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And also fix some RNA props defaults and ranges.
Fix T64452 Shadows not appearing in eevee
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Renaming was only done to ED_time_scrub_ui.h, function names
and struct members used term 'scrubbing' which is ambiguous.
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Differential Revision: https://developer.blender.org/D4869
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these macros are mostly used with size_t types, leading to msvc warning :
warning C4334: '<<': result of 32-bit shift implicitly converted to 64 bits
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This removes the dither patterns visible in wireframe mode.
This does decrease de depth perception but many users complained
about the visual noise it produces.
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Differential Revision: https://developer.blender.org/D4939
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- Make edges darker in vert & face select mode (making more
contrast to not loose the topology). Downside is less select
edges visibility in vertex mode. But I'm confident that it's not
as painfull as it seems.
- Make select faces less saturated to have more color contrast
between select faces and edges.
- Make unselected faces white to increase contrast with faces and
edges. The brightening is negligeable for bright surfaces and
help readability on darker surfaces. Reminder that if the faces
overlays are too distracting (i.e: uv mapping, or texturing) they
can be toggled off in the overlay panel.
Reviewers: billreynish, campbellbarton, brecht
Reviewed By: billreynish, campbellbarton, brecht
Subscribers: brecht
Differential Revision: https://developer.blender.org/D4941
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It's closer to the default matcap now, but slightly less metallic and dark. The
reason to use studio lights as default is because the roughness and metallic
parameters of the material then have an effect, and because Texture color mode
does not work for matcaps.
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Lazy loading prevented showing values in UI.
Now we just gray them out if not used.
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The default spacing changed when this started using the user preferences,
this makes it work more similar to before that.
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to crashes).
Those are two cases where keeping infamous backward `parents` pointers
of collections in sync is kind of impossible to do... So rebuilding
those relationships from scratch instead.
Fixes e.g. a crash when undoing, then reloading a library, and likely
many more weird ones like that.
Uncovered while investigating T64764.
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It's not always possible to keep 'by hand' parent relationships valid in
collections hierarchy. Add functions to remake those
(re-using/factorizing code from `readfile.c` `lib_link_collection_data()`
function).
Can't stress again how painful it is to have those kind of backward
relationships in our data structures, those *always* end up being
serious issues to keep in sync... Should only be generated on the fly
when needed, period. :(
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This gives a more noticeable effect by default. Also fixes startup.blend not
having focus distance initialized correctly.
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* Replace Log view transform with Filmic Log.
* Remove Rec.709, DCI-P3 displays that were incomplete and outdated.
* Remove outdated RRT and Film transforms, replaced by Filmic.
* Remove camera responsive curves that don't work with HDR colors.
* Rename Default view transform to Standard.
We're breaking compatibility now for 2.80, so that we can add future
improvements on a clean config.
Part of the code was contributed by George Vogiatzis in D4782.
Differential Revision: https://developer.blender.org/D4900
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This also replaces the Use Alpha setting. We now have these alpha modes:
* Straight: store RGB and alpha channels separately with alpha acting as a
mask, also known as unassociated alpha.
* Premultiplied: transparent RGB pixels are multiplied by the alpha channel.
The natural format for renders.
* Channel Packed: different images are packed in the RGB and alpha channels,
and they should not influence each other. Channel packing is commonly used
by game engines to save memory.
* None: ignore alpha channel from the file and make image fully opaque.
Cycles OSL does not correctly support Channel Packed and None yet, we are
missing fine control over the OpenImageIO texture cache to do that.
Fixes T53672
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Plural name doesn't fit with textures, sounds & other paths
that may be added.
Also quiet unused warning.
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This patch gives new Windows users a better default preference for fonts folder
Differential Revision: https://developer.blender.org/D4725
Reviewed by Campbell Barton and Brecht Van Lommel
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There is a deeper problem here with DNA_struct_elem_find and Lamp/Light name
aliasing, to be fixed separately.
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Additional fix to ensure Cycles versioning is done after Eevee.
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Version after lib linking due to following ID pointers.
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There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
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Caused by recent fix.
For some reason compiled fine in debug mode, but not in release.
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This was discussed in the past, the idea is to get the outliner even more compact.
Also to let users to use the viewport selection restriction further.
It would be nice to haven indication that an invisible column is set, but this is
no particular to the selection column.
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very straightforward: initialize default to the same hard limit as the
RNA properties.
Annoying part is that it's not trivial to make RNA to use same BLI functions,
so leaving that behind for now.
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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.
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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.
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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
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* 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
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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
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The version check was wrong, only working for older files.
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D4862 by @CandleComet with minor edits.
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This makes the code confusing since we now have two other kinds of tabs
(navigation bar and panel categories).
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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
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Regression introduced on 777a546c0c7.
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This is in order to have more flexibility and to have an explicit option
for final renders.
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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.
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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
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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.
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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
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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
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* 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)
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