Age | Commit message (Collapse) | Author |
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Assume files saved in 2.8 were intended for Eevee and set them to material
viewport shading. In Eevee this is equal to rendered draw mode, in Cycles
this will draw with Eevee. This way Eevee demo files still show something
interesting when opened.
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`vertex_count_makes_sense_for_primitive`.
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Line got lost..
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Was causing crashes once attempting to use snapping.
Reported by mano-wii in IRC, thanks!
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Was causing lack of animation update when particle system had simulation,
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Similar materials will reuse the same shadergroup. Currently using
a custom hash function that might select too similar colors into the
same material.
Reintroduced the workbench_materials.c this file will be responsible for
material lookup/creation and shader compilation
Fixed a GPUShader mem leak
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Explicitly undoing 287d1924fa149f0 here, as that was a master-only change.
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This statement is only relevant in 2.8, but causes confusion in master.
I kept the 'default' label to prevent compiler warnings about unhandled
cases. The break is needed because there should be at least one statement
after 'default'.
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I.E. only enable auto-override for 'active' selected object when making
an override of a linked group. This will ease on auto-override creation,
and you typically do not want to auto-override most objects in the group
anyway (in proxy system, you could only proxyfy one object of the group
anyaway!).
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This is by default. We can still enable the thicker outlines for high dpi
screens or personnal preference but it's not used atm. This also improve
the performance removing 1/3 of the outline cost.
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This will reduce amount of needless auto-override checks, at least when
not touching anything related to overriding IDs...
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This finally allows us to use Random factor to add variations to the
interpolated children. This feature never worked since 2007L there was
random factor slider in the interface, but it was only used by simple
children. Now it has affect on interpolated children as well.
Technically, this will break compatibility if older file had random
factor set to something else than 0 (default value is 0 though). But
we are leaving 2.7 series, so can accept such breackage in the name
of supported features.
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Just 'OK' was waaayyyyyy too generic!
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In more complex models the object color uniform data is freed before rendered.
We should copy it to local data. but for now we redirected it to a
constant.
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This was stored in the workspace, selected from the view.
Move both to scene since custom orientations are closely related to your
scene data.
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This isn't something we should do,
each instance should be noted and removed.
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Currently uses static lighting. Will become HDRI lighting.
Added do_versions to set default drawtype_solid and drawtype_texture to
OB_LIGHTING_STUDIO. When View3D space is created drawtype_solid and
drawtype_texture are also set to OB_LIGHTING_STUDIO.
Current studio lighting uses a dot product to simulate static lighting.
Will need to be changed in the future with different lighting models.
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Tab after C++ comment broke parsing and didn't remove the line at all.
Was there since 2002 at least, probably confused some peeps.
This means commented out code was actually written to SDNA.
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I haven't noticed any performance improvement but it could be more important
for other hardware. At least it's not slower!
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- added the drawtype_solid, drawtype_wireframe, drawtype_texture to
View3D
- enabled workbench panels for important render engines
- merged workbench_materials to solid_flat_mode. All draw modes will get
its own fast implementation in the workbench
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overridable status of custom props.
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Main new thing in this commit is ability for real IDProps (aka custom
properties) to be set as overridable or not, they are not by default.
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Reported by Pablo Vazquez (venomgfx)
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The following properties were used by the Blender Game Engine and no longer
need to be around:
* Animated
* Tiles
* Clamp
* Mapping
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Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
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