* Use simple default view transform for color pickers, as Filmic does not work
well for all types of colors. We better handle this with an option and tagging
of colors as emissive or albedo like.
* For solid/workbench we also no longer use Filmic, as there is not enough contrast
and it's not really needed since this is not physically based lighting.
* For lookdev always take into account the view transform and look. Other view
settings like exposure are only taken into account if scene lighting is used,
since these are often dependent on scene light intensity.
Fixes T61022, T57649, T59363.
Now when remove points from a cyclic stroke, the last island is joined with first island in order to fill the gap of the cyclic.
This change affects not only to cutter, but to any delete process in cyclic strokes.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
For ears it was already how we evaluate modifiers. There is no
need to go more granular than is actually needed. And no need
to use some obscure prefix for operation.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
Was happening due to missing relation from geometry to
transform component. Did not happen in old dependency
graph because that one could never evaluate geometry
prior to transform.
Scopes were moved to properties area, so need to adjust
the optimization part of tagging.
Ideally, tagging will always happen (and happen for free)
and then drawing code will update scopes when they are
actually displayed. But this is outside of the scope of
this fix since requires some design changes.
The issue was caused by dependency graph resetting particles
when evaluating copy-on-write version of object. Solved by
only doing reset from dependency graph on user edits.
Other issue was caused by modifier itself trying to compare
topology and reset particles when number of vertices or faces
changed. This isn't reliable, since topology might change even
with same number of elements. But also, since copy-on-written
object initially always have those fields zero-ed the reset
was happening on every F12.
The latter issue is solved by moving reset from modifier stack
to places where we exit edit/paint modes which might be changing
topology.
There is still weird issue of particles generated at some
weird location after tapping tab twice, but this is not a new
issue in 2.8 branch and is to be looked separately.
Was missing synchronization of current frame to the original one,
which is one of the issues why point cache does not properly reset
on edits.
Also clear recalc flag on original particle system.
Ideally we need to get rid of recalc on a particle system, since
that is not really covered by tagging system of dependency graph.
Some summary of changes:
- Don't use DEG prefix for types and enumerator values:
the code is already inside DEG namespace.
- Put code where it locally belongs to: avoid having one
single header file with all sort of definitions in it.
- Take advantage of modern C++11 enabled by default.