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2018-01-22Eevee: Fix grid lighting disappearing when adding a new cubemap probe.Clément Foucault
2018-01-22Clay: Performance: Disable AO codepath if not necessary.Clément Foucault
This optimisation only works if no material in the scene require the AO pass. For this either set the AO distance to 0 or both Cavity and Edges factors to 0. This double the performance of scenes with very high triangle count.
2018-01-22DRW: Make the lamp widgets lines stippled.Clément Foucault
2018-01-22DRW: Remove unused material uniforms.Clément Foucault
This might have some consequences but in my testing I did not found any.
2018-01-22Eevee: SSR: Optimize the AO out when not enabled.Clément Foucault
2018-01-22Eevee: Put all constant uniforms in a global UBO.Clément Foucault
This is an optimization / cleanup commit. The use of a global ubo remove lots of uniform lookups and only transfert data when needed. Lots of renaming for more consistent codestyle.
2018-01-21Merge branch 'master' into blender2.8Germano
# Conflicts: # intern/cycles/blender/blender_mesh.cpp # source/blender/editors/screen/screen_ops.c # source/blender/editors/space_view3d/drawobject.c
2018-01-21Update description of the screen_draw functionsGermano
2018-01-21WM: Fix snapping on split area without previewGermano
In addition to removing unnecessary variables and `tag_redraw` whenever the factor changes;
2018-01-21Fix T49159: missing Cycles tangents for adaptive subdivision.Brecht Van Lommel
2018-01-21Cleanup: BLI_kdopbvh avoid negative array accessCampbell Barton
It's harder to reason about array access with negative indices.
2018-01-21Cleanup: styleCampbell Barton
2018-01-21Fix old files with changed node socket type not loading correctly.Brecht Van Lommel
This would lead to sock.default_value pointing to the wrong data type, possibly causing crashes. Unfortunately, this bug will still exist for older Blender versions that try to load newer files, which makes changing the type of a node socket problematic.
2018-01-20Merge branch 'master' into blender2.8Campbell Barton
2018-01-20Cleanup: doxy groups for screen_ops.cCampbell Barton
2018-01-20Merge branch 'master' into blender2.8Campbell Barton
2018-01-20Fix screen split preview refresh issuesCampbell Barton
Switching direction didn't refresh, also cursors were flipped.
2018-01-20Manipulator: tweak shape drawingCampbell Barton
Draw triangles over wire for a more subtle outline.
2018-01-20GPU_batch: Add GPU_batch_wire_from_poly_2d_encodedCampbell Barton
Draws wire around polygon shapes: better visibility w/ any background color.
2018-01-19Fix collections names no longer unique when moved aroundDalai Felinto
We were not checking for uniqueness after moving. And in some cases the new siblings of our collection may have conflicting names.
2018-01-19Collections: Fix for auto-named children when parent name is MAX_NAMEDalai Felinto
Reported via IRC by Vuk Gardašević (lijenstina).
2018-01-19Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2018-01-19Fixup for integer digits commitDalai Felinto
2018-01-19Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2018-01-19Util function to determine number of digits from an integerDalai Felinto
2018-01-19Outliner: Remove User PreferencesDalai Felinto
This was introduced to the outliner when we had no User Preference window back in 2.5x. Right now it makes no sense to keep this around. But how about addon user preferences: * They belong in the user preference window under the addon. How about the user preferences themselves: * You find them in the user preference window. And templates? * Why are they here in the first place? After talking to Pablo Vazquez (who in turn poked Sergey Sharybin) we found it reasonable to get rid of this. If it turns out that we were wrong we revert this. As for leaving this exposed as a debug option (as suggested on IRC) I would say no, please. This end up polluting the code and never cleaned up in the end. (this was specific talking about templates). Technical note: I left the functions in outliner still hanging around. While I used UNUSED_FUNCTION for one of them, for the other one I had to use: `#if 0` because the function was calling itself, which would fail to build if I used UNUSED_FUNCTION.
2018-01-19Cycles: Make it more proper check on vectorization flags from DebugFlagsSergey Sharybin
Mimics to checks in system_cpu_support() checks.
2018-01-19Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2018-01-19Outliner Python UI cleanup: remove KEYMAPSDalai Felinto
This was removed since 2013 (ef765b360675). It should have been removed back then from the UI file too.
2018-01-19Outliner: Fix unparenting poll (when drag'n'droping an object)Dalai Felinto
2018-01-19Cycles: Cleanup, stop using debug flags in system utilitiesSergey Sharybin
Debug flags are to be controlling render behavior, nothing to do with low level system utilities. it was simple to hack, but logically is wrong. Lets do things where they are supposed to be done!
2018-01-19Cycles: Remove util_debug include from kernel codeSergey Sharybin
Not sure why it was in there, all the debug flags stuff is to be handled outside of kernel.
2018-01-19Cycles: Remove unneeded include statementsSergey Sharybin
Also try to move them from headers to implementation files as much as possible.
