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Add direct user feedback (as a warning report) to user when recursive
resync of overrides was needed.
And some timing (as CLOG logs) about main readfile process steps.
This is essentially adding a new BlendFileReadReport structure that wraps
BKE_reports list, and adds some extra info (some timing, some info about
overrides and (recursive) resync, etc.).
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Delay depsgraph visibility update tagging until it is known that
graph relations are up to date, and until it is known that the graph
is actually needed to be evaluated.
Differential Revision: https://developer.blender.org/D11660
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No functional changes. Just makes it clear this is not an immediate
update, and will make an upcoming change more localized.
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against system input.
Reviewed By: brecht, LazyDodo
Maniphest Tasks: T88852
Differential Revision: https://developer.blender.org/D11508
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This patch improves the 3DView statistics overlay to show LOCAL stats
while in local view. This means the stats can vary between 3DViews and
the statusbar when views are in local view, but this gives a much more
accurate count of the objects, and their components, that you are
directly working with rather than just scene values.
Differential Revision: https://developer.blender.org/D8883
Reviewed by Campbell Barton
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These were limited to obvious cases. Some less obvious cases
were kept as refactoring might make them necessary in future.
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This patch improves the positioning of child windows when on monitors
that are arranged vertically (any above any other). When calculating a
window position in Ghost coordinates from GL coordinates we were using
monitor height, which can give incorrect values when desktop is taller
than any single monitor. So use desktop height instead.
See D10637 for more details and examples.
Differential Revision: https://developer.blender.org/D10637
Reviewed by Brecht Van Lommel
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This patch makes the "Render" window a top-level window, not a child of
the main window, which was the case in blender versions prior to 2.93.
This means it is no longer "on top", nor is the icon grouped on the
taskbar in the same way, but you can Alt-Tab between it and the main
window. This change only affects the Windows platform as the other
platforms behave this way.
See D11576 for links to negative feedback that prompts this change.
Differential Revision: https://developer.blender.org/D11576
Reviewed by Brecht Van Lommel
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Note: Linking in this case as in link vs. append. Easily confused with linking
a data-block to multiple usages (e.g. single material used by multiple
objects).
Adds a drop-down to the Asset Browser header to choose between Link and Append.
This is probably gonna be a temporary place, T54642 shows where this could be
placed eventually.
Linking support is crucial for usage of the asset browser in production
environments. It just wasn't enabled yet because a) the asset project currently
focuses on single user, not production assets, and b) because there were many
unkowns still for the workflow that have big impact on production use as well.
With the recently held asset workshop I'm more confident with enabling linking,
as design ideas relevant to production use were confirmed.
Differential Revision: https://developer.blender.org/D11536
Reviewed by: Bastien Montagne
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Note that these changes are limited simple cases as these kinds of
changes could allow for errors when refactoring code when the known
state is not so obvious.
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`is_active_prev` is always set after the first operation.
But this was not the case with `wait_for_input` `false`.
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Keyboard click-drag events now use the "Drag Threshold".
This resolves a problem where keyboard click drag events
used a much smaller threshold when using a tablet.
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When projecting into screen space Z value isn't always needed.
Add 2D projection functions, renaming them to avoid accidents
happening again.
- Add GPU_matrix_project_2fv
- Add ED_view3d_project_v2
- Rename ED_view3d_project to ED_view3d_project_v3
- Use the 2D versions of these functions when the Z value isn't used.
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This patch fixes a long-standing complaint from users:
the console window shortly flashing when they start
blender.
This is done by adding a new executable called
blender-launcher.exe which starts blender.exe while
hiding the console.
Any command line parameters given to blender-launcher
will be passed on to blender.exe so it'll be a drop
in replacement.
Starting blender.exe on its own will still function as
a proper console app so no changes required here for
users that use blender for batch processing.
Notable changes:
Registering blender (-R switch) will now register
blender-launcher as the preferred executable.
This patch updates the installer and updates the
shortcuts to start blender-launcher.exe rather
than blender.exe
Differential Revision: https://developer.blender.org/D11094
Reviewed by: brecht, harley
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Adds internal API for creating and managing OpenXR actions at the
GHOST and WM layers. Does not bring about any changes for users since
XR action functionality is not yet exposed in the Python API (will be
added in a subsequent patch).
OpenXR actions are a means to communicate with XR input devices and
can be used to retrieve button/pose states or apply haptic feedback.
Actions are bound to device inputs via a semantic path binding
(https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles),
which serves as an XR version of keymaps.
Main features:
- Abstraction of OpenXR action management functions to GHOST-XR,
WM-XR APIs.
- New "xr_session_start_pre" callback for creating actions at
appropriate point in the XR session.
- Creation of name-identifiable action sets/actions.
- Binding of actions to controller inputs.
- Acquisition of controller button states.
- Acquisition of controller poses.
- Application of controller haptic feedback.
- Carefully designed error handling and useful error reporting
(e.g. action set/action name included in error message).
Reviewed By: Julian Eisel
Differential Revision: http://developer.blender.org/D10942
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Byte images used `ibuf->float_colorspace` as source colorspace.
This was oversight - `ibuf->rect_colorspace` should be used as source
colorspace.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11223
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This was never used (since 2.25 at least).
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Error in 0499dbc5c16fe6b276da81d65cade4f5da92a308
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This functionality was missed in recent GLSL drawing update
fd3e44492e7606a741a6d2c42b31687598c7d09a.
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Instead of only drawing images on first start, load them into cache.
This resolves a logical problem when images don't load fast enough,
where the animation would load some frames each time until all images
loaded into cache.
In practice this could play back with severe frame skipping many times
times before all images were loaded making playback smooth.
Part of a fix for T81751.
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Resizing the window would always draw the image with an empty imbuf.
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Originally colorspace of float images was converted using CPU.
GLSL will render images much faster.
Originally image was converted to `global_role_default_byte` space,
disregarding view transform and also display device, which now is
possible to specify. These parameters could be set via commandline to
settings used in Blender, however if they are to be set by users, these
needs to be sanitized.
Right now defaults are assumed for device given for
`COLOR_ROLE_DEFAULT_BYTE`. This should produce same behavior as
implemented before.
Together with D11167 animation player performance should be much better.
This code was mostly copy-pasted from sequencer.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11178
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Naming was inconsistent and hard to follow.
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Partial fix for T81751 which exposes multiple playback performance
issues. Previously the cache was limited to 30 frames, without a way to
increase the cache for smooth playback with files that are slow to load.
Now the animation plays back smoothly once loaded into cache.
The cache limit from the system preference is used
when the player is launched from Blender.
A new player argument `-c <cache_limit>` was added to support this.
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Each frame display would add an item to the cache limiting list
without checking if it was already in the list.
Limiting would then free image buffers when the length of the list
exceeded USE_FRAME_CACHE_LIMIT (currently 30).
In practice this meant short animations would free and reload
frames during playback.
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This reverts commit 9cce18a5858cb93da626f5f0fd7e09cd66637e05.
rB9cce18a5858c broke the build in unforeseen ways, not easily fixable.
revert for now, so master will at least build again.
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