As far as we know this wasn't widely used, and relied no storing data
in the temp dir which may be cleared on reboot.
More generally, alternative behavior for a core area like file IO
is not something to keep if it has unresolved issues.
See D4310 for details.
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
There is a new `bpy.app.timers` api.
For more details, look in the Python API documentation.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3994
This is needed for keymaps to define their own options,
which can include left/right mouse select.
This can also help to us to provide popular keymap tweaks as options,
so users can easily fit blender to their workflow with well supported
adjustments which don't give the overhead of having to maintain
your own keymap, which become out-dated when operators change.
Looks like we need to explicitly set i18n language to default value on
some OSs... Unless that 'need to create new translated-name IDs in
versionning code for startup file' situation is really seldom.
Anyway, hopefully that will fix the crash.
Without this, there was no simple way to have
launchers for different app-templates.
Also allows force-disabling the app-template stored in the preferences.
This reverts commit 81a93df6d2, it is not safe
to handle initialization for startup.blend differently. Instead fix the root
issue of the preview icon data structures not being initialized in time.
GPUFrameBuffers were being free when no context was attached or in the
wrong gl context. This make sure this does not happen again.
You can now safely free any gl resource from any thread (well as long as
it's not used anymore!).
There were a number of cases where immActivate() and immDeactivate() could
get out of sync, causing crashes due to using a freed mutex lock. Refactor
the code now to hopefully avoid this always.
Happened when deleting many studiolights at the same time when the
previews were still beging calculated in the background.
Added a free function callback that is filled when the preview is being
generated. This free function will then kill the preview job
This patch also removes icons that are not valid anymore so the user
cannot accidentally render an icon where the studiolight is invalid.
In the end we should use a add/remove function in the studiolight as
currently icons are recalculated too much.
This is part of the work needed to refactor the material parameters update.
Now the gpupass cache is polled before adding the gpumaterial to the
deferred compilation queue.
We store gpupasses in a single linked list grouped based on their hashes.
This is not the most efficient way but it can be improved upon later.
The Studio lights are now loaded from disk. The location is
`datafiles/studiolights` they need to be JPG for now. JPG cannot store
HDRI color range but they are clamped inside the Workbench
engine for speed reason. I didn't select JP2K as it might not be
enabled.
Users can add upto 20 HDRI files. This limitation is inside the
RNA_space.c Currently the icons are calculated when you first open the
selection box for the HDRI's. We could add them to a background
rendering later.
I added 2 test files a sky texture rendered in Cycles and an HDRI from
cloud.blender.org.
This allows for background rendering with EEVEE and other opengl render
engine.
I've only tested it on Linux for the moment so I can't say about other
platforms.
We do lazy init because we cannot assume we will need Ghost for rendering
before having parsed all arguments and we cannot know if a script will
trigger rendering. This is also because it currently does not work without
any display server (blender will crash).
While the feature is interesting, it's not much from what we can tell.
Retargeting is an important feature but needs
to fit in better with typical animation work-flows.
See: T52809
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.