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2017-11-23Cleanup: Rename ViewLayer *sl > ViewLayer *view_layerDalai Felinto
2017-11-23Fix specific 2.8 broken filesDalai Felinto
Short of checking for types (SceneLayer) this is the only reliable way of getting all 2.80 files to date.
2017-11-23Merge branch 'master' into blender2.8Bastien Montagne
2017-11-23atomic_ops: add char versions of uint8_t atomic primitives.Bastien Montagne
2017-11-23Cleanup: use signed atomic ops when needed.Bastien Montagne
2017-11-23Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-23Depsgraph: Cleanup, deduplicate code around component registrationSergey Sharybin
2017-11-23Depsgraph: Cleanup, don't use view layer nameSergey Sharybin
Dependency graph is only built per-view-layer now, so no need to store names. Will speed up operation lookup as well,.
2017-11-23Tag properties of transform operators as 'advanced'Julian Eisel
Sets the 'advanced' tag for some properties of following transform operators: * Create Orientation * Translate * Resize * Skin Resize * Trackball * Rotate * Tilt * Bend * Shear * Push/Pull * Shrink/Flatten * To Sphere * Edge Slide * Vertex Slide * Edge Crease * Edge Bevel Weight * Sequence Slide * Transform
2017-11-23Tag properties of some mesh editing operators as 'advanced'Julian Eisel
Sets the 'advanced' tag for some properties of following mesh edit operators: * Loop Cut * Subdivide * Mark Seam * Smooth Vertex * Laplacian Smooth Vertex * Merge
2017-11-23Support tagging operator properties as 'advanced'Julian Eisel
This will later be used to show advanced operator properties separate from basic (as in non-advanced) ones in the UI. Tagging a single operator property in C should be done via `WM_operatortype_prop_tag()`. It does additional checks for type safety that `RNA_def_property_tags()` doesn't do. To avoid having to tag each advanced property individually, multiple ones can be tagged by wrapping them into `WM_operatortype_props_advanced_bein()` and `WM_operatortype_props_advanced_end()` calls. It's also possible to only call `_begin()`, all properties added after this will get tagged then. In most cases this last approach should be sufficient. Example of Python usage: `my_float = bpy.props.FloatProperty(name="Some Float", tags={'ADVANCED'})`
2017-11-23RNA: Allow structs to define tags for their propertiesJulian Eisel
Adds support for defining a number of tags as part of the rna-struct definition, which its properties can set similar to property-flags. BPY supports setting these tags when defining custom properties too. * To define tags for a struct (which its properties can use then), define the tags in an `EnumPropertyItem` array, and assign them to the struct using `RNA_def_struct_property_tags(...)`. * To set tags for an RNA-property in C, use the new `RNA_def_property_tags(...)`. * To set tags for an RNA-property in Python, use the newly added tags parameter. E.g. `bpy.props.FloatProperty(name="Some Float", tags={'SOME_TAG', 'ANOTHER_TAG'})`. Actual usage of this will be added in a follow-up commit.
2017-11-23Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-23Depsgraph: Cleanup, split build_object() a bitSergey Sharybin
2017-11-23Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-23Depsgraph: Cleanup, always call full `object`Sergey Sharybin
2017-11-23New view layers should be named "View Layer" (not Render Layer)Dalai Felinto
2017-11-23Rename any instance of scene layer or render layer in code with view layerDalai Felinto
The RenderResult struct still has a listbase of RenderLayer, but that's ok since this is strictly for rendering. * Subversion bump (to 2.80.2) * DNA low level doversion (renames) - only for .blend created since 2.80 started Note: We can't use DNA_struct_elem_find or get file version in init_structDNA, so we are manually iterating over the array of the SDNA elements instead. Note 2: This doversion change with renames can be reverted in a few months. But so far it's required for 2.8 files created between October 2016 and now. Reviewers: campbellbarton, sergey Differential Revision: https://developer.blender.org/D2927
2017-11-23Merge branch 'master' into blender2.8Campbell Barton
2017-11-23Revert "BLI_utildefines: Support SWAP macro with two args"Campbell Barton
This reverts commit d749320e3b10161430bc4cb7dd92edb63712bf8c. It's possible the container struct is larger, we could do sizeof checks that falls back to memmove but rather avoid complicating things.
2017-11-23Use custom SWAP macro for swapping userdef dataCampbell Barton
Avoids complicating the common case
2017-11-22Eevee : Fix error with volumetrics.Clément Foucault
2017-11-22Fix doversion crash with 2.8 files that had freestyle 2.8Dalai Felinto
Crash introduced on: 3a95bdfc65d883e7db006fd We can't decrease user count of freestyle linestyle IDs before linking. Moving doversion for after linking. And for the records we are simply removing the freestyle data altogether. This is only for files created with 2.8, so it should be fine.
