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2018-06-20Cleanup: follow naming conventionsCampbell Barton
Using panels for presets printed warnings for classes named as menus.
2018-06-18UI: No decorators on render engine pickerPablo Vazquez
2018-06-18UI: disable decorators for render outputCampbell Barton
2018-06-17UI: hide decorators in panels w/o animated buttonsCampbell Barton
2018-06-13UI: preset popover buttons in panel headers.Brecht Van Lommel
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
2018-06-13Cleanup: double quotes for non-enum stringsCampbell Barton
2018-06-12T55454: removal of clay engineJeroen Bakker
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
2018-06-06Move Time Remapping into a sub-panelPablo Vazquez
2018-06-05Merge branch 'master' into 28Campbell Barton
2018-06-04UI: use subpanels for Cycles, render, scene, object, particle, curves.William Reynish
2018-06-02UI: use single column layout for particlesCampbell Barton
Also minor changes to other panels. Patch by @billreynish
2018-06-01UI: use single column properties for object dataCampbell Barton
patch by @billreynish w/ minor edits
2018-05-31Minor tweaks to labelsPablo Vazquez
2018-05-30UI: use split property layout for some panelsCampbell Barton
Object, render, scene properties now use split-property layout, also cycles interface. Patch by @billreynish w/ minor edits.
2018-05-30Hair Particles: DNA: Add properties for new GPU hairs.Clément Foucault
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.
2018-05-26RNA: follow boolean naming conventionsCampbell Barton
2018-05-24UI: remove render panel, move operators to menuCampbell Barton
2018-05-24Revert "UI: remove 'Render' top level menu"Campbell Barton
This reverts commit 10e43c0aef38647d8904e758e36261c9ac0b6460. After discussion, it's useful to have render menu for more obscure render options.
2018-05-24UI: remove 'Render' top level menuCampbell Barton
- Toggle render window is in the window menu. - OpenGL render settings in the 3D View menu. - Playback animation in the render panel.
2018-05-17Move Clay properties into sceneDalai Felinto
Per collection overrides are gone now.
2018-05-17Move EEVEE properties into sceneDalai Felinto
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.
2018-05-09T55008: Migrating RE-Collection data to Scene dataJeroen Bakker
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
2018-05-04Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.Clément Foucault
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.
2018-05-04Workbench: ShadowsJeroen Bakker
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
2018-04-28Cleanup: remove code for removed Blender Internal properties.Brecht Van Lommel
2018-04-26Workbench: Environment LightJeroen Bakker
- Changed defaults - Updated render panel
2018-04-25Workbench: Added studio lighting to view layerJeroen Bakker
2018-04-25Multi-View: Moving panel to render, and rename to StereoscopyDalai Felinto
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".
2018-04-20Eevee: TAA Reprojection: Add layer property.Clément Foucault
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
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.
2018-04-19Workbench: drawtype object color from collection to v3dJeroen Bakker
Now every 3d view can have its own solid draw color setting
2018-04-19Workbench: Option to use Object colorJeroen Bakker
- 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.
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
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
2018-04-17Workbench: clean up the viewport shading codeJeroen Bakker
- 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
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
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.
2018-04-16Workbench: Added Object Color to collection_propertiesJeroen Bakker
2018-04-09Merge branch 'master' into blender2.8Sybren A. Stüvel
2018-04-09Added support for the WEBM/VP9 video codecSybren A. Stüvel
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
2018-04-08Merge branch 'master' into blender2.8Sybren A. Stüvel
2018-04-08Encoding panel clarificationsSybren A. Stüvel
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".
2018-04-05Merge branch 'master' into blender2.8Sybren A. Stüvel
2018-04-05Write the scene render frame range to image/video filesSybren A. Stüvel
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
2018-03-22Merge branch 'master' into blender2.8Sergey Sharybin
2018-03-22Fix T54360: FFMPEG bitrate not editable for all codecsSybren A. Stüvel
The bitrate selection was hidden when a CRF mode was chosen and then switched to a codec that doesn't support CRF.
2018-02-05Eevee: Pixel Filter: Add parameter & rescale final LUT.Clément Foucault
2018-02-01Eevee: Render: Add Transparent Background option.Clément Foucault
... under a new "Film" tab in the render properties panel.
2018-01-31Eevee: Display compositing tab.Clément Foucault
2018-01-30Eevee: Display render button in render panelClément Foucault
2018-01-30Eevee: Add new "render samples" properties.Clément Foucault
2018-01-16Eevee: AO: Removes samples and denoise options.Clément Foucault
This comes with a lot of code simplification that leads to a small performance improvement.