The bevel type is a more useful check for graying out this property
because its effects will be apparent before choosing an object. Before,
the fill type property would only gray out with a bevel object selected.
Warp & weight vertex-group editing modifiers miscalculated vertex weight
inversion, the weights were multiplied before being subtracted from 1.
Ref D8241
Build modifiers linked or copied to objects from the outliner would not
animate until the file was saved and reopened due to a missing depsgraph
relations tag.
Light rotation is supported both in world and view light orientation in
lookdev, so no reason to disable it.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D8958
Expanded objects with children immediately after a colored collection
would have the color applied to their hierarchy lines as well. The fix
is to reset the collection color to `COLLECTION_COLOR_NONE` for each
open subtree.
Based on http://jcgt.org/published/0008/01/03/
This is a simple trick that does *not* have a huge performance impact but
does work pretty well. It just modifies the Fresnel term to account for
the multibounce energy loss (coloration).
However this makes the shader variations count double. To avoid this we
use a uniform and pass the multiscatter use flag inside the sign of f90.
This is a bit hacky but avoids many code duplication.
This uses the simplification proposed by McAuley in
A Journey Through Implementing Multiscattering BRDFs and Area Lights
This does not handle area light differently than the IBL case but that's
already an issue in current implementation.
This is related to T68460.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8912
The search should check if a panel is active before changing its
expansion, otherwise it sets the expansion for all of the region's
panels, even invisible ones in other tabs.
This was causing flashing colors in the node editor grid.
This is because in some cases the flat color is only set on the provoking
vertex which is the last of the primitive by default.
This makes wide line supported on MacOS and other implementation that
does not support wide line by default.
This workaround works for all Line types but only if using one of the 5
default shaders.
The workaround is completely isolated and invisible to the outside. It has
no side effect.
Note: This does not affect the GPUBatch drawing.
This is not an exhaustive change, just for the 2D cursor and
UDIM grid properties. Also vertically align the "UV Vertex"
buttons like in the 3D view panels.
Checking for the layout alignment is not a reliable way to filter out
which items need the additional icon/text offset. Instead check if the
buttons are icon-only (which we rarely do, e.g. for collection colors in
the Outliner context menu).
For example you can now start entering text in the Properties or
Outliner search, and press the 'x' while the button is still in
text-edit mode.
This way you don't have to exit text editing first, before being able to
quickly clear the string with a mouse click. So this is a small
improvement for convenience.
It also works for the eyedropper (change to picking an object while text
editing) or the '+' and '-' icons in the file saving dialog.
E.g. the 'x' icons or eyedropper icons in text buttons. They didn't use
to have any mouse over feedback, now we dim the icon until hovered.
This kind of feedback helps users see that the icons are interactive,
and if they are within their interaction hotspot.
I think this wasn't allowed before because the section of a curve was
built in multiple parts. But since rBe34d3e32dda7, the whole slice
of a curve is built in one piece, so we can easily support curve
caps for all geometry types, including the new custom profile option.
Note that this also allows "caps" when the fill type is not full.
They could easily be disabled by checking for "Full" fill type
if that was preferred in the future.
See the patch for images.
Differential Revision: https://developer.blender.org/D8911
This adds XYZ symmetry as a property of meshes and updates all modes to
use the mesh symmetry by default to have a consistent tool behavior
between all modes and when switching objects.
Reviewed By: brecht, mano-wii, campbellbarton
Maniphest Tasks: T79785
Differential Revision: https://developer.blender.org/D8587
This object operator exits and frees the edit data of the
current object and enters the same mode in another one in a single step,
without going through object mode or keeping multiple edit object data
active. It is assigned to the D key.
This solves all conflicts that the right/click select keymap and the
emulate 3 button mouse produces for this operation and it is independent
of the state of Lock object modes.
Also, as the SculptSession is freed, when using Multires objects go
back to their preview resolution level, so it is possible to work on
high vertex count scenes without slowing down the viewport and other
performance problems.
