Commit Graph

65259 Commits

Author SHA1 Message Date
0b5786e96c GP: Fix Blur shift when add more samples
The image was moving in +X and +Y when added samples due round precission.
2018-10-16 10:23:13 +02:00
c1b8ce3170 Fix crash in loose edge check 2018-10-16 15:02:30 +11:00
a57f32b14c Cleanup: headers 2018-10-16 13:18:03 +11:00
1b65a95a08 Mesh: use mesh tessellation for face-map drawing
Also use batch instead of immediate mode.
2018-10-16 13:12:00 +11:00
c5f4c69643 Cleanup: replace check for derivedFinal w/ mesh_eval 2018-10-16 10:33:44 +11:00
8a94425e96 Cleanup: redundant check for hidden edge 2018-10-16 09:01:52 +11:00
20d38dafbd Mesh: replace derived-mesh with mesh API's for project paint 2018-10-16 08:45:25 +11:00
9ecf68e8ae Eevee: Fix Missing alpha when rendering with DOF
NOTE: There is a float imprecision near the focus plane
due to the current technique used for DOF. This makes the alpha channel
transparent on nearly in focus objects even when they should not.
This artifact should be fixed when the DOF will use scatter as gather for
low brightness areas.

Fix T57042 : Eevee does not render alpha when DOF is turned on
2018-10-15 16:04:50 +02:00
478899dee7 Edit Mesh: Fix missing loop normal display 2018-10-15 16:04:50 +02:00
22814ca555 Fix related to T55961: Glitch in selecting loose edges on some AMD drives. 2018-10-15 09:54:24 -03:00
c2afa3ef46 Edit Mesh: Add comments explaining weirdness in the code. 2018-10-15 09:50:31 -03:00
2875fb9e7b Texture Paint: Don't create material if operation is cancelled
Reviewers: brecht

Differential Revision: https://developer.blender.org/D3793
2018-10-15 13:53:14 +02:00
8fa16411e6 Fix an obvious typo: use CD_MASK_CUSTOMLOOPNORMAL for CustomDataMask. 2018-10-15 12:28:44 +03:00
0c39453071 Cleanup: Edit Mesh shader: Remove unecessary varying 2018-10-15 10:43:49 +02:00
38828309d3 Cleanup: unused code 2018-10-15 18:12:14 +11:00
918bb05799 GP: Cleanup style 2018-10-15 08:42:47 +02:00
4479813ae5 GP: Small tweak to improve speed 2018-10-15 08:42:46 +02:00
dbb35ff7c8 Cleanup: unused functions 2018-10-15 17:37:54 +11:00
27389362a4 Mesh: remove DerivedMesh for boundbox calculation
Fixes edit-mesh not having a boundbox calculated for it.
2018-10-15 17:14:05 +11:00
0941d99323 Cleanup: remove unused functions 2018-10-15 16:59:27 +11:00
2deeca4fb0 Cleanup: remove references to DerivedMesh 2018-10-15 16:06:42 +11:00
0ef4c4e12a Mesh: remove DerivedMesh for displist conversion 2018-10-15 16:01:39 +11:00
62a3dfec78 Mesh: mostly remove DerivedMesh for vertex parent
The exception is for subdivision surface which still uses derived mesh.
2018-10-15 15:31:17 +11:00
5b86899f21 Mesh: remove DerivedMesh for face-map drawing 2018-10-15 15:12:36 +11:00
f9f67e0239 Mesh: remove DerivedMesh from various places 2018-10-15 14:29:46 +11:00
881334c499 Cleanup: remove DerivedMesh bvhtree_from_mesh_get 2018-10-15 13:40:46 +11:00
2a2db39f3a Bake: remove derived mesh for bake API
Multires baking still uses DerivedMesh.
2018-10-15 13:38:58 +11:00
cd48d4576b Depsgraph: Add proper API functions for CustomDataMask dependencies.
There were a few copies of the same few lines in depsgraph build code,
so it seems to be logical to introduce a function for it, and make it
accessible from C code for completeness.

As an example, register the mask needs of the Data Transfer modifier.
2018-10-14 20:48:39 +03:00
9a38a91f41 Fix T55961: Anomalous edges cage on some AMD buggy drivers.
Reviwed on irc by @fclem.
2018-10-14 14:07:45 -03:00
ac61eb3900 GP: Fix several issues in blur FX
There were some problems with the z-depth and especially when tries to blur a pixel outside the viewport.
2018-10-14 12:21:44 +02:00
55e3c17ccc Edit Mesh: Optimize the overlay triangle geometry shader
On my test it's 30% faster than before.

Test case : Suzanne, subsurf lvl3, 64K tris, Edge select mode for fair
comparison.

0.95ms before optimization
0.64ms after optimization

Note that this only optimize the "nicest" display of edit mesh overlays,
not the one when rotating the view where half of the border edges are
missing.
2018-10-13 23:55:30 +02:00
de76a809f9 Edit Mesh: Do not use barycentric coord in EDGE_FIX shader and ...
... display vertex even when occluded.

