Age | Commit message (Collapse) | Author |
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"Free" is more of a programming term related to memory allocation, not a term
we need to use in the interface. Ref T61054.
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Done using:
source/tools/utils_maintenance/c_sort_blocks.py
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Differential Revision: https://developer.blender.org/D4210
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Prevents clang-format wrapping text before comments.
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Useful for calling from lower level code.
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In a better way...
6dbfd7f6d6bc would make the final vertex weights always calculated in
edit mode. Now it's only if the option is enabled.
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Grease pencil check was using active object.
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The PreferencesEdit.material_link only worked for adding slots,
adding an initial new material didn't respect the preference.
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There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
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The file contents was used to check if the file was a startup file.
Now pass in an argument from startup loading code instead.
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Only do GPU material updates through depsgraph evaluation now. This was
already happening for material, just missing for the world.
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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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That kind of implicit includes should really only be done when totally,
absolutely necessary, and ideally only with rather simple 'second-level'
headers.
Otherwise not being explicit with includes always end up biting in
unexpected ways...
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"Others" is not clear, "selected" is more descriptive and it follows the convention used in similar operators
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Since we now have an Opengl "render engine", it is misleading to have this
operator still called "OpenGL Render" when all it does is take a snapshot
of the viewport.
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Back the old 2.7x stroke mode when drawing. This mode try to project the new strokes over the previous strokes.
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Reviewers: brecht
Maniphest Tasks: T57247
Differential Revision: https://developer.blender.org/D3800
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Baking
just kill the bake job prior to freeing
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D3764
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Differential Revision: https://developer.blender.org/D3732
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This commit add one regression: it is impossible to currently hide handles
in the viewport. But this should be fixed in another commit.
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With the removal of blender internal, the texture preview had to be
rewritten. Now we evaluate and write the texture directly to the
preview buffer instead of going through the renderer.
Differential Revision: https://developer.blender.org/D3670
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Is no longer used, having it around was more of a confusion than
anything else.
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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The id was free after each size.
We now only free after the job has finished.
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When editing a Material the depsgraph can throw away the evaluated ID
before the preview job localized the said ID.
To fix this we localize the ID from the main thread.
Also fix WM_OT_previews_ensure crashing because of no depsgraph.
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So all shading settings are in this struct and can be reused in the OpenGL
render engine.
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Thanks to @sergey for review
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This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).
The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.
There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
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This makes tagging much more generic and make the world updates more in
line with the new tagging system (Depsgraph).
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Internally it's still mostly named lamps, though some modules like Cycles
were already calling them lights.
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It was a bit odd that the scene was stored per window but not the view
layer. The reasoning was that you would use different view layers for
different tasks. This is still possible, but it's more predictable to
switch them both explicitly, and with child window support manually
syncing the view layers between multiple windows is no longer needed
as often.
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