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2018-08-02Dev Tooling: Instrument motion path calculation operator (for bones) to ↵Joshua Leung
collect timing data This will be useful for checking on the progress of our optimisation efforts, and to generate some nice stats for later.
2018-08-02Armature Panel Tweaks - Motion Paths/GhostingJoshua Leung
Since most animators find Motion Paths more useful than Armature Ghosting: * Move Motion Paths before Ghosting settings (less scrolling) * Collapse Ghosting panel by default * Open Motion Paths panel by default instead
2018-08-02UI: Slightly larger action zone for corner resizingPablo Vazquez
Pretty minor, from 0.6 to 0.8, but the improvement is noticeable especially when using a stylus, without overlapping too much with the buttons and dropdowns in headers.
2018-08-02UI: Group similar Grease Pencil brush settingsPablo Vazquez
2018-08-02UI: Remove OpenGL Render operators from Render menuPablo Vazquez
Rendering OpenGL/Preview is accessible from each editor. Render settings are accessible from the Film menu when in OpenGL/Preview engine. It wasn't always predictable especially with Workspaces without or with many viewports. Also reordering of items, renaming and removal of superfluous icons.
2018-08-02Cleanup: warnings, trailing spaceCampbell Barton
2018-08-01GPUMaterial: Normal Map Node: Make default inputs interactivesClément Foucault
2018-08-01GPUMaterial: Fix assert when shader failed to compile.Clément Foucault
2018-08-01GPUMaterial: Make Mapping node use UBO storageClément Foucault
This means tweaking parameter is now interactive and does not need to recompile the shaders.
2018-08-01GPUMaterial: Make Localize tree live longerClément Foucault
This is in order to reference the localized node->storage when populating the UBO data.
2018-08-01GPUMaterial: Fix nearest samplingClément Foucault
texelFetch return vec4(0.0) if the target pixel is outside the texture rect. So we mimic the default repeate mode that we have for linear interpolation. Fix T56156 Mapping-Node doesn't work
2018-08-01GPUUniformBuffer: Fix bad memcpy error catched by asanClément Foucault
We need to copy the size of the gputype not the padded type.
2018-08-01Subsurf: Evaluate all UV layersSergey Sharybin
Before that it was only first UV layer which was properly evaluated, the rest were ignored. Now all layers are being properly handled.
2018-08-01Subsurf: Add API to provide vertex sharpnessSergey Sharybin
Currently unused, added for the future and API completeness.
2018-08-01Subsurf: Support subdivision of mesh with just loose elementsSergey Sharybin
2018-08-01Subsurf: Cleanup, remove unused mappings and topology queriesSergey Sharybin
2018-08-01Subsurf: Fix/workaround crashes and failures with non-manifold geometrySergey Sharybin
The idea is simple: do not provide full topology to OpenSubdiv, leave edges creation to OpenSubdiv itself. This solves issues with non-manifold meshes which were known to fail, including the ones from T52059. On a positive side we can simplify our side of converter, keeping code shorter. it is still possible that we'll need to ensure all loops has same winding, but that is less things to worry about.
2018-08-01Subsurf: Use edge sharpness directly from converterSergey Sharybin
Seems it's behaving correct now, surely more tests needed, but this is required for now to move forward.
2018-08-01Subsurf: Support subdivision of loose elementsSergey Sharybin
Applies to vertices and edges. Biggest annoyance here is that OpenSubdiv's topology converter expects that there is no loose geometry, otherwise it is getting confused. For now solution is to create some sort of mapping from real Mesh vertex and edge index to a non-loose-index. Now the annoying part is that this is an extra step to calculate before we can compare topology, meaning FPS will not be as great as if we knew for sure that topology didn't change. Loose edges subdivision is different from what it used to be with old subdivision code, but probably nice feature now is that endpoints of loose edges are stay at the coarse vertex locations. This allows to have things like plane with hair strands, without need to duplicate edge vertices at endpoints. All this required some re-work of topology refiner creation, which is now only passing edges and vertices which are adjacent to face. This is how topology refiner is supposed to be used, and this is how its validator also works. Vertices which are adjacent to loose edges are marked as infinite sharp. This seems to be good-enough approximation for now. In the future we might tweaks things a bit and push such vertices in average direction of loose edges, to match old subdivision code closer.