2018-01-19Outliner: Change All Scenes to Scenes and make it focus on compositingDalai Felinto
We have different ways of explore the scene objects, namely View Layer and Collections. This change let us focus on compositing elements only such as: * View Layers ** Collections ** Render Passes * Freestyle * Grease Pencil? Not included in this commit is an option to handle filtering of collections passes, ... Not sure if we would like, though. Since they are all properly nested under a "Collections" / "Passes" parent.
2018-01-19Outliner Filtering System + CleanupDalai Felinto
User notes: The outliner so far was a great system to handle the object oriented workflow we had in Blender prior to 2.8. However with the introduction of collections the bloated ammount of data we were exposed at a given time was eventually getting on the way of fully utilizing the outliner to manage collections and their objects. We hope that with this filtering system the user can put together the outliner with whichever options he or she seem fit for a given task. Features: * Collection filter: In case users are only focused on objects. * Object filter: Allow users to focus on collections only. * (Object) content filter: Modifiers, mesh, contrainst, materials, ... * (Object) children filter: Hide object children [1]. * Object State (visible, active, selected). * Compact header: hide search options under a search toggle. * Preserve scrolling position before/after filtering [2]. [1] - Note we still need to be able to tell if a children of an object is in a collection, or if the parent object is the only one in the collection. This in fact was one of the first motivations for this patch. But it is to be addressed separately now that we can at least hide children away. [2] - We look at the top-most collection in the outliner, and try to find it again after the filtering and make sure it is in the same position as before. This works nice now. But to work REALLY, REALLY nice we need to also store the previous filter options to be sure the element we try to keep on top was valid for both old and new filters. I would rather do this later though since this smell a lot like feature creeping ;) Remove no longer needed display options: * Current Scene (replaced by View Layer/Collections) * Visible (replaced by filter) * Selected (same) * Active (same) * Same Type (same-ish) How about All Scenes? I have a patch that will come next to replace the current behaviour and focus only on compositing. So basically stop showing the objects and show only view layers, their passes and collections, besides freestyle. Also, while at this I'm also reorganizing the menu to keep View Layer and Collections on top. Developer notes: * Unlike the per-object filtering, for collections we need to filter at tree creation time, to prevent duplication of objects in the outliner. Acknowledgements: Thanks Pablo Vazquez for helping testing, thinking some design questions together and pushing this to its final polished state as you see here. Thanks Sergey Sharybin and Julian Eisel for code review. Julian couldn't do a final review pass after I addressed his concerns. So blame is on me for any issue I may be introducing here. Sergey was the author of the "preserve scrolling position" idea. I'm happy with how it is working, thank you. Reviewers: sergey, Severin, venomgfx Subscribers: lichtwerk, duarteframos Differential Revision: https://developer.blender.org/D2992
2018-01-19Depsgraph: Fix freeing of evaluated meshSergey Sharybin
Was accessing wrong pointer to get original version of the mesh.
2018-01-19Correct view3d_draw_bgpic_test declarationCampbell Barton
Was extern, which got out of sync, move into header.
2018-01-19Merge branch 'master' into blender2.8Campbell Barton
2018-01-19Cleanup: reaname LINKLIST_FOREACH -> LISTBASECampbell Barton
LinkList's are a different API, no need to confuse things.
2018-01-19Fix T53830: Cycles OpenCL debug assert on macOS,Brecht Van Lommel
This was probably harmless besides some unnecessary memory usage due to aligning allocations too much.
2018-01-19Fix T53788: Camera animation not workingSergey Sharybin
Both object level and camera datablock properties animation did not work with copy on write enabled. The root of the issue is going to the fact, that all interface elements are referencing original datablock. For example, View3D has pointer to camera it's using, and all areas which does access v3d->camera should in fact query for the evaluated version of that camera, within the current context. Annoying part of this change is that we now need to pass depsgraph in lots of places. Which is rather annoying. Alternative would be to cache evaluated camera in viewport itself, but then it makes it annoying to keep things in sync. Not sure if there is nicer solution here. Reviewers: dfelinto, campbellbarton, mont29 Subscribers: dragoneex Differential Revision: https://developer.blender.org/D3007
2018-01-19Fix T53786: Proportional size from redo ignoredCampbell Barton
Changing PET size while transforming stores the size in the tool settings, but changing in the redo panel didn't.
2018-01-19WM: operator flag to check repeat/redo executionCampbell Barton
2018-01-19Fix sculpt error freeing NULL vertex bufferCampbell Barton
Relates to T53806 which needs further investigation
2018-01-19Merge branch 'master' into blender2.8Campbell Barton
2018-01-19Cleanup: sync w/ blender2.8 branchCampbell Barton
Split screen_draw.c from screen_edit.c (avoid conflicts syncing).
2018-01-19Merge branch 'master' into blender2.8Campbell Barton
2018-01-19Merge branch 'master' into blender2.8Campbell Barton
2018-01-19WM: window draw callbacks and split preview snapmano-wii
This moves window overlay from hard coded flags into drawing callbacks. It also supports snapping (holding Ctrl).
2018-01-19Cleanup: typosCampbell Barton