This should have no functional changes.
This reduce the complexity of the shader by only supporting 2 colors.
We never use more than 2 color in practice and this makes usage not require
a UBO.
This allows object extras such as image-empties to be shown in the VR
viewport/headset display. Being able to see reference images in VR can
be useful for architectural walkthroughs and 3D modeling applications.
Since users may not want to see all object extras (lights, cameras,
etc.), per-object-type visibility settings are also added as session
options.
By slightly refactoring the definition of the 3D View object types
visibility panel (note: no functional changes), the VR Scene Inspection
add-on can show a similar panel without duplicating code. When VR
selection is possible in the future, the object type select options can
also be enabled.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14220
While relatively minor issue, it could become fairly annoying in a big
project, since once an ID is tagged as directly linked it tend to remain
as such.
Now also force indirect tagging when loading new IDs as part of a lib
relocation process, since the ones actually directly linked will be
tagged as such later on.
There were two calls to access job's custom data. One of them
ignored job type, the other one ignored job owner.
Now there is a single function to access job's custom data.
If the job type or owner is not relevant NULL or WM_JOB_TYPE_ANY
can be passes explicitly.
Differential Revision: https://developer.blender.org/D14803
This patch adds the drag and drop strip previews in the VSE.
It also adds two new functions to the drag and drop API.
1. "draw_in_view" for callbacks that wants to draw elements in local viewport coordinates
2. "on_drag_start" that can be used for prefetching data only once at the start of the drag.
Reviewed By: Julian, Campbell
Differential Revision: http://developer.blender.org/D14560
Removal of the `WM_redraw_windows` call in `wm_file_write` introduced
in rB7a9cfd08a8d7415ff004809cf62570be9152273e as that can cause
crashing while saving from a script.
See D14780 for more details.
Differential Revision: https://developer.blender.org/D14780
Reviewed by Campbell Barton
This is a partial fix to the fact that rendering with EEVEE or other GL
render engines is currently blocking the whole UI when asking to redraw
a viewport.
This patch just bypasses the viewport bind (containing the Draw Context
lock) and the following drawing. There is an update tagging to not
loose a viewport update if there was one asked.
Other queries other than view redraw (such as selection depth drawing or
offscreen drawing) will still block the whole UI as they need immediate
data feedback.
Ping @Severin for the change in `WM_draw_region_viewport_bind()`.
I'm assuming this is not an issue because it's highly unlikely to
bring up this operator during rendering. But in this case, it would just
lock as usual.
The bypassing in `DRW_notify_view_update` might be a bit overparanoid.
- Add logging for CLICK_DRAG event handling to debug drag events.
- Use logging API for reporting the key-map, operator and event.
This command now prints useful information for investigating
key-map and event handling issues:
blender --log "wm.handler.*" --log-level 4
- Replace SPACE_TYPE_LAST with SPACE_TYPE_NUM (adding 1).
- Rename RGN_TYPE_LEN to RGN_TYPE_NUM
This makes it possible to tag space-type/region-type combinations
with `bool tag[SPACE_TYPE_NUM][RGN_TYPE_NUM]` which reads more clearly
than `bool tag[SPACE_TYPE_LAST + 1][RGN_TYPE_LEN]`.
color attribute system.
This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors. Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.
Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).
Note: this commit does not include vertex paint mode,
which is a separate patch, see:
https://developer.blender.org/D14179
Differential Revision: https://developer.blender.org/D12587
Ref D12587
This is to improve grammatical consistency with other selection options.
Maniphest Tasks: T96745
Differential Revision: https://developer.blender.org/D14444
Replace 5 arguments with a single struct as the same arguments
are used in many places.
This didn't read well and was confusing with both arguments named
`val` & `value` in the case of WM_modalkeymap_add_item.
Regression in [0] which removed a special check when tweak events ended.
Add a similar check for drag events that runs drag is disabled in the
main event handling loop.
[0]: 4986f71848
When converting ghost keys to Blender's event system:
- All keys that aren't part of the GHOST_TKey enum map to EVENT_NONE
(ignored), note that it's an internal error if the value of key isn't
a known value.
- Modify the switch statement so any missing members of GHOST_TKey
warn at compile time (GCC & Clang only).
- GHOST_kKeyUnknown maps to EVT_UNKNOWNKEY.
We could ignore this key, changing can be evaluated separately.
Avoid adding events with their type set to EVENT_NONE as these
can't be categorized usefully (keyboard/mouse/NDOF ... etc),
and add an extra case that needs to be accounted for.
Adding these events seems to be an unintentional change from [0],
these keys used to be ignored in 2.4x.
[0]: a1c8543f2a
Adding WITH_METAL option to CMAKE to guard compilation for macOS only. Implemented stub METALBackend to mirror GPUBackend interface and added capabilities initialisation, along with API initialisation paths.
Global rendering coordination commands added to backend with GPU_render_begin and GPU_render_end() commands globally wrapping GPU work. This is required for Metal to ensure temporary resources are generated within an NSAutoReleasePool and freed accordingly.
Authored by Apple: Michael Parkin-White, Vil Harvey, Marco Giordano, Michael Jones, Morteza Mostajabodaveh, Jason Fielder
Ref T96261
Reviewed By: fclem
Maniphest Tasks: T96261
Differential Revision: https://developer.blender.org/D14293
Also fixes missing code to read/write/free/copy color management settings
in various places. This can't be set through the UI currently, but still
should be handled consistently.
- Use set-style printing of modifier flags instead of booleans.
- Include event.flag.
- Print on a single line (so output can be more easily filtered).
In some cases value of cursor motion events was set from the last event
written to the wmWindow.eventstate. Avoid potential errors by ensuring
cursor motion events always have their value set to KM_NOTHING.
Needed so mapping selection to click doesn't pass the click event
through to setting the 3D cursor for e.g.
While this doesn't happen with the default key-map, setting selection
to LMB-click would set the 3D cursor as well (when the selection
fell through to nothing).
Currently this isn't used in the key-map, it will eventually
allow the 3D viewports tweak tool to match the behavior of other
editors that support tweaking a selection without first de-selecting
all other elements.
After rB9b298cf3dbec, the `StructRNA` declarations can now be accessed via
`RNA prototypes.h`
Also, since all redundated declarations are now removed,
`_WM_MESSAGE_EXTERN_BEGIN` and `_WM_MESSAGE_EXTERN_END` are also no
longer needed.
Differential Revision: https://developer.blender.org/D14342
So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3db we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.
Differential Revision: https://developer.blender.org/D13862
Reviewed by: brecht, campbellbarton
Lets `makesrna` generate a `RNA_prototypes.h` header with declarations for all
RNA properties. This can be included in regular source files when needing to
reference RNA properties statically.
This solves an issue on MSVC with adding such declarations in functions, like
we used to do. See 800fc17367. Removes any such declarations and the related
FIXME comments.
Reviewed By: campbellbarton, LazyDodo, brecht
Differential Revision: https://developer.blender.org/D13837
Change early drag evaluation added in
1f1dcf41d5 to only apply to drag events
from mouse buttons. Otherwise pressing two keyboard keys at one would
create a drag event for the first pressed key. While this didn't cause
any bugs as far as I know, this behavior makes most sense for drags
that come from cursor input.
Only set press events in the windows eventstate, not the current event
since it's not useful for these to be set current events press values.
This makes it possible for a press event to access values for the
previous press.