Block a user
34afb6c05f
Select-Next: Fix IDs for meshes and metaballs handles
953cef7b7a
Merge branch 'main' into overlay-next
7ca63d40dc
Revert #105225: WM Check for lack of active window
59b9bb0849
Draw: Custom IDs
ea66898bbe
Select-Next: Introduce shader level patching to output selection ids
Draw: Custom IDs
14dfd53017
Merge branch 'main' into pull-thin-handles
03f17c42d0
Fix #100129: Status bar incorrectly shows "[G] Move" after pressing G
515cb14056
Fix: Don't create undo step for empty box select in VSE
d449539cd2
Cleanup: Move five modifier files to C++
4d58f01424
Add LSAN suppression rules config file.
d8684771c3
Merge branch 'blender-v3.5-release' into Fix_105280
076a33ccd1
Fix #104219: Node links dragged from wrong socket after selection
30a81f1b55
GPencil: UV parameters for the first point in sample modifier.
7842347ec8
Cycles: Fix hanging unit tests when MetalRT is enabled
9fccd2dc24
Fix #100819: Built-in VFont has an additional user by default
46171c5d8f
Merge branch 'main' into retopology-overlay
9b67e883dd
Fix #105257: Incorrect Search Region Size
Viewport: draw light icons using the light colors
Maybe there is a misunderstanding: I'm not asking about taking light perceptual intensity into account, I'm saying that the color should be normalized as it is the "tint" we are interested in for…
81ad3e6866
Merge branch 'main' into retopology-overlay
8fbc80be8f
Merge branch 'blender-v3.5-release'
076a33ccd1
Fix #104219: Node links dragged from wrong socket after selection
480e467ac9
Fix #104726: Allow loading of 2.48 file without active window
eb68334b58
Cleanup: Mesh: Access looptris with Span
Viewport: draw light icons using the light colors
I am unsure about using the light color as is. I think it should be normalized.
Viewport: draw light icons using the light colors
Maybe DRW_cache_light_sun_rays_get
is more descriptive. I think it is ok to leave it only draw the rays.
Draw: Custom IDs
I think we should add append_and_get_index
to the StorageVectorBuffer
class. This would remove the need for the material_buf_index
.
Draw: Custom IDs
Scrap this thin_map_buf
. There is a uint _pad0
you can replace inside DrawPrototype
.
Draw: Custom IDs
It isn't uint2
because of compatibility with older code. This should become a TODO.
UI: Added Edge Width option in preferences for 3DView and UV/Image Editor