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2019-05-17Eevee: Remove the Volumetric Render checkboxClément Foucault
This is to simplify the usage of Volumetrics. Now it automatically detect if there is any Volumetric material in the view and allocate the needed buffer if any.
2019-05-17Eevee: Remove the Subsurface Render checkboxClément Foucault
This is to simplify the usage of SSS. Now it automatically detect if there is any SSS material in the view and allocate the needed buffer if any.
2019-05-16Cycles/Eeeve: unify film transparent settingJeroen Bakker
For existing files, it will use the setting from Cycles or Eevee depending on the render engine in the scene. Differential Revision: https://developer.blender.org/D4874
2019-05-16UI: tweak display of active, selected and edited items in the outlinerHarley Acheson
* Change circle to roundbox around active icons, so they don't overflow. * Change text color to indicate selected and active state. Differential Revision: https://developer.blender.org/D4650
2019-05-16Refactor: Simplify ID Property freeingJacques Lucke
This also makes `IDP_CopyProperty` the "opposite" of `IDP_FreeProperty`, which is what I'd expect. Two refactoring steps: * rename IDP_FreeProperty to IDP_FreePropertyContent * new IDP_FreeProperty function that actually frees the property Reviewers: brecht Differential Revision: https://developer.blender.org/D4872
2019-05-16Fix T64651, T64658: image texture not set to non-color properlyBrecht Van Lommel
The version check was wrong, only working for older files.
2019-05-16Theme: add color difference for every other rowCampbell Barton
D4862 by @CandleComet with minor edits.
2019-05-16Cleanup: remove 2.4x panel tabsCampbell Barton
This makes the code confusing since we now have two other kinds of tabs (navigation bar and panel categories).
2019-05-15Fix T64634: Incorrect type casting in versioning codeJacques Lucke
2019-05-15Lights: change sun light size to be specified as angleTim Stullich
This is the angular diameter as seen from earth, which is between 0.526° and 0.545° in reality. Sharing the size with other light types did not make much sense and meant the unit was unclear. Differential Revision: https://developer.blender.org/D4819
2019-05-15Fix default open outliner restrict columnsDalai Felinto
Regression introduced on 777a546c0c7.
2019-05-15Eevee: Add per material option to cull backfacesClément Foucault
This is in order to have more flexibility and to have an explicit option for final renders.
2019-05-15Preferences: Default ViewportAAJeroen Bakker
Due to recent changes the default aa samples in the viewport was set to 16, but should have been 8. This is due to how the old viewport quality setting was interpreted by the workbench engine. This patch will respect the same way to version the viewport quality to viewport_aa as the workbench used to do this.
2019-05-15Outliner Restriction: Naming sanitization and iconDalai Felinto
No major API change here, only in the outliner restriction column variables (e.g., show_restrict_column_selectable > show_restrict_column_select). * Get rid of _INSTANCE (introduced on b1af68200159). * Differentiate (everywhere but the API) between HIDE (temporary) and VIEWPORT (global). * Use the expected icon for restrict viewport (same as objects and modifiers). * selectable > select
2019-05-14Armature: implement universal hash table lookup of Bone objects by name.Alexander Gavrilov
Since drivers on Bone properties are really supposed to be stored in Armature data and access bones via its bones[] collection, this lookup path should work efficiently. Mass lookup of bones by name was already done through hashes, but they were built temporarily every time that was needed. This simply replaces it with a common hash table computed immediately after file load, copy, or Edit to Object mode switch.
2019-05-14Fix T64588: some new theme preferences not savingBrecht Van Lommel
2019-05-13Cycles/Eevee: unify light strength and colorBrecht Van Lommel
Cycles lights now use strength and color properties of the light outside of the shading nodes, just like Eevee. The shading nodes then act as a multiplier on this, and become optional unless textures, fallof or other effects are desired. Backwards compatibility is not exact, as we can't be sure which renderer the .blend was designed for or even if it was designed for a single one. If the render engine in the active scene is set to Cycles, lights are converted to ensure overall light strength remains the same, and removing unnecessary shader node setups that only included a single emission node. If the engine is set to Eevee, we increase strength to remove the automatic 100x multiplier that was there to match Cycles. Differential Revision: https://developer.blender.org/D4588
2019-05-13Cycles/Eevee: unified and improved texture image color space handlingBrecht Van Lommel
Cycles now uses the color space on the image datablock, and uses OpenColorIO to convert to scene linear as needed. Byte images do not take extra memory, they are compressed in scene linear + sRGB transfer function which in common cases is a no-op. Eevee and workbench were changed to work similar. Float images are stored as scene linear. Byte images are compressed as scene linear + sRGB and stored in a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read as scene linear, simplifying the code and taking advantage of hardware support. Further, OpenGL image textures are now all stored with premultiplied alpha. Eevee texture sampling looks a little different now because interpolation happens premultiplied and in scene linear space. Overlays and grease pencil work in sRGB space so those now have an extra conversion to sRGB after reading from image textures. This is not particularly elegant but as long as engines use different conventions, one or the other needs to do conversion. This change breaks compatibility for cases where multiple image texture nodes were using the same image with different color space node settings. However it gives more predictable behavior for baking and texture painting if save, load and image editing operations have a single color space to handle. Differential Revision: https://developer.blender.org/D4807
2019-05-13Fix unintended autosaving of preferences in a few casesBrecht Van Lommel
* Dirty flag was not cleared on load * Navigating tabs should not cause save * Background mode should not autosave (for e.g. render farms and tests)
2019-05-13Preferences: auto-save on exitCampbell Barton
Save modified preferences on exit by default, with the option to disable this.
