Age | Commit message (Collapse) | Author |
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Per collection overrides are gone now.
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We handle doversion for the scene properties, but not for the
view layer overrides.
Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
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Disabled shadows for now as the calculation of the light direction is
still to bogus.
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There are a few places where DerivedMesh is still used, most notably
when calling the (not yet ported) cloth simulation. There is also still
the use of Object.derivedDeform and Object.derivedFinal. Those places are
marked with a TODO.
Some functions in the editors module were copied to accept Mesh. Those
already had 'mesh' in the name; the copies are suffixed with '__real_mesh'
for easy renaming later when the DM-based functionality is removed.
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Outline is reserved for the Overlap Overlay
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- Python tooltips: OFF
- Auto Perspective: ON
- Navigation Manipulator: ON
- Region Overlap: ON
See T47064
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were moved between layers
Previously, the "layers_used" value was getting updated by the drawing code.
However, when using copy on write, the drawing code gets evaluated copies of
the armature data instead of the original data, so any updates here fail to
get flushed to the original data, hence the lack of updates in the UI.
Fixed by moving the calculation to RNA when setting bone layers, as it should
have been done originally. (The one downside to this is if we set individual
layer memberships one by one - this could be slower as the recalc would have to
happen each time this changes).
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* Move Shading modes out of the popover
* Move Show Overlays out of the popover
* Test moving the Mode to the topbar again
* Move submode (select vertex, edge, face) to the topbar
* Remove icon from show_manipulator toggle
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Was causing problems on Spring rig while trying to show/hide armature layers
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Pivot variables are now stored in scene toolsettings.
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See: T55038
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The Studio lights are now loaded from disk. The location is
`datafiles/studiolights` they need to be JPG for now. JPG cannot store
HDRI color range but they are clamped inside the Workbench
engine for speed reason. I didn't select JP2K as it might not be
enabled.
Users can add upto 20 HDRI files. This limitation is inside the
RNA_space.c Currently the icons are calculated when you first open the
selection box for the HDRI's. We could add them to a background
rendering later.
I added 2 test files a sky texture rendered in Cycles and an HDRI from
cloud.blender.org.
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Freeing sequencer would always do usercount, which is now forbidden when
called from main ID freeing code.
Annoying in 2.7x, much more critical issue in 2.8!
Also, moved RNA sequencer API functions to proper rna_scene_api.c file.
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Bone selection overlay is only available in pose mode.
and when active overrules the selection buffer.
This is currently `tricked` by switching the draw engines, but this is
an exception. Not sure how to solve this in a better way.
After this is solved we can look at how to localize the dim effect to only the objects connected to the active armatures. Currently it dims the whole screen (including background).
@campbellbarton I added you as reviewer as it you have done a lot in the DRW_draw_select_loop
Reviewers: campbellbarton, fclem
Reviewed By: fclem
Subscribers: campbellbarton
Tags: #bf_blender_2.8, #code_quest
Maniphest Tasks: T54983
Differential Revision: https://developer.blender.org/D3241
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The "Playback" popover now combines options from several old menus
and scattered around in other places.
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in Scene DNA is available in scene.display New DNA Struct DisplayData
Added RNA (scene.display).
We already have scene.display_settings which contains non viewpoert
specific color management settings. I did not merge those two.
Patch should be in line with the ideas that @brecht wrote in T55008.
As I am not in detail aware of the decisions that have been made for the override feature I want a short review if it is in line with the plans.
Reviewers: brecht, dfelinto
Reviewed By: brecht
Subscribers: brecht
Tags: #code_quest, #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3290
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This feature is limited (only byte PPM output, no multi-view),
only works with specific configurations.
This also causes some maintenance overhead
when testing changes to the render pipeline.
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This will be handled by the new view layer override system which will
store data elsewhere, removing the code already for easier refactoring.
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Currently set when setting the cursor location,
optionally used as an orientation type.
Intended for use by tools too.
See: D3208
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- FTOCHAR -> unit_float_to_uchar_clamp
- F3TOCHAR3 -> unit_float_to_uchar_clamp_v3 (swap args)
- F4TOCHAR4 -> unit_float_to_uchar_clamp_v4 (swap args)
- FTOUSHORT -> unit_float_to_ushort_clamp
- USHORTTOUCHAR -> unit_ushort_to_uchar
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This caused GCC 8.1 to crash at build time,
but was also not very nice use of macros.
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This is half the replacement of the old wireframe mode. It's not doing any
XRay drawing at the moment.
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frames
caused division by zero if both dupli_frames_on and dupli_frames_off are
zero. doing this doesnt seem useful, dupliframes can be disabled in
other ways.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3132
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frames
caused division by zero if both dupli_frames_on and dupli_frames_off are
zero. doing this doesnt seem useful, dupliframes can be disabled in
other ways.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D3132
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This is for the 3D viewport and image editor. A remaining issue is
that pulldown menu buttons only show text, which is not visible on
all background colors, so making the header entirely transparent
does not work well at the moment.
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For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
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We should use consistent naming between the internal code and UI whenever
possible, only reason not to is file compatibility.
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With the upcoming unification of groups and collections this will make
no sense anymore, as all objects will be in a collection.
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While testing UI_OT_reset_default_button, discovered that using
Reset to Default Values on bone locations didn't work. Turns out
to be missing update on this property. So, this is probably
dependent on the property used.
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As much as I want to give freedom to the user, 1.5G of vram for a
single shadow is a big of a stability issue.
So limiting to 4096 for now, we may remove this limit in the future.
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