This fix jitter of overlay and GPencil. But I'm not sure this should
be the responsibility of the subsequent draw engines or the responsibility
of the current engine to reset the view.
Test specs are read from strings, and there was a comma instead
of a decimal point, and then an extra decimal point in the Quad0 test.
This test has been flaky on Windows buildbot. Perhaps this is why.
- Remove Shift for drawing poly-lines, just as in the default keymap
- Use consistent hotkeys for size and strength radial controls
- Fix some bugs/missing items from the GP merge
selections
Previously this was only supported in single click selections, doing an
island selection with box/circle/lasso would just select individual
vertices instead. Now selects islands properly.
This also unifys some logic between box/circle/lasso:
- use early selection test from lasso [makes things faster] in box/
circle
- circle wasnt checking visible face
- Add icons for Sculpt Cloth, Clay Thumb and Draw Face Sets, as well as GP Tint, Replace and Transform Fill tools
- Tweak icons for Sculpt Rotate, Pinch, Multiplane Scrape, Inflate, Blob, Draw Sharp, based on feedback on Devtalk
Fixed memory leak that showed up after the original issue (crash) had been fixed in 93ac4709eb. The fix ensures that light cache bakes free up GPU smoke textures and the smoke domain list correctly.
This commit also removes the workaround (f3a33a9298) that disabled light cache bakes for fluid objects.
The `check_is_animated()` function will be used by the upcoming Alembic
exporter as well. There is nothing USD-specific in the function.
No functional changes.
Owner of filelisting job was changed, without proper update of all
access/usages of that owner to reach the job, leading to failure of
timer removal from the WM, and attempt to double-free the job...
Caused by rB2c4dfbb00246ff.
The issue was that we were creating temporary mesh copies and storing
them in bmain and then later using BKE_mesh_nomain_to_mesh which would
add them to bmain once more (duplicates).
This would lead to crashes later as the custom data of the mesh could be
trashed quite easily.
Was happening when object does not have CD_MDISPS allocated yet.
Need to make sure totdisp and level is specified on CD_MDISPS data
prior to loading (as the load expects them to be properly set).
Part of the fix was to get gputexture to use an array to accomodate each
eye. This takes care of viewports showing individual Left or Right
views.
For the combined view the fix was in overlay_image.c:camera_background_images_stereo_setup.
Note 1: Referece images are still not supporting stereo.
Note 2: For painting, and getting image bindcode I'm hardcording a
single-view experience.
Note 3: Without D6922 stereo is too broken to even test this patch.
With D6922 + this patch the fullscreen modes work (anaglyph/interlace
not yet).
Differential Revision: D7143
This change fixes artifacts produced by these operations.
On a technical aspect this is done by porting all of the operations
to the new subdivision surface implementation which ensures that
tangent space used to evaluate modifier and those operations is
exactly the same (before modifier will use new code and the operations
will still use an old one).
The next step is to get sculpting on a non-top level to work, and
that actually requires fixes in the undo system.