The intention is to fix a too low default threshold on high DPI screen.
Users with high DPI screens that have increased the threshold to fix this
or liked the lower threshold will need to lower it again.
This is still somewhat of a guess, ideally this would be based on the
physical distance travalled, and maybe different per type of input device.
However we do not have access to this information, and hope this gives a
better default.
Use `BKE_curve_texspace_get` instead `BKE_curve_boundbox_get`.
The snap to curve, even out of edit mode, is not done on the displist. So test a boundbox that covers the points seens in edit mode.
This way we guarantee that action tagged for CoW will ensure
order of updates with objects which are using it.
Fixes T57870: Scaling keyframes in Graph Editor causes crash
Fixes T57971: Moving keys in the Dopesheet crashes with Segfault 11
Fixes T57530: Moving keys on a rig, Crash
Fixee T57491: Crash when trying to move keyframe in dope sheet
Boundbox does not depend on transform and only need geometry
component.
This change solves possible race condition accessing geometry
data and allocating/assigning pointers.
Based on disacussion in IRC with @mano-wii and @brecht.
Grease Pencil already implements support for full-featured
per-brush pressure curves, but it is useful to have some
basic global settings that affect all brushes and tools.
This adds two simple options:
- Raw pressure required to achieve full brush intensity.
- Softness control, using a gamma curve internally.
The most important one is the max pressure setting, because it is
critical for ergonomics, but the Linux Wacom driver lacks it.
The softness option internally converts to gamma = 4^-softness.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D3967
When there are no fully selected bones,
use the normal of bones which only have the root/tip selected as a
fallback.
Without this, the extrude gizmo isn't very useful
since extrude is often used with only the tip selected.
This is part of T57829.
Reduce the number of batches used to only one by shader type. This reduces GPU overhead and increase a lot the FPS. As the number of batches is small, the time to allocate and free memory was reduced in 90% or more.
Also the code has been simplified and all batch management has been removed because this is not necessary. Now, all shading groups are created after all vertex buffer data for all strokes has been created using DRW_shgroup_call_range_add().
All batch cache data has been moved to the Object runtime struct and not as before where some parts (derived data) were saved inside GPD datablock.
For particles, now the code is faster and cleaner and gets better FPS.
Thanks to Clément Foucault for his help and advices to improve speed.