Age | Commit message (Collapse) | Author |
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This was changed in the refactor done in 2.83 and was not included by error.
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By using own path construction instead of handy printf-like functions,
we get a 10% improvement on overall diffing process!
This remains way to slow on some complex production characters, but
always good to have still.
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This operator is written in python it is inserting keyframes to create fade
effects.
Add Sequence.invalidate() python function to invalidate strip if it is
changed in python.
Perhaps I could implement cache invalidation to actual curve manipulation.
I guess it wouldn't be very hard to do but having means to invalidate form
python is useful as well.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7885
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This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
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Previously, object (and sub-data) actions would be controlled by the
user preferences flag, collections actions would never be duplicted, and
scenes actions were always duplicated...
Now they all follow the user preferences settings.
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Some of the files were (indirectly) using dna_type_offsets.h without
adding dependency from bf_dna (which is needed to ensure the file is
generated prior to library compilation).
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This is a pretty quick fix; the solution is just removing all the
instanced panels whena panel is unregistered. This also necessitates
adding the option to call UI_panels_free_instanced with NULL context.
Differential Revision: https://developer.blender.org/D7977
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Alembic is not a single file format, it can be stored in two different
ways: Ogawa and HDF5. Ogawa replaced HDF5 and is smaller and much faster
(4-25x) to read ([source](http://exocortex.com/blog/alembic_is_about_to_get_really_fast)).
As long as Blender has had Alembic support, it has never supported the
HDF5 format in any release. There is a build option `WITH_ALEMBIC_HDF5`
that can be used to enable HDF5 support in your own build. This commit
removes this build option and the code that it manages.
In the years that I have been maintainer of Blender's Alembic code, I
only remember getting a request to support HDF5 once, and that was to
support very old software that has likely since then been updated to
support Ogawa. Ubuntu and Fedora also seem to bundle Blender without
HDF5 support.
This decision was discussed on
[DevTalk](https://devtalk.blender.org/t/alembic-hdf5-support-completely-remove)
where someone also mentioned that there is a tool available that can
convert HDF5 files to the Ogawa format.
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So not to be confused with subsurf scatter
Differential Revision: https://developer.blender.org/D8005
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Now all overrides are handled that way. Performances of the process look
decent enough, even with production characters...
If performance issues still arise, we'll investigate other solutions.
This should also make T73154 obsolete now.
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Just uses same code as for all the other ID types.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7995
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When a fluid is put under influence of gravity or acceleration, it
forms an internal pressure gradient, which causes observable effects
like buoyancy. Since now cloth has support for simulating pressure
changes caused by fluid compression or expansion, it makes sense to
also support the effects of gravity.
This is intended for better simulation of objects filled or
surrounded by fluids, especially when constrained by collisions
or pinned vertices, and should result in more realistic shapes.
Obviously, this doesn't actually simulate fluid dynamics; instead
it is assumed that the fluid immediately adapts to changes in the
shape or acceleration of the object without friction or turbulence,
and instantly reaches a new static equilibrium.
Differential Revision: https://developer.blender.org/D6442
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This can be requiered for some add-ons and for some reason this prop was missing in RNA.
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Only the flag for the top level panels is exposed with RNA, so this adds
a set method to only change that bit.
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The override operations generated from 'do not follow' RNA pointer
properties (i.e. pointers to other IDs) were not properly clearing their
'no more used' flag, and hence were incorrectly deleted on second save.
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Should separate the data-block name better from the library name and improve
readability.
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This is related to T76659.
This just renames data type names to `CD_PROP_STRING`, `CD_PROP_FLOAT`
and `CD_PROP_INT32`. It makes them a bit more specific and removes
unnecessary abbreviations.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7980
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Local datablocks (including overrides) need to have a unique name, which
can then differ from the reference linked one (especially when there are
several local overrides of a same linked data).
Issue is, ID name is a 'rna name property', and as such used as
reference when dealing with override of collections of IDs, so we cannot
have a changing name.
The solution implemented here should work and is simple, but it may have
some issues in corner cases (time will say), it is not really robust.
Alternative solution would be to store ID pointers as reference in
override operations, instead of there name. But that would potentially
add quiet a lot of overhead to foreach looping in `lib_query.c`.
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This will fix situations where the modifier epansion was set elsewhere
besides the UI, like from the python console, solving the drawing part
of T77502.
Also adds update tags to the show_expanded property, which means
the properties window redraws when the property changes.
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This implements squash and stretch as a deform mode for the Pose Brush.
It is similar to scale, but it applies different scale values in different
axis. To achieve this, the pivot local space of the transform needs to
be aligned to the segment when using this deform mode to apply the scale
in the correct direction.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7934
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D7965
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The current particle state is stored in a `CustomData` instance and
the cache is stored in `PointCache`.
The current state exists on the copy-on-write copies of the simulation,
while the cache only exists in the original data block.
This patch implements a temporary trivial particle simulation that does not
use the node system yet. It is used for testing and will be replaced soon.
`PointCache` still has some limitations that need to be overcome using
separate refactorings. For example, we need to be able to store the number
of particles in the point cache. Also we need to change which attributes
are stored for a particle system more dynamically than is currently possible afaik.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7836
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I forgot to remove the "_access" suffix in a previous rename.
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This patch implements the list panel system D7490 for modifiers.
It also moves modifier drawing to a callback in ModifierTypeInfo
in line with the extensible architecture refactoring goal T75724.
This adds a PanelRegister callback and utilities for registering
panels and subpanels. It also adds the callbacks for expansion saving
and drag and drop reordering described in D7490.
These utilities, callbacks, and other common UI elements shared
between modifiers live in MOD_ui_common.c.
Because modifier buttons are now in panels, we can make use of
subpanels for organization. The UI layouts also use the single
column layout style consistently used elsewhere in Blender.
Additionally, the mode-setting buttons are aligned and ordered
consistently with the outliner.
However, the large number of UI changes in this patch may mean
that additional polishing is required in master.
Thanks to William Reynish (@billreynish) who did a fair amount of the
layout work and to Julian Eisel (@Severin) for consistent help.
Differential Revision: https://developer.blender.org/D7498
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- ED_object_constraint_list_from_constraint was get_constraint_lb
- ED_object_constraint_list_from_context was get_active_constraints
- ED_object_constraint_active_get was get_active_constraint
- ED_object_constraint_active_set was ED_object_constraint_set_active
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now that we have more 'global' ways to control that, we can save us
quiet a fwe calls....
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There is in fact no reason not to do so, RNA pointers are either to
other IDs (which is properly handled by default diffing code), or to
sub-structures that should almost always be diffed as well.
Exceptions (like backward ID pointers or strictly runtime caches and
data) are to be handled with proper 'no comparison' flag in any case.
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This should not give any real difference, those were already
overridable.
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This is second and last part of T77083.
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between fluid types
When switching to gas, the fluids were not actually destroyed, leading to
the situation that they were then destroyed when actually switching to
liquid.
Maniphest Tasks: T77264
Differential Revision: https://developer.blender.org/D7907
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Note that you still have to make overrides of obdata IDs by hand (and
deal with remapping of pointers yourself) for now.
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All settings of constraints should be overrideable now.
Modifiers will follow tomorrow.
Part of T77083.
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Similar to the one allowing to deactivate DNA check, etc.
Will helps reduce verbosity when making many new properties overridable.
Note that pointer properties always remain non-overridable by default,
since basically only ID pointers should be.
Reviewed By: brecht
Maniphest Tasks: T77083
Differential Revision: https://developer.blender.org/D7906
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This reverts commit 7fc0053c27e5e9ba3cc946898c7c11a8545f2777.
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