New edit mode operator and post-processing brush option.
Trim works on a single GP stroke. It removes trailing points before and after the first intersection (or loop) nearest to the start of the stroke.
This caused text in strips to "jump around"
There was a comment in UI_view2d_zoom_cache_reset:
While scaling we can accumulate fonts at many sizes (~20 or so).
Not an issue with embedded font, but can use over 500Mb with i18n ones! See [#38244].
Reviewed by: Brecht
Differential revision: https://developer.blender.org/D4389
On CCG side it is done similar to displacement, where we have
a dedicated functor which evaluates displacement. Might be seemed
as an overkill, but allows to decouple SubdivCCG from mesh entirely,
and maybe even free up coarse mesh in order to save some memory.
Some weak-looking aspect is the call to update normals from the
draw manager. Ideally, the manager will only draw what is already
evaluated. But it's a bit tricky to find a best place for this since
we avoid dependency graph updates during sculpt as much as possible.
The new code mimics the old code, this is how it was in 2.7.
Fix shading part of T58307.
The change in outliner and viewport visibility (897e047374) was made
assuming the bases of the render and viewport depsgraph were
independent. Thus we were deliberately setting base visibility when
rendering:
```
/* When rendering, visibility is controlled by the enable/disable option. */
if (mode == DAG_EVAL_RENDER) {
base->flag |= BASE_VISIBLE;
}
```
However, we were syncing data back to the original depsgraph, leading to
hidden viewport objects to re-appear.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D4391
This problem existed in 2.79 as well. The rigid body setting is related
to the scene the object was created.
We now clear all the rigid body properties of the appended objects to
prevent them from lingering in this state where they have settings yet
cannot be used in the simulation.
Reviewers: mont29, brecht
Differential Revision: https://developer.blender.org/D4380
The multires sculpt drawing was a not working in smooth mode.
Also hidding was not supported by the wireframe overlay and flat shaded
faces.
Codewise it is cleaner and index buffers are only updated if the
smoothing changes.
Made it so that generated coordinate is always calculated.
Ideally, it will only be done depending on a current shading,
but code is quite deep, and doing smarter thing here will end
up in way bigger refactor.
First, make things working, and then make them fast if they
pop up in a profiles.
Issue was a concurrent modification of an evaluated mesh by two
other meshes using it as source for custom normals data transfer.
Note that this fixes the crash (modifiers are strictly forbidden to modify
any data besides their own!), but now will have to add a new CD type to
be able to specifically request 'computed' clnors data layer, and not
only 'encoded' one, for source mesh...
It was copying the alpha from the foreground instead of background image,
which is not usually what is needed and inconsistent with the compositor.
Differential Revision: https://developer.blender.org/D4371
The dependency graph now handles updating image users to point to the current
frame, and tags images to be refreshed on the GPU. The image editor user is
still updated outside of the dependency graph.
We still do not support multiple image users using a different current frame
in the same image, same as 2.7. This may require adding a GPU image texture
cache to keep memory usage under control. Things like rendering an animation
while the viewport stays fixed at the current frame works though.
Patch by @sergey.
Note that this is really a bad thing actually, ideally we should never
get that situation (IDs in Main referencing temp IDs outside of it).
That can lead to many possible similar cases...
Fixing that is not trivial though, so for now we'll have to live with
it, until we have migrated *all* of our temp datablocks generation
outside of Main's.
This introduce the wireframe batches. Creating the indices buffer does
not seems to slow down the sculpt in my testing (but it is kind of hard to
test reliably)
This includes a bit of cleanup in gpu_buffers.c.
- Makes it possible to show a vertical line for every marker in the graph editor.
- Makes the marker line visiblity optional in the sequencer and graph editor.
Request from @hjalti.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4348