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Selecting an object by clicking on its instances only worked,
when the object itself is visible. However, it is possible to hide
the object and still keep the instances visible.
The solution is to give every object the correct `select_id` in the
depsgraph object iterator right before rendering.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D9640
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HDRI preview should have resolution dependent on dpi, viewport scale and HDRI gizmo size.
This patch uses a LOD to render a more round sphere.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9382
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Overlay extras should not be drawn outside of the fluid domain cache range.
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All the changes made in the branch `soc-2020-fluid-tools` are included in this patch.
**Major changes:**
=== Viewport Display ===
- //Raw voxel display// or //closest (nearest-neighbor)// interpolation for displaying the underlying voxel data of the simulation grids more clearly.
- An option to display //gridlines// when the slicing method is //single//.
==== Grid Display ====
- Visualization for flags, pressure and level-set representation grids with a fixed color coding based on Manta GUI.
==== Vector Display ====
- //**M**arker **A**nd **C**ell// grid visualization options for vector grids like velocity or external forces.
- Made vector display options available for external forces.
==== Coloring options for //gridlines// ====
- Range highlighting and cell filtering options for displaying the simulation grid data more precisely.
- Color gridlines with flags.
- Also, made slicing and interpolation options available for Volume Object.
Reviewed By: JacquesLucke, sebbas
Differential Revision: https://developer.blender.org/D8705
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/draw` module. Not all warnings are addressed
in this commit.
No functional changes.
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Was passing an array of length 3 to `where_on_path()` that expected
length 4.
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This is to match the option name and to avoid confusion with
workbench xray mode.
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This wasn't added back from 2.7x, making "Recenter Hook" applier to
do nothing.
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This matches similar functionality for drawing lines.
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
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This patch implements the list panel system D7490 for constraints.
In this case the panels are still defined in Python.
The layouts are also updated to use subpanels and the a more organized
single column layout. There may be more tweaks necessary for the
layouts.
Reviewed By: Severin, billreynish, Mets
Differential Revision: https://developer.blender.org/D7499
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D7965
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Use already calculated cell_size directly.
Part of T77030.
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Create a new shader for the selection fix.
Differential Revision: https://developer.blender.org/D7873
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Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
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These headers are not needed right away, but will be in the upcoming
commit.
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The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
already implemented in `object_dupli.c`, so they were rather out of
place being declared in `BKE_anim.h` in the first place.
No functional changes.
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Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.
The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.
Ref T73201, T68981
Differential Revision: https://developer.blender.org/D6955
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Camera scale was not handled correctly when drawing 3d bundles for
reconstructed objects (caused by normalization of the matrix).
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This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
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Lamp names were be almost invisible when unselected.
Differential Revision: https://developer.blender.org/D6048
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Reviewed By: brecht sergey jbakker
Differential Revision: http://developer.blender.org/D6729
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Don't use BKE_view_layer_context_active_PLACEHOLDER which is marked
as "never use this".
In fact, it isn't needed to lookup for camera in the tracking function
at all: camera object is always explicitly passed to it.
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Old Name New Name
========= =========
init_def_material BKE_materials_init
BKE_material_gpencil_default_free BKE_materials_exit
test_object_materials BKE_object_materials_test
test_all_objects_materials BKE_objects_materials_test_all
give_matarar BKE_object_material_array
give_totcolp BKE_object_material_num
give_current_material_p BKE_object_material_get_p
give_current_material BKE_object_material_get
assign_material BKE_object_material_assign
assign_matarar BKE_object_material_array_assign
give_matarar_id BKE_id_material_array
give_totcolp_id BKE_id_material_num
assign_material_id BKE_id_material_assign
clear_matcopybuf BKE_material_copybuf_clear
free_matcopybuf BKE_material_copybuf_free
copy_matcopybuf BKE_material_copybuf_copy
paste_matcopybuf BKE_material_copybuf_paste
BKE_material_init_gpencil_settings BKE_gpencil_material_attr_init
BKE_material_add_gpencil BKE_gpencil_material_add
BKE_material_gpencil_get BKE_gpencil_material
BKE_material_gpencil_default_get BKE_gpencil_material_default
BKE_material_gpencil_settings_get BKE_gpencil_material_settings
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This is a fix to the issue that light distance line end does not represent
anything now that shadow bounds are computed automatically.
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We can't use the fast path when the mesh is used by mulitple objects and so
slower sculpting is expected then. But fake users should not affect this. This
also fixes the same type of error in a few other areas.
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A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming.
Reviewed By: sergey
Maniphest Tasks: T59995
Differential Revision: https://developer.blender.org/D3855
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Silent unused variable warnings introduced by recent changes in the
overlay engine.
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- Remove pd->view_default, was a leftover from TAA implementation
- Sanitize active_view switches.
- Sanitize framebuffers switches.
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This separates it from the outline pass and fix a visibility bug
when extras were off.
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This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
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