Age | Commit message (Collapse) | Author |
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Should fix T57620
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* Fixes vertices with bad coloring. Now vertices draw with depth write so
they occlude the underlying face geom overlay, avoiding double drawing the
vertex.
* Decrease the z_offset of edges so they don't poke too much through
geometry. Also delete this offset in ortho view.
* Add zoffset to active and selected vertices so they always draw on top
if they overlap a non selected vertex.
* Fix alpha of edge_fix in vertex selection mode
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With this we have a way to tell that a collection has visible objects
but not all of its objects are visible.
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Both the active tools and selection are now on LMB, which leads to
various conflicts.
For that reason the LMB keymap now has a couple of differences
compared to before. These changes do not affect the RMB keymap.
* Context Menu: W -> RMB
* Select Tool activate: None -> W
* Set Cursor: RMB -> Shift+RMB
* Loop Select: Alt+LMB -> double click LMB
* Mask Feather Vertex Slide: Shift+RMB -> Ctrl+Shift+RMB
* Node Select: only with LMB now, no RMB
The idea behind the W key Select Tool shortcut is that various
tools can't be combined with selection, unlike the RMB keymap.
So this works as a quick shortcut to drop a tool
and go back to selection.
Tools: set Select Box tool as default, rather than Cursor.
This goes along with coming LMB select keymap changes,
where we want the user to be able to LMB click to select by default,
rather than set the cursor.
The cursor will still be directly setabble with shift+RMB.
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For Blender builtin configurations the option to choose the select mouse remains
and is now also in the splash screen. It works by changing the keymap dynamically
in the script, rather than using special events.
The system of automatic switching of events was not flexible enough to deal with
side effects that require further keymap changes, so it is now under more manual
control in the script.
This breaks compatibility for some scripts and exported key configurations.
These can be fixed by replacing SELECTMOUSE, ACTIONMOUSE, EVT_TWEAK_S and
EVT_TWEAK_A with appropriate LEFTMOUSE, RIGHTMOUSE, EVT_TWEAK_L and
EVT_TWEAK_R events.
Other than that, there should be no functional changes.
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This setting can be tweaked to improve glossy reflection cubemaps.
It increases the sample count for each roughness level.
This settings affect the lookdev mode quality as well.
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This enables reducing the noise comming from very bright light sources
(like a sun) that can be found in distant HDRIs.
The lost energy may be replaced manually by a sunlight that compensate the
this loss.
This clamping only concerns Reflection Cubmaps and is done on all on all
of them.
Setting to 0.0 disables it (default).
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Right now we have a different behaviour whether users click on the name or on
the visibility eye.
When clicking on the eye, it is a toggle. When clicking in the name, you
are isolating this collection (unless you use shift).
As for the UI I tried using separator_spacer, but it was more work than
worth. A lot of sub panels, and LEFT/RIGHT alignment work just fine.
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It is doable to get it to work, you just need to process it line
by line though, and get the right width of each one.
Disabling it for now since it is not implemented anyways.
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This is a parameter that will make the interpolation between irradiance
cells of a same Irradiance Volume smoother, reducing the weight of the
light leaking correction factors.
It is usefull in some cases to avoid harsh lighting transition that can
happen when a sample point it near a surface.
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This makes it easier to add corrective light grids without having ugly
blending corners revealing the shape of the grid bounds.
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This is an important change. Starting from now, all lights have a finite
influence radius (similar to the old sphere option for BI).
In order to avoid costly setup time, this distance is first computed
automatically based on a light threshold. The distance is computed
at the light origin and using the inverse square falloff. The setting
can be found inside the render settings panel > shadow tab.
This light threshold does not take the light shape into account an may not
suit every case. That's why we provide a per lamp override where you can
just set the cutt off distance (Light Properties Panel > Light >
Custom Distance).
The influence distance is also used as shadow far clip distance.
This influence distance does not concerns sun lights that still have a
far clip distance.
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This change is important because it makes it possible to cull lights
an improve performance drastically in the future.
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This makes quite a big improvement in my case 1.8ms vs 2.3ms for a single
area light.
This will make even more difference with light attenuation.
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I made an empirical test with a 100% diffuse sphere and manually tweak the
lighting power of a sun lamp trying to fit cycles and eevee the best I can.
Then I plotted the result and found a rough fit to the equation and that
seems to work pretty well.
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The python getters for the array already allowed that, but not the
actual C RNA access functions. This is inconsistent, so implement
the fallback in all cases. Now if by default the property should
contain the same value in all positions, it is not necessary to
actually use an array.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3940
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We need to make sure that all the nested node trees are localized.
Because of this reason, we need to roll back to a bit older way
of dealing with materials.
Should be all safe now with the fixes from few moments ago.
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They are self-contained now, and should not cause any sync or
free happening when freeing them.
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Is stored on ID level now.
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Thought this is to be fixed in master first. Turns out, nope :)
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* has_objects()
* has_visible_objects(view_layer)
* has_selected_objects(view_layer)
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Note: I didn't change the shortcuts, I think this is a separate decision
to be made. I just want at the moment to have the H operator to mimic
the upcoming popover.
Personally if we are to keep the 1-10 shortcuts (and they do work) I
think we should skip the excluded collections altogether.
In fact we could have an option to hide them from the outliner too.
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I only specified the identifiers for the units that are actually accessible for now.
This way we can postpone some decisions for now. E.g. if it should be `METER_SQUARE`, `SQUARE_METER`, `METER_SQ`, ...
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3945
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It was missing handling of collections there, which caused collection
used for smoke colliders to not be in the dependency graph.
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Collection outliner.
Tssst… that piece of code should have been removed when we got rid of
bases here, kind of obvious it would break if object pointer itself is
NULL! And since deleting an object clears its ID pointers in outliner
tree, this fixes for free the issue of deleting several time the same
object (being selected in several collections at once).
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Do early output when trying to add target relation with wrong rna_path.
We can't do anything reliably in that case anyway, so hopefully it is
a no-functional-change for artists, just avoids noisy error prints in
the terminal.
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The constraint is supposed to automatically initialize the rest
length when it is first evaluated, so now that evaluation is done
on a separate copy it also has to copy the value to the master
instance - or newly created constraints will be broken.
Since this is supposed to happen once at constraint creation,
implementing as a search for now instead of adding new fields.
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This finished old standing TODO which was attempting to
ignore objects of all invisible collections.
The difference here is that we remove invisible bases from
view layers. This guarantees that the evaluated state is
consistent and does not reference original objects.
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For some reason relations can not always be found. This is to be
investigated, but doesn't hurt to be safe here. Also allows to
unlock production.
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