Makes the file browser operator property region (lower left) dynamically
sized to content. Previously, the default size would work really badly
for file browsers opened in small windows, e.g. to install Add-ons from
the preferences window. It would be mostly empty but use lots of space
then.
It was crashing due to array out of bounds access. This is not a great fix,
but brings back behavior the same as before now. Perhaps images that failed
to load should be stored separately somewhere.
Was required to have AV-sync enabled. and then simply play playback
would have triggered an assert.
In release builds the sync would have happened to a wrong frame.
Quite straightforward change, which makes it so audio handles are
only created inside of evaluated datablocks.
Exception is adding sound strip to the sequencer, which needs an
audio handle to query length and number of channels. This is done
by temporarily loading sound file into an original datablock, and
then tossing it away.
There is an assert in sound.c which verifies that audio system is
used from an evaluated domain, which should help porting all the
cases which are likely missed by this commit.
Some annoying parts:
- `BKE_sound_update_scene()` is iterating over all bases, and does
special ID tags to see whether sound has been handled or not
already. This can not be done the old fashion now.
Ideally, this will be done as a speaker datablock evaluation,
but seems that would require a lock since audio API is not safe
for threading. So this is not a desired way i'd say.
Possible solution here would be to iterate over ID datablocks
using dependency graph query API.
- Frame jump needs to call `BKE_sound_seek_scene()` directly
because there might be some flags assigned to the scene which
could be clear after operator execution is over.
Need to verify if that's the case though. This is a bit hairy
code, so sticking to a safest and known to work approach for
now.
- Removed check for format when opening new sound file.
Maybe we can have some utility function which queries channel
and duration information, leaving the caller's code clean and
tidy.
Tested following cases:
- Adding/removing/moving sequencer's sound strips.
- Adding/moving speakers in viewport.
- Rendering audio.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4779
Needs to be done in order to localize sound handlers to the evaluated
IDs only. This commit might not be fully optimal, since it does more
things on every scene update request, but that will be solved by the
upcoming change which will put those updates to a dependency graph.
Just adds sequencer operation and links possible sound ID to it.
No functional changes, just moving towards sound system integration
into the dependency graph.
Currently those IDs are not covered by copy-on-write mechanism since
that ruins the current design of BKE_sound, But this change allows to
move towards system where sound handlers are only valid for an evaluated
ID datablocks.
As mentioned in the comment, the icon width computation relies on
big enough margins; however in compact mode they aren't big enough
and the label gets truncated.
These are the internal changes to Cycles, for Blender integration there are no
functional changes in this commit.
Images are converted to scene linear color space on file load, and on reading
from the OpenImageIO texture cache. 8-bit images are compressed with the sRGB
transfer function to avoid precision loss while keeping memory usages low. This
also means that for common cases of 8-bit sRGB images no conversion happens at
all on image loading.
Initial patch by Lukas, completed by Brecht.
Differential Revision: https://developer.blender.org/D3491
This is the groundwork for supporting loading image textures with arbitrary
color spaces through OpenColorIO.
Initial patch by Lukas, completed by Brecht.
Differential Revision: https://developer.blender.org/D3491
This adds our own OSL texture handle, that has info for OIIO textures or our
own custom texture types. A filename to handle hash map is used for lookups.
This is efficient because it happens at OSL compile time, because the optimizer
can figure out constant strings and replace them with texture handles.
At first you could think that this refactor would not be
necessary, because `ACHANNEL_FIRST` exists already.
It contained the small y offset that all channels had.
Unfortunately, a lot of code assumed that
`ACHANNEL_FIRST = -ACHANNEL_HEIGHT`, making the
define pretty much useless. This refactor fixes that
for the action and nla editor.
As a nice side effect, this patch fixes channel box select.
Before there was always have a half-channel offset.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4783
This was an attempt to speed up motion path calculation, which didn't
really work in real world animation files, where animators already
hide and disable all the heavy collections. Filtering approach also
doesn't allow to have multiple frames evaluated in multiple threads
easily.
Filtering also adds extra complexity on keeping the graph in a correct
and consistent state.
Fixes T64057: Blender crash when use motion paths
- Use Display As rather than Draw Type, following naming conventions
- Rename Advanced subpanel to Stretching, since that more accurately describes what it's for
This reverts commit a01bcfa636.
This causes MSVC2019 build to fail with error C2059
Unfortunately this means we have to put up with bad formatting
in Python structs.
Users have requested to have the Annotate tool added to Sculpt Mode. It can be useful for annotating while sculpting.
- Remove Measure tool from the tools_annotate group
- Add Measure tool to object and edit mode toolbar
- Add Annotate tools to Sculpt and Paint modes
Differential Revision: https://developer.blender.org/D4785
This was only used once, other checks were masking out
RGN_SPLIT_PREV which isn't future proof (if other flags are added).
Add RGN_ALIGN_ENUM_FROM_MASK macro, use it everywhere we need to
check the alignment enum.