The issue was the manipulated depth for images would be used when doing distance depth checks.
Now we will use the actual depth of the image object when doing such tests.
Reviewed By: Clément Foucault
Differential Revision: http://developer.blender.org/D4616
New icons from Andrzej Ambroż / jendrzych:
-Adds separate icons for 3D Cursor orientation and pivot
Also, many dozens of tweaks and updates - too many to mention here.
Full list is on Devtalk
This makes it easier to exclude a surface from casting shadows and can be
used to manipulate the shadows even for opaque surfaces.
Versionning ensure that old behavior is transfered to new rendering logic.
This was due to some shading resources not being bound for the shadow
shader. This commit completely remove the shading part when in a shadow
shader. Thus making it a bit more lightweight and removing the needed
sources.
Remove remapping to new IDs from `BKE_object_duplicate()` itself, doing
it here will break later remapping done after all desired objects have
been duplicated, preventing complete remap of ID pointers used in obdata
and other sub-data of duplicated objects.
Checked, the only two usages of this function were already doing
separated later step for this anyway.
Do it only for meshes/curves since those are potentially slow and need user
feedback to see things are not stuck. For object instances and lights assume
it's fast enough.
Printing too much can have a performance impact on slow Windows command
prompt or when logging complex scene renders.
This is to fix the slowdown issue experienced on windows when rendering
from command line.
Fix T59649 Eevee in command-line batch mode is slow with particles/duplis
The wrong transformation was used. Add a new matrix specially for this case.
This also fix the Node texture coordinate that was suffering the same issue.
Thanks to Gabor Fekete for helping finding the issue.
Was caused by uninitialized variable. Also took the oportunity to use comp
swizzling instead of multiple assignment.
Until now, Orcos were computed by the gpu (GLSL) and were not taking into
account the modifier stack (breaking orco for deformed mesh).
Now Orco is now computed on CPU but only if a modifier stack is present.
Tagging that an ORCO layer is present is done via a 4th component, which is
a waste of memory/bandwidth. Best would be to do the same as auto attrib
color space and save a bool uniform somewhere but for now it's too
disruptive.
Now the entire node gets greyed out, instead of using a red header that is
hard to distinguish from other nodes with similar header colors.
Differential Revision: https://developer.blender.org/D4597
BKE_mesh_new_nomain automatically added a CD_ORIGINDEX layer initialized to 0,
which was never filled in correctly. In 2.7 the equivalent function used to
modify the source derivedmesh and add valid original indices to it, but this
is no longer possible in the new design and was quite unpredictable anyway.
Now instead rely on mesh_calc_modifiers and the depsgraph to determine when
CD_ORIGINDEX should be added.
This should not use the original index as a unique instance index, with for
example an array modifier the same original index may be used multiple times.
Previous selected text color was almost invisible against the dark background.
Use same selected/highlight color as in other places in the default theme.
Issue reported on Devtalk by user Symstract
This operator was used only by annotations and it was part of the old legacy code.
Now, the operator is limited to annotations and cannot be used with grease pencil objects.
Also changed the tooltip to clarify it's only for annotations.
Switching shader modes to material or render during a sculpting session
showed the model when the sculptsession was started. The user needed
to click that forced an update of the sculptsession.
In `sculpt_flush_update` the eevee drawing mesh is not updated when
workbench engine is used.