Age | Commit message (Collapse) | Author |
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Per collection overrides are gone now.
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We handle doversion for the scene properties, but not for the
view layer overrides.
Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
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Going to object edit mode and back to particle edit mode used to loose all
children from being displayed.
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*Always* use BKE_library API to handle IDs allocation and freeing,
unless you have a very, very, very good reason not to do so - and
perfectly know what you are doing.
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No idea why that was working this morning, now we do not get CoW tag
anymore (which kind of makes sense since it's set *after* copying
happens...), so just resorting to using the NO_MAIN flag instead.
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Patch D3205 by Kanzaki Wataru
Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.
Use an emission shader to convert the color back to a closure.
Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
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Disabled shadows for now as the calculation of the light direction is
still to bogus.
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There are a few places where DerivedMesh is still used, most notably
when calling the (not yet ported) cloth simulation. There is also still
the use of Object.derivedDeform and Object.derivedFinal. Those places are
marked with a TODO.
Some functions in the editors module were copied to accept Mesh. Those
already had 'mesh' in the name; the copies are suffixed with '__real_mesh'
for easy renaming later when the DM-based functionality is removed.
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broken-used-as-feature one from 2.7.
Locked bones of proxies should not be editable, at all. But lack of
update from linked rest pose in 2.7 allows to pose and animate locked
bones (not to pose them without animation though, or you'd lose your
pose on next file save & reload).
this is used by artists to always lock all their bones in a rig, so that
proxies fully update when lib rig is modified...
For now, restore that broken behavior in 2.8 by not updating proxies
against lib armature in CoW context (makes sense anyway, we are
currently doing a lot of useless thing when copying data for depsgraph
evaluation!).
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Doing that copy is the right thing, but only if the mesh has its own
deformed_only flag set correctly. This isn't generally the case, so
keeping dm->deformedOnly = 1 is better.
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This flag is copied when converting between DM and Mesh.
This flag is set to true in get_mesh(), to mimick the behaviour of
CDDM_from_mesh_ex. This is necessary for the particle system to work
correctly.
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This ports the main modifier eval loop.
A few things haven't been ported yet: tessface and shapekey related code. As
far as I can tell, shapekey code was never entered into.
https://developer.blender.org/D3342
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Same as `modwrap_deformVerts` and `modwrap_applyModifier` but for `Mesh`.
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Non modifying version of `BKE_mesh_validate`, mirrors `DM_is_valid` more
closely. Will be used in port of `mesh_calc_modifiers`
from `DerivedMesh` to `Mesh`.
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This makes the particle animation work again!
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It's important edit-mode has a step stored for redo to work,
file load now ensures this in a generic way.
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Not so important but convenient for testing, and makes the Cycles tests
pass again for now.
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Wrong cleanup done in 51b796ff152.
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Allows to have quicker lookup in particle edit mode.
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Not fully optimal, we can probably store pointer to original psys
similar to ID's orig_id.
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Don't try to bend existing design, just follow it. It's not nice, but is
working. Just bring it back, then repeal and replace system as a whole,
making sure every bit is working according to a design.
Such quick patches only trying to make local sense of a system, defeating
it's design.
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They might be looking weird, but they match conditions when children particles
are to be re-calculated for particle edit.
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Tested with Hook and Armature modifiers. Requires CoW to be enabled.
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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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with 'parent' one.
Chose to change defaut behavior (0-flag one) here, for sake of
consistency. Default behavior of simple BKE_id_copy() remains unchanged
though.
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Increased steps of diffuse sampling for narrow hightlights
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support Radiance HDR files for studio lighting.
Fix crash when studiolight folder does not exist.
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Was missing a default value.
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This reverts commit 9606d28d40809c58cfee7f817fd2c582da5030bd.
Caused issue w/ overlapping triangles,
since this isn't overly important reverting.
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Useful to mix pre-defined material colors.
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This prevents zero-leafs bvhtrees from being recalculated multiple times.
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D3356 by @Quetzal
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Pivot variables are now stored in scene toolsettings.
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The Studio lights are now loaded from disk. The location is
`datafiles/studiolights` they need to be JPG for now. JPG cannot store
HDRI color range but they are clamped inside the Workbench
engine for speed reason. I didn't select JP2K as it might not be
enabled.
Users can add upto 20 HDRI files. This limitation is inside the
RNA_space.c Currently the icons are calculated when you first open the
selection box for the HDRI's. We could add them to a background
rendering later.
I added 2 test files a sky texture rendered in Cycles and an HDRI from
cloud.blender.org.
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