Age | Commit message (Collapse) | Author |
|
Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
|
|
This commit includes several performance, stability, and reliability
improvements to cloth collisions.
Most notably:
* The implementation of a new self-collisions system.
* Multithreading of collision detection.
* Implementation of single sided collisions and normal overrides.
* Replacement of the `plNearestPoints` function from Bullet with a
dedicated solution.
Further, this also includes several bug fixes, and algorithmic
improvements.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D3712
|
|
Prepare for keyword only args
|
|
See D3609
|
|
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
|
|
|
|
|
|
|
|
|
|
|
|
The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
|
|
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.
A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.
Differential Revision: https://developer.blender.org/D3156
|
|
|
|
|
|
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
|
|
|
|
|
|
Physics panels are not all back, and the material related panels (e.g.,
hair render panel) should go be changed since there should be no
material for those.
|
|
|
|
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.
Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
|
|
In preparation for it being removed, see: T47811
|
|
methods
This mostly affects physics panels. Any engines relying on
RenderEngine.use_game_engine flag to show/hide panels will need to be
updated. The COMPAT_ENGINES technique is how we usually deal with this.
One issue with use_game_engine is that I cannot find a way to set it; it
appears only the BGE can set it. This means (without this commit)
external RenderEngines cannot get rid of the default physics panels.
The RE_GAME flag (the C flag behind use_game_engine) is pretty hacky
and we should look into removing its usage where possible.
|
|
also remove empty class parenthesis
|
|
|
|
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements
Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer
Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
|
|
|
|
|
|
* Code cleanup, removed unneeded code.
* Style cleanup, don't break lines to early
(unless marked as pep8-80 or pep8-120 compliant)
* Keep 1 line after layout declaration empty.
|
|
pieces of code using mis-spelled names).
|
|
Seems it was never ported since 2.49 and currently makes no sense.
|
|
directly (live editing).
|
|
|
|
more consistent with other places.
|
|
|
|
- Make gettext stuff draw-time. so switching between languages
can happens without restart now.
- Added option to translate visible interface (menus, buttons, labels)
and tooltips. Now it's possible to have english UI and localized tooltips.
- Clean-up sources, do not use gettext stuff for things which can be
collected with RNA.
- Fix issues with windows 64bit and ru_RU locale on my desktop
(it was codepage issue).
- Added operator "Get Messages" which generates new text block with
with all strings collected from RNA.
- Changed script for updating blender.pot so now it appends
messages collected from rna to automatically gathered messages.
To update .pot you have to re-generate messages.txt using "Get Messages"
operator and then run update_pot script.
- Clean up old translation stuff which wasn't used and most probably
wouldn't be used.
- Return back "International Fonts" option, so if it's disabled, no
gettext lookups happens on draw.
- Merged read_homefile function back. No need in splitting it.
TODO:
- Custom fonts and font size.
Current font isn't nice at least for russian locale, it's
difficult to read it.
- Put references to messages.txt so gettext can merge translation when
name/description of some property changes.
|
|
|
|
|
|
|
|
|
|
ui/ --> startup/bl_ui
op/ --> startup/bl_operators
scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too.
~/.blender/2.56/scripts/startup works for auto-loading scripts too.
|