- BKE_lattice_deform_data_create was init_latt_deform.
- BKE_lattice_deform_data_destroy was end_latt_deform.
- BKE_lattice_deform_data_eval_co was calc_latt_deform.
This is an improvement over 2.7x which converted edit-mesh to mesh
(CDDM) for all 3 modifiers.
Overall this increases performance in edit-mode by around 15-20%.
Caused by the optimization of `Skip EditMesh to Mesh Conversion`.
Now that EditMesh is used when the Mesh has no modifiers, do not
skip the selected elements.
Now all overrides are handled that way. Performances of the process look
decent enough, even with production characters...
If performance issues still arise, we'll investigate other solutions.
This should also make T73154 obsolete now.
When a fluid is put under influence of gravity or acceleration, it
forms an internal pressure gradient, which causes observable effects
like buoyancy. Since now cloth has support for simulating pressure
changes caused by fluid compression or expansion, it makes sense to
also support the effects of gravity.
This is intended for better simulation of objects filled or
surrounded by fluids, especially when constrained by collisions
or pinned vertices, and should result in more realistic shapes.
Obviously, this doesn't actually simulate fluid dynamics; instead
it is assumed that the fluid immediately adapts to changes in the
shape or acceleration of the object without friction or turbulence,
and instantly reaches a new static equilibrium.
Differential Revision: https://developer.blender.org/D6442
The material binding API that we used was removed in the Universal Scene
Description library version 20.02. Using this new API, the code is
compatible with both USD 19.11 and 20.02.
Prefer meaningful function names over redundant NULL arguments.
Also clarify variable names as it wasn't obvious the object-data
is part of the object target.
This is really doing two operation so using the ampersand makes more
sense.
Also selection sounds better than selected.
This also adjusts the name in the text Edit menu which was an issue
raised in T68738
Override collections do not support that, add proper checks in BKE code
adding objects to collections.
Also try to find a suitable collection in parents in that case.
Note that this is enforced on 'public' API level, internal code can
still bypass those checks if needed. Exposing this possibility to public
API should not be needed.
Limit support for `GLEW_ARB_base_instance` to OpenGL 4.0 and higher. NVIDIA Quadro FX 4800
(TeraScale) report that they support GLEW_ARB_base_instance, but the driver does not support
`GLEW_ARB_draw_indirect` as it has an OpenGL3 context what also matches the minimum needed
requirements.
We use `GLEW_ARB_draw_indirect` as a target for `glMapBuffer(Range)` what is part of the
OpenGL 4 API. So better disable it when we don't have an OpenGL4 context.
Note: fix should be ported to Blender 2.83 LTS
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7994
Happens when some of the color correction terms are mathematically
undefined: foe example, when pow() is to be calculated and the X
argument is negative.
There is no ground-truth result in such cases, so ignore such terms
entirely.
This is a generalization of D6696 from Jacques.
Differential Revision: https://developer.blender.org/D7966
- Remove the operator, use a generic operator instead.
- Switch between PREVIEW/SEQUENCER as the mixed state isn't as useful.
- Add menu item to make the shortcut discoverable.
- Remove unused & broken "View Type" menu.
This solves a crash when switching from the modifiers tab to an armature
object and expanding a panel. Thanks to Alexander Gavrilov for mentioning
the problem.
Matches other similar cases for collection and object, and general
naming rule (copy is for generic ID copying, duplicate is for more
involved and poweful behaviors specific to an ID type).
This greatly simplifies and unifies logic.
Also addresses T77255: full scene copy will now use same preferences
parameters as object or collection duplicate to choose which data-blocks
to copy along.
Those are then assumed already duplicated, and not touched. However, all
of ther objects and sub-collections can still be processed as with any
other regular collection...