Commit Graph

75472 Commits

Author SHA1 Message Date
Jeroen Bakker
ccb104b9c2 Workbench: Basic Solid Studio
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.
2018-04-18 08:20:12 +02:00
Julian Eisel
bc9e05599d Fix makesdna not respecting C++ comments
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.
2018-04-18 00:29:53 +02:00
Clément Foucault
b40f5be01f Eevee: Use textureGather for minmaxZbuffer downsampling.
I haven't noticed any performance improvement but it could be more important
for other hardware. At least it's not slower!
2018-04-17 22:25:59 +02:00
Clément Foucault
38399c0b10 Object Mode: Outlines: Fix precision issue on intel GPU. 2018-04-17 22:25:59 +02:00
Jeroen Bakker
3f762dd764 Workbench: clean up the viewport shading code
- 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
2018-04-17 22:11:56 +02:00
Campbell Barton
dd8d55b31a Cleanup: unused vars, long lines 2018-04-17 20:02:17 +02:00
Clément Foucault
9b8e27127e UI: Perf: Improve Dopesheet performance. 2018-04-17 19:37:05 +02:00
Clément Foucault
f06272ab6a DRW: Perf: Early out empty passes. 2018-04-17 18:26:22 +02:00
Bastien Montagne
1913322402 Add generic bpy API to check if a property is overridable, and to set overridable status of custom props. 2018-04-17 18:07:08 +02:00
Bastien Montagne
75f82ac722 Update/improve handling of 'overridable' status of properties.
Main new thing in this commit is ability for real IDProps (aka custom
properties) to be set as overridable or not, they are not by default.
2018-04-17 18:07:08 +02:00
Dalai Felinto
fad7c065c2 Remove Shift+F2 and other related BGE keymaps
Reported by Pablo Vazquez (venomgfx)
2018-04-17 17:56:06 +02:00
Dalai Felinto
fb24813d64 Remove game properties in image editor
The following properties were used by the Blender Game Engine and no longer
need to be around:

* Animated
* Tiles
* Clamp
* Mapping
2018-04-17 17:51:28 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
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.
2018-04-17 17:51:28 +02:00
Dalai Felinto
8a695efe9b Merge remote-tracking branch 'origin/master' into blender2.8 2018-04-17 17:36:39 +02:00
Clément Foucault
2b730763a3 Particles: Hair: Make hair selectable in the 3D view. 2018-04-17 17:34:22 +02:00
Sergey Sharybin
821722ac05 Interface: Show properties values from evaluated datablocks
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!
2018-04-17 17:22:33 +02:00
Clément Foucault
c6681f735e Object Mode: Fix wrong wire color on non-meshes objects. 2018-04-17 17:00:36 +02:00
Clément Foucault
088b6342e6 Object Mode: Cleanup uneeded texture attachment. 2018-04-17 17:00:36 +02:00
Jeroen Bakker
81ede70609 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-17 16:39:18 +02:00
Jeroen Bakker
d26b7592b8 Workbench: Switching Draw engines based on draw mode 2018-04-17 16:34:41 +02:00
Clément Foucault
d442e0ad63 UI: Fix T54691: Vector icon vs Widget base ordering.
It was making keyframe marker and bone theme color icon disappear under
their button.
2018-04-17 15:53:49 +02:00
Clément Foucault
b229c879c1 Eevee: Render: Fix assert with framebuffer not being bound before read. 2018-04-17 15:33:06 +02:00
Clément Foucault
1eea3e4d6b Eevee: Fix AA in render mode.
Was due to wrong framebuffer being read because of wrong comparisson caused
by b9ec7a9272
2018-04-17 15:33:06 +02:00
Jeroen Bakker
3759b2aa59 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-17 14:59:37 +02:00
Jeroen Bakker
fa68786692 Workbench: Draw modes 2018-04-17 14:58:48 +02:00
Sergey Sharybin
c991bb0baf Depsgraph: Allow querying NULL IDs for evaluated version
Saves us from extra checks for NULL pointers when using datablocks for read.
2018-04-17 13:49:31 +02:00
Clément Foucault
b52cd283d9 DRW: Fix lightprobe objects outlines. 2018-04-17 13:24:48 +02:00
Clément Foucault
60b33ea327 GPU: Add GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE.
Will be used for probe outline id drawing.
2018-04-17 13:24:48 +02:00
Clément Foucault
ad648b7693 DRW: Add DRW_UNIFORM_INT_COPY.
This allow to use int uniforms that are not references. Convenient for ids.
2018-04-17 13:24:48 +02:00
Sergey Sharybin
17041bd895 Depsgraph: Fix unwanted node tree copy-over
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.
2018-04-17 12:47:28 +02:00
Dalai Felinto
a0ef147f29 bpy consistency fix handler_add(handle)
This doesn't change the API, so it doesn't affect any script.
However it give more consistent error messages.
2018-04-17 12:29:40 +02:00
Bastien Montagne
2408a482c0 Merge branch 'master' into blender2.8 2018-04-17 12:12:35 +02:00
Bastien Montagne
aff71a7fdc Fix (unreported) RNA sometimes trying to get named sub-props from non-Group IDProp.
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
2018-04-17 11:59:14 +02:00
Campbell Barton
963b1c8e41 Pose: fix wpaint + pose mode pick & linked select 2018-04-17 11:23:58 +02:00
Brecht Van Lommel
ad797ed39a Fix blenderplayer and collada build. 2018-04-17 11:01:52 +02:00
Campbell Barton
c9d1082a2c Pose: multi-object hide/reveal support 2018-04-17 10:22:40 +02:00
Campbell Barton
a04b551e40 BKE_object: utility functions for pose access
Pose objects may be from the active object,
or from the weight paint mesh.

Since this is such a common check move this to a function call.
2018-04-17 10:22:40 +02:00
Mai Lavelle
be3392e0f9 Make particle edit mode work again
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.
2018-04-17 03:41:04 -04:00
Campbell Barton
1dbe9c262f View3D: Check all objects w/ view-selected 2018-04-17 08:30:29 +02:00
Clément Foucault
ae0c36f82b Object Mode: Outline: Perf: Only do outlines detection if needed. 2018-04-16 22:55:02 +02:00
Clément Foucault
f92e92b1c0 Object Mode: Outlines: Use textureGather extension if available.
This has very little impact (only had 12.5% perf improvment on Nvidia for this specific pass).
But it's an improvement nontheless!
2018-04-16 22:53:44 +02:00
Campbell Barton
af1c220d89 Fix for building w/o open-subdiv 2018-04-16 20:45:43 +02:00
Jeroen Bakker
c7d6aa4338 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-16 20:35:59 +02:00
Brecht Van Lommel
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
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
2018-04-16 19:55:33 +02:00
Campbell Barton
0c495005dd Fix multi-object edit crash
Border select assumed all objects had pose bones.
2018-04-16 19:42:24 +02:00
Clément Foucault
45f04ba48a DRW: Fix outdated code. 2018-04-16 19:38:58 +02:00
Clément Foucault
7f5d76b37f Object Mode: Rework outline drawing.
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.
2018-04-16 19:38:58 +02:00
Clément Foucault
c2d4ba2ff5 GPU/DRW: Add GPU_R16UI format. 2018-04-16 19:38:58 +02:00
Clément Foucault
dccda1fe43 DRW/GWN: Add callId builtin uniform.
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.
2018-04-16 19:38:58 +02:00
Germano
2b0b4133c8 DRW: Culling: Fix algorithm for asymmetric perspective frustum reconstruction. 2018-04-16 14:34:32 -03:00