Age | Commit message (Collapse) | Author |
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Conflicts:
source/blender/editors/io/io_collada.c
source/blender/editors/object/object_bake.c
source/blender/editors/object/object_edit.c
source/blender/editors/render/render_internal.c
source/blender/makesrna/intern/rna_object_api.c
source/blenderplayer/bad_level_call_stubs/stubs.c
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- will not render when set to 0.0 for speed reasons. so when user sets
transparency to hide everything the bigger passes will be skipped.
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This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over
to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was
removed during the Blender Internal removal).
Notes:
* Motion Paths are now implemented as an overlay (enabled by default).
Therefore, you can turn all of them on/off from the "Overlays" popover
* By and large, we have kept the same draw style as was used in 2.7
Further changes can happen later following further design work.
* One change from 2.7 is that thicker lines are used by default (2px vs 1px)
Todo's:
* There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff).
These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist
conversion step on each drawcall). Instead, this has been moved to the calculation step
(in blenkernel). Soon, there will be some cleanups/improvements with those functions,
so until then, we'll keep the bad level calls.
Credits:
* Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation
* Joshua Leung (Aligorith) - COW fixes, UI integration, etc.
Revision History:
See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
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Since the viewport header now supports transparency, text on pulldowns
can be hard to read if their color matches the viewport content.
Background is drawn using the 'inner' theme color, that was unused until now.
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Was pretty sure I already fixed that some weeks ago... but look like it
was not committed or somehow lost...
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Add mesh_get_eval_final & mesh_get_eval_deform
Note: these will eventually need to be renamed & moved into BKE.
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In some heavy rigs matrix inverse can be 10% of computation time. This
reduces it to 2% by using Eigen's optimized 4x4 matrix inverse and SSE
matrix multiplication.
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The relation was inverted here, for a long time already. The reason is
unclear and in principle it should work fine in the right direction.
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This fix T55280 Loose edges not visible in object mode
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/me hits myself in the head. In selection code the flags were not tested
but set directly.
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- Uses the roughness setting of the basic eevee material
- renamed gloss_mir to roughness
- set default of roughness to 0.25
- renamed ray_mirror to metallic
- cleaned up material rna (BI mirror struct)
- use BLINN phong model
- normalize incoming/outgoing specular light
- when using camera oriented studiolight, the SolidLight will be used
for specular highlights
- EXPERIMENT: when in world oriented studiolight only the shadow direction will be used.
- change the settings of the internal light to make scenes more
readable
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Typically for camera views it's nicer not to overlay large widgets,
only include the button to exit camera view.
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The simulation doesn't seem to update properly yet.
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d64fbe94568e5 3e26b84397fcb
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This reverts commit 33e45658ebc2a79acda259f7be748ad64780e982.
No longer needed.
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Also disable collapsing the header by dragging it up/down. This prevents
accidentally hiding the header when resizing areas.
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Note there is some talk about changing the position of this (which would be strange in the image editor by the way,
since there we use the bottom for the result of the current pixel when dragging the mouse).
However first I wanted to fix this regardless.
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This currently shows panels that were in the 2.79 3D view toolbar
which are now popovers.
In some cases it's useful for these to stay open.
This commit adds a space type to do this.
Note this is currently empty in object mode.
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