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2017-12-01Groups and collection: create group from collectionDalai Felinto
You could still create groups as before, with Ctl + G. This will create a group with a single visible collection. However you can also create a group from an existing collection. Just go to the menu you get in the outliner when clicking in a collection and pick "Create Group". Remember to instance the group afterwards, or link it into a new scene or file. The group and the collection are not kept in sync afterwards. You need to manually edit the group for further changes.
2017-12-01Groups and collection: initial integrationDalai Felinto
Since we are ditching layers from Blender (2.8) we need a replacement to control groups visibility. This commit introduces collections as the building blocks for groups, allowing users to control visibility as well as overrides for groups. Features ======== * Groups now have collections This way you can change the visibility of a collection inside a group, and add overrides which are part of the group and are prioritized over other overrides. * Outliner Groups can inspect their collections, change visibility, and add/remove members. To change an override of a group collection, you need to select an instance of the group, and then you can choose "group" in the collection properties editor to edit this group active collection instead of the view layer one. * Dupli groups overrides We can now have multiple instances of the same group with an original "override" and different overrides depending on the collection the instanced object is part of. Technical ========= * Layers We use the same api for groups and scene as much as possible. Reviewers: sergey (depsgraph), mont29 (read/write and user count) Differential Revision: https://developer.blender.org/D2892
2017-12-01Workspaces: Store an active view-layer per sceneJulian Eisel
Instead of storing a single active view-layer in the workspace, one is stored for each scene the workspace showed before. With this, some things become possible: * Multiple windows in the same workspace but showing different scenes. * Toggling back and forth scene keeps same active view-layer for each scene. * Activating workspace which didn't show current scene before, the current view-layer is kept. A necessary evil for this is that accessing view-layer and object mode from .py can't be done via workspace directly anymore. It has to be done through the window, so RNA can use the correct scene. So instead of `workspace.view_layer`, it's `window.view_layer` now (same with mode) even though it's still workspace data. Fixes T53432.
2017-12-01Depsgraph: Cleanup, simplify evaluation flush functionSergey Sharybin
Also avoid once queue push for cases when current operation has multiple outgoing relations.
2017-12-01Silence warning from object_relations.cDalai Felinto
2017-12-01Depsgraph: Remove legacy recalc flag from DNASergey Sharybin
2017-12-01Depsgraph: Remove clear of legacy unused flagSergey Sharybin
2017-12-01Depsgraph: Move away from setting old deprecated object recalc flagsSergey Sharybin
Those shouldn't be used anywhere for real now.
2017-12-01Depsgraph: Don't use legacy flags in versioning codeSergey Sharybin
Wondering whether files from 2.37 are still working fine. Don't have that version of Blender running here, so can't test :(
2017-12-01Depsgraph: Use per-ID flags to see whether update is neededSergey Sharybin
This is actually functions which needs bigger reconsideration, but for now let's try to keep them working as much as possible.
2017-12-01Depsgraph: Use new per-ID tags to see whether object in a group needs an updateSergey Sharybin
This wouldn't be less precise than object level flag in theory, and we need to move away from such a duplicating flags.
2017-12-01Transform: Avoid attempt to bypass dependency graph updateSergey Sharybin
It's not possible to bypass new depsgraph, but also flush to other CoW copies might be needed here.
2017-12-01Transform: Use new DEG query API to see what's being affected by a changing ↵Sergey Sharybin
object This avoids us from directly calling object update, and doing other type of update flushing. Prepares us to get rid of Object->recalc flags.
2017-12-01Depsgraph: Add query API to traverse all dependent IDs of the given IDSergey Sharybin
2017-12-01Depsgraph: Move iterator to own implementation fileSergey Sharybin
2017-12-01Depsgraph: Cleanup, use enum value rather than a defineSergey Sharybin
2017-12-01Depsgraph: Cleanup, namingSergey Sharybin
It makes more sense to stick to DEG_iterator_object order in name, since we can have functions to iterate over different entities and we want all of them to have common prefix.
2017-12-01_gawain python module: Add methods "program_use_begin" and "program_use_end"Germano
Required to updade uniforms
2017-11-30RNA: Fix unreported: Some callbacks called when updating properties were ↵Germano
incorrect
2017-11-30Depsgraph: Add assert to make sure the view layer is part of the sceneDalai Felinto
Which is not in some cases since workspace is still partly implemented.
2017-11-30Transform: Fix recent merge conflict resolution fiascoSergey Sharybin
Why is it called legacy when this is a legit flags which are still to be checked at a runtime???
2017-11-30Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-30Transform: Use single flag with more meaningful name to prevent snapping to ↵Sergey Sharybin
a dependent object The idea of this flag was to prevent snapping onto an object which depends on currently modifying ones. Using single flag makes more sense here, and also makes it possible to replace some ob->recalc based magic with depsgraph query to set those flags.
