Block a user
d4ef69c980
Overlay-Next: Edit text
2f9884cee1
Refactor: Sculpt: Use int instead of PBVHVertRef in expand
367cceaab8
Anim: Make it possible to enter/exit NLA tweak mode on slotted Actions
17ddca5017
Fix #127240: Deforming motion blurred point clouds do not render under certain conditions
0e36107433
Fix: Cycles: Rendering of VDB files with HIP-RT
Laurynas Duburas
deleted branch overlay-next-grid2d from laurynas/blender
2024-09-11 18:10:58 +02:00
5a9b1ddb6c
Cleanup: Curves: Store first/last stroke point in variable
3fdc9e9637
Refactor: convert BKE_action.h to C++
3ca0b4fc4d
Anim: clarify 'disabled' message for bone collection operations
636d83fbea
Refactor: convert BKE_nla.h to C++
06e70e7bc0
GPv3: Implement Grease Pencil to mesh conversion
Laurynas Duburas
deleted branch overlay-next-measurements from laurynas/blender
2024-09-10 15:47:24 +02:00
Overlay-Next: Grid 2D
I've reorganized code, now I think single class for both is better.
I had to move to MainPass
because of:
ResourceHandle handle = manager.resource_handle(mat);
…
Overlay-Next: Fade
Maybe not but something was different from old version in regards to Facing. Now in edit mesh Facing is seen thought in old version it wasn't.
d2390328ee
Merge branch 'main' into overlay-next-fade
6462216ef7
Cleanup: Sculpt: Simplify arguments to BVH build function
adbb732ba2
Overlay-Next: Sculpt
eee34de007
Sculpt: Simplify and optimize BVH build node partitioning
577630d24f
VSE: Optimize away some pointless image copies when applying modifiers
Overlay-Next: Fade
Done.
Also changed status to DRW_STATE_DEPTH_LESS_EQUAL
for pose, to merge color with Facing.
In overlay_armature.c
it is DRW_STATE_DEPTH_EQUAL
and colors merge, in the next Facing gets…
Overlay-Next: Grid 2D
Do you think it would be wise to split the 2D grid into its own class? I believe it would reduce the spaghettiness.
I had same thoughts while looking at overlay_engine.c
. 2D is always…
WIP: Overlay-Next: Grid 2D