Age | Commit message (Collapse) | Author |
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This patch adds the core realtime compositor evaluator as well as a
compositor draw engine powered by the evaluator that operates in the
viewport. The realtime compositor is a new GPU accelerated compositor
that will be used to power the viewport compositor imminently as well as
the existing compositor in the future.
This patch only adds the evaluator and engine as an experimental
feature, the implementation of the nodes themselves will be committed
separately.
See T99210.
Differential Revision: https://developer.blender.org/D15206
Reviewed By: Clement Foucault
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Regression in [0].
Disable fallback tools for the 3D cursor so other shortcuts are
available such as lasso-select.
[0]: b0847eff2a29b0f2ba3263afc3f367011703df84
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- "Name collisions" label in mesh properties
- "Threshold" labels in Vertex Weight Edit modifier
- "Particle System" label in Particle Instance modifier
- Slot number in the Shader Editor
- Status bar keymap items during modal operations:
add TIP_() macro to status bar interface template
- On dumping messages, sort preset files so their messages are stable
between runs
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15607
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Alternative fix to the one proposed in D15607.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D15643
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Messages from the bpy.types.Window class were blacklisted in the
message extraction script.
This change allows a few new messages to be translated, including at
least two which show up in the UI. There are only 12 new messages in
the .po files, so even if some never need to be translated, that's not
too many.
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15628
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- "Name collisions" label in mesh properties
- "Threshold" labels in Vertex Weight Edit modifier
- "Particle System" label in Particle Instance modifier
- Slot number in the Shader Editor
- Status bar keymap items during modal operations:
add TIP_() macro to status bar interface template
- On dumping messages, sort preset files so their messages are stable
between runs
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15607
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Alternative fix to the one proposed in D15607.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D15643
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Messages from the bpy.types.Window class were blacklisted in the
message extraction script.
This change allows a few new messages to be translated, including at
least two which show up in the UI. There are only 12 new messages in
the .po files, so even if some never need to be translated, that's not
too many.
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15628
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This reverts commits b72eddac6190353714745756dcc335f98cda1369 and
f8b5706a1ffe61ae3bdd949ad851d6e9ff3fe188.
And fixes T100265.
It brings more problems than solutions.
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Remove "Material Icons" font file, mistakenly added.
See D15627 for details
Differential Revision: https://developer.blender.org/D15627
Reviewed by Brecht Van Lommel
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This replace the previous square rings approach by sampling a disk the
footprint of the search area. This avoids sampling in areas in corners
where there isn't any weight.
This results in much less samples needed to acheive a good enough result.
The max number of samples for an area of 11x11 px is hard coded to 16 and
still gives good results with the final clamp.
The number of samples is adaptative and is scaled by the search area (max
CoC).
The High Quality Slight Defocus is not required anymore. If there is a
quality parameter to add, it would be sample count option. But I consider
the temporal stability enough for viewport work and render can still
render many full scene samples. So I don't see a need for that yet.
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This implement a full TAA pass on the depth of field input.
An history buffer is kept for each view needing Depth of field.
This uses a swap with a `TextureFromPool` in order to not always 2
textures allocated.
Since this uses luma weighting without any input, the firefly parameter is
now obsolete and has been removed.
There is some tiny difference with the Film TAA so the implementation is
mostly copy pasted.
Also this implementation uses a LDS cache to speedup the TAA computations.
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- batch rename
- keyframe settings
- tool name in Tool properties header
- tool name in Tool properties Drag (fake) enum
- new file templates
- new preset
- new text datablock
- new collection datablock
- new geometry nodes (modifier and node group)
- new grease pencil data (layers and materials)
Ref. T43295
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15533
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in Edit Mode
Add specific modal keyitem for Vert/Edge Slide or TrackBall.
Note that there is a workround to avoid repeated keys in the status bar.
Reviewed By: campbellbarton
Maniphest Tasks: T100129
Differential Revision: https://developer.blender.org/D15597
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in Edit Mode
Add specific modal keyitem for Vert/Edge Slide or TrackBall.
Note that there is a workround to avoid repeated keys in the status bar.
Reviewed By: campbellbarton
Maniphest Tasks: T100129
Differential Revision: https://developer.blender.org/D15597
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Calculate segments based on radius.
Differential Revision: https://developer.blender.org/D15591
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This is a port of the previous implementation but using compute
shaders instead of using the raster pipeline for every steps.
Only the scatter passes is kept as a raster pass for obvious performance
reasons.
Many steps have been rewritten to take advantage of LDS which allows faster
and simpler downsampling and filtering for some passes.
A new stabilize phase has been separated from another setup pass in order
to improve it in the future with better stabilization.
The scatter pass shaders and pipeline also changed. We now use indirect
drawcall to draw quads using triangle strips primitives. This reduces
fragment shader invocation count & overdraw compared to a bounding
triangle. This also reduces the amount of vertex shader invocation
drastically to the bare minimum instead of having always 3 verts per
4 pixels (for each ground).
