Age | Commit message (Collapse) | Author |
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Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.
Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D3503
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This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.
Differential Revision: https://developer.blender.org/D3537
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This was used for saving files for Blender 2.6x.
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While this is a fairly obscure option,
it means it's possible to disable all overlays except for any
overlays the users wants to see.
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It's not necessary to do both, and trying to hit a target that changes
size is annoying.
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There are now 3 categories in the overlay popover:
- Navigation
- Active (camera, lamp... etc)
- Tool (manipulator)
The user preference for mini axis now controls if the mini axis
displays minimal or a full-interactive widget.
Part of design: T55863
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This hides extra wires and details you may want to disable,
name may be changed.
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Remove support for loading interlaced image sequences because
its less common now to record interlaced video,
the option to de-interlace video on load remains.
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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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Allows drawing motion paths without the bones.
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The approach of setting 'refresh' flags on the modifier, and performing
the associated actions when the modifier is being evaluated, is a bad
one. Instead, we use the separation of the original and the evaluated
copy to 'refresh' certain things (because they simply aren't set at all
on the original). Other actions are now done directly with BKE_ocean_xxx
functions on the original data, intead of during evaluation.
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A toggle for this is no longer required now that both header and background
colors are RGBA (disabling Show Header is the same setting the alpha to 0).
Thanks Brecht for reviewing!
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Modal keymap display often shows items which aren't used,
add a poll funciton to hide these from the status bar.
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Now we light with just a user defined HDRI by default, which is useful
for material setup and texture painting and lighting without having to
set up any scene lights.
Previously it would use the scene world without lights by default, which
in some files is just black.
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Trying to have a single option for this is too likely to be
insufficient in some cases.
Instead, support object type visibility & selectability per view-port.
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The flags were set and cleared correctly, but nothing was actually reading
them.
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The flag was only used in readfile.c, and resulted in a delayed call to
BKE_ocean_add(); this call is now immediately made instead as it's not
very expensive.
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Remove flag defines, use object types directly.
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This makes it possible to have a single shading nodetree that contains
separate Cycles and Eevee shaders. By default the target is set to All
so shaders are shared.
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Technical all options are still there for finetuning.
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HIDE needs less code also in the future, RNA still uses SHOW.
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This patch will allow users to customize what object types will be drawn by the object mode overlay.
It supports: Empties, Lamps, Cameras, Speakers, Armatures and Lightprobes.
It currently does not support Physics objects due to the overlap it has with other objects types.
Also be aware that in pose mode the armature is drawn, but not by the object mode overlay
Reviewers: campbellbarton
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3524
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This reverts commit f7ec70895c78900db8e7db88d3713ebb9aa62730.
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Added a option to the overlay popover that controls the visibility of
non-renderable objects like lamps, cameras, speakers, armatures, curves
empties and force fields.
After discussion we went for a single option with more detailed check in
the object_mode draw engine.
Differential Revision: https://developer.blender.org/D3524
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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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* Main windows show a topbar and statusbar, and select a workspace and
scene. They are created with Window > New Main Window.
* Child windows do not show a topbar or statusbar. These follow the
workspace and scene of their parent main window. Created with Window >
New Window or View > Duplicate Area into New Window.
* The purpose of this change is to support multi monitor setups where you
just want to put more editors on the other monitors. Without multiple
topbars and statusbars, working within a single workspace and scene.
Creating multiple main windows is intended to be a concious choice to
do different tasks in different workspaces and scenes.
* Note these changes do not currently affect how the operating system
treats the windows.
* When changing the workspace, the layout in all child windows changes.
This makes sense if we consider child windows to be just a way to
extend the main window across more monitors. In some case it may be
useful to keep the same layout though, we can add an option for this
depending on user feedback.
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The only uses were setting it to NULL and asserting it is NULL.
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This is the same approach as 98a0bcd4252e952fa5438e9d1b69b0204f8a8746
applied to soft body simulation. In short, CoW copies share the point cache,
and treat it as read-only except when the depsgraph is active.
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This is because depth test is set before drawing anything now. There is no
case where we want to draw without depth test that is not selection and
this case is not handle by v3d->zbuf anymore.
UI assume depth test is off by default. The DRWManager assume it's on.
This should fix T55623.
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In some cases we want associate use an operator for a tool
for introspection, so we can for eg, automatically
use the same binding for in the popup toolbar.
Space-G/R/S for transform now work as accelerator keys again.
Also Space-E for extrude.
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In this mode mesh detail does not change on each stroke, but only when
using flood fill.
Differential Revision: https://developer.blender.org/D3515
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Could support other RNA types,
however menus don't work well in this case.
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