Allows for each workspace to have it's own add-ons on display.
Filtering for: Panels, Menus, Keymaps & Manipulators.
Automatically applies to add-ons at the moment.
Access from workspace, toggled off by default
once enabled, add-ons can be white-listed.
See D3076
User notes
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Compositing, rendering of multi-layers in Eevee should be fully working now.
Development notes
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Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.
Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.
At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame. So I got rid of most of the partial
update calls we had during the render pipeline.
Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D3073
This is used to determine which voxels are to be considered empty space.
Previously it was hardcoded for converting dense grids to OpenVDB grids
to reduce disk space usage.
This value is also useful for rendering engines to know, i.e. to
optimize ray marching.
Some other software cannot handle grid names with spaces in them. We still check for names with spaces so as to not break old
files.
This fixes T53802.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.
Differential Revision: https://developer.blender.org/D3033
When you were using autosmooth to generate some custom normals, and
created empty custom loop normal data, you would go back to an 'all
smooth' shading, cancelling some sharp edges generated by the mesh's
smooth threshold.
Now we will first tag such edges as sharp, such that shading remains the
same. This is not crucial in current master, but it is for clnors
editing gsoc branch!
Was temporarily removed when moving object mode to workspace.
Note: there is an issue where eval_ctx->view_layer is NULL on load,
for now pass a view layer argument, we might wan't to set the value
instead.
This reverts commit 87c72a7d27.
Caused T54121 which breaks blend file saving.
For now crash on exit is preferable.
Possible solution is to free screen-manipulator batches in a separate
loop.
This is a regression in rB4f1c0a1 which only allowed cutting haior at the
second segment only, while there is nothing wrong with cutting hair at the
first segmewnt.
Don't use dm->get*Array for DM you don't own. This call can allocate temporary
CD layer, which is not thread safe at all.
Also removed hard-coded logic around CDDM check. new functions will do same
logic, but are mode DM-type-=independent.
We shouldn't mix image pool acuisition with and without user provided,
the fact that internally image.c uses last frame from Image datablock
confuses the logic.
Optionally don't remap indices for objects.
Checking all objects parent's would reference a freed pointer
while freeing all objects.
In the case of dynamic topology there is no use in keeping track
of hook/vertex-parent indices.
Also disable this when creating meshes for undo storage
since adding an undo step shouldn't be modifying other objects.
- Use BLI_threadpool_ prefix for (deprecated)
thread/listbase API.
- Use BLI_thread as prefix for other functions.
See P614 to apply instead of manually resolving conflicts.
- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
(hint this isn't a simple getter).
See P611 to apply instead of manually resolving conflicts.