75881 Commits

Author SHA1 Message Date
Brecht Van Lommel
2094b45447 3D Viewport: make shading and overlay DNA match UI names.
We should use consistent naming between the internal code and UI whenever
possible, only reason not to is file compatibility.
2018-05-05 15:54:36 +02:00
Brecht Van Lommel
1983eea98e Cleanup: remove legacy 3D view data. 2018-05-05 15:51:13 +02:00
Brecht Van Lommel
46ee994608 Cleanup: minor code formatting tweaks for 3D view DNA. 2018-05-05 15:51:13 +02:00
Brecht Van Lommel
cfd39887d1 Cleanup: fix compiler warnings. 2018-05-05 15:51:13 +02:00
Brecht Van Lommel
309e9521f8 Groups: remove drawing group objects in a different color.
With the upcoming unification of groups and collections this will make
no sense anymore, as all objects will be in a collection.
2018-05-05 15:51:13 +02:00
Jeroen Bakker
d979f1fc62 Workbench: Fix reading and testing from depth buffer 2018-05-05 15:32:48 +02:00
Campbell Barton
29aa531e51 Merge branch 'master' into blender2.8 2018-05-05 14:42:15 +02:00
Campbell Barton
d3b3df0371 IDProp API: add native C repr function
Was using Python which wasn't very efficient (even for logging).
2018-05-05 14:41:25 +02:00
Campbell Barton
f91e9529da Merge branch 'master' into blender2.8 2018-05-05 09:57:45 +02:00
Campbell Barton
d83681807e PyAPI: add pop method to RNA struct types
This fits in with existing dict style access.
2018-05-05 09:53:30 +02:00
Campbell Barton
d2591e5c2d IDProp Py API: Add default argument to pop
Match dict.pop behavior.
2018-05-05 09:48:06 +02:00
Campbell Barton
86c2c4d513 IDProp API: Avoid redundant group replace lookup 2018-05-05 09:31:17 +02:00
Clément Foucault
3b0475bc64 Eevee: Shadows: Don't allocate more CSM layer than we need. 2018-05-04 19:24:13 +02:00
Campbell Barton
0503f31c66 Cleanup: trailing space 2018-05-04 19:22:38 +02:00
Campbell Barton
42c5c20e54 Edit Mesh: Multi object color reverse
D3173 by @la10
2018-05-04 19:17:56 +02:00
Clément Foucault
3f6fac91ff Eevee: Fix Cascaded shadow map calculation.
The first one was done correctly but the second was wrong due to the matrix
being overwritten.
2018-05-04 19:09:12 +02:00
Clément Foucault
bb063ec31e DRW: Add DRW_viewport_far/near_distance_get functions. 2018-05-04 19:09:12 +02:00
Campbell Barton
9cb397238d Fix crash selecting edit-mesh
The base and the vert/edge/face could be out of sync.
2018-05-04 19:03:32 +02:00
Joshua Leung
d9c5a35587 Fix: Fire notifiers on pose properties changed
While testing UI_OT_reset_default_button, discovered that using
Reset to Default Values on bone locations didn't work. Turns out
to be missing update on this property. So, this is probably
dependent on the property used.
2018-05-04 17:30:59 +02:00
Jeroen Bakker
a73c02a17b Workbench: Color selector when in single color mode 2018-05-04 17:26:10 +02:00
Germano
26d87bd577 Merge branch 'master' into blender2.8 2018-05-04 11:58:55 -03:00
Germano
b27b4743a2 BKE: bvhuils: remove member sphere_radius.
This member currently doubles the value of `ray->radius` or is not even used.
2018-05-04 11:57:01 -03:00
Sergey Sharybin
eccbca9e7d Depsgraph: Fix several ID blocks added multiple times to depsgraph
Ideally, we need to get rid of whole bmain iteration in depsgraph
construction, but then it's not clear which movie clips and such
to evaluate.
2018-05-04 16:37:21 +02:00
Jeroen Bakker
d85fd8feeb T54953: Use OCIO for display color management 2018-05-04 16:27:14 +02:00
Jeroen Bakker
50c5e2aa08 Workbench: Random color generation
Now the colors are determined from the name and library name of the
object. This should make more consistent random colors
2018-05-04 16:27:14 +02:00
Germano
3b25b25752 Merge branch 'master' into blender2.8 2018-05-04 11:25:40 -03:00
Sergey Sharybin
d0c6e2b677 Fix grid fill crash with copy on write 2018-05-04 16:23:20 +02:00
Germano
02788a9d1a Fix erroe in previous commit. 2018-05-04 11:22:50 -03:00
Clément Foucault
39050f6eee Eevee: Shadows: Compute Octahedron size from CubeMap size.
This was the otherway around before. But since we can have a different size*
for cube texture now, we can compute the correct-ish texture size.

