this was working for object/collection display/render but lattice was
not taken into account for non object/collection display/render types
(halo, axis, cross, circle, ...)
Reviewers: sergey, brecht
Maniphest Tasks: T59484
Differential Revision: https://developer.blender.org/D4096
Display statistics from CCG structure.
This makes values to be different from what is shown in object
mode, since CCG is operating on individual grids, and object
mode will stitch those grids. But on another, those values from
CCG is what sculpt mode is actually "sees" or "uses".
The number of faces should be the same in both sculpt and object
modes.
While the operator needs a depth to work as intended,
it feels buggy if the initial drag does nothing until a depth is found.
If the cursor isn't over any geometry calculate an initial depth.
This resolves this issue where users would enable a snapping mode
besides incremental (vertex for eg), then notice strange behavior w/
rotate and scale.
While this ability can be useful, it's quite an obscure use case.
Now changing snap-modes keeps rotate and scale using incremental snap,
with the option for these modes to be affected by other snapping modes.
D4022 by @kioku w/ own minor edits.
- This extends context menus, checking the selection in some cases
to conditionally show operators.
- When nothing is selected, add, paste .. etc are added to the menu.
- Use columns when mixed mesh modes are used (vert/edge/face).
- Move armature naming operators into sub-menu.
See D4043
This now only upload data per loops to the GPU, making use of index buffer
to draw polygon. This make use of the vertex cache, speed up renders
and saves a lot of vram.
Update performance is also slightly faster and can even be improved further
by updating only uvs or vcol independently.
This commits breaks texture paint batches. It will be added back in another
commit.