2017-11-22Merge branch 'master' into blender2.8Campbell Barton
2017-11-22Fix T53274: Saving template prefs overwrites default prefsCampbell Barton
2017-11-22BLI_utildefines: Support SWAP macro with two argsCampbell Barton
2017-11-22Fix multi layer/multi pass renderDalai Felinto
But introduced on the SceneRenderLayer > RenderLayer commit: 3a95bdfc65d883e7db006f Reported by Sergey Sharybin (over irc).
2017-11-22Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-22Fixup for last commit: flipped logic for disabling SceneLayer renderDalai Felinto
2017-11-22Layers doversion: Don't set the Viewport created layer as renderableDalai Felinto
2017-11-22Fix SceneRenderLayer memory leak for files created with 2.8Dalai Felinto
2017-11-22SceneRenderLayer Removal/RefactorDalai Felinto
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer. If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer. Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished. This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail. This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion). Following next is the individual note of the individual parts that were committed. Note 1: It is up to Cycles to still get rid of exclude_layer internally. Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. Note 3: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit. Reviewers: sergey, campbellbarton, brecht Differential Revision: https://developer.blender.org/D2919
2017-11-22SceneRenderLayer > SceneLayer: Convert LayDalai Felinto
There are parts of the old (Blender Internal) rendering pipeline that is still using lay, e.g., in shi->lay. Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.
2017-11-22Doversion: We should always add the old RenderLayerDalai Felinto
We cannot assume a render layer does not have a setting that was needed for compositing. Even if: ``` (scene->lay & render_layer->lay) != (scene_lay) && (render_layer->lay | render_layer->lay_exclude) == 0)) ``` Which would mean use the scene layers just as they are.
2017-11-22Bitflag tests simplificationDalai Felinto
2017-11-22SceneRenderLayer > SceneLayer: Convert Z-MaskDalai Felinto
Note: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher).
2017-11-22SceneRenderLayer > SceneLayer: Convert samples_overrideDalai Felinto
Note: Cycles still need to handle its own doversion for theses cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.
2017-11-22SceneRenderLayer > SceneLayer: Convert material_overrideDalai Felinto
2017-11-22SceneRenderLayer > SceneLayer: Remove light_overrideDalai Felinto
2017-11-22SceneRenderLayer > SceneLayer: Remove exclude_layerDalai Felinto
Note: It is up to Cycles to still get rid of exclude_layer internally: RenderLayerInfo.exclude_layer
2017-11-22WM: minor correction to user-pref writingCampbell Barton
When saving templates had wrong return value.
2017-11-22Eevee : SSS : Add Translucency support.Clément Foucault
This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances. To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options). Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion. Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution. Technical notes: This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that. We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture. This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness. We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account. The light is considered constant. If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference. Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects. Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium. Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter. Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
2017-11-22Removing OMP: get rid of usages in /bmesh/ area.Bastien Montagne
Just removing it, such cases are not bottlenecks and not worth the complication of doing real threading with own BLI_task. Other (remaining) usages may be relevant, need case-by-case check.
2017-11-22Removing OMP: get rid of last bit in /editors/ area.Bastien Montagne
Just removing it, such cases are not bottlenecks and not worth the complication of doing real threading with own BLI_task.
2017-11-21Cleanup: We do not use camel case in Blender codeSergey Sharybin
At least not for variables.
2017-11-21Fix T53371: Keying Node fails with values above 1Sergey Sharybin
This was expected behavior for over-exposured lamps when the mode was originally created for Tears of Steel. Turns out, there could be really bad green screen in real production which will only have green (or rather screen) channel over exposured. Tweaked condition now so we use least bright channel to see if the area has proper exposure or not. Seems to work fine in tests, but further tweaks are possible.
2017-11-21Depsgraph: Fix warning with Empty objectsSergey Sharybin
2017-11-21Depsgraph: Use evaluation context to get time fromSergey Sharybin
This way we don't modify scene to get current frame from. Will also let us to hopefully get rid of Scene stored in ModifierData. Only did for Wave modifier for now, maybe someone is around to check on another modifiers? :)
2017-11-21Depsgraph: Fix/workaround crash when toggling edit modeSergey Sharybin
2017-11-21Depsgraph: Tag evaluated mesh as suchSergey Sharybin
Helps troubleshooting.