The issue was in the optimization code path for opaque shadow rays
which was wrongly considering all primitives in the node to have
same visibility flags.
When in texture paint mode and in solid mode the object that is being
texture painted will be rendered by the workbench engine with textures.
All other objects would render the same. For other cases the texture paint
draw engine will still draw the texture.
The texture mode draw engine now only drawn the masks. The opacity
sliders influences the texture mask.
This change has been implemented conserably. In the future we need to
look into making this better, like adding support that every object
can be colored differently. Currently when rendering in the workbench
we can have up to 3 different color types active (what the user selected,
the fallback in case no materials have been configured and this one,
forcing textures)
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5190
Changing the brush size for example,
was adding redundant undo steps in paint-modes.
For now, don't store undo steps for property changes
in paint & edit modes.
While not ideal, this is similar to 2.7x behavior.
We want users to go to the current version for their current version
when possible if not point to latest.
/dev should really only be for development related work. End users
should not be browsing /dev unless they are reading about upcoming
features ahead of time.
slow poll was altered in rBc252fe7a32ab after recent fix, now be a bit
more specific about meshes only.
Reviewers: brecht
Maniphest Tasks: T66433
Differential Revision: https://developer.blender.org/D5185
Now the simplify code works correctly in 3D space. Before it was trying
to project the strokes down into a local 2D space, but that didn't work
nicely for strokes with overhangs or big changes in the stroke
direction.
The code in question was simplified as well which lead to some nice code
reduction.
Reviewed By: Antonio Vazquez
Differential Revision: http://developer.blender.org/D5183
Make sure particle system edit never points to a modifier or particle system
which becomes inactive.
This is needed because copy-on-write will change pointers of them and those
pointers are supposed to be restored from particle system evaluation. But
since the particle system is disabled it never updates pointers.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5180
Now it is possible to enable MatCap lighting on top of textured models
in the workbench engine.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D5182
When doing image rendering with grease pencil, it reused the view of
workbench or EEVEE. These views might be offsetted due to TAA.
This shifted the view a tiny bit. We will not reset the view in between
render engines.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5171
There were some keymap conflicts and inconsistencies here. After this change, it works as follows:
Snap toggle on/off: X
Snap pie: Shift-X
Viewpoint pie: V
This is now consistent in all editors and the 3d View conflict should be gone
'is_data'
since the move from 'cycles_shader_compat' (2.79) to
'PrincipledBSDFWrapper' (2.8) we lost the ability to (automatically) set
this colorspace setting for imported textures. This was useful for e.g.
normalmaps to always assume 'Non-Color' data.
This adds the possibility to overide and uses this for normalmaps...
Fixes T66368
Reviewers: mont29, brecht
Maniphest Tasks: T66368
Differential Revision: https://developer.blender.org/D5176
From fix for T66311, c6a199e2542b4
Poll functions should never loop over entire scene,
in this case behave as other transform operators,
only checking the active screen.
This was meant to help users see which users are likely useful to add, but
it's not so obvious and there are cases where it's useful to re-append the
same workspace.
This fixes crashes, wrong names and inability to append workspaces in
edit mode. We now bypass the append operator so we can easily return
a datablock pointer and work in any mode.
could happen when used on multiple objects with multi edit, and skin
modifier was not present on all participating objects
Reviewers: brecht
Maniphest Tasks: T66311
Differential Revision: https://developer.blender.org/D5165
The issue was that the end point would be extrapolated and it would lead to
very high values if the curve had a near inf slope. Now we use the actual end
point value and only extrapolate values that are outside of the start and
endpoint range.
Differential Revision: https://developer.blender.org/D5151