Revision 5bc640a by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:42 (GMT) |
Expose scene > engine in the UI (render panel) |
Revision 1cf325a by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:42 (GMT) |
Use workspace -> engine in the opengl render |
Revision 03be206 by Dalai Felinto (temp-workspace-changes) September 14, 2017, 09:42 (GMT) |
Use workspace -> engine in the viewport Not yet for OpenGL render. |
September 14, 2017, 09:42 (GMT) |
Collection Panel: Get mode from workspace Those overrides will change, and this panel may not exist in the future. But meanwhile let's make things work as tey were supposed to. |
September 14, 2017, 09:42 (GMT) |
Context: Expose "engine" for Python and add BKE_render_engine_get() |
September 14, 2017, 09:42 (GMT) |
Properties Editor: Add Workspace and organize context path We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) We use Scene or Workspace depending on workspace.use_scene_settings. Also, we no longer expose the object in the collection context. Since this should go away (and at the very least we should get the mode from the workspace). |
September 14, 2017, 09:42 (GMT) |
Workspace: Add (render) engines We still need to change the viewport so it uses this instead of scene.rd.engine. |
September 14, 2017, 09:42 (GMT) |
Workspace: SETLOOPER should get render layer from workspace Right now we are still passing NULL instead of the workspace in most of those cases. That shouldn't matter much since this will simply bring back the previous behaviour. Also, most of those calls (gpu_material.c, view3d_draw_legacy.c, render_internal.c) are from deprecated areas of Blender anyways. The areas that will need to be addressed are: * physics (collision.c) * particles (pointcache.c) * sound (sound.c) And of course: * game engine (BL_BlenderDataCoversion.cpp) It's not clear to me, however, why some of those areas are using the SET_LOOPER in the first place. SET_LOOPER acts on top of bases so we want to iterate over the SceneLayer objects, not all of scene ones. However in some cases it seems that the original design was expecting to loop over all the objects (+ the set objects). |
September 14, 2017, 09:42 (GMT) |
Pass workspace for space listeners Space Image needs this to get active layer to get active object. |
September 14, 2017, 09:42 (GMT) |
Workspace: "use_scene_settings" flag This option determine whether we get the engine, layer and render settings from the workspace or from the scene. It is useful to allow for quick preview of the final render (F12) while in a workspace, |
Revision 40d253b by Dalai Felinto September 14, 2017, 09:37 (GMT) |
Fix lack of update in edit mode with Cycles |
September 14, 2017, 08:58 (GMT) |
Fix failure in our UI code that could allow search button without search callbacks, leading to crash. Related to (exposed by) T52735, fixes the reported crash but not the underlying issue. To be backported to 2.79a should we do one. |
September 14, 2017, 07:43 (GMT) |
Fix T52723: Reset UV layers failed |
September 14, 2017, 07:31 (GMT) |
Fix T52741: Follow track with depth object crashes Blender with new depsgraph |
September 14, 2017, 07:01 (GMT) |
Recent action-bake used Py3.6 syntax |
September 14, 2017, 06:08 (GMT) |
Fix T52291: Boolean fails w/ co-linear edged ngons This means boolean tessellation wont match viewport tessellation however it's needed to avoid zero area triangles causing problems. |
September 13, 2017, 23:03 (GMT) |
DRW: Fix texture binding logic. |
September 13, 2017, 23:03 (GMT) |
September 13, 2017, 19:01 (GMT) |
Manipulator: use box style for render border |
September 13, 2017, 18:33 (GMT) |
Manipulator: cage2d expand hotspot With new style drawing hotspot should be in the middle of the border, not inside it. |
|
|
|


Master Commits
MiikaHweb | 2003-2021