Age | Commit message (Collapse) | Author |
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Using panels for presets printed warnings for classes named as menus.
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Moves the preset into a menu for the panel header, so it can be changed
without opening the panel and takes up less space. Two remaining issues:
* For long lists the add new preset button can be scrolled off screen.
* We should support showing the name of the chosen preset in the panel
header, but the current preset system does not support detecting which
preset is used.
Differential Revision: https://developer.blender.org/D3366
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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
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Also minor changes to other panels.
Patch by @billreynish
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patch by @billreynish w/ minor edits
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Object, render, scene properties now use split-property layout,
also cycles interface.
Patch by @billreynish w/ minor edits.
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Hair Particles shape properties are ported from cycles. Thoses properties
have the same defaults and have a do_version of their own. Cycles will use
theses properties instead of its custom ones.
Some realtime engine specific settings are also added to scene->r because
it's much easier to control as global values.
Bumping Version number so cycles can do its own do_version on top of the
default settings.
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This reverts commit 10e43c0aef38647d8904e758e36261c9ac0b6460.
After discussion, it's useful to have render menu
for more obscure render options.
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- Toggle render window is in the window menu.
- OpenGL render settings in the 3D View menu.
- Playback animation in the render panel.
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Per collection overrides are gone now.
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We handle doversion for the scene properties, but not for the
view layer overrides.
Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
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in Scene DNA is available in scene.display New DNA Struct DisplayData
Added RNA (scene.display).
We already have scene.display_settings which contains non viewpoert
specific color management settings. I did not merge those two.
Patch should be in line with the ideas that @brecht wrote in T55008.
As I am not in detail aware of the decisions that have been made for the override feature I want a short review if it is in line with the plans.
Reviewers: brecht, dfelinto
Reviewed By: brecht
Subscribers: brecht
Tags: #code_quest, #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3290
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This mean we can now have different shadow resolutions for both.
However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.
That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
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Initial review of the shard shadows in the workbench engine.
Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.
@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.
Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP
Reviewers: fclem
Reviewed By: fclem
Tags: #code_quest
Differential Revision: https://developer.blender.org/D3198
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- Changed defaults
- Updated render panel
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Multi-View was never a per-viewlayer option. And now that we have viewlayer
it is better to name it in a more recognizable way:
"Stereoscopy" instad of plain "Views".
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Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
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Now every 3d view can have its own solid draw color setting
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- added `object_color_type` where the user can set if the collection
determines the color, or the object will be used for the color.
Implemented it as an enum as later this can have a random color option.
- moved OB_LIGHTING_* to DNA_view3d_types and renamed it.
- Fixed some DRY in workbench_materials.c. Can remove more DRY's but
will need to discuss the responsibility of the workbench engine as it
might become part of the eevee renderer.
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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
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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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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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WEBM is the codec name, and VP9 is the encoder (the older encoder "VP8"
is less efficient than VP9).
WEBM/VP9 and h.264 both have options to control the file size versus
compression time (e.g. fast but big, or slow and small, for the same
output quality). Since WEBM/VP9 only has three choices, I've chosen to
map those to 3 of the 9 possible choices of h.264:
- BEST → SLOWER
- GOOD → MEDIUM
- REALTIME → SUPERFAST
The VERYSLOW and ULTRAFAST options give very little extra benefit.
Reviewed by: @Severin
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The encoding panel mentions "None" in a few places, which is confusing.
- "Codec: None" now reads "No Video"
- "Audio Codec: None" now reads "No Audio"
- "Output Quality: None; ..." now reads "Constant Bitrate"
When selecting "No Video" the remaining video encoding options are
hidden, making it even more explicit that there will not be video in the
output file.
The label "Codec" now reads "Video Codec" for symmetry with "Audio
Codec".
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This is useful to create a mapping from the frame range in the video to
frame index in the blend file.
Part of: https://developer.blender.org/D2273
Reviewed by: @campbellbarton
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The bitrate selection was hidden when a CRF mode was chosen and then
switched to a codec that doesn't support CRF.
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... under a new "Film" tab in the render properties panel.
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This comes with a lot of code simplification that leads to a small performance improvement.
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