2018-08-01Fix mistake in atomic bitmapSergey Sharybin
Internally values are stored as 32bit integers, no idea why i thought they were 8 bit.
2018-08-01Subsurf: Cleanup, remove dead codeSergey Sharybin
2018-08-01Fix missing poll function for flip_matcap operator (see T56183).Bastien Montagne
2018-08-01Merge branch 'master' into blender2.8Bastien Montagne
2018-08-01Fix T56195: Typo in BLI_array_utils.h.Bastien Montagne
2018-08-01Fix Cycles headless render failing, after grease pencil merge.Brecht Van Lommel
Now it should at least succeed when there are no grease pencil objects.
2018-08-01Cleanup: Remove ToDo commentAntonioya
2018-08-01Fix context problem when render in background modeAntonioya
Bug reported by Sergey.
2018-08-01Cleanup: Replace "Move Color" to "Assign Material"Antonioya
2018-08-01Fix T56187: Crash using cursor tool in Edit/Sculpt and Weight Paint modeAntonioya
The transform tried to calculate the multiframe falloff, but there was not any stroke to do that.
2018-08-01Merge branch 'master' into blender2.8Campbell Barton
2018-08-01Cleanup: remove unused array memberCampbell Barton
2018-08-01UI: add 3D view check for grease pencil toolCampbell Barton
2018-08-01RNA: add space_type to toolCampbell Barton
2018-08-01UI: correct grease pencil placement textCampbell Barton
2018-08-01Keymap: use Q key for quick menu in gpencil modeCampbell Barton
Note, the keys for changing line display are now more obscure (Shift-Q, Shift-Alt-Q), and might be changed.
2018-08-01Merge branch 'master' into blender2.8Campbell Barton
2018-08-01Cleanup: declare vars or make staticCampbell Barton
2018-08-01Merge branch 'master' into blender2.8Campbell Barton
Move 'View3D.flag3' options into 'gp_flag'.
2018-08-01DNA: remove View3D.flag3Campbell Barton
Having 'flag, flag2, flag3' is getting out of hand especially when we support increasing the size of types. Make flag2 into an int. Note, this looses the 'show world' option, but it's not such an important setting.
2018-07-31Fix T56181: Annotations hide proportionnal editing UI buttonsAntonioya
2018-07-31KnifeTool: Use GPUBatch API instead of IMM to fix buffer overflow issueClément Foucault
This also include a small optimisation (remove of a double loop and half of the memory allocation for hit points) This should fix T55946 Crash using knife tool on mesh with large number of vertices. Tried with a 500K vert suzanne and it seems fine.
2018-07-31Revert "Gitignore: Ignore diffs in all subdirs"Aaron Carlisle
This is an issue for some file in the extern dir This reverts commit d940a081a9f1f4106a5d2d155682695b0a6b0cb6.
2018-07-31Gitignore: Ignore diffs in all subdirsAaron Carlisle
2018-07-31Fix crash when rendering viewport within another areaClément Foucault
This also Fix T55574 Crash on sequencer preview
2018-07-31GPUFrameBuffer: Put active framebuffer in GPUContextClément Foucault
instead of being ThreadLocal and leading to incorrect usage. We still enforce no framebuffer when changing context. We can lift this restriction later.
2018-07-31GPU: Replace malloc/calloc/realloc/free with MEM_* counterpartClément Foucault
2018-07-31Fix set_pixel overflow in fill brushAntonioya
The value of the index was above the size of image
2018-07-31Fix: Motion Paths were still visible after clearing themJoshua Leung
After clearing motion paths from objects, those objects needed to be tagged for copy on write so that the copied data (i.e. viewport) recieve the changes (i.e. removed paths) Reported by Hjalti
2018-07-31UI: Grease Pencil Simplify tweaksPablo Vazquez
Single-column layout and tweaks to tooltips.
2018-07-31Change Brush smooth factor to 0.1 by defaultAntonioya
The old values were too high.