Age | Commit message (Collapse) | Author |
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- Get memory usage from MemFile instead of MEM API
avoids possible invalid when threads alloc memory.
- Use size_t instead of uint and uintptr_t to store size.
- Rename UndoElem.str -> filename
- Rename MemFileChunk.ident -> is_identical
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Tabs in middle of code (mostly for no reason / by accident).
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This code was neglected. Yet it is needed for when we support datablock
overrides so that the ID pointers are properly linked and expanded.
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Need Clear ID recalc flag on load. Otherwise it's possible to have
some IDs considered always updated by Cycles, when they were saved
in a tagged-for-update state.
Thanks Bastien for feedback and review!
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- put render iterator in own scope
(would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.
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Allows for each workspace to have it's own add-ons on display.
Filtering for: Panels, Menus, Keymaps & Manipulators.
Automatically applies to add-ons at the moment.
Access from workspace, toggled off by default
once enabled, add-ons can be white-listed.
See D3076
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Conflicts:
source/blender/blenkernel/BKE_blender_version.h
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This is used to determine which voxels are to be considered empty space.
Previously it was hardcoded for converting dense grids to OpenVDB grids
to reduce disk space usage.
This value is also useful for rendering engines to know, i.e. to
optimize ray marching.
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This matches similar changes done for Cycles.
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This allows allocation of VAOs from different opengl contexts and thread as long as the drawing happens in the same context.
Allocation is thread safe as long as we abide by the "one opengl context per thread" rule.
We can still free from any thread and actual freeing will occur at new vao allocation or next context binding.
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These no longer made much sense after regions were added, they just
duplicated state that was already in the regions.
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(save and reload).
Once 'losing lib' issue is fixed (in previous commit), we have new issue
that this could lead to several copies of the same linked data-block in
.blend file. Which is not good. At all.
So had to add a GHash-based check in libraries reading code to ensure we
only load a same ID from a same lib once.
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(save and reload).
The issue was that when a same lib was found several times in loaded
.blend, we'd only keep the first occurence. But since Blender expects
next data-blocks to belong to last found library, we could actually
be adding data-blocks assigned to copies of the duplicated lib to
another, totally unrelated lib.
Those data-blocks were then obviously not found when actually loading
libs content, and lost.
Note that this only fix one part of the issue, current code can
generate several copies of same linked data-block now, will fix in
another commit.
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- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.
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It allows to have children hair to be twisted around parent curve, which is
quite an essential feature when creating hair braids.
There are currently two controls:
- Number of turns around parent children.
- Influence curve, which allows to modify "twistness" along the strand.
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Due to changes in draw code particles from old files that may have had a
default draw size of 0 will not be visible. Old draw code would check
for this and adjust the size, however the unit for draw size has changed
from pixels to BU, and it no longer makes sense to have such checks.
This patch is to ensure particles from such files remain visible.
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Now that the new 3D viewport draws to a multisample offscreen buffer, there is
no good reason anymore to create an entire multisample window and pay the
performance/memory cost for other regions that don't need it.
GL_MULTISAMPLE now only gets enabled for offscreen buffers, so we don't need
to check for it throughout the UI code anymore.
Differential Revision: https://developer.blender.org/D3062
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This means we can support having the same scene in different windows
with different edit-objects.
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Cycles already uses 1.5 as default. BI original 1.0 filter doesn't look good for
Eevee. The ideal scenario would be for both Cycles AND Eevee to use the same DNA
setting.
But for now it is nice to at least have Eevee renders to look better by default.
Note: This handles doversion for 2.7x files only. Files previously created in
2.8 need to be manually corrected.
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- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
(context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
this does work on a basic level though.
See D3037
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USER_ZBUF_ORBIT -> USER_DEPTH_NAVIGATE
The name didn't make sense since it's used for all view navigation.
Also rename USER_ZBUF_CURSOR -> USER_DEPTH_CURSOR since zbuf
is an internal detail.
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This reverts commit dc2617130b2e1d7d2b9892fbd7c6e7b60caafb66, which disabled
writing of previews for undo. While this uses some memory, re-rendering all
previews is very expensive, especially if for example you have lots of materials
using high-res image textures.
