The instance offset should be applied before scaling.
This way the scaling is done from the "collection origin".
Reviewers: zeddb, brecht
Differential Revision: https://developer.blender.org/D8889
The bounding box is not updated in the original object when the function is called using evaluated object and keeps wrong while the object is not edited or the file saved.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D8565
Notes: Minor changes done in the patch following review comments.
Hiding a collection should hide all children objects even when we are in Local
view with one of them.
Note from reviewer: We are doing this already for local collections. So
may as well do it when hiding the collections for the entire view layer.
Developer details: In function "BKE_object_is_visible_in_viewport" object flag
BASE_VISIBLE_VIEWLAYER wasn't being checked when we were in Local view,
It's now changed so that it's checked even if we are in Local view.
And this function was called by some viewport draw functions to check if it
should draw an object or not.
Maniphest Tasks: T72584
Differential Revision: https://developer.blender.org/D7894
Set the inverse matrix when the Child Of constraint is created. This
prevents the bone/object from jumping away when the constraint is added,
improving usability.
Reviewed by: sybren
Differential Revision: https://developer.blender.org/D8851
This project moves the current UV/Image editor drawing to the draw manager.
Why would we do this:
**Performance**:
Current implementation would draw each texel per time. Multiple texels could be
drawn per pixel what would overwrite the previous result. You can notice this
when working with large textures. Repeat image drawing made this visible by
drawing for a small period of time and stop drawing the rest. Now the rendering
is fast and all repeated images are drawn.
**Alpha drawing**:
Current implementation would draw directly in display space. Giving incorrect
results when displaying alpha transparent images.
This addresses {T52680}, {T74709}, {T79518}
The image editor now can show emission only colors. See {D8234} for
examples.
**Current Limitations**
Using images that are larger than supported by your GPU are resized (eg larger
than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is
a low priority to add support back of displaying individual pixels of huge
images. There is a design task {T80113} with more detail.
**Implementation overview**
Introduced an Image Engine in the draw module. this engine is responsible for
drawing the texture in the main area of the UV/Image editor. The overlay engine
has a edit_uv overlay which is responsible to draw the UV's, shadows and
overlays specifically for the UV Image editor. The background + checker pattern
is drawn by the overlay_background.
The patch will allow us to share overlays between the 3d viewport and UV/Image
editor more easily. In most cases we just need to switch the `pos` with the `u`
attribute in the vertex shader.
The project can be activated in the user preferences as experimental features.
In a later commit this will be reversed.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8234
This should improve the issue with Scrape accumulation in concave
surfaces. When the strength of the brush is higher, the area radius is
also bigger, so the scrape plane is more stable preventing it from
accumulating displacement in the same area.
The Scrape/Fill default presets are also updated to include this
functionality.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8821
There were some problems when converted several objects at the same time, especially with the material conversion. The problems were more visible when bake an animation with several objects at the same time.
* Now the layer name include the object name.
* Reorganize how the materials are generated including object name.
* Fix color not converted to sRGB.
* Avoid triangles when generate the stroke. This fix a draw manager issue and also add more geometry to use later.
* Code cleanup.
Load all grids when the grid display option is turned on. Otherwise, the grid from the viewport display options might not have been loaded from the cache.