- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
undo data is restored.
- Some undo types accumulate changes (image & text editing)
others store the state multiple times (with de-duplication).
This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
manage restoring correct ID's.
Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
Previously this wasn't done, making history fail in some cases.
This can be optimized to skip some combinations of undo steps.
grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.
See D3113
- Use BLI_threadpool_ prefix for (deprecated)
thread/listbase API.
- Use BLI_thread as prefix for other functions.
See P614 to apply instead of manually resolving conflicts.
The issue was caused by render result identifier only consist of scene name,
which could indeed cause conflicts.
On the one hand, there are quite some areas in Blender where we need identifier
to be unique to properly address things. Usually this is required for sub-data
of IDs, like bones. On another hand, it's not that hard to support this
particular case and avoid possible frustration.
The idea is, we add library name to render identifier for linked scenes. We use
library name and not pointer so we preserve render results through undo stack.
Reviewers: campbellbarton, mont29, brecht
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2836
This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.
To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.
To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.
From a user perspective, nothing should change with this commit.
Differential Revision: https://developer.blender.org/D2443
Differential Revision: https://developer.blender.org/D2444
The Vector Transform node is a useful node which is present in the Cycles renderer.
{F144283}
This patch implements the Vector Transform node for GLSL mode and the internal renderer.
Example: {F273060}
Alexander (Blend4Web Team)
Reviewers: brecht, campbellbarton, sergey
Reviewed By: campbellbarton, sergey
Subscribers: psy-fi, duarteframos, RobM, lightbwk, sergey, AlexKowel, valentin_b4w, Evgeny_Rodygin, yurikovelenov
Projects: #bf_blender:_next
Differential Revision: https://developer.blender.org/D909
This is purely internal sanitizing/cleanup, no change in behavior is expected at all.
This change was also needed because we were getting short on ID flags, and
future enhancement of 'user_one' ID behavior requires two new ones.
id->flag remains for persistent data (fakeuser only, so far!), this also allows us
100% backward & forward compatibility.
New id->tag is used for most flags. Though written in .blend files, its content
is cleared at read time.
Note that .blend file version was bumped, so that we can clear runtimeflags from
old .blends, important in case we add new persistent flags in future.
Also, behavior of tags (either status ones, or whether they need to be cleared before/after use)
has been added as comments to their declaration.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1683
Shutter curve now can be controlled using curve mapping widget in the motion
blur panel in Render buttons. Only mapping from 0..1 by x axis are allowed,
Y values will be normalized to fill in 0..1 space as well automatically.
Y values of 0 means fully closed shutter, Y values of 1 means fully opened
shutter.
Default mapping is set to old behavior when shutter opens and closes instantly.
This shutter mapping curve could easily be used by any other render engine by
accessing scene.render.motion_blur_shutter_curve.
Reviewers: #cycles, brecht, juicyfruit, campbellbarton
Differential Revision: https://developer.blender.org/D1585
This was introduced in the fix for T44336 .
The code is now what it should have been in the first place at the time
of multiview commit.
ImageUser->passtype is being removed in favour of bringing
ImageUser->pass back.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1504
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
The cleanup function was a bit too much aggressive here, made it much more
conservative. It means memory usage will not be so low anymore, and to
address this we'll need to make this function depsgraph aware.
Originally I wanted to get rid of RenderResult->rect* entirely, but it's
convenient to have for temporary structs.
This patch makes sure they are used only when really needed, which
should help clearing the code out.
(they are needed when using RE_AcquireResultImage() - which produces a
RenderResult with no RenderView)
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1270
This approach gets rid of iuser->pass for good.
Also, I'm commenting out the pass increase/decrease. This was broken
since multiview. I will fix it later (before 2.75), but I didn't want to
get this patch mangled with that fix.
Thanks Sergey Sharybin for the review and feedbacks.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D1232
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Issue was caused by b62c2a9 and root of it goes to the fact that text
info is stored in the "main" scene, not the currently rendering one.
This is a bit annoying but making it so text and result are coming
from the same scene is a bit dangerous to do now. Will re-visit this
change after the release and see if it might be done in a more clear
fashion.
There were some missing updates in the viewport render job which lead to
wrong SSS mapping on the final resolution.
There was also wrong scaling applying when border render is used.
And last but not least(?) strands render was using first level of the
resolution leading to really thick strands in the final viewport.
Currently resolution divider is not exposed to the
interface yet, and i'm not even sure it needs to be
exposed because it's somewhat weird configuration.
Need to check how often artists are changing start
resolution in Cycles.
Pretty much straightforward implementation with the
only weak part: render result is getting re-allocated
and upscaled when current resolution is finished.
Not sure how to make it faster actually. Maybe it's
just a matter of making upscale fast enough.
Needed to fix some possible memory leak happening
in Freestyle when canceling rendering on a special
stage -- it was missing temp bmain free,
Reviewers: campbellbarton, dingto
CC: sebastian_k, fsiddi, venomgfx
Differential Revision: https://developer.blender.org/D609
The issue was caused by the wrong scene used to acquire render result for.
Now made it so render pipeline reports currently rendering scene to the job
via special callback.
This also solves missing tile highlight issue when rendering multiple scenes
in the compositor.