Age | Commit message (Collapse) | Author |
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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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Use BLI_path_extension_* prefix.
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Previously, render slots were hardcoded to a fixed amount.
With this change, render slots now are stored in a list. Therefore, users can add and/or remove as many slots as they want.
Credit to brecht for the UI part.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3474
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This simplifies code, and will hopefully make UDIM usage of GPUTexture
a little easier.
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This reverts commit 8242a5bc853a74da1273fc7ad4b959ac716c563c. This isn't
quite ready to use yet.
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Conflicts:
source/blender/blenkernel/BKE_mesh.h
source/blender/blenkernel/intern/mesh_convert.c
source/blender/editors/interface/interface_eyedropper_color.c
source/blender/editors/object/object_add.c
source/blender/editors/space_image/image_ops.c
source/blender/makesrna/intern/rna_image.c
source/blender/windowmanager/intern/wm_draw.c
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BKE_image was an ugly nest, could fix all but the ones from compositor,
so moved ugly G.main there, at least we know where the Evil is that way ;)
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Conflicts:
source/blender/blenkernel/intern/blendfile.c
source/blender/blenloader/intern/readfile.h
source/blender/blenloader/intern/versioning_250.c
source/blender/blenloader/intern/versioning_260.c
source/blender/blenloader/intern/versioning_270.c
source/blender/blenloader/intern/versioning_legacy.c
source/blender/editors/render/render_shading.c
source/blender/makesrna/intern/rna_movieclip.c
source/blender/render/intern/source/pipeline.c
source/blender/render/intern/source/voxeldata.c
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thread.
Icin/preview only works in main thread, while image loading can be done
from others too... This could have generated random crashes and such.
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This feature is limited (only byte PPM output, no multi-view),
only works with specific configurations.
This also causes some maintenance overhead
when testing changes to the render pipeline.
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The following properties were used by the Blender Game Engine and no longer
need to be around:
* Animated
* Tiles
* Clamp
* Mapping
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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
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This is currently only supported by FFmpeg (so not frameserver, AVI RAW,
or AVI JPEG), and only seems to work when using Matroska or Ogg Theora
containers.
Only metadata that doesn't change from frame to frame is written to
video files. This distinction is visible in the UI by looking at the
stamp checkbox tooltips (they either mention "image" or "image/video").
Part of: https://developer.blender.org/D2273
Reviewed by: @campbellbarton
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- Metadata handling is now separate from `ImBuf *`, allowing it to be
used with a generic `IDProperty *`.
- Merged `IMB_metadata_add_field()` and `IMB_metadata_change_field()`
into a more robust `IMB_metadata_set_field()`. This new function
doesn't return any status (it now always succeeds, and the previously
existing return value was never checked anyway).
- Removed `IMB_metadata_del_field()` as it was never actually used
anywhere.
- Use `IMB_metadata_ensure()` instead of having
`IMB_metadata_set_field()` create the containing `IDProperty` for
you.
- Deduplicated function declarations, moved `intern/IMB_metadata.h` out
of `intern/`. Note that this does mean that we have some extra
`#include "IMB_metadata.h"` lines now, as the metadata functions are
no longer declared in `IMB_imbuf.h`.
- Deduplicated function declarations, all metadata-related declarations
are now in imbuf/IMB_metadata.h.
Part of: https://developer.blender.org/D2273
Reviewed by: @campbellbarton
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- Use BLI_threadpool_ prefix for (deprecated)
thread/listbase API.
- Use BLI_thread as prefix for other functions.
See P614 to apply instead of manually resolving conflicts.
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* Fix saving a multiview render from the image editor giving invalid files.
* Fix failure to load multiview images with a single view per part.
* Fix loss of multiview metadata when saving/loading a single view.
* Fix Z-Buffer writing option for single layer EXR not being respected.
Multiview EXRs are now always handled as multilayer internally, significantly
reducing the amount of code.
Reviewed By: dfelinto
Differential Revision: https://developer.blender.org/D2887
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* It was saved as Combined.Combined instead of Composite.Combined.
* It was written even if no compositing was enabled.
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This way it's more flexible to extend StampData structure
with additional stuff which might require memory free.
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This moves background images out of the 3D viewport,
to be used only as camera reference images.
For 3D viewport references,
background images can be used, see: D2827
Some work is still needed
(background option isn't working at the moment).
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It has been deprecated since at least macOS 10.9 and fully removed in 10.12.
I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens.
Reviewers: mont29, dfelinto, juicyfruit, brecht
Reviewed By: mont29, brecht
Subscribers: Blendify, brecht
Maniphest Tasks: T52807
Differential Revision: https://developer.blender.org/D2333
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the same name
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.
On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.
The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.
Reviewers: campbellbarton, mont29, brecht
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2836
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It is possible to have same image used multiple times at different frames,
which means we can not free it's buffers without any guard. From quick tests
this seems to be doing what it is supposed to.
Need more testing and port this to 2.79.
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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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