Age | Commit message (Collapse) | Author |
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Node group inputs should behave like cycles now.
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We create dummy nodes that contains the default values for the nodegroup
inputs and link them to the sockets. This way the uniform buffer gathering
function can read them.
But we also need to disconnect all the internal links to sockets that have
hidden values. Theses sockets must not get the values from the nodegroup
input sockets if there is no link to them otherwise we get broken results
(i.e.: normals for a bsdf node).
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Note: This function changes the active object as well. Not sure it
should do.
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Make it the convention to multiply by scaling factor inside the function, so
Python scripts that didn't add DPI scale start working correctly.
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Internally, a drawing is done to calculate z-depth and needs always the drawing.
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Try avoid having too many toplevel modules with generic names.
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This is the panels that you see when you invoke the painting tools from
the Image Editor.
If you do so from the viewport, the panels are different (and have it
properly swapped already, although the panels should be the same as
those ones I suppose - that said I like the one from the image editor
better, in regard to the overlay panel).
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- Extruding edges/vertices on normals gave bad/strange results.
- The adjust gizmo used the orientation axis instead of the
last-orientation (which could get out of sync).
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Needed for situations when we can't use the orientation.
With extrude the initial extrusion recalculates normals for edges
and vertices which then don't give a useful axis.
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Soft shadows are supported in another manner, Multiple Shadow Maps are not
needed anymore.
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* Icons in specials menu (Copy and the new Duplicate icon)
* Remove redundant "Settings" label next to ID template widget.
* Remove "Type" label and expand dropdown, since it only has 2 options (emitter/hair), saves 1 click.
* Move "Seed" to and "Hair Segments" to Emission panel
* Rename "Duplicate Particle Systems" to "Duplicate Particle System", since it
only duplicates one (the active one) at a time.
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This option make the internal render size larger than the output size in
order to minimize screenspace effects disapearing at the render edges.
The overscan size added around the render is the maximum dimension
multiplied by the overscan percentage.
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Still difficult to know when exactly the operator will duplicate and when
it will add a new one. Some open a menu with different choices too.
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Mainly added separators to the Vertex Group/Shape Keys specials menu,
separating items by type and removing redundant icons for better readability.
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@jpbouza was rather upset these were made read-only, and unlike
parents, it's not that hard to allow changing these Bone fields:
all is needed is to carefully refresh the matching fields in the
relevant bPoseChannel objects and properly tag update.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3870
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New icons for duplicate, driver types, window, hue/saturation.
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Only affects internal API, bout could be exposed as an option for
the compatibility reasons with other software.
Is a part of some ongoing development of multires, but might or
might not be used.
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Support for showing images in background/foreground and only in perspective/orthographic view.
Internally the depth of the image is modified in the fragment shader by setting `gl_FragDepth` explicitly.
The UI still needs some work to improve usability, see D3863 for details.
Currently there is one duplicated function, not sure how to best deduplicate it yet. (`is_image_empty_visible`)
Reviewer: fclem, brecht, campbellbarton
Differential Revision: https://developer.blender.org/D3863
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That way scripts can have a consitent way to get unique ID key/string,
and can use it for access in bpy.data collections as well.
Note that this kind of douples the old py API way of doning this
(passing tuple of (ID-name, lib-path) instead of just ID-name).
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Now that we do use that ID name of them in UI sometimes...
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Also reshuffle a bit that whole code, did some renaming,
`BKE_id_to_unique_string_key()` is now using same base code (instead of
using whole library filepath...), etc.
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It makes more sense to have Color Management under Render properties,
even though they are per scene (so are render dimensions anyway).
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It is caused by some sync issue apparently. Adding glFlush in these
two places fixes it.
Caveat: it might have a small perf impact (did not measure it).
The fix is limited to the affected driver/operating systems.
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Mainly useful for debugging. Previously, when AVX2 was disabled
in the debug panel but BVH layout was kept on BVH8 nothing was
rendered.
Needed to make it so supported BVH layout mask for devices is
queried in "dynamic", so it is possible to use DebugFlags there.
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This option locks any layer no active to avoid any accidental change.
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When enabled, inserting keyframes into F-Curves with simple cyclic
extrapolation (the same conditions as required for cycle-aware auto
handle smoothing to activate) will take the cycle into account:
- Keyframes that are being inserted outside of the cycle bounds
are remapped to be inside the cycle. Thus it is not necessary
to be within the main iteration of the cycle when tweaking.
This becomes especially useful in the final animation tweaking
phase when the channel keys may be staggered for overlap, so
the actual master period is different for different channels.
- Modifying one of the end points of a cycle also changes the
other end point when appropriate, to preserve smooth transition.
This feature applies to both manual keyframe insertion using
'I', and auto-keyframing.
Differential Revision: https://developer.blender.org/D3140
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D3309 by @thornydre
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Only used for internal functions, follow 'GPU_batch.h' naming.
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