2019-05-13readfile: support preferences without loading data-blocksCampbell Barton
Needed to support reading preferences without replacing blend file data.
2019-05-11Outliner Visibility UpdateDalai Felinto
See T61578 for discussions and mockups. Visibility Options ================== We are adding more granular control over restriction columns in the outliner, exposing "indirect only" and "holdout" as options, and change the way users enable/disable collections in a viewlayer. We also rename the object viewport restriction to hide instance. So the options we have are: Collection ---------- * Render Visibility * Instance Visibility * Selectable (View) Layer Collection ----------------------- * Enable * Holdout * Indirect Only * Viewport Shortcuts ========= Isolate Collection ------------------ * Ctr + click isolates the collection. It turns all its parents and children "visible", and all the other collections "invisible". If ALL the collections were already properly set, we re-set the collections to their default value. Set Collection Inside Collections and Objects --------------------------------------------- * Shift + click: Set/unset inside collections and objects. We only set objects values as well when we are in View Layer mode and (obviously) when the objects have a matching property. Icons ===== Little reminder that we will need better icons for holdout, indirect only, and probably instanced (nothing wrong with the current, but it differs from the proposal when it is turned off). Also, we need to decide where do we want the modifier/bones/... icons to be (in which column) and ideally make sure their icons match the ones we use for collections/objects. At the moment those are using the screen icon, which is not being used by collections. Reviewers: brecht, billrey Subscribers: pablovazquez Differential Revision: https://developer.blender.org/D4823
2019-05-10Fix T64304: Objects in appended scene from 2.79 file disappear after saving.Bastien Montagne
Versionning code generating collections from old 2.79 scene layers was setting new collections' library from scene, but it also needs to properly set the `LIB_TAG_INDIRECT` tag, otherwise localizing code does not know what to do, and most of append process fails.
2019-05-09Themes: add scene icon color category, for consistency in properties tab barBrecht Van Lommel
The icons here still need to be dimmed when the tab is inactive.
2019-05-09Workbench: Viewport AA PreferencesJeroen Bakker
In recent changes the viewport_quality setting was not working what users expected. This change will separate the anti-aliasing method that is being used. We now have three settings: * scene.display.render_aa: Will be used during `Render Image`. * scene.display.viewport_aa: Will be used during `Viewport Render Image`. * userpref.viewport_aa: Will be used in the 3d view. The viewport_quality setting has been replaced by the viewport_aa setting as it was the only thing in currently controlled. Reviewed By: brecht Maniphest Tasks: T64132 Differential Revision: https://developer.blender.org/D4828
2019-05-09UI: rename Look Dev 'Ball' to 'Sphere'Campbell Barton
D4813 by @Gvgeo
2019-05-09Move out pose edit options into the pose dataSebastian Parborg
Move pose edit mode booleans out of the armature data into the pose data Reviewed By: Brecht Differential Revision: http://developer.blender.org/D4832
2019-05-08Defaults: change default settings in a few editorsBrecht Van Lommel
* Timeline has summary collapsed to show only one row of keyframes. * Cavity default is screen space curvature (faster). * Scripting workspace text editor uses syntax highlight and line numbers. * Marker lines enabled by default in all animation editors. * Movie clip editor pivot point default to median. Ref T63986.
2019-05-08UI: Move scrollbars to the right in animation editorsJacques Lucke
The text, that was in the scrollbars, stays on the left. Reviewers: brecht, billreynish Differential Revision: https://developer.blender.org/D4821
2019-05-08Copy Scale: support raising the copied scale to an arbitrary power.Alexander Gavrilov
Since scale is multiplicative, the appropriate way to partially copy it is to use power. However, the influence slider of constraints uses linear interpolation. Thus, there is no way to correctly split scale via constraints without adding this feature. In addition, this allows inverting scale by using negative powers, fulfilling the function of Copy Rotation's Invert checkboxes.
