Age | Commit message (Collapse) | Author |
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Code quality: Enable SortedIncludes in .clang-format
This patch does not include a `make format`, which will follow suit.
Differential Revision: D6811
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Stereoscopic viewport didn't support Color Manangement due recent
changes in the color management pipeline. In order to solve the issue we
will migrate the strereo rendering into the GPUViewport. This will share
some textures and reduce required GPU memory.
Reviewed By: fclem, dfelinto
Differential Revision: https://developer.blender.org/D6922
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Stereo offscreen rendering has been replaced with stereo viewport
rendering. When an offscreen buffer is used it is only used for mono
rendering.
This patch will remove the second offscreen buffer.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7153
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Use less vertical space.
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Also correct gizmo_view_align color.
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Was hard coded to white making white backgrounds impractical.
D7162 by @billreynish with edits.
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This patch moves the NULL check of `actseq` to the correct position, which should happen
before the `channel` is assigned. Otherwise an attempt to call the `sequencer_select_grouped_exec`,
when there is no active sequence and `use_active_channel` set to true, results in a crash.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D7170
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This patch include changes:
- Thicker and clearer selection indication
- Slimmer handles
- More transparent muted strips
- Trim frame number is drawn inside the strip
- Strip text is drawn in upper part of strip
- Color strips now have specific color, with chosen color drawn under strip text
- Transition strip will use color of input strips showing direction of transition
- Selecting effect strip will highlight input strips
- Selecting multicam strips will highlight target channel
- Missing media state is now indicated by a red line drawn on the top part of the strip
- A checkerboard pattern is now drawn on the outsides of the meta range
- Hold still regions are now always drawn if existent, with a darker shade of the strip’s background color
Author: Alessio Monti di Sopra <a.monti>
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D6883
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This patch implements dumping images from cache to HDD.
The main goal of this system is to provide a means to achieve consistent playback speed mainly for strips that are not possible to preview in real time.
How to use:
Disk cache has own settings in user preferences for path to storage, size limit and compression level.
To use disk cache, you need to check `Use Disk Cache` box, set `Disk Cache Directory`, `Disk Cache Limit` and save or open existing .blend file.
By default sequencer output will be cached only. Manual setting is possible in cache panel.
Uses:
- Replacement or alternative for proxies. Disk cache will work with any strip type, supports float images as well.
- Storage for strip thumbnails.
- Less RAM needs to be allocated for preview cache
How it works:
Disk cache is extension of RAM cache. Every image, that is stored or deleted in RAM will be stored or deleted on HDD as well. Images can be compressed to save space and for use on slower drives. Compressed images are slower to write and read though.
Images are stored in bulk of 100 rendered frames per one file. This is to overcome slow file access time for large amount of files. Drawback is, that if one frame needs to be redrawn, all 100 frames are deleted.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D5524
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The fix for T74762 (bf9c4af9bb74) introduced this issue. Initial velocities were not applied to liquids anymore.
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'mirror_gpf_marker()' needs a NULL bGPDframe for initialization [but
still requires a scene to get the marker].
Maniphest Tasks: T74837
Differential Revision: https://developer.blender.org/D7166
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The previous icon was identical with the Thumb icon.
New icon designed by Damian Winnichenko
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To prepare for D6811 small changes were needed.
we can no longer undefine near/far since the windows
headers use those extensively.
some of the imbuf files need to include the windows
headers explicitly to make sure it builds.
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Unlike Linux where fseek/tell will be either 32 or 64 bit
depending on the target platform, it will always be 32 bit
on windows.
We had some macro magic in BLI_winstuff.h that substituted
them for 64 bit versions, but that is upsetting the system
headers if they get included after BLI_winstuff.h which
is problematic for D6811.
This diff adds proper functions in blenlib and updates
all calls that were using the BLI_winstuff.h header to
gain 64 bit file IO.
note: Anything that was using the 32 bit versions (ie not
including BLI_winstuff.h) will still be using the 32 bit
versions, which is perhaps a good code quality Friday project.
Differential Revision: https://developer.blender.org/D7160
Reviewers: brecht dfelinto
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Two headers define the _USE_MATH_DEFINES symbol now, if both
are included warnings are generated.
Added some guards, all good again.
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Also removed redundant use of 'color' in some instances.
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Both the MS headers and blender headers define the HKEY
which gives all kind of inclusion order issues.
This diff renames all *KEY constants to EVT_*KEY to resolve
this conflict.
Reviewed By: brecht , dfelinto
Differential Revision: http://developer.blender.org/D7164
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Caused by rB2d423479bdea.
Correct check for stroke being painted.
thx also to brecht checking.
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There were some conflicts with these keys.
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Disable WITH_XR_OPENXR entirely for these cases. For headless XR
features don't make much sense, for SDL support is not implemented.
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The crash occurs after operators change the amount of editmesh looptris.
The looptris of the evaluated object's editmesh are not updated.
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It was too much to have a panel for that.
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This parameter is now at Brush level, so it was duplicated in the Color panel.
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This was missing in previous commit.
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Mistake in 03a4d3c33f82, turns out this actually is called from BPY
(which I didn't think it was). So only error out during makesrna, not at
runtime.
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* Space: volume density and step size in object or world space
* Step Size: override automatic step size
* Clipping: values below this are ignored for tighter volume bounds
The last two are Cycles only currently.
Ref T73201
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By default it will now set the step size to the voxel size for smoke and
volume objects, and 1/10th the bounding box for procedural volume shaders.
New settings are:
* Scene render/preview step rate: to globally adjust detail and performance
* Material step rate: multiplied with auto detected per-object step size
* World step size: distance to steo for world shader
Differential Revision: https://developer.blender.org/D1777
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Ref T68981
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Voxels are loaded directly from the OpenVDB grid. Rendering still only supports
dense grid, so memory usage is not great for sparse volumes, this is to be
addressed in the future.
Ref T73201
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This is not yet fully supported by automatic volume bounds but works fine in
most cases that will have mostly matching bounds.
Ref T73201
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Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.
The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6955
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