Age | Commit message (Collapse) | Author |
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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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The function definitions still reside in DerivedMesh.c. Once we're done
porting all the DerivedMesh use to Mesh, we'll move the still-relevant
functions to mesh_runtime.c. This move is now cumbersome due to shared
statically-declared utility functions in DerivedMesh.c
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This helps making things clearer and cleaner. Func returning filepath of
G.main is separate, so that we can easily track its usages, and
hopefully deprecate it at some point. Though that usage of G.main is
likely the less evil one, you nearly always want current blendfile path
in those cases anyway.
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Caused glitch w/ sculpt mode not updating.
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- users can use their own matcaps
.config/blender/2.80/datafiles/studiolights/matcap/ folder
- upto 100 matcaps can be loaded
- color of the matcap is influenced by the color of the material/single
color etc. To show the plain matcap use single color at 1.0
- chosing a matcap is at lighting level (flat/studio/matcap)
- matcap only possible in solid mode
- also works for X-Ray mode
As the old matcaps are still in used by the clay engine I didn't remove
it yet.
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Relying on evaluation to initialize data causes issues w/ 2.8.
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Makes it one line to get needed mesh, no code duplication. And can easily
update asserts and tighten the nuts.
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The PBVH was referencing runtime custom data which was freed on refresh.
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Make it more reliable and predictable way of getting pointer to
an original mesh which came from copy-on-write engine.
Related change: made it (hopefully) more clear name for flags.
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In the Python API, any panel becomes a subpanel by setting bl_parent_id
to the name of the parent panel. These subpanels can contain advanced or
less commonly used settings.
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This is really convenient for development. Either for profiling the
generated shaders or to check if the generated code is correct.
It writes the shaders to the temporary blender session folder.
(ported over from blender2.8)
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over
to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was
removed during the Blender Internal removal).
Notes:
* Motion Paths are now implemented as an overlay (enabled by default).
Therefore, you can turn all of them on/off from the "Overlays" popover
* By and large, we have kept the same draw style as was used in 2.7
Further changes can happen later following further design work.
* One change from 2.7 is that thicker lines are used by default (2px vs 1px)
Todo's:
* There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff).
These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist
conversion step on each drawcall). Instead, this has been moved to the calculation step
(in blenkernel). Soon, there will be some cleanups/improvements with those functions,
so until then, we'll keep the bad level calls.
Credits:
* Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation
* Joshua Leung (Aligorith) - COW fixes, UI integration, etc.
Revision History:
See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
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Add mesh_get_eval_final & mesh_get_eval_deform
Note: these will eventually need to be renamed & moved into BKE.
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- Uses the roughness setting of the basic eevee material
- renamed gloss_mir to roughness
- set default of roughness to 0.25
- renamed ray_mirror to metallic
- cleaned up material rna (BI mirror struct)
- use BLINN phong model
- normalize incoming/outgoing specular light
- when using camera oriented studiolight, the SolidLight will be used
for specular highlights
- EXPERIMENT: when in world oriented studiolight only the shadow direction will be used.
- change the settings of the internal light to make scenes more
readable
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They are no longer needed after the active depsgraph concept is here.
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Only do it for active dependency graph.
Currently covers animation, drivers, object and pose channel matricies.
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Will cause some bad behavior when object is shared across multiple
visible view layers with different overrides. Accept it for now,
and possibly force single view layer later.
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This way we allow animation system to make decisions based on which
context dependency graph is coming from, and whether it belongs to
an active edit window or not.
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Currently unused, but will be needed soon to deal with active edit
window context.
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Conflicts:
source/blender/editors/object/object_add.c
source/blender/editors/object/object_select.c
source/blender/editors/space_outliner/outliner_edit.c
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Conflicts:
intern/cycles/blender/blender_curves.cpp
source/blender/blenkernel/BKE_particle.h
source/blender/blenkernel/intern/modifier.c
source/blender/blenkernel/intern/object_update.c
source/blender/blenkernel/intern/particle_system.c
source/blender/editors/object/object_modifier.c
source/blender/editors/physics/physics_fluid.c
source/blender/makesrna/intern/rna_particle.c
source/blender/modifiers/intern/MOD_particlesystem.c
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