Revision 4673e3c by Sybren A. Stüvel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) March 15, 2021, 16:02 (GMT) |
Cleanup: pose library, remove unused includes No functional changes. |
Revision 4e88fbb by Sybren A. Stüvel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) March 15, 2021, 16:02 (GMT) |
Pose blending: also apply rounding to floats My code for interpolating booleans basically performed the same function as the rounding for ints and enums. Now the code is the same, too. No functional changes |
Revision 55e79d1 by Sybren A. Stüvel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) March 15, 2021, 16:02 (GMT) |
Add operator `POSELIB_OT_blend_pose` for interactive pose blending The operator doesn't blend yet, but it does allow temporarily applying the pose, switching between the original and the given pose with Tab, applying the pose with Enter/LeftClick, and cancelling with Esc/RightClick. |
Revision 5cc35eb by Sybren A. Stüvel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) March 15, 2021, 16:02 (GMT) |
Rough implementation for temp-loading poses from C The code needs some cleanup, as the temp-loading of asset datablocks needs to be separated from the pose library code. |
Revision 85d88cd by Sybren A. Stüvel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) March 15, 2021, 16:02 (GMT) |
Cleanup: remove unused code and rename variables/fields No functional changes. |
Revision b54cef3 by Sybren A. Stüvel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) March 15, 2021, 16:02 (GMT) |
Pose library: add simple blending of pose Action onto current pose Naieve blending of the pose Action onto the current pose. This performs linear blending (LERP) per FCurve. This is not suitable for rotations, so it's probably better to do proper matrix interpolation for loc/rot/scale. However, for other properties, the current LERP will be necessary anyway. |
Revision e62016a by Sybren A. Stüvel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) March 15, 2021, 16:02 (GMT) |
Pose library: Use scrollwheel to set the blend factor This is not the final UI, but gives a way to at least set it to some value. |
Revision 3d706bb by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 11, 2021, 17:05 (GMT) |
Do proper updates when local asset data changes Makes sure the asset list is updated and redrawn correctly an local asset data changes: Creating assets, removing assets, clearing assets, undo/redo, reading files (with and without UI), parallel reading of asset data from files, ... For redraws there now is a listener callback in the uiList type (C only) that asks the asset lists if it needs a redraw after a given notifier. For the case of asset data-block removal there is a ID remapping function in the asset list now (just tags the list for a complete re-read). File reading, undo, redo and the "Mark Asset"/"Clear Asset" operators explicitly tag asset lists showing main data as dirty (via the global asset storage). |
Revision d71b7ff by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 11, 2021, 16:50 (GMT) |
Merge branch 'master' into ui-asset-view-template |
Revision 048a5e5 by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 11, 2021, 13:58 (GMT) |
Merge branch 'master' into ui-asset-view-template |
Revision 622ca56 by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 9, 2021, 17:58 (GMT) |
Support passing ID type filter to the template The ID type filter can be set as follows: ``` template_asset_view(..., filter_id_types={'filter_material', 'filter_object'}) ``` I would have prefered if you could just create a `bpy.types.AssetFilterSettings` object, fill that and pass it to the template. But that doesn't seem possible right now without more complex BPY additions. Also, newer ID types (hair, point cloud, volume and simulation IDs) do not support filtering, because their filtering flags exceed 32, meaning we have to store them in 64 bit integers which RNA doesn't support for enum properties... |
Revision 7be8055 by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 9, 2021, 13:59 (GMT) |
Merge branch 'master' into ui-asset-view-template |
Revision 2f65867 by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 4, 2021, 15:29 (GMT) |
Fix items not showing up if the preview is missing No reason to skip adding the UI elements just because the preview is missing. We can still show the text and allow dragging. Also makes it feel more interactive while the previews load in a background thread. |
Revision 5ccb47a by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 4, 2021, 14:57 (GMT) |
Add own button/widget type for the asset previews The new button type (UI_BTYPE_PREVIEW_TILE) shows the items similar to the Asset Browser, or the File Browser in thumbnail display mode. That is, previews bigger than normal buttons, with the name drawn centered below it. Would be nice if the File/Asset Browser and preview templates could adopt that new button type, so that there's no ad-hoc drawing for these anymore. That's for a future cleanup though. |
Revision 9a6c22a by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 20:44 (GMT) |
Properly support mouse-selecting items in the asset view list This was very glitchy before and just didn't work in most cases. The mouse press event was simply caught by the preview icon button and didn't make its way to the underlying list-row button. |
Revision 049c34b by Jacques Lucke / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Cleanup: clang tidy Warning: else-after-return/break |
Revision 148a309 by Jacques Lucke / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Cleanup: clang tidy Can use const parameter. |
Revision 1c76b5a by Clément Foucault / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Revision 23d705a by Jeroen Bakker / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Revision 2606f57 by Mikhail / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
EEVEE: SSS: Fix light leaking bewteen object at different depths The SSS shader in Eevee has the following drawbacks (elaborated in {T79933}): 1. Glowing 2. Ringing. On low SSS jittering it is rendered a bunch of sharp lines 3. Overall blurriness due to the nature of the effect 4. Shadows near occlusions as in T65849 5. Too much SSS near the edge and on highly-tilted surfaces {F9438636} {F9427302} In the original shader code there was a depth correction factor, as far as I can understand for fixing light bleeding from one object to another. But it was scaled incorrectly. I modified its scale to depend on SSS scale*radius and made it independent from the scene scale. The scale parameter (`-4`) is chosen so that it makes tilted surfaces to have visually the same SSS radius as straight surfaces (surfaces with normal pointed directly to the camera). This depth correction factor alone fixes all the problems except for ringing (pt. 2). Because of float-point precision errors and irradiance interpolation some samples near the border of an object might leak light, causing sparkly or dashed (because of aliasing) patterns around the highlights. Switching from `texture()` to `texelFetch()` fixes this problem and makes textures on renders visually sharper. An alternative solution would be to detect object borders and somehow prevent samples from crossing it. This can be done by: 1. Adding an `object_id` texture. I think it requires much more code changing and makes the shader more complicated. Again, `object_id` is not interpolatable. 2. Watch gradient of depth and discard samples if the gradient is too big. This solution depends on scene scale and requires more texture lookups. Since SSS is usually a minor effect, it probably doesn't require that level of accuracy. I haven't notice it in practice, but I assume it can make visible SSS radius slightly off (up to 0.5 px in screen space, which is negligible). It is completely mitigated with render sampling. Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D9740 |
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