Age | Commit message (Collapse) | Author |
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use stack instead of always allocating memory for RNA paths of checked
properties! From average 167ms to 118ms here with Autumn rig... Still a
lot to improve, but that's already much better.
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While the feature is interesting, it's not much from what we can tell.
Retargeting is an important feature but needs
to fit in better with typical animation work-flows.
See: T52809
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This is still broken I cant tell if it is the fact that the in_band
funtion does not work properally or an issue in the box algorithm, or
both.
It seems like the calculation of the size of the box while roatated
needs to be fixed also.
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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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Confusing when adding non-id icons.
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Was caused by ec0756af6c7, once again, we can't pass view layer,
need to pass index.
The sad part is that currently we don't have quick way to look up
view layer by index. Can do similar thing as we do for bones and
bases.
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Caused sculpt to crash.
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Also use doxy sections for iterators.
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Fixes view_layer_background_set regression test.
This makes Dalai happy! :)
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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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Explicitly undoing 287d1924fa149f0 here, as that was a master-only change.
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I.E. only enable auto-override for 'active' selected object when making
an override of a linked group. This will ease on auto-override creation,
and you typically do not want to auto-override most objects in the group
anyway (in proxy system, you could only proxyfy one object of the group
anyaway!).
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This will reduce amount of needless auto-override checks, at least when
not touching anything related to overriding IDs...
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This finally allows us to use Random factor to add variations to the
interpolated children. This feature never worked since 2007L there was
random factor slider in the interface, but it was only used by simple
children. Now it has affect on interpolated children as well.
Technically, this will break compatibility if older file had random
factor set to something else than 0 (default value is 0 though). But
we are leaving 2.7 series, so can accept such breackage in the name
of supported features.
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Just 'OK' was waaayyyyyy too generic!
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This was stored in the workspace, selected from the view.
Move both to scene since custom orientations are closely related to your
scene data.
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This isn't something we should do,
each instance should be noted and removed.
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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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Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
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Pose objects may be from the active object,
or from the weight paint mesh.
Since this is such a common check move this to a function call.
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This is just to have hair rendering and editing mostly working as in
master. A better fix is probably needed, there seems to be some
missing depsgraph relations for particle edit settings, and particle
edit code doesn't rebuild caches after applying edits. But at least
you can see and interact with hair now until those things can be
sorted out.
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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 adds initial multi-object editing support.
- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
See: T54641 for remaining tasks.
Indentation will be done separately.
See patch: D3101
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Added a lock-free deferred queue for deletion. Now if ID icon
is requested to be freed from non-main thread, it will be added
to the deferred list. Actual deletion will happen later from main
thread.
Currently actual deletion only happens next time BKE_icon_id_delete()
is called, which might not be enough. But it's easy to enforce
deferred deletion.
Icons for preview images are not covered by deferred deletion yet.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3146
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- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.
See P655 to apply to branches.
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Access to undoing state isn't needed,
some text insert code was overly compacted.
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