This is only supposed to happen when copying nodes that are part of the user
editable database, not temporary copies for the dependency graph.
The LIB_ID_COPY_LOCALIZE test was wrong because it is a combination of multiple
bitflags as pointed out by Bastien, and was actually redundant anyway since
LIB_ID_CREATE_NO_MAIN is part of it.
Previously Noise and Wave texture nodes would use noise functions within a [0,1]
range for distortion effects. We either add or subtract noise from coordinates,
never do both at same time. This led to the texture drastically shifting on the
diagonal axis of a plane / cube. This behavior makes the Distortion input hard
to control or animate. Capabilities of driving it with other texture are also
limited, diagonal shifting is very apparent.
This was fixed by offsetting the noise function to a signed range and making it
zero-centered. This way noise is uniformly added and subtracted from coordinates.
Texture pattern sticks to main coordinates which makes it way easier to control.
This change is not strictly backwards compatible, there is versioning to ensure
the scale of the distortion remains similar, but the particular pattern can be
a little different.
Differential Revision: https://developer.blender.org/D6177
Adds theme settings to allow change of front and back faces of the Face Orientation overlay
Differential Revision: https://developer.blender.org/D6262
Reviewed by Jeroen Bakker
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep.
This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode.
This was needed to allow clamping when **To Max** is less than **To Min**.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D5827
When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
Allows each File Browser list item in Volumes and System to use individual icons.
Differential Revision: https://developer.blender.org/D5802
Reviewed by Julian Eisel
Implement T66304 as an experimental option,
available under the preferences "Experimental" section.
- When enabled most tools in the 3D view have a gizmo.
- Dragging outside the gizmo uses the 'fallback' tool.
- The fallback tool can be changed or disabled in the tool options
or from a pie menu (Alt-W).
Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.
The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6367
When adding a modifier to an object, the drop-down select box has the
same mouse-over tooltip for each modifier type: "Add a procedural
operation/effect to the active object". This isn't helpful when you
don't know what the modifier does from just reading the name.
This patch adds descriptions for most modifier types, so that it's
clearer what the modifiers do. The text was provided by @werwack after
discussion on DevTalk[1] and taken from the Blender Manual, and
subsequently updated by @billreynish and @HooglyBoogly.
Not all modifiers have a short one-line description in the manual, hence
those are still missing in this patch.
[1] https://devtalk.blender.org/t/ui-contextual-modifier-description-in-the-tooltips-of-the-add-modifier-dialog-window/10382
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D6352
The Camera Background Images uses a alpha under blending. For alpha
under blending to work correctly the framebuffer containing the result
of the render engine needs to be active
(`DefaultFramebufferList.default_fb`) and the source blend color needs
to be premultiplied with alpha.
Due to recent refactoring this wasn't the case and it seemed that the
background image was drawn in front of the scene. This patch sets the
correct state so it seems to be drawn behind the scene.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6365
Introduced by 9c337fcfe2 mistaken that `MeshExtract.use_threading` set
to false means that no threading is used at all. This is not the case it
will still perform threading for large objects, it will only run the
different subtasks in serial.
Fixed by scheduling the `lines_loose` in the task_pool after the rest
have been executed. This is cleaner than the previous implementation as
it sticks more to the actual design.
This use the overlay AA pass to antialias the selection outlines.
This also do all search and expand in one pass and reduce the computation
time and memory used (2 x 32bit/pixel buffer less).
Note that the aliasing is a bit worse than the old FXAA that we used to have.
Previously the decimation would take the whole curve into account when
decimating and not just the selected part.
This also contains various smaller bug fixes for the fcurve decimation.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D6286
Bone relationship lines needs to be hidden in:
* object mode
* or when relationship lines are turned off
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6356
The lines index buffer can contain all edges (edit mode) or only loose
edges (object mode). When switching between these modes the wrong
content of the index buffer can be used.
This patch will clear the lines index buffer when a `loose_edges` is requested. Making sure it is always up to date.
Note that this is supporting an exising hack where the IBO is truncated
during the creation. We should find a different way how to solve these
kind of issues.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6349
When using Render Viewport Animation the meta data
was only stamped when a float buffer was used. In recent changes it was
possible to use a char buffer for the result.
This commit will also support stamping of metadata using a char buffer.