Add back the vertex display because occluded vertex are not visible when
the triangle is almost parallel to the view.

The problem with the barycentric coord is that they are hard to work with
and their derivatives not enough precise to compute the vertex positions.

So we need to pass the vertices scree positions down to the fragment shader.
2018-10-13 23:48:19 +02:00
4e168e0036 Edit Mesh: Fix and increase the depth bias on vertices 2018-10-13 23:48:19 +02:00
b8327ee129 GP: Remove Layer order userprefs parameter
After a lot of discussion about this option (see 18f1175940) we have decided set always the order of GP layers in 2D mode (Top->Down) and remove the parameter from User Preferences screen.

Internally all works equal, but in the UI the list is inverted.

The filter buttons to reverse the list or sort alphabetically have been removed because these buttons are not logic in this context.
2018-10-13 20:34:36 +02:00
b11515332b GP: Improve qualitty in Wave when alpha is extreme 2018-10-13 18:28:33 +02:00
78673e5780 GP: Add more blur samples to some FX 2018-10-13 18:24:57 +02:00
7b9049f278 GP: Improve Blur FX quality in transparency. 2018-10-13 18:21:54 +02:00
Dalai Felinto
605fbad872 ED_pose_recalculate_paths: Run only for active object
New iterator CTX_DATA_BEGIN_FOR_ID, to restrict the loop to the specified object only.
This is not super efficient, but it should be fine for now.

I will talk to other developers. A more elegant solution would be to
have something like "active_object_selected_pose_bones" in the context.
2018-10-12 19:53:07 -03:00
Dalai Felinto
cf74a6db7e Revert "Multi-Object Pose: POSE_OT_select_parent by Harsha"
This reverts commit dcf1210c44.

In 2.79x select parent would only work for the active bone.
There is no reason to have it working for multi-objects.
2018-10-12 19:34:24 -03:00
Dalai Felinto
e02f6ed13d Pose path: skip time printing when not DEBUG_TIME 2018-10-12 19:34:21 -03:00
Dalai Felinto
478446e3a4 Revert "Multi-Objects: POSE_OT_paths_*"
This reverts commit 178530cc50e2fb4bd3faf4fff22392a58688bed1.

Those operators are called from the UI, which only takes into
consideration the active object for the parameters and whether to call
reset, update or calculate.

We can re-revert if needs be.
2018-10-12 17:44:29 -03:00
Dalai Felinto
3ffc2a8330 Multi-Objects: POSE_OT_paths_*
* POSE_OT_paths_clear
* POSE_OT_paths_calculate
* POSE_OT_paths_update

Despite my personal opinion on the matter, those operators were listed
as to be converted (see T54650).

They are called from the UI, where you only see the parameters for the
active object/armature.

I will commit and revert soon after, so we can quickly bring it back
once we re-visit this design.
2018-10-12 17:44:29 -03:00
5bf1128642 Dope Sheet: fix hold highlighting for non-bezier interpolation.
The automatic highlighting of constant curve areas was checking that
the bezier handles are horizontal even if a non-bezier interpolation
mode was active. Conversely, it was highlighting based on just handles
with Elastic interpolation, which always generates movement.
2018-10-12 22:20:32 +03:00
e333765d3e Python GPU: Best description for exceptions 2018-10-12 15:48:55 -03:00
Dalai Felinto
75e1c70577 Revert "Fix for ARMATURE_OT_layers_show_all
This reverts commits:
* 2a2858b30d
* 7cf8eed5e0

Similar to ARMATURE_OT_layers_show we should keep this operator
single-object oriented. This one is a bit more tricky since we
may want to quickly see all the layers of all the armatures.

I will check with animators what is the best way to proceed here.
But overall I think it makes sense to have this only for the active
object.
2018-10-12 15:26:23 -03:00
Dalai Felinto
894c3b1532 Revert "Multi-Objects: ARMATURE_OT_armature_layers
This reverts commits:
* 29a281f9ef
* 3a8b56ce24

This operator shouldn't behave multi-objects. This would only work
if all the selected objects had the same logic for their layers,
which may be likely for characters, but it won't be for mixing props and
characters.
2018-10-12 15:26:23 -03:00
Dalai Felinto
29a281f9ef Multi-Objects: ARMATURE_OT_armature_layers for pose
That said, I think we should not support multi-object for either edit or pose armatures.
2018-10-12 15:15:22 -03:00
Dalai Felinto
bb7f4f5714 Multi-Objects: POSE_OT_bone_layers 2018-10-12 15:05:46 -03:00
Dalai Felinto
299b51dc83 POSE_OT_rotation_mode_set: Adding missing notifier
Otherwise the space button does not redraw.
2018-10-12 14:56:13 -03:00
Dalai Felinto
3b9b6a80ba Multi-Objects: POSE_OT_rotation_mode_set 2018-10-12 14:55:15 -03:00