This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
Follow path seems to not be catched by `BKE_object_moves_in_time`.
For this reason, we cache all transforms for all object and check
ourselves if an animation occurs. This is almost what cycles does.
We also fix the rigid body case if the rigid body use deformation.
In Blender 2.90 EEVEE materials were refactored that introduced crashes on Intel
GPUs on Windows. The crash happened in the `local_context_workaround` that temporary
stored compiled materials in a binary form to reload it in the main GL context.
It has been tested that the workaround isn't needed anymore for HD6xx GPUs, but it
is still needed for HD4000.
After several unsuccesfull fixes we came to the conclusion that we could not support
the local context workaround and needed to come with a different workaround. The idea
of this patch is that in these cases there is only a single context that is used for
rendering. Threads that uses these contextes are guarded by a mutex and will block.
Impact on User Level:
* Due to main mutex lock the UI freezes when rendering or baking or feel less snappy
Reviewed By: Clément Foucault, Brecht van Lommel
Differential Revision: https://developer.blender.org/D8410
Some implementation have different maximum texture size.
This patch avoid crash when texture allocation fails when:
- trying to bake a lightcache too big for the OpenGL imeplementaion.
- loading a cache from file that is too big for the OpenGL imeplementation.
When bl_use_gpu_context is set, an OpenGL context will be available for
OpenGL based render engines.
Differential Revision: https://developer.blender.org/D8305
Also includes outline overlays. Removes the temp overlay drawing
We make the geometry follow camera like billboards this uses less
geometry. Currently we use half octahedron for now. Goal would be
to use icospheres.
This patch also optimize the case when pointcloud has uniform radius.
However we should premultiply the radius prop by the default radius
beforehand to avoid a multiplication on CPU.
Using geometry instead of pseudo raytraced spheres is more scalable as
we can render as low as 1 or 2 triangle to a full half sphere and can
integrate easily in the render pipeline using a low amount of code.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8301
When the view isn't updated the renderpass thought that it was rendering
the next sample, skipping the conversion from encoded to blender
normals.
This patch resets the current sample when only rendering single sample
layers.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8280
This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8239
For historical reasons, `DupliObject::persistent_id` was of size
`2*MAX_DUPLI_RECUR`. These reasons are now gone, and the persistent ID
always gets exactly one array element for every dupli-recursion.
Differential Revision: https://developer.blender.org/D8222
Reviewed by: brecht
Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
When the film is set to transparent the environment pass should still be
rendered solid. otherwise it renders black.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8046
This avoid having a much higher memory footprint as the underlying texture
size allocated by the driver is likely to be much higher (rounded to next
Power of 2 or other alignement requirements).