Age | Commit message (Collapse) | Author |
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This was originally a good idea. However we will need to pay special attention
to this when doing the dynamic overrides anyways. The placeholders won't be
enough to spare us that job.
That said I left the ones on layer.c because we are actually calling these
BKE_override_*_add() functions from doversion, yet they don't do anything.
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position.
This was fixed in master with commit 9d873fc3debe0. However, this fix never made it to 2.8.
(The following merge (a96008f3aae2) did not import the fixes.)
Note: This fix is ment to fix the alignment problem.
I don't know if other parts of the code not merged are interesting or not.
But if they are, they should be tackled separately.
Reviewers: dfelinto
Subscribers: venomgfx, dfelinto, raa, Severin
Differential Revision: https://developer.blender.org/D3014
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When hot-spots moved under the pointer,
clicking wouldn't activate the correct item.
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Avoid copy-pasting same comments.
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Use GWN_vertbuf_raw_step in a loop for less verbose vbo creation.
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This fix T53485 : Ortho cameras display frame when in camera view
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This works for grid and cubemaps.
The intensity is baked into the map itself. Thus you need to refresh/rebake the probe to see the changes.
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This optimisation only works if no material in the scene require the AO pass.
For this either set the AO distance to 0 or both Cavity and Edges factors to 0.
This double the performance of scenes with very high triangle count.
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This might have some consequences but in my testing I did not found any.
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This is an optimization / cleanup commit.
The use of a global ubo remove lots of uniform lookups and only transfert data when needed.
Lots of renaming for more consistent codestyle.
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# Conflicts:
# intern/cycles/blender/blender_mesh.cpp
# source/blender/editors/screen/screen_ops.c
# source/blender/editors/space_view3d/drawobject.c
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In addition to removing unnecessary variables and `tag_redraw` whenever the factor changes;
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It's harder to reason about array access with negative indices.
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This would lead to sock.default_value pointing to the wrong data type,
possibly causing crashes. Unfortunately, this bug will still exist for
older Blender versions that try to load newer files, which makes
changing the type of a node socket problematic.
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Switching direction didn't refresh, also cursors were flipped.
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Draw triangles over wire for a more subtle outline.
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Draws wire around polygon shapes:
better visibility w/ any background color.
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We were not checking for uniqueness after moving. And in some cases the new
siblings of our collection may have conflicting names.
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Reported via IRC by Vuk Gardašević (lijenstina).
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This was introduced to the outliner when we had no User Preference
window back in 2.5x. Right now it makes no sense to keep this around.
But how about addon user preferences:
* They belong in the user preference window under the addon.
How about the user preferences themselves:
* You find them in the user preference window.
And templates?
* Why are they here in the first place?
After talking to Pablo Vazquez (who in turn poked Sergey Sharybin) we found
it reasonable to get rid of this. If it turns out that we were wrong we
revert this.
As for leaving this exposed as a debug option (as suggested on IRC) I would say
no, please. This end up polluting the code and never cleaned up in the end.
(this was specific talking about templates).
Technical note: I left the functions in outliner still hanging around.
While I used UNUSED_FUNCTION for one of them, for the other one I had to use:
`#if 0` because the function was calling itself, which would fail to build if
I used UNUSED_FUNCTION.
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We have different ways of explore the scene objects, namely View Layer and
Collections. This change let us focus on compositing elements only such as:
* View Layers
** Collections
** Render Passes
* Freestyle
* Grease Pencil?
Not included in this commit is an option to handle filtering of
collections passes, ... Not sure if we would like, though.
Since they are all properly nested under a "Collections" / "Passes"
parent.
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User notes:
The outliner so far was a great system to handle the object oriented workflow
we had in Blender prior to 2.8. However with the introduction of collections
the bloated ammount of data we were exposed at a given time was eventually
getting on the way of fully utilizing the outliner to manage collections and
their objects.
We hope that with this filtering system the user can put together the outliner
with whichever options he or she seem fit for a given task.
Features:
* Collection filter: In case users are only focused on objects.
* Object filter: Allow users to focus on collections only.
* (Object) content filter: Modifiers, mesh, contrainst, materials, ...
* (Object) children filter: Hide object children [1].
* Object State (visible, active, selected).
* Compact header: hide search options under a search toggle.
* Preserve scrolling position before/after filtering [2].
[1] - Note we still need to be able to tell if a children of an object is in a
collection, or if the parent object is the only one in the collection.
This in fact was one of the first motivations for this patch. But it is to
be addressed separately now that we can at least hide children away.
[2] - We look at the top-most collection in the outliner, and try to find it again
after the filtering and make sure it is in the same position as before.
This works nice now. But to work REALLY, REALLY nice we need to also store
the previous filter options to be sure the element we try to keep on top
was valid for both old and new filters. I would rather do this later though
since this smell a lot like feature creeping ;)
Remove no longer needed display options:
* Current Scene (replaced by View Layer/Collections)
* Visible (replaced by filter)
* Selected (same)
* Active (same)
* Same Type (same-ish)
How about All Scenes? I have a patch that will come next to replace the current
behaviour and focus only on compositing. So basically stop showing the objects
and show only view layers, their passes and collections, besides freestyle.
Also, while at this I'm also reorganizing the menu to keep View Layer and
Collections on top.
Developer notes:
* Unlike the per-object filtering, for collections we need to filter at tree
creation time, to prevent duplication of objects in the outliner.
Acknowledgements:
Thanks Pablo Vazquez for helping testing, thinking some design questions
together and pushing this to its final polished state as you see here.
Thanks Sergey Sharybin and Julian Eisel for code review. Julian couldn't do a
final review pass after I addressed his concerns. So blame is on me for any
issue I may be introducing here. Sergey was the author of the "preserve
scrolling position" idea. I'm happy with how it is working, thank you.
Reviewers: sergey, Severin, venomgfx
Subscribers: lichtwerk, duarteframos
Differential Revision: https://developer.blender.org/D2992
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Was accessing wrong pointer to get original version of the mesh.
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Was extern, which got out of sync, move into header.
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LinkList's are a different API, no need to confuse things.
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Both object level and camera datablock properties animation did not work with
copy on write enabled.
The root of the issue is going to the fact, that all interface elements are
referencing original datablock. For example, View3D has pointer to camera it's
using, and all areas which does access v3d->camera should in fact query for
the evaluated version of that camera, within the current context.
Annoying part of this change is that we now need to pass depsgraph in lots
of places. Which is rather annoying.
Alternative would be to cache evaluated camera in viewport itself, but then
it makes it annoying to keep things in sync.
Not sure if there is nicer solution here.
Reviewers: dfelinto, campbellbarton, mont29
Subscribers: dragoneex
Differential Revision: https://developer.blender.org/D3007
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Changing PET size while transforming stores the size in the
tool settings, but changing in the redo panel didn't.
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Relates to T53806 which needs further investigation
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Split screen_draw.c from screen_edit.c (avoid conflicts syncing).
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