2019-05-07UI: Animation editor scrubbing areaJacques Lucke
The main reason for this change is to allow setting the active frame with the left mouse button, while still being able to select e.g. keyframes with the same mouse button. The solution is to introduce a new scrubbing region with a specialized keymap. There are a couple of related todos, that will be handled in separate commits. Those are listed in D4654. This solves T63193. Differential Revision: https://developer.blender.org/D4654 Reviewers: brecht, billreynish
2019-05-07Sound: Revert all the recent changes to soundSergey Sharybin
This happened to be a bigger rabbit hole to hell than it originally seemed, and there are higher priority design tasks to be handled (at this point high priority design task is more important than high priority bug fix). After talking to Brecht the decision was made to revert to the known isolated issue, which will allow everyone in the studio work same as prior to last Friday. The remaining bits will be worked on after all the design tasks are out of the way. This commit reverts: 4cdb4b9532c Fix T64161: Crashing using undo and multiple windows 064273a4ae7 Sound: Port more cases to be a part of dependency graph 2e582f8ab53 Sound: Fix access wrong dependency graph 5fc49d9c915 Sound: add stubs to build without audaspace c68c81a870b Sound: Make sure spin lock is initialized for new sound datablocks c02534469ac Sound: Delay creating sound scene handle for until is needed 9f681bea68f Fix T64144: Crash when displaying audio waveforms in VSE 2f79286453e Cleanup: unused vars bed8ad6f95a Fix crash in background rendering after recent sound changes 773691310f9 Fix T64143: Crash when scrubbing in the graph editor 888852055c1 Sound: Fix for being unable to jump to a frame during playback with A/V sync 6ab7b384645 Sound: More fixes for access of original scene 35db1195455 Sound: Fix access original scene during playback 211c4fd2e9a Depsgraph: Make comment about evaluation more obvious c5fe16e121e Sound: Make sound handles only be in evaluated datablocks b4e1e0946bf Depsgraph: Preserve sound and audio pointers through copy-on-write 4eedf784b04 Depsgraph: Store original sequencer strip pointer 6990ef151c1 Sound: Move evaluation to dependency graph d02da8de23b Sound: Delay opening handlers for until really needed 3369b828916 Depsgraph: Add scene audio component e8f10d64757 Depsgraph: Tag sequencer for update on changes 6e4b7a6e4d9 Depsgraph: Initial work to cover sequencer 17447ac5a6b Depsgraph: Make sound ID part of the graph
2019-05-06Maintain Volume: introduce an option switching between modes.Alexander Gavrilov
After a lot of thinking about this, I decided that all operation modes that I've tried over the past couple of years, including the original 2.79 one, have their uses after all. Thus the only reasonable solution is to add yet another option. The modes are: - Strict: The current 2.80 mode, which overrides the original scaling of the non-free axes to strictly preserve the volume. This is the most obvious way one would expect a 'Maintain Volume' constraint to work. - Uniform: The original 2.79 mode, which assumes that all axes have been scaled the same as the free one when computing the volume. This seems strange, but the net effect is that when simply scaling the object uniformly with S, the volume is preserved; however, scaling the non- free axes individually allows deviating from the locked volume. This was obviously intended as a more or less convenient UI tool. - Single Axis: My own variant of the intent of the Uniform scale, which does volume-preserving if the object is scaled just on the Free axis, while passing the non-free axis scaling through. I.e. instead of uniform S scaling, the user has to scale the object just on its primary axis to achieve constant volume. This can allow reducing the number of animation curves when only constant volume scaling is needed, or be an easier to control tool inside a complex rig.
2019-05-06Fix T63046, T61413: crash reading paint slots from 32 bit .blend on 64 bitBrecht Van Lommel
Thanks to matc for helping to find this, it was writing the paint slots wrong.
2019-05-06Implement mirroring in pose mode (absolute and relative)Sebastian Parborg
Added working X-mirroring in pose mode with an optional relative mirror mode. Reviewed By: Campbell Barton Differential Revision: http://developer.blender.org/D4765
2019-05-04Sound: Delay creating sound scene handle for until is neededSergey Sharybin
Solves crash loading volume Cycles regression files.
