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Fix #130456: GP Render engine crash due to C/C++ mix
Fix #113377: Pass edit mesh pointer through modifiers
Looks fine. Please test that it works for Overlay-Next too. We are in the process of making it default.
Fix #130456: GP Render engine crash due to C/C++ mix
I am fine with the proposed change. But you need to make sure the correct type is used for pass.push_constant("gpModelMatrix", &pd->object_bound_mat);
. Do a manual cast there pass.push_constant("gpModelMatrix", float4x4(pd->object_bound_mat));
DRW: Make manager and passes allow range of handles
6f2c393461
Merge branch 'main' into draw-handle-range
e8770a3845
Cleanup: Do not use
PointerRNA::owner_id
to create non-ID PointerRNAs.
1cd0ffd1d6
UI: Keymap Editor: Add margin from scrollbar
376f896b1f
Cleanup: Overlay-Next: Use same test for V3D everywhere
fb6188f658
Fix: Overlay-Next: Crash when changing workspace
Overlay: Speed-up grid drawing
I could also see the vertex count getting out of hand with longer clip ends and smaller grid scales.
IIRC the grids fades depending on their density. So the cost should be less than 1 vertex…
376f896b1f
Cleanup: Overlay-Next: Use same test for V3D everywhere
fb6188f658
Fix: Overlay-Next: Crash when changing workspace
cb1440b92f
Fix: Overlay-Next: Wireframe does not update in sculpt mode
Overlay: Speed-up grid drawing
Nodes: Add new shader for node sockets
Note that, eventually, this should be shared with the shader code so that we don't have to cast and maintain both sides.
Think about moving it to GPU_shader_shared.hh
to ease further cleanups.