Ninja was unable to see the dependency between the cpp
that generated the pch and the compile units that used
it. Explicitly managing this now makes precompiled headers
work with both msvc and clang, with both msbuild and ninja
based generators.
Didn't touch rna to make sure that the Python API does not break.
Maybe I missed some, but these don't seem to be used anywere internally.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5034
Use an additional pose bone flag so we can keep track of mirrored bones that should be autokeyframed.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D5033
This is a mix of solutions rBe60b18d51d58 and rB52af5fa31fbc.
What happened was that when a node of the BVH gets 0 vertices, the batch is untouched and therefore still drawn.
Ninja has issues detecting the implicit dependency on the
precompiled header output for freestyle. Disabled ninja
support for now until a proper solution can be found.
This is enabled with bl_use_eevee_viewport = True. It allows external engines
to generate an Cycles/Eevee shader node setup to emulate their materials in
the realtime viewport, or to leave it to users to do manually.
Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing
anymore. This should not break API compatibility, any scripts setting those
should continue to work the same as before.
Also adds descriptions for some RenderEngine settings.
Currently only obvious setting which can be animated is Smooth.
The rest requires more proper support from animation update on
the Curve datablock.
But at least with this change it's not a "dependency graph fault"
While fix in dependency graph for those is trivial, adopting underlying
code to become aware of animated settings is quite a rabbit hole: there
are non-obvious hidden inter-dependencies between settings, which are
especially tricky for NURBS.
For until we have more dedicated time for this disabling animation.
There is no obvious threading-unsafe code in the localization.
The main source of issues were the new_node/new_socket pointers
which are no longer used during node tree duplication.
Respect do_time flag in on_visible_update, matching behavior of old
dependency graph and avoids unwanted animation updates.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5026
- Proper support for dragging in empty areas using tweak events to either move or box select
- Avoids transforming immediately on press, same as the built-in keymap
When using python offscreen rendering the background was not drawn in
EEVEE. Users would expect that when calling the `draw_view3d` method
that it shows the same as in the 3d viewport.
Seems to be a difference between the meaning of draw_background in b279
and b280. In B279 the world background would be drawn. In B280 the
transparency is changed.
Reviewed By: campbellbarton, fclem
Maniphest Tasks: T61768
Differential Revision: https://developer.blender.org/D5022
Every time you build cmake it unpacks numpy. It is seemingly
very unhappy with OUTPUTS being directories rather than files.
The creating of the directory is not needed, so that step was easy
to resolve, next problem: was there was not a target that outputs
the tarball so it too was deemed out of date. Losing that dependency
as well, fixes the issue, while this is not great if we ever update
the libs in svn, we are planning to drastically change the way we
package python for windows so this is ok for now, but needs to be
addressed with the next python update, T65547 is the tracking ticket
for this.
Tested with VS2015/2017/2019 with both msbuild and ninja generators
This brings down the build time for freestyle with MSVC from a
minute to 10-20 seconds.
vs2019 bf_freestyle debug before: 60464 ms after: 11028 ms
vs2019 bf_freestyle release before: 56984 ms after: 20526 ms
Differential Revision: https://developer.blender.org/D2606
Reviewed By: brecht , sergey
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created.
However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary.
This solution is limited only to Intel HD 4000 and windows.
Reviewers: fclem
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5019
This includes refactoring of the `mouse_action_keys` to
make it easier to just detect if there is a key under
the mouse. The refactoring mostly consists of extracting
methods and reducing vertical scope of variables.
Reviewers: billreynish, brecht
Differential Revision: https://developer.blender.org/D5024
make.bat now supports optional parameters to restrict
the formatting to a specific folder. Multiple paths
may be given
example:
make.bat format source/blender/blenkernel source/blender/gpu
Depth testing was off as it used the precomputed ModelView matrix. As
draw engines currently use a different approach the depth was sometimes
a bit off making the color disappear.
This change will use a different vertex shader that will write the
correct depth. I expected the same change to be needed in the bone
selection overlay but was not able to reproduce it.
Reviewed By: fclem
Maniphest Tasks: T64615
Differential Revision: https://developer.blender.org/D5006
When using the world space cavity shader together with viewport or image
rendering only a single pattern was used. This was that the iteration of
the cavity shader was updated when the cache is initialized.
Now the cavity iteration is updated together when the TAA samples are
updated.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D5021
This change makes it so sound handles are created for evaluated scene,
sequencer and speakers. This allows to have properly evaluated animation
on them.
For the viewport playback sound uses regular dependency graph.
For the final render sound uses dependency graph created for render pipeline,
which now also contains sequencer and sound datablocks.
All the direct sound update calls are replaced with corresponding dependency
graph recalc tag.
For some cases like the edit mode context menu we don't currently have a fixed
title since it's dynamic. This should be improved, but we should at least still
show Call Menu if there is no menu title.