For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
This mean we can now have different shadow resolutions for both.
However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.
That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
Initial review of the shard shadows in the workbench engine.
Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.
@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.
Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP
Reviewers: fclem
Reviewed By: fclem
Tags: #code_quest
Differential Revision: https://developer.blender.org/D3198
* Remove the "sync_mode" dropdown from timeline header, and move it into
the Playback menu instead.
* Remove the confusing "Frame Dropping" and "AV Sync" entries from the
Playback menu. These were supposed to be mutually exclusive (or else,
the "sync_mode" menu would break).
* Turn AV Sync on by default
* Commented out the Frame Dropping and Av Sync RNA Properties too.
THere doesn't seem to be any valid reason for these to exist?
It's usefull in some scenario to tweak the specular intensity of a light
without modifying the diffuse contribution.
Cycles allows it via lamps material which we currently not support in Eevee.
This is a good workaround for now.
- ability to switch between Single Color, Object Color, Material Color
and Random Color
- fixed Shading and Lighting popover
- Renamed Solid -> Single Color
This matches the new convention for left-handed mode selectors,
however we're still undecided on exactly how this should work.
For now test this out as a convention for all space types.
- Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result
- When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color
- Removed the use_shading flag from VertexPaint and WeightPaint
- add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode)
Reviewers: fclem
Tags: #code_quest
Maniphest Tasks: T54894
Differential Revision: https://developer.blender.org/D3191
A recent change in the UI layout code probably broke how the scale_x
for layouts was getting handled. This was leaving a large gap
(and causing layouts to pop) when trying to scrub the timeline.
This commit fixes this with a manually-found value that largely seems
to get rid of the popping problem. There's still a little jumping (1-2 px)
but it's less distracting now.
Was using classes to define tools, however this makes it awkward to
dynamically generate them (we can do it, but its not very "Pythonic").
Move to a named tuple.