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Sculpt: Initial data-oriented refactor for mask brush
This extra gather
is a bit weird, but it seems preferable to having an entirely separate Vector
just for the possibly inverted mask value.
94742c892e
Merge branch 'main' of projects.blender.org:blender/blender into mask-brush-refactor
ed66bd4245
Merge branch 'blender-v4.2-release'
1d45bb705e
Fix: EEVEE assert rendering transparent pass
87dae7d800
Build: Clean up oneAPI cmake messages
b509893cd0
Fix: Invert stroke with smooth brush
a84e7d6b71
Extract condition from hot loop
13ffa70034
Readd count variable for multires
4fb8483a0b
Extract fill_factor_from_hide
43a6393b7b
Add const
0d1466291c
Use std::clamp
Sculpt: Initial data-oriented refactor for mask brush
Unfortunately, this is actually used in the loop in the call to auto_mask::node_update
Fix: Invert stroke with smooth brush
Cleanup: Add docstring to StrokeCache bstrength
Sculpt: Initial data-oriented refactor for smooth brush
Just a note for posterity - we can have negative values for strength in brushes (most commonly caused by holding CTRL when doing a stroke). This clamp is addressed in #123142
Fix: Invert stroke with smooth brush
19af3eab16
Fix: Invert stroke with smooth brush
a7d0088f59
Cleanup: Add missing forward declaration
76f5041a9e
Merge branch 'blender-v4.2-release'
a27fa7e46c
FIx #122085: Optimize iter_shader_to_rgba_depth_count
269f18ff5c
Sculpt: Initial data oriented refactor for multires displacement eraser
Cleanup: Add missing forward declaration
Sculpt: Initial data-oriented refactor for mask brush
This makes a lot more sense yeah, I was trying to figure out how to move the strength > 0.0f
call out of the main loop