This will give us on average the same texture appearance when we will add
support for real cubemap shadows.
2018-05-04 16:22:23 +02:00
Clément Foucault
e6ce78895d Eevee: Cap Shadow resolution to 4096px^2.
As much as I want to give freedom to the user, 1.5G of vram for a
single shadow is a big of a stability issue.

So limiting to 4096 for now, we may remove this limit in the future.
2018-05-04 16:22:23 +02:00
Clément Foucault
f48e53f562 Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.
This mean we can now have different shadow resolutions for both.

However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.

That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
2018-05-04 16:22:23 +02:00
Clément Foucault
d4dd872d56 Eevee: Simplify shadow test code with macros. 2018-05-04 16:22:23 +02:00
Germano
2439ac2202 Merge branch 'master' into blender2.8 2018-05-04 11:16:13 -03:00
Germano
e78ef82827 BKE: bvhutils: Unifies static functions oh bvhtrees creation. 2018-05-04 11:15:21 -03:00
Bastien Montagne
501637879d Static Override: fix stupid ;istake in moving autooverride to own struct flag. 2018-05-04 15:44:19 +02:00
Bastien Montagne
66be4a1136 Merge branch 'blender2.8' into tmp-static-override-insertion 2018-05-04 15:36:06 +02:00
Bastien Montagne
699d5d4040 Static Override: Add overridable flag to drivers' ID pointer. 2018-05-04 15:32:22 +02:00
Bastien Montagne
10fb83e3f0 Merge branch 'blender2.8' into tmp-static-override-insertion 2018-05-04 15:26:02 +02:00
Sergey Sharybin
554fb0e7e0 Merge branch 'master' into blender2.8 2018-05-04 15:21:42 +02:00
Sergey Sharybin
aa0380a6a5 Cleanup: Remove G.main from framechange_poses_clear_unkeyed() 2018-05-04 15:18:47 +02:00
Campbell Barton
844a17a3d9 Transform: use bool when local matrix is needed
Existing code checked pose/edit mode to check for transforming in an
objects local space.

This added many similar checks all over the code,
which leads to confusion.
Multi-edit caused a regression in UV transform since where UV's
had the object matrix applied by accident.

Now there is a boolean to use a local matrix,
this allows for any mode to have a 4x4 matrix
applied w/o adding mode specific checks everywhere.
2018-05-04 15:18:27 +02:00
Campbell Barton
90e61275d3 Fix mistake in boundbox center 2018-05-04 15:18:27 +02:00
Germano
0a79de526d Merge branch 'master' into blender2.8 2018-05-04 10:12:47 -03:00
Germano
78fde19e68 BKE: Smoke: Fix error with implicit declaration of function due recent changes. 2018-05-04 10:11:30 -03:00
Sergey Sharybin
57a5ef8c61 Depsgraph: Fix missing relations for IDs brought by drivers
This is similar to rather recent fix in nodes builder.

Fixes crash when creating static override for chicken from Dweebs.
2018-05-04 14:30:06 +02:00
Germano
02baf71409 Merge branch 'master' into blender2.8 2018-05-04 09:22:48 -03:00
Germano
aea637456e BKE: BVHtree: Replace all external references of bvhtree_from_mesh_looptri with bvhtree_from_mesh_get. 2018-05-04 09:21:42 -03:00
Jeroen Bakker
3f95daa31f Workbench: Shadows
Initial review of the shard shadows in the workbench engine.

Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.

@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.

Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP

Reviewers: fclem

Reviewed By: fclem

Tags: #code_quest

Differential Revision: https://developer.blender.org/D3198
2018-05-04 14:08:40 +02:00
Sybren A. Stüvel
d8a03c77d7 Allocate/free meshes with generic library functions.
This avoids the need to use Mesh-specific functions, and makes allocation
and freeing easy oneliners.
2018-05-04 14:02:58 +02:00
Germano
3dd6912fce Mesh Remap: Face Corner Data: Do not use large epsilon values to create bvhtrees.
Use ray radius instead.
2018-05-04 09:01:56 -03:00