Age | Commit message (Collapse) | Author |
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Using a boolean to select between eval/exec behavior wasn't very
readable.
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This commit renames 'execute' to 'run' because:
- This follows Python's "PyRun" which these functions wrap.
- Execution functions can use either exec/eval modes,
making naming awkward (for future API refactoring).
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Currently BPY_extern.h includes too much mixed functionality.
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Checks for header alignment didn't account for tool-header & header
having different alignment.
There is no reason to use a lookup function on the area
(ED_area_header_alignment) as we already have region.
Check the regions alignment directly, remove access functions.
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On VR session start with positional tracking disabled, the pose would
have an offset applied but it was supposed to start exactly at the
landmark position.
Issue is that we applied the offset to cancel out the position offset
reported by the OpenXR runtime incorrectly. We only want to do that if
positional tracking is enabled, because if not we don't even apply the
runtime's position offset. So we'd cancel something out that wasn't
there.
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This is done at drawtime automatically.
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'VIEW2D_OT' operators were not respected in WM_keymap_guess_opname().
This was seemingly done on purpose (see comment "Op types purposely
skipped for now"), but dont really see the reason for doing so.
Since the "View2D" keymap is not bound to a specific spacetype, we can
still find it using WM_keymap_find_all() [and passing 0 as spacetype].
Reviewers: Severin
Subscribers:
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This avoids some crashes when running Python code in timers.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8531
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Proper handling of View Layers for the VR session was never implemented.
Now the View Layer of the VR session follows the window the session was
started in.
Note that if this window is closed, we fallback to another window. This
is done to avoid the overhead it would take to maintain a separate
depsgraph for the VR view. Instead we always share some already visible
View Layer (and hence the depsgraph).
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We want the session to start exactly at the landmark position, with
no additional offset. Some runtimes (e.g. Windows Mixed Reality) may
give an initial non-[0,0,0] position at session start though.
Also add a comment explaining the purpose of the eye offset variable.
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There would always be an unintended offset applied. Per design there
should not be any offset when changing VR Landmarks, the view should
just jump exactly to the Landmark.
Due to the recent changes, we don't have to add, but substract the eye
offset we apply to get the wanted behavior.
Mistake in 607d745a79e0.
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We want the session to start exactly at the landmark position, with
no additional offset. Some runtimes (e.g. Windows Mixed Reality) may
give an initial non-[0,0,0] position at session start though.
Also add a comment explaining the purpose of the eye offset variable.
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There would always be an unintended offset applied. Per design there
should not be any offset when changing VR Landmarks, the view should
just jump exactly to the Landmark.
Due to the recent changes, we don't have to add, but substract the eye
offset we apply to get the wanted behavior.
Mistake in 607d745a79e0.
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This just set a global object responsible for allocating new objects
in a thread safe way without needing any GPUContext bound to this
thread.
This also introduce the GLContext which will contain all the GL related
functions for the current context.
# Conflicts:
# source/blender/gpu/intern/gpu_context.cc
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In the 3D View, the "Animation" keymap is not used, but the mode
specific ones. So the shortcut editing code should use these too, just
like the default keymap does.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/blenlib` module. Not all warnings are
addressed in this commit.
No functional changes.
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This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
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In Blender 2.90 EEVEE materials were refactored that introduced crashes on Intel
GPUs on Windows. The crash happened in the `local_context_workaround` that temporary
stored compiled materials in a binary form to reload it in the main GL context.
It has been tested that the workaround isn't needed anymore for HD6xx GPUs, but it
is still needed for HD4000.
After several unsuccesfull fixes we came to the conclusion that we could not support
the local context workaround and needed to come with a different workaround. The idea
of this patch is that in these cases there is only a single context that is used for
rendering. Threads that uses these contextes are guarded by a mutex and will block.
Impact on User Level:
* Due to main mutex lock the UI freezes when rendering or baking or feel less snappy
Reviewed By: Clément Foucault, Brecht van Lommel
Differential Revision: https://developer.blender.org/D8410
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Box mask is not a selection, so it should not be part of the select
operator. This allows to add more sculpt mode specific functionality and
properties and to share more code with the lasso mask operator in a
later refactor.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8456
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The abbreviation 'init' is brief, unambiguous and already used
in thousands of places, also initialize is often accidentally
written with British spelling.
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This is in order to disolve GPU_draw.h into more meaningful code blocks.
All the Image related function are in `image_gpu.c`.
All the MovieClip related function are in `movieclip.c`.
The IMB module now has a connection with GPU. This is not strickly
necessary and the code could be move to `image_gpu.c` if needed.
The Image garbage collection is also ported to `image_gpu.c`.
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This is also a bit of code cleanup, reorganisation.
Tried to be DRYed but avoid too much code change to (hopefully) minimize
breakage.
- GPU: remove TEXTARGET_CUBE_MAP, this is no longer used in the codebase.
- GPUTexture: Move compressed texture upload to gpu_texture.cc
- GPUTexture: Add per texture Anisotropic filtering switch
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This removes extern-C blocks around other includes and adds
such blocks for some headers that need them.
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No functional changes.
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Remove use of GL* constants and types inside the codebase. There is still
a few occurence to get rid of.
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When definining static variables that own memory, you should
use the "construct on first use" idiom. Otherwise, you'll get
a warning when Blender exits.
More details are provided in D8354.
Differential Revision: https://developer.blender.org/D8354
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Once the base pose was changed (e.g. by changing the active landmark), we'd always run the logic to reset to the base pose. That would mess up the final viewer pose.
Think this only got exposed through 607d745a79e0.
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Pretty straight-forward, although it does not rebuild relationships
(this is a heavy process we do not want to automate for now, will be a
separate operator in near future).
Fix T78179: Library Overrides - Additional geometry not updating without reloading scene.
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Once again, we need lots of unatural twisting and convolutions to get
those nasty things to work...
Note that in previous versions of Blender, this would not crash, but was
still broken (shapekeys were never actually reloaded from libraries).
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