Although this is working fine, there are two changes expected in the new
future once depsgraph copy on write is implemented:
1) To call ED_info_stats_clear a callback from depsgraph, instead of the
notifier system. (that would also allow us to clear only one
SceneLayer).
2) To store/get stats from the evaluated SceneLayer, as well as iterate
over the evaluated objects as well.
This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.
Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.
An example of this setting is "samples", as implemented now for the clay
engine.
This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).
This is part of T51208
Reviewers: campbellbarton
Subscribers: dfelinto
Differential Revision: https://developer.blender.org/D2654
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.
To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.
To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.
From a user perspective, nothing should change with this commit.
Differential Revision: https://developer.blender.org/D2443
Differential Revision: https://developer.blender.org/D2444
Most of this was copying/adapting code from octahedral existing draw
code, tough part was to get BBone matrices to behave as expected, they
are using a fairly specific setup...
Addresses T51365 and T51362.
Selection code needs to iterate over DEG_OBJECT_ITER otherwise we won't
get modifiers, dupli objects, ...
Also make selection respect selectability flag.
Review by: Sergey Sharybin
Pending: Include the set in the rna depsgraph.objects
In fact it would be nice to unify them both. However this will likely
change once Depsgraph incorporate this iterator, so I'm not sure we
should bother with that.
Related to T51203
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.
{F499530}
Example: {F499528}
Reviewers: merwin, brecht, dfelinto
Reviewed By: brecht
Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2425
Sanitize a bit how cache path is handled by fluidsim (there is much more
to be done here though :( ), and forbid empty path (we reset to default
path relative to current .blend file in case it's empty).
If people really, really want to use current OS-wise directory, they can at
least use '.' as path. ;)
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.
{F499530}
Example: {F499528}
Reviewers: merwin, brecht, dfelinto
Reviewed By: brecht
Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2425
The absence of datablock properties "will certainly be resolved soon as the need for them is becoming obvious" said the [[http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.67/Python_Nodes|Python Nodes release notes]]. So this patch allows Python scripts to create ID Properties which reference datablocks.
This functionality is implemented for `PointerProperty` and now such properties can be created with Python.
In addition to the standard update callback, `PointerProperty` can have a `poll` callback (standard RNA) which is useful for search menus. For details see the test included in this patch.
Original author: @artfunkel
Alexander (Blend4Web Team)
Reviewers: brecht, artfunkel, mont29, campbellbarton
Reviewed By: mont29, campbellbarton
Subscribers: jta, sergey, campbellbarton, wisaac, poseidon4o, mont29, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov, fjuhec, sharlybg, cardboard, duarteframos, blueprintrandom, a.romanov, BYOB, disnel, aditiapratama, bliblubli, dfelinto, lukastoenne
Maniphest Tasks: T37754
Differential Revision: https://developer.blender.org/D113
Objects that were using the same lamp data were having the same display matrices.
This is fixed by allowing engine to store a memory block inside the object itself.
This moves selectability/visibility flag flush from some hardcoded
places in the code to depsgraph. This way it is possible to simply
tag depsgraph to update those flags and rest it'll do on its own.
Using depsgraph for such flush is an overkill: those flags are fully
static and can not be animated, so it doesn't really make sense to
hook only those to depsgraph.
However, in the future we will have overrides on collections, which
ideally would need to be animatable and drivable and easiest way
to support this is to do this on depsgraph level, so it ensures
proper order of evaluation for animation and drivers. And it seems
logical to do both overrides and flags flush from depsgraph from
this point of view.
This commit also includes the evaluation of IDProperty for collections,
which basically are just another form of override. So once we implement
the other kind of overrides the flushing and collection evaluation won't
change.
Patch by Sergey Sharybin and Dalai Felinto
First this replace a custom data struct with IDProperty, and use
IDProperty group merge and copying functions. Which means that a collection
property setting is only created if necessary.
This implements the "Layer Collection settings" override system, as
suggested in the "Override Manifesto" document.
The core is working, with Scene, LayerCollection and Object using a
single IDProperty to store all the render settings data. Next step is to
migrate this to depsgraph.
Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come
back as part of "Workspace Settings" later.
Many thanks for Bastien Montagne for the help with the UI template
nightmare ;)
Differential Revision: https://developer.blender.org/D2563
For Windows 8.1 and X11 (Linux, BSD) now use the DPI specified by the operating
system, which previously only worked on macOS. For Windows this is handled per
monitor, for X11 this is based on Xft.dpi or xrandr --dpi. This should result
in appropriate font and button sizes by default in most cases.
The UI has been simplified to a single UI Scale factor relative to the automatic
DPI, instead of two DPI and Virtual Pixel Size settings. There is forward and
backwards compatibility for existing user preferences.
Reviewed By: brecht, LazyDodo
Differential Revision: https://developer.blender.org/D2539