Reviewed By: #user_interface, pablovazquez
Differential Revision: https://developer.blender.org/D7510
This removes the limitation of the sculpt overlays not being visible
with modifiers active.
Reviewed By: fclem
Maniphest Tasks: T68900
Differential Revision: https://developer.blender.org/D8673
This implements a new overlay that blends the bakground color over the
objects that are not in the same mode as the active object, making
them fade with the background.
This is especially needed for sculpt mode as there is no other overlay
or indication in the viewport to display which object is active.
This is intended to be used with D7510 in order to have a faster
workflow when sculpting models with multiple objects.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8679
This adds an option for the HDRI rotation to follow the view rotation.
When this option is enabled, this allows EEVEE materials to be used as
matcaps for sculpting and painting.
This has an extra performance cost when orbiting around the model as the
lookdev cache needs to be recalculated, but in my test it is barely
noticeable.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8566
This filter scales the mesh as it was a softbody, producing folds in the
surface. The orientation of the folds can be controlled using the filter
axis and orientation.
This is an example of a cloth filter that uses deform coordinates instead
of forces, but probably it does not make much sense to expose it to the
user in a different way and with different parameters. I'll remove
FilterCache->enabled_force_axis in a later commit and use always
enabled_axis in SCULPT_filter_zero_disabled_axis_components
for both forces and deformation filters, so this function can also be used
in the mesh filter.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8661
The deformation constraints strength were too strong and they were
preventing the cloth effects of the brushes with cloth deformation target
to create folds properly. This lowers the default, making the simulation
follow the deformation in a more relaxed way.
I'll make a separate patch to expose this as a property for certain brushes
and cloth deformers that may need higher values (like boundary with loop
falloff on a low poly mesh), but I think this default will work better for
most use cases.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8884
This commit caused regression on some sculpt paint cursors. A better
approach is being worked on.
This reverts commit 6ade522f277fb74d4691973b7bb55840300043a2.
This new feature allows to use the strokes as an eraser of any stroke below. This is very handy to open holes in filled areas.
After running some tests, we have decided to keep the additive effect of the holdout color. To get clean holdout areas, just move the color to black to remove any additive effect. To have additive effect can be used in situations like tint slightly a transparent window with blue to simulate the glass.
See T79878 for more details
Differential Revision: https://developer.blender.org/D8932
This was a bug in OpenImageDenoise, upgrade to latest 1.2.3 which has the fix.
This in turn required a newer ispc version.
Differential Revision: https://developer.blender.org/D8892
Steps to reproduce were:
* Create a marker in the timeline
* With the mouse over the marker region, press Shift+D
The function for moving markers was reused and had handling specific to
tweak events. This is not relevant in case of duplicating markers.
When repeat image was active the image was drawn in the foreground
making most uv overlays not visible. This change creates a shared
defined value for repeating and not repeating images.
Ref {D8855}
Unix and Apple platform files use find_package(OpenSubdiv) which sets
`OPENSUBDIV_INCLUDE_DIR` as an advanced variable, as well as
`OPENSUBDIV_INCLUDE_DIRS` which should be used usually.
Windows sets `OPENSUBDIV_INCLUDE_DIR` which is used by the rest
of the code.
This patch renames it to `_DIRS` everywhere, for it to be like other
similar variables.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8917
situations
In the situation that the PTCacheEdit is not available (e.g. when
editing unbaked Cloth or Softbody caches - or, as in the report, being
in Cloth or Softbody Editing Type for Hair particles), accesing the
corresponding ParticleSystem or ParticleSystemModifierData would crash.
Now access these later (after PE_start_edit had the chance to return
early on this non-valid situation).
Reviewers: JacquesLucke
Maniphest Tasks: T80900
Differential Revision: https://developer.blender.org/D8941
Was missing a dedicated entry for LMB select, this is to be consistent
with how it is done for meshes.
Maniphest Tasks: T80905
Differential Revision: https://developer.blender.org/D8935