Currently uses static lighting. Will become HDRI lighting.
Added do_versions to set default drawtype_solid and drawtype_texture to
OB_LIGHTING_STUDIO. When View3D space is created drawtype_solid and
drawtype_texture are also set to OB_LIGHTING_STUDIO.
Current studio lighting uses a dot product to simulate static lighting.
Will need to be changed in the future with different lighting models.
Tab after C++ comment broke parsing and didn't remove the line at all.
Was there since 2002 at least, probably confused some peeps.
This means commented out code was actually written to SDNA.
- added the drawtype_solid, drawtype_wireframe, drawtype_texture to
View3D
- enabled workbench panels for important render engines
- merged workbench_materials to solid_flat_mode. All draw modes will get
its own fast implementation in the workbench
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine
This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.
Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
that we can wait until then to remove this.
This is a way to deal with animated properties in evaluated version
off datablock. Previously, running blender with copy-on-write enabled
will show original values. Now we can see proper properties, while
typing values in still goes to the original datablock.
Thanks Brecht for the review!
Was caused by two things from the past:
- Tagging would set id->recalc to COW update flag.
This one is to be ignored.
- Particle tagging will use psys recalc flags on id->recalc,
but we only need to use flags from particles. Otherwise
it will be some collisions in bit masks.
Why exactly this happens remains unclear, found that in the
autumn.blenrig file of Spring production while working on static
overrides... Tons of ugly IDProps in that rig. xD
This is just to have hair rendering and editing mostly working as in
master. A better fix is probably needed, there seems to be some
missing depsgraph relations for particle edit settings, and particle
edit code doesn't rebuild caches after applying edits. But at least
you can see and interact with hair now until those things can be
sorted out.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
This changes quite a few things.
- Outline is now per object.
- No more outline at object intersection (fix hairs problem).
- Simplify the code quite a bit.
We use a R16UI buffer to save one id per object outline. We convert this id
to color when detecting the outline.
Added textureGatherOffsets to the code but could not test on current hardware
so leaving it commented for now.
This uniforms can be used to have a unique id for each drawcall of a shgrp.
This only works for standard shgroups and is an exception for the outline
drawing.