Age | Commit message (Collapse) | Author |
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We were using int's for bool arguments in BKE,
just to avoid having wrapper functions.
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There is now a manual refresh button on the panel to update the list
of objects in case it changes, and it also gets refreshed when changing
the collection or toggling the use count option.
This is a bit more manual but the previous code of refreshing the
list while evaluating the depsgraph was unreliable.
This also fixes it to take properly take into account visibility, and
to work with linked collections for which index writing was missing.
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Access to main database is actually rarely needed, but some custom
'apply' functions do need it (like Collections' overriding of objects or
children collections).
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This feature is better handled by specialized tools.
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Collection IDs.
Was kind of a PITA to get working, but simple tests seem to pass well...
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I.e. we can now use REPLACE operation directly on items of an RNA
collection, when those items are ID pointers.
Again, mandatory to support new Collection's objects/children override.
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This is unused currently, but is mandatory for incomming support to
Collections objects and children items override support.
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To prevent the pointcache from being copied-on-write too (and requiring
copying back), the cache is now shared between the original and
evaluated scenes. Reading from the cache is always allowed; running the
sim and writing to the cache is only allowed when the depsgraph is
active.
Some pointers have moved from RigidBodyWorld (RBO) to
RigidBodyWorldShared (RBOS). writefile.c copies some pointers back from
RBOS to RBO so that the file can still be opened on older Blenders
without crashing on a segfault.
The RigidBodyWorldShared struct is written to the blend file, because it
refers to the PointCache ID block.
The RigidObjectShared struct is runtime-only, and thus not saved to the
blend file.
An RNA getter-function is used to hide the new 'shared' pointer. As a
result the Python API hasn't changed.
Reviewed by: campbellbarton
Differential Revision: https://developer.blender.org/D3508
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Key shortcuts and explanation about how to use the tool should go to the
status bar, but other info can in the header so it's near where the user
is working. This distinction has not been made yet for all operators.
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This will be much useful in some cases, at least in override area it is
needed (avoids searching again for the overriden item in a collection).
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Following RNA pointer way - only return evaluated item if asked for.
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When RNA path was for a collection item, we'd falsly get NULL final
property (and wrong final RNA pointer too).
Own stupid mistake in some previous commit, iirc.
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Currently only attached to the Anti Aliasing of the solid mode of the
viewport. But eventually we could add other options here. Quality
setting can be found in the System tab of the userpref.
The slider goes from No Antialiasing (0.0 - 0.1) to FXAA (0.1 - 0.25) to
TAA8 (0.25 - 0.6) to TAA16 (0.6 - 0.8) to TAA32 (0.8 - 1.0)
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Python API is context.workspace.status_text_set()
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Had to be "SINGLE", but was "SOLID" resulting in not showing the single
color option in the shader popover
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- FXAA is now also done in the workbench_forward engine.
- User can enable TAA8 in the userpref by setting their max
viewport AA to TAA8. FXAA will still be used when navigating
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Show mouse button actions in status bar, based on context,
modifiers and active tool.
See: T54861
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Now the name/collection filters run when there's some text,
and don't run when the box is empty, thus reducing an extra
step that was needed before these options could be used.
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Conflicts:
source/blender/editors/sculpt_paint/paint_image.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/space_view3d/view3d_view.c
source/blender/gpu/GPU_draw.h
source/blender/gpu/GPU_material.h
source/blender/gpu/intern/gpu_draw.c
source/blender/gpu/intern/gpu_material.c
source/blender/makesrna/intern/rna_userdef.c
source/blender/windowmanager/intern/wm_files_link.c
source/blender/windowmanager/intern/wm_init_exit.c
source/creator/creator_args.c
source/gameengine/GamePlayer/ghost/GPG_ghost.cpp
source/gameengine/Ketsji/KX_PythonInit.cpp
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
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This was a flag in early 2.8 to allow users to hide the entire search prop.
Now since we want it fully expanded at all times, it makes no more sense.
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Only case remaining is a nasty ccgdm/opensubdiv update case, TBD once
subsurf case is addressed.
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- get spherical harmonics coefficients
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In stead of a single refresh function that re-init the whole system. The
API now supports adding and removing. Which will be much faster and less
flickering of missing icons when adding/removing lights
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Again, essentially validating them, and adding assert check if needed.
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Conflicts:
source/blender/makesrna/intern/rna_image.c
source/blender/makesrna/intern/rna_object.c
source/blender/makesrna/intern/rna_object_force.c
source/blender/makesrna/intern/rna_screen.c
source/blender/makesrna/intern/rna_sculpt_paint.c
source/blender/makesrna/intern/rna_space.c
source/blender/python/bmesh/bmesh_py_types.c
source/blender/python/generic/bpy_internal_import.h
source/blender/python/intern/bpy_rna_anim.c
source/blender/python/intern/gpu_offscreen.c
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Again, we cannot actually get rid of G_MAIN global access here, so in
most case just 'marked' them as valid, and added assert checks to ensure
we do only work with IDs in G_MAIN in those cases.
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Cache files were not deleted and when uploading a new file with the same
name resulted in using the old cache file.
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There was a Full Shading bool that was shared across the WP, VP and TP
modes. This commit makes some changes:
- Replace the bool with a factor. This gives the user more control on
the visibility.
- Also draw it on top of the Material and Rendered mode so the user can
control what he needs. In certain cases you don't want to see the final
rendered material, but the actual texture.
- Removed the skipping of objects when in paint modes. As now the paint
modes are blended.
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the use of the texture drawtype is limited. so who should we have it
this prominent on the screen. By adding it as a shading.color_type
option we should save some screenspace.
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Currently only used for "Edit Source" feature.
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