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2017-11-09Depsgraph: Make dependency graph to be built from scene layerSergey Sharybin
This is a final step of having proper ownership. Now selecting different layers in the "top bar" will actually do what this is expected to do. Surely, there are still things to be done under the hood, that will happen in a less intrusive way.
2017-11-07Depsgraph: Simplify some workarounds and make API closer to finalSergey Sharybin
2017-11-06Depsgraph: Use explicit graph API for OpenGL renderSergey Sharybin
2017-11-06Depsgraph: Use new scene update API in preview renderSergey Sharybin
2017-11-03Depsgraph: Port more areas to direct depsgraph APISergey Sharybin
This is a lots of changes, but they are boiling down to a simple API changes where we are no longer relying on implicit usage of scene's depsgraph and pass depsgraph explicitly. There should be no user measurable difference, render_layer* tests are also passing.
2017-10-31Fix renderlayers UI removing the wrong renderlayerDalai Felinto
Bug introduced on 1c4c28872721 (well technically in b48694639a). We should not remove the renderlayer from the context, but instead the one that is active from scene. That said, the UI should make a distinction between the scene active render layer and the one that is active in the UI (and that should be the one used when removing it). But for now this is at least more consistent for the users.
2017-10-29Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-10-28Fix T53185: After rendering an animation (Ctrl-F12), pressing F12 no longer ↵Joshua Leung
renders single frames only
2017-10-26Cleanup: Remove unused argument from ED_update_for_newframeSergey Sharybin
This funciton will be extended, so better to get rid of unused arguments before adding new ones.
2017-10-18Merge branch 'master' into blender2.8Campbell Barton
2017-10-18Cleanup: Use const for RNA EnumPropertyItem argsCampbell Barton
Practically all access to enum data is read-only.
2017-10-16Fix for objects trailing in viewport when using BI in scene+Eevee in workspaceDalai Felinto
Thanks for Clément Foucault for finding where to tackle.
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-10-09Fix T53014: Cycles material preview not workingDalai Felinto
This was introduced on 9ad2c0b6154 and partly mended on 8a1d787b89.
2017-10-07Initial fix for T53014: Cycles material preview no lightDalai Felinto
This was introduced on 9ad2c0b6154. Although this still doesn't fix the issue, it updates the preview system to use COLLECTION_DISABLED as intended. What is missing now is for the flushing to work effectively.
2017-10-06Merge branch 'master' into blender28Campbell Barton
2017-10-06Cleanup: styleCampbell Barton
2017-09-25DRW : Add new view_update mechanism.Clément Foucault
This makes updates for the viewport cleaner and also add the possibility to add a new callback called when the scene is updated.
2017-09-25Merge branch 'master' into blender2.8Sergey Sharybin
2017-09-22Remove quicktime supportAaron Carlisle
It has been deprecated since at least macOS 10.9 and fully removed in 10.12. I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens. Reviewers: mont29, dfelinto, juicyfruit, brecht Reviewed By: mont29, brecht Subscribers: Blendify, brecht Maniphest Tasks: T52807 Differential Revision: https://developer.blender.org/D2333
2017-09-15Merge branch 'master' into blender2.8Sergey Sharybin
2017-09-14Fix T52653: Render output of linked scenes conflicts with other scenes with ↵Sergey Sharybin
the same name The issue was caused by render result identifier only consist of scene name, which could indeed cause conflicts. On the one hand, there are quite some areas in Blender where we need identifier to be unique to properly address things. Usually this is required for sub-data of IDs, like bones. On another hand, it's not that hard to support this particular case and avoid possible frustration. The idea is, we add library name to render identifier for linked scenes. We use library name and not pointer so we preserve render results through undo stack. Reviewers: campbellbarton, mont29, brecht Reviewed By: mont29 Differential Revision: https://developer.blender.org/D2836
2017-08-28Merge branch 'master' into blender2.8Sergey Sharybin
2017-08-28Make GS macro return proper IDType typeSergey Sharybin
Previously it was returning short, which was really easy to (a) compare against non-ID type value (b) forget to handle some specific value in switch statement. Both issues happened in the nearest past, so it's time to tighten some nuts here. Most of the change related on silencing strict compiler warning now, but there is also one tricky aspect: ID_NLA is not in the IDType enum. So there is still cast to short to handle that switch. If someone has better ideas how to deal with this please go ahead :)
2017-08-20Cleanup: move gawain header out of GPU_matrixCampbell Barton
Avoids requiring glew headers in Python API.
