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.
This is required for some add-ons
Example use:
ma = bpy.data.materials[0]
# create settings
bpy.data.materials.create_gpencil_data(ma)
# remove settings
bpy.data.materials.remove_gpencil_data(ma)
Related to T63707
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
Same changes as for Dopesheet and Graph editor:
- Dragging in empty area starts a box selection
- Hold Shift to expand or Ctrl to remove
- LMB Dragging on keyframe moves key
- MMB Dragging anywhere moves selection
* Fix operator adjust settings not working.
* Fix modal operator not working when invoked from search menu.
* Fix tagging to be correct for new depsgraph.
* Fix pose relax doing nothing when start and end frames match
even if the current frame value is different.
* Remove odd 0.3..0.7 limit in adjust operator settings panel.
Can not use evaluated datablock to localize since that could point to
another evaluated datablock, which can not become part of another
dependency graph.
The original code needed to have unkeyed changes preserved, but now
we do have a flush of animation to an active dependency graph, so this
code is not needed anymore.
- Dragging in empty area starts a box selection
- Hold Shift to expand or Ctrl to remove
- LMB Dragging on keyframe moves key
- MMB Dragging anywhere moves selection
This flag becomes stuck in certain situations, causing the marker
camera switch feature to not work.
To fix old files with the problem, clear the flag on file load.
Also, the line that is supposed to clear it has wrong bit math,
causing seq_render_scene_strip to effectively toggle the flag on or
off every time it's run, instead of restoring to original state.
The flag and code were added in 001789d733 by @campbellbarton.
Only draw the depth buffer when overlays are enabled and scene
or view has changed.
When using Cycles in the viewport for every viewport draw call
the depth buffer was renewed. Draw calls happened when a sample
was finished or the status report was updated.
This could waist some CPU/GPU cycles. This change will check when
the depth buffer needs to be updated or when the last known depth
buffer could be reused.
Reviewers: brecht, fclem
Maniphest Tasks: T63525
Differential Revision: https://developer.blender.org/D4775
This panel is arguably the most important in the ViewLayer properties, so
the concept of "1 panel open per context" doesn't work. Especially since
the first panel (View Layer) contains only two settings.
This also registers the Passes panels before filter/override so it's sorted in the same way as EEVEE.