Age | Commit message (Collapse) | Author |
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Note: Icons are not yet updated.
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Conflicts:
source/blender/blenkernel/BKE_sequencer.h
source/blender/blenkernel/intern/sequencer.c
source/blender/editors/curve/editcurve_paint.c
source/blender/editors/gpencil/gpencil_edit.c
source/blender/editors/gpencil/gpencil_paint.c
source/blender/editors/gpencil/gpencil_utils.c
source/blender/editors/include/ED_object.h
source/blender/editors/include/ED_view3d.h
source/blender/editors/interface/interface_eyedropper_depth.c
source/blender/editors/render/render_opengl.c
source/blender/editors/sculpt_paint/paint_image_proj.c
source/blender/editors/sculpt_paint/sculpt.c
source/blender/editors/space_view3d/drawobject.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/space_view3d/view3d_edit.c
source/blender/editors/space_view3d/view3d_intern.h
source/blender/editors/space_view3d/view3d_select.c
source/blender/editors/space_view3d/view3d_utils.c
source/blender/editors/transform/transform_conversions.c
source/blender/editors/transform/transform_snap.c
source/blender/python/intern/gpu_offscreen.c
source/blender/windowmanager/intern/wm_files.c
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Sometimes one needs a *lot* of changes for a single G.main... :/
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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This caused a glitch with COW, where forcing edge selection
caused the evaluated scene to enable this afterwards.
Now pass the selection mode as an argument to the draw function.
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Z-Key was already taken by show hidden wires
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Option to see through all meshes (transparency)
Works for OB_SOLID and OB_TEXTURED. Does not work for
V3D_SHADING_SHADOW.
TODO: Fresnel effect
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Reviewers: sergey, aligorith
Maniphest Tasks: T54829
Differential Revision: https://developer.blender.org/D3314
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This was a disabled part of the top-bar merge (code by @Severin)
The only change made is to move to redo UI into a popover.
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Current manipulator now follows active tool.
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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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Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
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The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
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This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.
Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
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Operators and utility functions were getting too mixed up,
the files were also quite large.
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Also make some args const
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Was extern, which got out of sync, move into header.
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Both object level and camera datablock properties animation did not work with
copy on write enabled.
The root of the issue is going to the fact, that all interface elements are
referencing original datablock. For example, View3D has pointer to camera it's
using, and all areas which does access v3d->camera should in fact query for
the evaluated version of that camera, within the current context.
Annoying part of this change is that we now need to pass depsgraph in lots
of places. Which is rather annoying.
Alternative would be to cache evaluated camera in viewport itself, but then
it makes it annoying to keep things in sync.
Not sure if there is nicer solution here.
Reviewers: dfelinto, campbellbarton, mont29
Subscribers: dragoneex
Differential Revision: https://developer.blender.org/D3007
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Added for Blender101 template.
Disabled by default, enable as a preference.
Exposes rotate, pan, zoom, persp-ortho & camera toggle.
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The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
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There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.
Honestly it will be easier to purge the entire Blender Internal code away instead
of taking things from it bit by bit.
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Add the 3D view ruler as a tool,
the modal operator remains for now
however it may be removed if we use the tool-system for 2.8.
Note that this does copy code from the operator,
its different enough not to attempt to de-duplicate.
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Finally, bases are all using the latest, newest SceneLayer bases.
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This moves background images out of the 3D viewport,
to be used only as camera reference images.
For 3D viewport references,
background images can be used, see: D2827
Some work is still needed
(background option isn't working at the moment).
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2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
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This needs some improvements since
matching handles *exactly* is a bit involved.
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- New manipulator tracks lamps to position under cursor.
- Works with multiple lamps, keeping relative offsets.
- Holding Ctrl moves the lamp.
- Access via manipulator or Shift-T.
Code could be improved, but like to get feedback from users.
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Note there are issues clamping & updating,
will resolve as part of changes to cage2d widget.
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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.
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Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
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The "Modern Viewport" was an option in the Viewport panel that would use
the new fancy wire frame code and some depth debugging functionality.
This was introduced as a quick and dirty way to get the new drawing
system showing in the viewport.
Overtime we built a complete Draw Manager system, leaving this original
approach deprecated which adds clutter to Blender code since it would be
removed sooner or later.
Note: The new fancy wireframes and related shaders (white out other
objects) are still in Blender code, though you can't use them anymore.
If we are to have any of those drawing options they should be integrated
in the new draw manager, instead of integrated in the old drawing
pipeline as it was originally coded.
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This can be used by any engine actually. For example to give feedback
regarding probe caching in Eevee, ....
Unline master, we try to conciliate both the original viewport info
(FPS, view name) and the render info.
Note: I had to split the function in two because the camera alpha
passepartout is handled inside the view3d_draw_region_info function.
Review: Campbell Barton and Clement Foucault.
Thanks to Sergey Sharybin and Pablo Vazquez for some of the design
discussions.
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Since offscreen drawing now uses draw engine, this doesn't need to be
considered legacy.
Note that there are some calls into view3d_draw_legacy.c from view3d_draw.c
this is generally not accepted, so its only dont where there are checks
for new/old engine.
Functions exposed to do this use a VP_deprecated prefix.
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No functional changes
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