Age | Commit message (Collapse) | Author |
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T68035 by @luzpaz
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This gives a more noticeable effect by default. Also fixes startup.blend not
having focus distance initialized correctly.
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There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
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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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Eevee and Cycles don't use these clipping distances the same as Blender
Internal did, or at all in most cases. Just remove this since it makes no
sense anymore.
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do_clip wasn't working for its intended purpose,
replace with a simpler method.
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Use the same values used for drawing.
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Use the term "AFTER" instead of "OFS" since it wasn't obvious these
macros operate on everything after the struct member passed.
Avoid casting to non-const types when only reading.
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- BKE_lamp -> BKE_light
- Main.lamp -> light
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Error in 2f737c4f475a5
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Rename for Camera, View3D (also CameraParams & Render not DNA)
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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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That way it is obvious when we are using default ID copy behaviour, and
when we are using advanced/specialized ones.
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Time to follow conventions for that one as well.
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This was used in *one* place only... much better to have a dedicated
helper for that kind of things. ;)
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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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The viewport stereoscopy support helpers are finally ported to 2.80.
We now can scale the camera and the "stereo cameras" will scale
in the viewport as well (unlike 2.7x).
At the moment I disabled the drawing of the camera frame when
stereo is selected and you are looking through the camera.
It is to be fixed later, but for now it draws the border wrong.
In 2.79 this was not a problem because the camera frame was drawn
afterwards as a hack.
Viewport > Stereoscopy:
* Cameras
* Convergence plane
* Convergence plane alpha
* Stereoscopy volume
* Stereoscopy volume alpha
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For drawing it is useful to have the non-normalized version of the matrix.
So we can scale up the cameras drawing accordingly.
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Helps separate variable names from descriptive text.
Was already used in some parts of the code,
double space and dashes were used elsewhere.
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Draw size represented half the actual size used.
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It was impractical to create a small orthographic camera with a usable
size in the view-port.
No longer scale the draw-size by ortho-size.
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Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D3802
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new background image/clip of Camera ID was totally wrong, down the old,
broken 'way it used to be' instead of using new, more generic system.
Those ID pointers were not even added to library_query.c file, shame! xD
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Change the default clipend value to match the viewport (1000.0f)
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Was due to non initialized gpu_dof.ratio
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Remove support for loading interlaced image sequences because
its less common now to record interlaced video,
the option to de-interlace video on load remains.
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Had to add some G.main to modifiers, but in 2.8 we do not need that
anymore, so it's not that bad! ;)
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Differential Revision: https://developer.blender.org/D3438
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- Vertex/Edge Slide: Correct UV's = ON
- Extrude Along Normals: Even Thickness = ON
- Laplacian Smooth: Lambda Factor = 1.0
- UV/Image Editor: Normalized Coordinates = ON
- Render Image: Dithering = 1
- Image Sequence Auto Refresh = ON
See T54943
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Use 'ob' prefix for objects, 'eval' suffix for evaluated data.
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- Default Lamp increased strength (10x stronger)
- 3D View & Camera Lens = 50mm
- Camera film size = 36x24mm Full Frame
- Render Size Percentage = 100%
- Render Display = New Window
- Scene Units = Metric
- Color Management View = Filmic
- Workbench Object Overlap = ON
- Headers on top for all editors, except the Timeline at the bottom
- Default Properties tab = Object Properties
- Generate UV's = ON
See T47064
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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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