the use of the texture drawtype is limited. so who should we have it
this prominent on the screen. By adding it as a shading.color_type
option we should save some screenspace.
This commit fixes a number of problematic corner cases when switching between
editors after 2b5050a4cd
The root cause of these issues was that mode_prev was not being set in
many cases, resulting in mode changes to the Timeline and back (via other
editors) causing Dopesheet Editors to reset back to "Action Editor" mode.
1) Creating new Dopesheet Editors (e.g. change the default 3D view to
a Dopesheet editor) would default to displaying the "Action Editor",
since mode/mode_prev == 0 represents the "Action Editor" (for backwards
compatability reasons), while mode == 3 is for the "Dopesheet"
2) If you set the Dopesheet Editor to another mode (e.g. "Grease Pencil" mode),
change to another editor (e.g. Shaders), then come back, the mode would
get reset to "Action Editor".
Note this is now separate from H key hiding, and meant for more persistent
ways to define which objects are relevant to the viewport or render.
This avoids some cases where you'd have to create collection specifically
to hide objects for viewport/render.
H hides selected objects, Shift+H hides unselected objects, and Alt+H
reveals hidden objects.
This hiding state is distinct from restrict viewport and render, and
meant for temporarily hiding objects without affecting more persistent
collection hiding.
Object hiding is per view-layer, same as selection. It affects the
viewport and any preview renders in there, but not final renders.
In the outliner, different icons are now used for temporary hiding, and
restrict viewport and render. Hidden objects are greyed out.
Remaining design issues:
* For lamps we probably still want to keep their effect on the scene,
currently they are fully disabled by hiding. Arguably mesh lights or
even objects being reflected or casting shadows are not that different
but perhaps the special lamp exception from local view should remain.
* We need a feature still to disabled this hiding for specific viewports,
for render or animation preview where you want to see the entire scene
while working in another view.
* We need a new icon for restrict viewport, for now it uses a grid similar
to the 2.4 icon.
* Hiding objects does not preserve selection state as it did in 2.7,
it's probably convenient to support this again?
This means the shader can now be used for procedural texturing. New
settings on the node are Samples, Inside, Local Only and Distance.
Original patch by Lukas with further changes by Brecht.
Differential Revision: https://developer.blender.org/D3479
Previously, render slots were hardcoded to a fixed amount.
With this change, render slots now are stored in a list. Therefore, users can add and/or remove as many slots as they want.
Credit to brecht for the UI part.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D3474
The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine
Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
Experiment: let the user be in control of the alpha channel as some rigs
are hard too see during bone selection. Especially rigs that were
designed for 2.79 wireframe mode.
A cavity shader based on SSAO. Works on all workbench deferred passes.
Per 3d viewport the cavity shader options can be set as different
shading needed different options. Some global options are in the
Viewport Display of the scene like num samples and distance.
Experimental: Naming of Ridges and Valleys
- users can use their own matcaps
.config/blender/2.80/datafiles/studiolights/matcap/ folder
- upto 100 matcaps can be loaded
- color of the matcap is influenced by the color of the material/single
color etc. To show the plain matcap use single color at 1.0
- chosing a matcap is at lighting level (flat/studio/matcap)
- matcap only possible in solid mode
- also works for X-Ray mode
As the old matcaps are still in used by the clay engine I didn't remove
it yet.
In the Python API, any panel becomes a subpanel by setting bl_parent_id
to the name of the parent panel. These subpanels can contain advanced or
less commonly used settings.
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over
to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was
removed during the Blender Internal removal).
Notes:
* Motion Paths are now implemented as an overlay (enabled by default).
Therefore, you can turn all of them on/off from the "Overlays" popover
* By and large, we have kept the same draw style as was used in 2.7
Further changes can happen later following further design work.
* One change from 2.7 is that thicker lines are used by default (2px vs 1px)
Todo's:
* There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff).
These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist
conversion step on each drawcall). Instead, this has been moved to the calculation step
(in blenkernel). Soon, there will be some cleanups/improvements with those functions,
so until then, we'll keep the bad level calls.
Credits:
* Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation
* Joshua Leung (Aligorith) - COW fixes, UI integration, etc.
Revision History:
See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)