Even though we are in UI freeze, we agreed that this should be better, and so we are changing a few things:
- Clearer separation of controls that affect the image transform vs the video
- New Transform panel houses Flip X/Y, Offset and Crop
- Flip X/Y now uses toggle buttons like we do for mirroring elsewhere (clearer + takes up less space)
- Video panel only includes things that relate to playback, ie Playback Direction, Strobe etc.
- Backwards/Forwards playback is now an enum rather than a toggle (we should always use enums when it's not an on/off switch)
- Rename Input panel to Source
- Just more immediately understandable and correct
- Move Deinterlace here since it's source file dependent
- Move Source panel to be a top level panel
- Merge Info and Timecodes panels
- Move Lock toggle to Info panel (was previously attached to name field which made no sense whatsoever)
- Name field now uses full width and doesn't add redundant text in front of it
- Re-arrange tabs to be Strip, Modifiers, Proxy & Cache, View
- Strip and Modifiers should be together
Reviewers: brecht, iss
Differential Revision: https://developer.blender.org/D5098
The other built in modifiers, except the generator modifier, seems to
update the depsgraph thought some RNA magic.
However the generator seem to be a bit special and doesn't get included
into this. Now we manually update the depsgraph on value changes to the
generator modifier.
The rotation matrix included the global object offset too. Now we only
take into account the actual offset that what sent to the function.
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D5094
Also fixes bug where mesh with multires modifier is invisible in render
while in sculpt mode.
Differential Revision: https://developer.blender.org/D5099
Was noticeable when sequencer uses scene with a compositor.
The way it was using render API was forcing a single render layer.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5095
When performing F12 render on a transparent film all solid objects where
a bit transparent. Single Pass AA and no AA passes were not visible at
all.
Issue was that the first frame was not handled correctly making these
artifacts. This commit changes the order of `GPU_state_init` and
`DRW_state_reset` so the state is correct during the first pass.
The mask tools in the Tool Area of Clip Editor where never brought back,
after decision was made to postpone proper masking tools to 2.81.
This brings back the Mask Tool Panel in the Mask tab of Masking Tool Area.
This Diff also adds a better Context Menu, which respects whether you're
in Masking or Tracking mode. I have added the most important operators
there, with a focus on those that are otherwise harder to access.
Reviewers: sergey, billreynish
Subscribers: sebastian, brecht, hype
Tags: #motion_tracking
Differential Revision: https://developer.blender.org/D5075
When button text doesn't already show the label,
include the label in the tool-tip.
Without this the descriptions for icon-only buttons
don't always make sense.
This also gives a tool-tip for icon-only popovers.
This changes behavior from 2.7x, where selection & cursor could be
occluded by other objects.
Doing this without z-fighting in 2.8x isn't so simple because drawing
the text geometry is separated from edit-selection.
Change behavior since this doesn't seem like an important difference.
Fixes assert drawing text edit mode.
Initial trigger to this work was T65782, requesting faster autoscroll
when current folder contains thousands of items. That was a fairly
simple change, just needed to make scrolling steps variable based on
'distance' between current position and desired one.
But several other issues showed up while working on this, among the most
annoying ones, the scrolltimer could keep running forever in some cases,
failing to detect properly an 'end condition', we could even get some
'bouncing' in extreme corner cases, edited item was not always properly
visible in the end, etc.
So as usual with UI, this ended up in a frustrating equilibrium game of
finding the optimal solution among several tradeof, taking unexpected
large amount of time... At least new code seems to work OK in
all possible (reasonable) cases, that will do for now.
When compute preemption is available we schedule more work which is more
efficient. However the CUDA driver appears to be incorrectly reporting this as
unavailable, even though it should be supported starting with Windows 10 1803
and Pascal and Turing (10x0 and 20x0) graphics cards.
This reduces render time by about a 25% difference on our benchmark scenes. On
Linux compute preemption appears to be reported correctly.
An Alembic file saved by 3DS Max caused Blender to crash when importing.
Either the UV indices in the file are out of bounds or they are written
in a way we don't expect. In either case, this now no longer causes Blender
to crash.