Age | Commit message (Collapse) | Author |
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# Conflicts:
# source/blender/makesrna/intern/rna_render.c
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This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
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Reported by Vuk Gardašević (lijenstina) in IRC, thanks!
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Rendered settings.
'OpenGL Preview' checkbox was redundant now, just use seq_prev_type
value only.
Might be OK for 2.79, but should be double-checked first...
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Own previous fix (rBd5d626df236b) was not valid, curves are actually
supported by SoftBodies. It was rather a mere UI bug, which was not
including Surfaces and Font obect types in those valid for softbody UI.
Thanks to @brecht for the head up!
Also, fix safe for 2.79, btw.
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Adds thin/default/thick modes to add -1/0/1 to the auto detected line width,
while leaving the overall UI scale unchanged.
Also tweaks the default line width threshold, so thicker lines start from
slightly high UI scales.
Differential Revision: https://developer.blender.org/D2778
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This enables to fake a second refraction event. This is great to simulate thin planar objects such as glass panels.
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Theses Materials are rendered after the SSR pass.
The only difference with previous method is that they have a depth prepass (less overdraw) and are not sorted.
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For the moment the only way to enable this is to:
- enable Screen Space REFLECTIONS.
- enable Screen Space Refraction in the SSR parameters.
- enable Screen Space Refraction in the material tab.
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Note these are intended for platform maintainers, we do not intend to
support users making their own builds with these. For that precompiled
libraries from lib/ should be used.
Implemented by Martijn Berger, Ray Molenkamp and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D2753
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Note these are intended for platform maintainers, we do not intend to
support users making their own builds with these. For that precompiled
libraries from lib/ should be used.
Implemented by Martijn Berger, Ray Molenkamp and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D2753
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- New manipulator tracks lamps to position under cursor.
- Works with multiple lamps, keeping relative offsets.
- Holding Ctrl moves the lamp.
- Access via manipulator or Shift-T.
Code could be improved, but like to get feedback from users.
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This changes the Cycles exporting and Cycles/Eevee UI code to support both
output material nodes, giving priority to the renderer native one. Still
missing is Eevee code to prefer the Eevee output node.
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Clamp will now works as in Cycles.
Max roughness limit ssr to a certain roughness level: for noise / performance tweaking.
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It now uses a quality slider instead of stride.
Lower quality takes larger strides between samples and use lower mips when tracing rough rays.
Now raytracing is done entierly in homogeneous coordinate space. This run much faster.
Should be fairly optimized. We are still Bandwidth bound.
Add a line-line intersection refine.
Add a ray jitter between the multiple ray per pixel to fill some undersampling in mirror reflections.
The tracing now stops if it goes behind an object. This needs some work to allow it to continue even if behind objects.
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Also adds cursor-lock flag, to be used in next commit.
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The Blender text editor's built in python template "Gamelogic" has a reference near the bottom to "objectHitList" as an alleged attribute to the KX_TouchSensor. This name is incorrect, it's correct name is "hitObjectList."
Attempting to access the suggested objectHitList returns error...
```
AttributeError: 'KX_TouchSensor' object has no attribute 'objectHitList'
```
The provided diff corrects this minor error.
Reviewers: kupoman, moguri, campbellbarton, Blendify
Reviewed By: Blendify
Tags: #game_engine, #game_python
Differential Revision: https://developer.blender.org/D2748
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Adds bpy.app.factory_startup,
used to check if user scripts should be loaded.
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This simplifies creation of register, unregister functions that
simply forward calls submodules.
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-Allow a maximum of 4 rays per trace pixel.
-Removes parameter Normalize: use normalization all the time now.
-Add firefly clamp slider.
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This option add another raytrace per pixel, clearing some noise.
But multiplying the raytrace cost.
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Also polished the raytracing algorithm.
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Output in 2 buffers Normals, Specular Color and roughness.
This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
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In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710
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In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710
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Before that if you went to the object panel tab in the Properties Editor
the active object wouldn't show in the first panel.
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Gives more convenient access from Python: `mathutils.Color`
Also correct some copy-paste error w/ property subtypes.
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