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Move timer and tip out of button code,
now the only requests a tooltip,
passing a creation callback to run.
Needed for manipulators in 2.8,
also helps de-duplicate logic - since we never want
multiple tool-tips showing at once.
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This was not implemented yet. So it's a bit pointless to have all this
placeholder code around without any functionality coming out of it.
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This works for grid and cubemaps.
The intensity is baked into the map itself. Thus you need to refresh/rebake the probe to see the changes.
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This was introduced to the outliner when we had no User Preference
window back in 2.5x. Right now it makes no sense to keep this around.
But how about addon user preferences:
* They belong in the user preference window under the addon.
How about the user preferences themselves:
* You find them in the user preference window.
And templates?
* Why are they here in the first place?
After talking to Pablo Vazquez (who in turn poked Sergey Sharybin) we found
it reasonable to get rid of this. If it turns out that we were wrong we
revert this.
As for leaving this exposed as a debug option (as suggested on IRC) I would say
no, please. This end up polluting the code and never cleaned up in the end.
(this was specific talking about templates).
Technical note: I left the functions in outliner still hanging around.
While I used UNUSED_FUNCTION for one of them, for the other one I had to use:
`#if 0` because the function was calling itself, which would fail to build if
I used UNUSED_FUNCTION.
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We have different ways of explore the scene objects, namely View Layer and
Collections. This change let us focus on compositing elements only such as:
* View Layers
** Collections
** Render Passes
* Freestyle
* Grease Pencil?
Not included in this commit is an option to handle filtering of
collections passes, ... Not sure if we would like, though.
Since they are all properly nested under a "Collections" / "Passes"
parent.
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User notes:
The outliner so far was a great system to handle the object oriented workflow
we had in Blender prior to 2.8. However with the introduction of collections
the bloated ammount of data we were exposed at a given time was eventually
getting on the way of fully utilizing the outliner to manage collections and
their objects.
We hope that with this filtering system the user can put together the outliner
with whichever options he or she seem fit for a given task.
Features:
* Collection filter: In case users are only focused on objects.
* Object filter: Allow users to focus on collections only.
* (Object) content filter: Modifiers, mesh, contrainst, materials, ...
* (Object) children filter: Hide object children [1].
* Object State (visible, active, selected).
* Compact header: hide search options under a search toggle.
* Preserve scrolling position before/after filtering [2].
[1] - Note we still need to be able to tell if a children of an object is in a
collection, or if the parent object is the only one in the collection.
This in fact was one of the first motivations for this patch. But it is to
be addressed separately now that we can at least hide children away.
[2] - We look at the top-most collection in the outliner, and try to find it again
after the filtering and make sure it is in the same position as before.
This works nice now. But to work REALLY, REALLY nice we need to also store
the previous filter options to be sure the element we try to keep on top
was valid for both old and new filters. I would rather do this later though
since this smell a lot like feature creeping ;)
Remove no longer needed display options:
* Current Scene (replaced by View Layer/Collections)
* Visible (replaced by filter)
* Selected (same)
* Active (same)
* Same Type (same-ish)
How about All Scenes? I have a patch that will come next to replace the current
behaviour and focus only on compositing. So basically stop showing the objects
and show only view layers, their passes and collections, besides freestyle.
Also, while at this I'm also reorganizing the menu to keep View Layer and
Collections on top.
Developer notes:
* Unlike the per-object filtering, for collections we need to filter at tree
creation time, to prevent duplication of objects in the outliner.
Acknowledgements:
Thanks Pablo Vazquez for helping testing, thinking some design questions
together and pushing this to its final polished state as you see here.
Thanks Sergey Sharybin and Julian Eisel for code review. Julian couldn't do a
final review pass after I addressed his concerns. So blame is on me for any
issue I may be introducing here. Sergey was the author of the "preserve
scrolling position" idea. I'm happy with how it is working, thank you.
Reviewers: sergey, Severin, venomgfx
Subscribers: lichtwerk, duarteframos
Differential Revision: https://developer.blender.org/D2992
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The original name came from a cheap conversion of the "active layer" option
to "active render layer" and then "active view layer".
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