Backface uses `NODE_LIGHT_PATH` that
is part of NODE_GROUP_LEVEL1, the rest of the geometry ndoe is
NODE_GROUP_LEVEL_0.
For full keymaps, ensure keymap items are lists to allow predictable
manipulation at runtime.
When calling `keymap_init_from_data` directly, allow any sequence type
to allow tools to define their keymaps as tuples.
In this case, the generic vertex attribute is {0,0,0,1}. So we look for
this case.
This fixes black text objects with a normal map applied. Also this could
help porting sculpt mode drawing to Eevee without supporting normal
mapping.
Note that will just fix black meshes due to T61870 but objects will not
show their normal map. So it's not a fix for this issue.
Left and right aligned regions get hidden when there is not enough space,
and the main center region was empty. Now remove the left region and put
its contents in the center region, so that it always remains.