Age | Commit message (Collapse) | Author |
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- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
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Sequencer cache was cleared when rendering compositor output.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4758
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- Merged SEQ_OFSDRAW with V3D_OFSDRAW and define in the
DNA_view3d_types: Due to this FSAA always kicked in making the
rendering slow.
- Removed `Texture Solid` and `DOF`.
- Now when chosing Solid rendering the settings
of the original scene is used.
- Added a global override to use scene specific shading. In the
Future we will need to enhanced this so user can change the
settings.
- Added support for LookDev. LookDev crashed as it needed the
`evil_C` what was not set
- LookDev mode will always show the scene + world lights.
Reviewed By: brecht, fclem
Maniphest Tasks: T62517
Differential Revision: https://developer.blender.org/D4738
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This patch implements new cache system.
Aim is to give user more control over cache, so it can be maximally
utilized. This is done through sequencer timeline side panel
in category proxy & cache.
Cached images are also visualized in timeline, controled by
sequencer timeline view->cache menu
Functional changes:
- NOT use IMB_moviecache API
- refactor names of cached image types
- each scene owns 1 sequencer cache
- merge preprocess cache into per-sequencer cache
- cache links images rendered per frame in order as they are created
- add cache content visualization tool
- add RNA properties to control the cache
More info can be found in design notes in blenkernel/intern/seqcache.c
and in https://developer.blender.org/D4443
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4443
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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V2D, but is required to calculate text height in UI_view2d_text_cache_draw"
Accidentaly committed unwanted changes.
This reverts commit 6bcdcc96c2548e0ee5e18acc37915aedee6329e0.
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is required to calculate text height in UI_view2d_text_cache_draw
This caused text in strips to "jump around"
There was a comment in UI_view2d_zoom_cache_reset:
While scaling we can accumulate fonts at many sizes (~20 or so).
Not an issue with embedded font, but can use over 500Mb with i18n ones! See [#38244].
Reviewed by: Brecht
Differential revision: https://developer.blender.org/D4389
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Needed for clan-format not to wrap onto one line.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Allows users to select a font for text strips in the video sequence editor.
Related: 3610f1fc43d0 Sequencer: refactor clipboard copy to no longer increase user count.
Reviewed by: Brecht
Differential Revision: https://developer.blender.org/D3621
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way).
Fix T60194: Sequencer cut loses animation data for the right strip.
Fixing the first also fixes the second. First attempt was delaying
uniquename check at a later step of cut process, after everything had
been duplicated. While this fixed first issue, second one became even
more proeminent (it become active for all strips, and not only
video/audio movie strips in meta's).
So instead, passing along the list of (new) sequences, so that duplicated
seqs can be put there immediately, before checking for unique names,
henceforth ensuring even strips inside meta's get properly handled.
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This partially reverts commit bb98e83b99e63348e0396a5ffe5bb2a20ff1607a.
It fixed 'strips having same name' issue, but broke handling of
animation then. Need to find a better way to handle this.
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The clipboard is not a real user and should not be counted. Only on paste
should the user count increase.
This is part of D3621, and was implemented by Richard Antalik and me.
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Missing these breaks auto-indent for editors that don't expand macros.
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Note: Moved doversion of VSE strips uniquename to 2.8 versionning area,
and raised accordingly current file subversion, since that bug also
affected previous 2.8 .blend files...
Conflicts:
source/blender/blenkernel/BKE_blender_version.h
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We actually still had cases of Meta strip duplication resulting in
non-unique strip names. Quiet surprising this went unoticed for so long. :(
Fixed that bug, and think it was last one (at least, no other case of
SEQ_DUPE_UNIQUE_NAME usage should be broken, I think...), and raised
subversion and updated doversion to run uniquename check on strips on
all previous fileversions.
Note: will have to do that again when merging in 2.8...
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Conflicts:
source/blender/editors/object/object_add.c
source/blender/editors/object/object_relations.c
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Sometimes one needs a *lot* of changes for a single G.main... :/
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Currently unused, but will be needed soon to deal with active edit
window context.
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Freeing sequencer would always do usercount, which is now forbidden when
called from main ID freeing code.
Annoying in 2.7x, much more critical issue in 2.8!
Also, moved RNA sequencer API functions to proper rna_scene_api.c file.
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Freeing sequencer would always do usercount, which is now forbidden when
called from main ID freeing code.
Annoying in 2.7x, much more critical issue in 2.8!
Also, moved RNA sequencer API functions to proper rna_scene_api.c file.
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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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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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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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This was only used for viewport rendering, where we can just pass the engine
type directly. There is no technical reason why we can't draw the same depsgrpah
with different render engines.
It also led to some weird things like requiring a render engine for snapping
and raycast API functions.
Differential Revision: https://developer.blender.org/D3145
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This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.
Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
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Main purpose is to make it possible to cover FPS detection with regression test.
But it might also be handy for some other scripters.
Thanks Campbell for review!
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The title says it all actually, controlled with DoF check box next to textured
solid check box.
Thanks Campbell for review!
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This is fully unreadable to have lots of boolean arguments scattered across the
whole argument list. What does `false, true, true` mean in terms of behavior?
Replace those with bitfield which has advantage of having more human readable
meaning.
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The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
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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
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2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
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Bug introduced in recent ID copying refactor.
This commit basically sanitizes seq strip copying behavior, by making
destination scene pointer mandatory (and source one a const one).
Nothing then prevents you from using same pointer as source and
destination!
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This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
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This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
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