Age | Commit message (Collapse) | Author |
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- Use per context menu lists to support menu editing.
- Support for different kinds of menu items since this may be needed
in the future. Only use operator types for now.
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This way the area light shapes are more visible (and usable) by default.
Changes were discussed with @venomgfx
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- Add/Remove from RMB context menu.
- Stored in user preferences.
- Access from Q key.
See T55027.
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To find all effectors in the scene, we need to loop over all objects.
Doing this during depsgraph evaluation caused crashes because not all
objects are guaranteed to be evaluated yet.
To fix this, we now cache the relations as part of the dependency graph
build. As a bonus this also makes evaluation faster for big scenes,
since looping over all objects for each particle system is slow.
Fixes T55156.
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...Instead of doing own dirty/risky version of the same thing!
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In stead of a single refresh function that re-init the whole system. The
API now supports adding and removing. Which will be much faster and less
flickering of missing icons when adding/removing lights
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Conflicts:
source/blender/makesrna/intern/rna_image.c
source/blender/makesrna/intern/rna_object.c
source/blender/makesrna/intern/rna_object_force.c
source/blender/makesrna/intern/rna_screen.c
source/blender/makesrna/intern/rna_sculpt_paint.c
source/blender/makesrna/intern/rna_space.c
source/blender/python/bmesh/bmesh_py_types.c
source/blender/python/generic/bpy_internal_import.h
source/blender/python/intern/bpy_rna_anim.c
source/blender/python/intern/gpu_offscreen.c
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It does not make much sense for the other levels
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Apply Windowing on the Spherical Harmonics result. This would lead to
better results.
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as valid).
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Still nbice to avoid such access to keep valgrind output more sane.
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Also deduplicated the 'mesh as shapekey' code, we had kind of two funcs
doing the same thing here...
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This is first commit in series of changes to get rid of md->scene.
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That area is now officially purged from the Devil.. errr... DerivedMesh!
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Not needed anymore, we only actually need to know wether it's orig mesh
or eval one in a few places...
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Removing that stuff should be valid with new depsgraph/modifiers stack
evaluation system... BUT it might not be, so rather have those in
separate own well-isolated commit.
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This was actually rather hairy, this code is huge and complicated, easy
to make mistakes...
Good thing is, it will allow for significant simplification and more
(name) cleanup in following commits ;)
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This reverts commit fec97ec949, it's useful to be able to edit object
properties for hidden objects. The issue with mode locking that this
was meant to solve will be handled in another way.
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The calculation of the irradiance buffer was slow. Now it is only
calculated when it is being used (background_alpha > 0.0)
this solves the freeze when switching to LookDev mode.
Also changed the default calculation to use the Spherical Harmonics
calculation. This is able to generate the irradiance buffer fast, but is
less accurate. As the irradiance buffer is only used for visual
guidance speed is more important than accuracy.
Added compile directive to switch between the implementations.
(see STUDIOLIGHT_IRRADIANCE_METHOD)
Disabled caching the irradiance buffer when
STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS is used as it is not
needed.
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Compile time option to reduce the level of the SH
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- Orientation of the cubemap were not conform cycles and eevee
- one side of the cubemap was flipped, so one side was overlit and the
other side was to dark.
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In the outliner there are now icons for it, Ctrl+Click isolates a
single collections.
In the 3D view, Ctrl+H key opens a menu that is more or less the
equivalent of the old layer buttons in the header. Regular Click isolates
the collection, Shift+Click toggle the collection visibility. Pressing
number keys and letters works in this menu, which can help for quickly
selecting a specific collection.
Shortcuts for quick switching by just pressing 1/2/3/.. keys are available
again. The order can be confusing with nested collections, but that seems
unavoidable. The first numbers control the top level collections, and then
sub collections if numbers are left.
Remaining design issues:
* The 3D view menu needs to be improved: support for sub collections,
staying open on shift+click, access from the 3D view header somewhere,
shortcut key display.
* Currently collection hiding just controls per-object hiding, we plan
to separate this state still so alt+H doesn't affect collection hiding.
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Note this is now separate from H key hiding, and meant for more persistent
ways to define which objects are relevant to the viewport or render.
This avoids some cases where you'd have to create collection specifically
to hide objects for viewport/render.
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H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
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Validate some cases using G_MAIN instead (I don't think we want to work
on any other Main than G.main one when registering/unregistering nodes
etc.).
And when freeing, all ID not in Main shall now be tagged accordingly, so
we *should* not need to do that stupi search over all ntrees in G.main
to check wether we have to free it ourself or not!
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Need to get away from thosae update flags in original datablocks.
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This is meant to be default behavior for 2.8, see T55246
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