2019-05-04Fix T64144: Crash when displaying audio waveforms in VSESergey Sharybin
2019-05-04UI: Add Look Developer Balls Size optionGeorge Vogiatzis
Note: Some adjustments were made compared to the diff mainly for code readability and made the default ball size 150px. Reviewed By: fclem Differential Revision: http://developer.blender.org/D4793
2019-05-03Sound: Make sound handles only be in evaluated datablocksSergey Sharybin
Quite straightforward change, which makes it so audio handles are only created inside of evaluated datablocks. Exception is adding sound strip to the sequencer, which needs an audio handle to query length and number of channels. This is done by temporarily loading sound file into an original datablock, and then tossing it away. There is an assert in sound.c which verifies that audio system is used from an evaluated domain, which should help porting all the cases which are likely missed by this commit. Some annoying parts: - `BKE_sound_update_scene()` is iterating over all bases, and does special ID tags to see whether sound has been handled or not already. This can not be done the old fashion now. Ideally, this will be done as a speaker datablock evaluation, but seems that would require a lock since audio API is not safe for threading. So this is not a desired way i'd say. Possible solution here would be to iterate over ID datablocks using dependency graph query API. - Frame jump needs to call `BKE_sound_seek_scene()` directly because there might be some flags assigned to the scene which could be clear after operator execution is over. Need to verify if that's the case though. This is a bit hairy code, so sticking to a safest and known to work approach for now. - Removed check for format when opening new sound file. Maybe we can have some utility function which queries channel and duration information, leaving the caller's code clean and tidy. Tested following cases: - Adding/removing/moving sequencer's sound strips. - Adding/moving speakers in viewport. - Rendering audio. Reviewers: brecht Differential Revision: https://developer.blender.org/D4779
2019-05-03Sound: Delay opening handlers for until really neededSergey Sharybin
Needs to be done in order to localize sound handlers to the evaluated IDs only. This commit might not be fully optimal, since it does more things on every scene update request, but that will be solved by the upcoming change which will put those updates to a dependency graph.
2019-05-03Defaults: disable developer extrasCampbell Barton
Was enabled by accident when updating startup.blend.
2019-05-02Workbench,EEVEE: Viewport Render SamplesJeroen Bakker
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0 samples means no AA, 1 sample uses FXAA and more samples will use TAA. The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing method. - Use TAA when rendering images. (this used to be CPU based FSAA) - Removed `R_OSA` related settings. Reviewers: fclem, brecht Maniphest Tasks: T60847 Differential Revision: https://developer.blender.org/D4773
2019-05-02Fix T63697: correct stuck R_NO_CAMERA_SWITCH in scene->r.mode.Alexander Gavrilov
This flag becomes stuck in certain situations, causing the marker camera switch feature to not work. To fix old files with the problem, clear the flag on file load. Also, the line that is supposed to clear it has wrong bit math, causing seq_render_scene_strip to effectively toggle the flag on or off every time it's run, instead of restoring to original state. The flag and code were added in 001789d7337a by @campbellbarton.
2019-05-01UI: move object origin size preference to themesGeorge Vogiatzis
Differential Revision: https://developer.blender.org/D4657
2019-05-01Alembic: integrate cache file into the dependency graphBrecht Van Lommel
* The cache file datablock is now evaluated as part of the dependency graph, creating/freeing the Alembic file handle matching the current frame. Modifiers and constraints depend on this evaluation. * Cache file handles and readers now only exist on COW datablocks, never the original ones. * Object data paths are flushed back to the original for the user interface. * The cache file keeps a list of all readers associated with its handle, and automatically frees them when the handle is freed. This kind of sharing of data across datablocks is weak but we have no better mechanism for it. Fix T62720: Alembic sequences not working and crashing Differential Revision: https://developer.blender.org/D4774
2019-05-01UV Sculpt: improve tool-system integrationCampbell Barton
In 2.7x UV sculpt was a kind of sub-mode (a toggle with it's own key-map & drawing code). Move this to an operator that uses the tool-system, this simplifies internal logic, especially brush selection which now matches sculpt and other paint modes. - Remove toggle used to enable uv sculpt. - Expose the brush, which was already used but there was no way to select different brushes. - Make UV sculpt use paint paint tool slots (using brushes how all other paint mode currently do). - Move UV Sculpt keymap to the tools keymap. - Remove Q to toggle UV sculpt mode, S/P/G keys to switch tools.
2019-05-01ClangFormat: run with ReflowComments on source/Campbell Barton
Prepare for enabling ReflowComments.
2019-04-30Fix T63864 Duplicate Data options don't exist for Light Probe and Grease PencilAntonioya
See revision D4766
2019-04-29Missed last commit (workspace template checks)Campbell Barton
2019-04-29UI: top-bar reorganizationCampbell Barton
This hides the top-bar by default for everything besides paint/sculpt workspaces. - Use the top-bar mainly for active tool settings & popovers panel options. (transform / snap settings are an exception for this convention). - Only show the top-bar (by default) in paint work-spaces (sculpt / texture-paint / grease-pencil). - Add an active-tool panel to the sidebar. - Split 3D view tabs into (Item / Tool / View). D4721 with minor changes. Further work is needed for the top-bar and image-editor.