Age | Commit message (Collapse) | Author |
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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Ref T92709
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There is a new Texture data-block socket that we can use in Geometry
Nodes now. This commit replaces the texture property of a node and
gives it a texture input socket instead. That increases flexibility.
The texture socket still has some limitations that will be lifted in the
next couple of days (e.g. it's not supported by the switch node and
cannot be exposed the a modifier yet).
Differential Revision: https://developer.blender.org/D11222
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This patch enables property search for all tabs in the property editor.
To make interaction faster, if the editor's current tab doesn't have a
result, the current tab changes to the next tab that has a match.
This patch implements basic code that only searches panels.
While we could run the existing "single tab" property search for every
tab, that would also do everything else related to the layout pass,
which would be less efficient, and maybe more complicated to maintain.
The search match status for every current tab of the property editor is
stored in a runtime bitfield and them displayed later by dimming icons
in the tab selector panel to the left. Using `BLI_bitmap` properly in
the runtime struct required moving it to `buttons_intern.h` and
adding a small API to access the search filter instead.
To make sure the editor isn't influenced by anything that happens while
building the layout for other tabs, most of the context is duplicated
and the new search is run in the duplicated editor.
Note that the tool settings tab works slightly different than the other
tabs, so I've disabled searching it for this commit. That would be a
relatively simple improvement, but would just require a bit of
refactoring of existing code.
Differential Revision: https://developer.blender.org/D8859
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`ctrl-F` to start the search is obviously necessary, but the clear
operator, `alt-F` requires some of explanation. First, it maps nicely
to the paradigm of "key to set, alt-key to clear," which makes it
unobtrusive. Second, it can be a quicker way to clear the search than
moving the mouse to the top. Finally, in the future, it could a reset
the panels to their expansion before the search started.
Differential Revision: https://developer.blender.org/D8857
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The context path "breadcrumbs" used to be in a panel in 2.79.
Although they look a bit better in the header, there isn't enough
space for them with the property search field in the header as well.
Maybe there will be another solution in the long term to fit both
the search field and this panel in the header, but for now, this
commit moves these labels back to a header-less panel.
Differential Revision: https://developer.blender.org/D8853
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This commit removes the custom callback that's currently used to set the
property editor's pinned data, replacing it with an operator. This means
"pin" button doesn't have to be defined in C.
Differential Revision: https://developer.blender.org/D8376
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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This will probably be a temporary solution to fill empty space, for until we
have a search button there. Hence, I made this optional using a compile flag.
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There's much more work to be done here, this is just fixing some obvious ones.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
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Allow users to edit either the object group active collection or view layer one
We can't support users selecting the group collections from the outliner group
because that would be imply having an active group for the scene or workspace.
But the way it is now allows to see and edit the collection values after the
group is instanced.
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still using "ugly" old UI code.
It removes buttons_header.c file, adds a (small) space_properties.py one, with a PROPERTIES_HT_header class, which simply uses the RNA enum to draw the context buttons.
It also fixes that enum, btw, it always featured all contexts, which means you could (try to!) set through RNA invalid contexts...
Thanks to brecht and dingto for the reviews.
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modifier does not show up until the user manually shows the texture in the Texture tab (and better fix for [#35741] Material shows WORLD texture_context by default).
Simply recompute texture context on every redraw, like already done for sbuts->texuser (also called texture context :/ ).
Also allows simplification, buttons_check_texture_context can be merged back into set_texture_context...
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Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...
I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).
This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).
Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.
Thanks to Brecht for reviewing.
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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effect for a render engine using new shading nodes. In short:
* No longer uses images assigned to faces in the uv layer, rather the active
image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
the texture tab in the properties editor. These do not use new shading nodes
yet.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
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http://markmail.org/message/fp7ozcywxum3ar7n
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preferences 'File' buttons for eg.
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* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
/usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
bpy.data.images.load(), missed this call.
(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
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Editors Modules
* render/ module added in editors, moved the preview render code there and
also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
making a single physics_ops.c for operators and keymaps. Also move all
particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
specificially.
Updates & Notifiers
* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
which will go back to a callback in editors. Eventually these should
be in the depsgraph itself, but for now this gives a unified call for
doing updates.
