Can now rip from multiple fans (mixed single faces or larger regions)
Also add BM_vert_is_manifold_region which only checks if a vert has disconnected fans.
This reverts commit 5a8629c0d7da6cfb4b696f1787111c9492e03aba.
It does not really work that well since objects can draw in front of
selection circles now.
Code here did depth test always and depth range 0.0.
There is no real reason for object centers to write and get tested
against depth buffer in this case, just disable the depth test instead
;)
Helps with blurry object centers in depth of field mode too (centers
wrote depth 0 and were always blurry)
This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.
Reviewers: lukastoenne, campbellbarton, dingto
Reviewed By: campbellbarton, dingto
Subscribers: dingto, nutel, eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1273
Own regression, previously it would do a full mesh normal calculation for each isolated shape
(could hang on meshes with many loose parts).
However the normals are needed, instead of doing a full calculation,
just set normals on new faces.
Thanks to Brecht for finding cause!
transform.
IMB_makeSingleUser makes a copy and destroys metadata. I am not sure if
this is the safest way to make a single user ImBuf (setting the refcount
to 0 is simpler and there's less, but no zero, risk of dangling
pointers) but I will leave this as is for now in case there is an actual
need for a copy here. The alternative approach should be tested at some
point.
Assumed the `reference` pointer is an ID, currently true, but may not always be.
Add a callback specifically for this purpose since cleaning up notifiers and space-types are different operations.
"Unexisting" particles must be freed after the unexist flag has been set,
which was no longer the case after 78c491e62a5.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D1213
There are several ways to end up with an object with skin modifier, but no
skin data on the geometry. So we need an operator to add it by hands.
Also tweaked a bit UI of this modifier.