2017-11-30Transform: Remove some legacy code about snapping in particle edit modeSergey Sharybin
It looks stupid to first force some flag being set and then have workaround to ignore that flag in snapping code. Let's just not set the flag in the first place. The only useful situation where such snapping was usable is to move roots of disconnected hair, which still works just fine. However, there might be some other hidden corner case where this workaround was needed.
2017-11-30Fix memory leak when single_obdata_users() fails to copy datablockDalai Felinto
2017-11-30Fix lightprobe single user not workingDalai Felinto
2017-11-30Depsgraph: Fix crash on playback of animated objects when CoW is enabledSergey Sharybin
We should keep base_flags after CoW object datablock was updated. Not entirely happy with current solution, but it fixes crash and allows us to run tests again. More proper solution would be to make CoW operation a per-component thingie, which will only update corresponding parts.
2017-11-30Layer: Copy layer collection properties when doing a full copy of sceneDalai Felinto
2017-11-30Depsgraph: Fix wrong remapping of compositor node tree when CoW is enabledSergey Sharybin
2017-11-30Depsgraph: Fix missing objects in viewport when CoW is enabledSergey Sharybin
Remapping of pointers did not work properly, since it had no pointers yet to remap base->object to a CoW object.
2017-11-30Depsgraph: Make sure we pass proper base to object builderSergey Sharybin
2017-11-30Depsgraph: Make a note about why is it OK to pass original base in relations ↵Sergey Sharybin
builder
2017-11-30Depsgraph: Properly pass flags when COW is not usedSergey Sharybin
2017-11-30Depsgraph: Cleanup spellingSergey Sharybin
2017-11-30Depsgraph: Tag all id_types on_visible_updateDalai Felinto
We need all id nodes to be evaluated at least once when opening a file. This is particuarly required for the upcoming group collection patch.
2017-11-30Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-30Depsgraph: More full explanation for previous commitSergey Sharybin
2017-11-30Depsgraph: Fix DEG_id_type_tag commentDalai Felinto
2017-11-30Merge branch 'master' into blender2.8Campbell Barton
2017-11-30Haiku OS SupportCampbell Barton
D2860 by @miqlas Even though Haiku is a niche OS, only minor changes are needed.
2017-11-30Cycles: Improve denoising speed on GPUs with small tile sizesLukas Stockner
Previously, the NLM kernels would be launched once per offset with one thread per pixel. However, with the smaller tile sizes that are now feasible, there wasn't enough work to fully occupy GPUs which results in a significant slowdown. Therefore, the kernels are now launched in a single call that handles all offsets at once. This has two downsides: Memory accesses to accumulating buffers are now atomic, and more importantly, the temporary memory now has to be allocated for every shift at once, increasing the required memory. On the other hand, of course, the smaller tiles significantly reduce the size of the memory. The main bottleneck right now is the construction of the transformation - there is nothing to be parallelized there, one thread per pixel is the maximum. I tried to parallelize the SVD implementation by storing the matrix in shared memory and launching one block per pixel, but that wasn't really going anywhere. To make the new code somewhat readable, the handling of rectangular regions was cleaned up a bit and commented, it should be easier to understand what's going on now. Also, some variables have been renamed to make the difference between buffer width and stride more apparent, in addition to some general style cleanup.
2017-11-30Fix T53410: 3D Text always recalculatedCampbell Barton
2017-11-30Select similar for bones by group indexCampbell Barton
D2931 by @col-one
2017-11-29Fix T53420: Vertex Groups: The "-" button gets a hidden functionBastien Montagne
Guess 'remove all unlocked' is new-ish feature... To be backported to 2.79a (I think).
2017-11-29Fix T53116: default texture coordinates for volume materials are blank.José Luis Oliveira Cunha
Differential Revision: https://developer.blender.org/D2935
2017-11-29Merge branch 'master' into blender2.8Brecht Van Lommel
2017-11-29Cycles: add object level holdout property.Brecht Van Lommel
This works the same as the holdout shader and Z mask layer. Combined with overrides in 2.8 this is intended to replace the Z mask layer bits.
2017-11-29Cycles: improve triangle intersection performance.Maxym Dmytrychenko
Reduces render time by about 1-2% in benchmark scenes. Differential Revision: https://developer.blender.org/D2911
2017-11-29Sequencer: add many more color blend modes, and a new color mix strip.Maikon Araujo
Differential Revision: https://developer.blender.org/D2872
2017-11-29Fix paint float color blending bugs with alpha 1.0 and vivid light.Brecht Van Lommel
For some blend modes there would be no effect with factor 1.0, even if factor 0.999 would give a very different image. Now the result should have no discontinuity. Differential Revision: https://developer.blender.org/D2925