* GLSL materials are now refreshed on changes. There's still various
cases missing,
* Preview icons now hook into this system, solving various update cases
that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
problem is avoided in the new system.
Icon Rendering
* On systems with support for non-power of two textures, an OpenGL texture
is now used instead of glDrawPixels. This avoids problems with icons get
clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
with the default setup. The glDrawPixels implementation on Mac seems to
have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
be used with threads reliably.
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- Moves hair from face-space to global space and back.
- Allows for editing of emitter mesh after hair combing.
- Disconnect hair before doing topology changing changes in mesh edit mode, connect after changes.
- Notes:
* The closest location on emitter surface to the hair root is used to connect the hair.
* Emitter deflection, sticky roots and add brush don't apply for disconnect hair in particle mode.
- Todo for future:
* Copy disconnected hair from object to another (when 2.5 has proper copy operators again).
* Possible automatic disconnect/connect with topology changing operations in mesh edit mode.
Other changes/fixes:
- Proper subtypes for some particle mode notifiers.
- Particle mode selections didn't draw correctly because of using lighting for the paths.
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output path or fluidsim path.
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* Buttons header: made tab buttons bigger, remove view menu,
replaced by RMB menu in main region.
* Timeline header: tweak button placement and alignment, added
a play reverse icon.
* Window type chooser menu: removed audio and scripts windows,
change console and logic icons.
* Node space: disable the channel region until it is used.
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Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
* Closest collision object in negative z direction is considered as ground.
* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
* Many new rules and many still not implemented.
* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
* This is in addition to the boids own system of course.
* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
* This allows forcing boids somewhere.
* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).
Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.
Other new features:
- Particle systems can now be named separately from particle settings.
* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.
Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)
Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
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* Added Relations panel with layers, pass_index, parent.
* Groups panel now can do add to group/remove from group.
* Parent, parent type, track are now editable.
* Separate constraint add operator for object and bones.
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* UI layout for scene buttons has quite some changes, I tried to
better organize things according to the pipeline, and also showing
important properties by default, and collapsing less important ones.
Some changes compared to 2.4x:
* Panorama is now a Camera property.
* Sequence and Compositing are now enabled by default, but will only
do something when there is a node tree using nodes, or a strip in the
sequence editor.
* Enabling Full Sample now automatically enables Save Buffers too.
* Stamp option to include info in file is removed, it now simply always
does this if one of the stamp infos is enabled.
* Xvid, H.264 and Ogg Theora are now directly in the file format menu,
but still using FFMPEG. Unfortunately Ogg is broken at the moment
(also in 2.4x), so that's disabled. And Xvid crashes on 64bit linux,
maybe solvable by upgrading extern/xvidcore/, using ubuntu libs makes
it work.
* Organized file format menu by image/movie types.
Added:
* Render layers RNA wrapped, operatorized, layouted.
* FFMPEG format/codec options are now working.
Defaults changed:
* Compositing & Sequencer enabled.
* Tiles set to 8x8.
* Time/Date/Frame/Scene/Camera/Filename enabled for stamp.
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- Keyed targets in one list instead of "chaining", this opens up many more possibilities than before and is much less obscure.
- Better keyed timing possibilities (time & duration in frames).
- Looping over keyed targets list.
Other changes:
- New child setting "length" with threshold (great for guard & underfur with a single particle system)
- Modularization of path interpolation code.
- Cleared "animateable" flags from many particle settings that shouldn't be animateable.
Fixes:
- Keyed particles weren't copied properly (ancient bug).
- Hair rotations depended on global z-axis for root rotation so downward facing strands could flip rotation randomly. Now initial hair rotation is derived from face dependent hair matrix. (This caused for example ugly flipping of child strands on some cases).
- Children from faces weren't calculated straight after activating them.
- Multiple disk cache fixes:
* Disk cache didn't work correctly with frame steps.
* Conversion from memory cache to disk cache didn't work with cloth.
* Disk cache crashed on some frames trying to close an already closed cache file.
* Trails didn't work with disk cached particles.
- Child rough effects were effected by emitter object loc/rot making them next to useless with animation, why didn't anybody tell me this!!
- Lots of random code cleanup.
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