2017-08-16Update code comments from DAG_id_tag_update to DEG_id_tag_updateDalai Felinto
2017-08-15Merge branch 'master' into blender2.8Sybren A. Stüvel
# Conflicts: # source/blender/makesrna/intern/rna_render.c
2017-08-15Cycles/BI: Add a pixel size option for speeding up viewport renderingLukas Stockner
This patch adds "Pixel Size" to the performance options, which allows to render in a smaller resolution, which is especially useful for displays with high DPI. Reviewers: Severin, dingto, sergey, brecht Reviewed By: brecht Subscribers: Severin, venomgfx, eyecandy, brecht Differential Revision: https://developer.blender.org/D1619
2017-08-07Refactor ID copying (and to some extent, ID freeing).Bastien Montagne
This will allow much finer controll over how we copy data-blocks, from full copy in Main database, to "lighter" ones (out of Main, inside an already allocated datablock, etc.). This commit also transfers a llot of what was previously handled by per-ID-type custom code to generic ID handling code in BKE_library. Hopefully will avoid in future inconsistencies and missing bits we had all over the codebase in the past. It also adds missing copying handling for a few types, most notably Scene (which where using a fully customized handling previously). Note that the type of allocation used during copying (regular in Main, allocated but outside of Main, or not allocated by ID handling code at all) is stored in ID's, which allows to handle them correctly when freeing. This needs to be taken care of with caution when doing 'weird' unusual things with ID copying and/or allocation! As a final note, while rather noisy, this commit will hopefully not break too much existing branches, old 'API' has been kept for the main part, as a wrapper around new code. Cleaning it up will happen later. Design task : T51804 Phab Diff: D2714
2017-08-07Refactor ID copying (and to some extent, ID freeing).Bastien Montagne
This will allow much finer controll over how we copy data-blocks, from full copy in Main database, to "lighter" ones (out of Main, inside an already allocated datablock, etc.). This commit also transfers a llot of what was previously handled by per-ID-type custom code to generic ID handling code in BKE_library. Hopefully will avoid in future inconsistencies and missing bits we had all over the codebase in the past. It also adds missing copying handling for a few types, most notably Scene (which where using a fully customized handling previously). Note that the type of allocation used during copying (regular in Main, allocated but outside of Main, or not allocated by ID handling code at all) is stored in ID's, which allows to handle them correctly when freeing. This needs to be taken care of with caution when doing 'weird' unusual things with ID copying and/or allocation! As a final note, while rather noisy, this commit will hopefully not break too much existing branches, old 'API' has been kept for the main part, as a wrapper around new code. Cleaning it up will happen later. Design task : T51804 Phab Diff: D2714
2017-07-25Merge branch 'master' into blender2.8Campbell Barton
2017-07-25Fix T51450: viewport render time keeps increasing after render is done.Jeff Knox
Reviewed By: brecht Differential Revision: https://developer.blender.org/D2747
2017-07-24Fix crahs when doing preview from a scene withotu worldSergey Sharybin
2017-07-24Render preview: Always make sure all ID datablocks references by objects are ↵Sergey Sharybin
in bmain Otherwise we'll have confused dependency graph builder, which wouldn't be able to build proper graph. Didn't find a way to avoid world copy here, we can probably escape with some shallow copy here, but that will currently complicate code a lot. Ideas to consider here: - Use shallow copy of existing world after new ID management API is in place. Downside would be thread safety, kind of nice to have everything local. - Switch depsgraph away from ID_TAG and do hash lookup or so. This will slow down depsgraph builder, but will make code more reliable.
2017-07-24Correct invalid assert useCampbell Barton
2017-07-21Pass EvaluationContext argument everywhereLuca Rood
Note that some little parts of code have been dissabled because eval_ctx was not available there. This should be resolved once DerivedMesh is replaced.
2017-07-21Depsgraph: Fix missing material update when changing links in node treeSergey Sharybin
2017-07-20Fix T51925: Eevee: Animated Eevee values slowdownSergey Sharybin
Move material update from RNA callback to dependency graph.
2017-07-20Partially revert previous commit, some unwanted changes sneaked inSergey Sharybin
2017-07-20Depsgraph: Use explicit material update operation codeSergey Sharybin
Avoids string comparison on key matching.
2017-07-14Workspace: Fix crash on preview, and sanitize placeholder functionsDalai Felinto
This commit effectively makes workspace switching useless as far as the active scene layer goes. The functions from the scene layer API to get the correct scene layer from "context" were a placeholder to be addressed by the workspace commit. When workspace was merged, however G.main was used as a replacement to pass the correct argument for the functions. As it turned out (surprise!) this leads to crash on render preview. We need to get rid of: * BKE_scene_layer_context_active_ex_PLACEHOLDER * BKE_scene_layer_context_active_PLACEHOLDER And either use SceneLayer explicitly or replace it by: * BKE_scene_layer_from_workspace_get
2017-07-10Revert "Revert "Revert "Temporarily disable material preview (T51796 ↵Sergey Sharybin
workaround)""" This reverts commit 6df053e527b2808767f3a3417e1e7d683b979149.
2017-07-10Revert "Revert "Temporarily disable material preview (T51796 workaround)""Sergey Sharybin
The "fix" happened due to a mistake in copy-on-write commit, that mistake solved preview render but broke something else. This reverts commit 45720922f7b927865b9b63f31c9d2a0b3d4b753e.
2017-07-03Merge branch 'master' into blender2.8Alexander Romanov
2017-07-03Fix T51734: batch-generate previews crashes on some materials.Brecht Van Lommel
2017-06-29Eevee: No need to free all the gpu materials when world changes.Dalai Felinto
We have a world probe that is used to prevent exactly that.
2017-06-26Fix viewport rendering with anti-aliasing - workaroundDalai Felinto
This commit makes the fullsample option for viewport renderings always on: Render > OpenGL Render Options > Full Sample. (The UI still allows users to set this, so we will need to revisit this before 2.8 releases). Even in computers that can handle MSAA we had issues. The way Blender gpu_* implementation is handling anti-aliasing is buggy. For example, in Blender 2.7x if you have depth of field in a viewport with multi-sampling, the DoF gives us jagged edges. Since Eevee uses framebuffers for a lot of things, this issue was leading to very visible buggy render in some computers, and more subtle inconsistent buggy renders in others (easy to test with the depth of field in Eevee).
2017-06-26Remove disabled code for freeing shaders on scene updateLuca Rood
Some code for freeing shaders on scene updates (because of previous dependency shaders had on lamps) had been disabled, as it is no longer required. This removes that code altogether.
2017-06-26Stop object shaders from being updated when changing lamp propertiesLuca Rood
Object shaders no longer depend on lamp data at compile time, thus they don't need to be invalidated when lamps change. Disabling shader recompilation allows fast viewport updates when changing lamp settings. Note that even though shaders for lamps are currently not being used, `lamp_changed` is still freeing the lamp shaders, as at some point we might want to use shaders for lamps...
2017-06-23Silence warnings (tsc, tsc)Dalai Felinto