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It is now fully supported.
Also reorder panels to keep EEVEE-Next panels in the same ordered as
EEVEE's ones.
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Presets are used all over the Blender UI, but were so far untranslatable.
This adds the translation code as well as a new `dump_preset_messages()` function in the message extraction. This goes over all bundled preset file names and extracts them.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15570
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Replace our existing two fonts with a stack of new fonts to increase
and improve language coverage and to add many new symbols and icons.
Covers glyphs of top 44 languages - 1.5 billion more potential users.
See D10887 for lots of details.
Differential Revision: https://developer.blender.org/D10887
Reviewed by Brecht Van Lommel
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The link drag search from 11be151d58ec0ca9 implements
this now. It was added in 3ebe7d970e77 but never used.
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Also clears the render result to 0 to avoid invalid motion vectors.
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The new implementation leverage compute shaders to reduce the
number of passes and complexity.
The max blur amount is now detected automatically, replacing the property
in the render panel by a simple checkbox.
The dilation algorithm has also been rewritten from scratch into a 1 pass
algorithm that does the dilation more efficiently and more precisely.
Some differences with the old implementation can be observed in areas with
complex motion.
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This reverts commit d61ab45385eba116dbfcbf6c5ccfb997be7e324f.
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Credits: Piotr Krynski
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This adds three new nodes:
* `Shortest Edge Paths`: Actually finds the shortest paths.
* `Edge Paths to Curves`: Converts the paths to separate curves.
This may generate a quadratic amount of data, making it slow
for large meshes.
* `Edge Paths to Selection`: Generates an edge selection that
contains all edges that are part of a path. This can be used
with the Separate Geometry node to only keep the edges that
are part of a path. For large meshes, this approach can be
much faster than the `Edge Paths to Curves` node, because
less data is created.
Differential Revision: https://developer.blender.org/D15274
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The previous order was based on the order of when the tools were
developed. Instead we now cluster them based on similar functionality:
* Selection
* Add/Remove
* Deform/Transform
* Annotation
Done in collaboration with Pablo Vazquez.
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To keep consistency is better add the word `Inactive` for `Fade Layers` and `Fade Objects` to keep the same naming used in other areas of the overlay panel.
Reviewed by: Matias Mendiola
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This commit fixes the opacity for curves hiding the option.
Actually, the curve points and handles drawing is using the same code that mesh curves and the opacity is not supported. While this feature will be added for mesh curves and gpencil, now it's better to hide this option.
Reviewed: Matias Mendiola
Note: The handle problem reported in this task was fixed in a separated commit: 203e7ba3320e7ed978ec094efa0c1b22137fb12a
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Only a few are kept not available as their features are not yet supported.
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The spreadsheet can retrieve the float selection using the same
utilities as curves sculpt brushes. Theoretically this can work in
original, evaluated, and viewer node modes, at least when the
sculpt selection attributes are able to be propagated.
Differential Revision: https://developer.blender.org/D15393
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Refactor D14646 to use context.active_action for the Action
Custom Properties panel, matching the already existing Action panel.
This has the advantage that it allows access to the properties of
any actions with channels visible in the Dope Sheet, e.g. Shape Keys,
Materials etc; while using just the active object is limited to just
the object animation.
Also move both panels from Item to the Action tab.
Differential Revision: https://developer.blender.org/D15288
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This commit fixes several issues in add-ons UI messages extraction code:
- In multi-file modules, the script would crash because it tried to write to
the dir instead of a `translations.py` file;
- The add-on message extraction works by enabling the add-on, getting all
messages; disabling the add-on, getting all messages; then comparing the
two message sets. But often a bug happens where a class gets a
description from somewhere else in memory. I couldn’t debug that, so a
workaround is to check that the message isn’t a corrupted one before
removing it;
- `printf()` doesn't exist in Python and would crash the script;
- `self.src[self.settings.PARSER_PY_ID]` can be replaced by `self.py_file`
in class `I18n`, since a property exists to do that;
- At one point a generator was printed instead of its values, so let's
unpack the generator to get the values. Maybe the print could be
deleted entirely;
- Use SPDX license identifier instead of GPL license block, to be more in
line with other scripts from the codebase.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15474
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Adds a new option to the 'Delete ShpaKeys' operator, which first applies
the current mix to the object data, before removing all shapekeys.
Request from @JulienKaspar from Blender studio.
Reviewed By: JulienKaspar
Differential Revision: https://developer.blender.org/D15443
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Similar to snapping to the world origin in the 3D viewport. This can be found
in the Shift+S pie menu and UV > Snap menu.
Differential Revision: https://developer.blender.org/D15055
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The menu/popover doesn't affect anything in the mode, and precision
operations that would use snapping are meant for edit mode anyway.
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