Age | Commit message (Collapse) | Author |
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On some platforms the stereo viewport rendering was not working. The
issue was that the fragment shader and vertex shaded didn't match. Some
platforms will remove the non-matching in/out parameters and blender
needs to provide only the optimal set of parameters. Other platform
still want to receive data for the parameters that aren't used.
This fix uses the correct vertex shader that matches the fragment shader
making both platforms render the same result.
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Bubbles are one frame ahead of Mesh
Fixes an issue with secondary particles being out of sync with the main simulation. Cleaned up the secondary particle code in general too (making sure that all solver attributes - timestep, framelength, etc. - are set correctly).
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Force the SDK to use its own, bundled JsonCpp sources.
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Actually, the fade objects always fade to Black color, but this is not a good solution.
This patch fade the object to the viewport color.
Differential Revision: https://developer.blender.org/D7206
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Back in 2.79 you could either use the debug panel or an
environment variable to override using OpenCL for unsupported
hardware. Which was rather useful for developers when testing
on NVidia just to be sure the CL kernels at-least build properly.
This broke in rB949ab753bb2
This diff restores testing though the CYCLES_OPENCL_TEST
environment variable.
Differential Revision: https://developer.blender.org/D7202
Reviewers: brecht
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Make logic consistent with the render pass creation in Python.
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Simplify the logic and always create node outputs in the order specified
by the render engine, I can't see a reason why built-in passes must be
first.
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Add new option to change the stroke hardeness. This option works at stroke level, not at point level.
Also replaced the "Both" name mode by "Stroke and Fill".
Differential Revision: https://developer.blender.org/D7195
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This is a follow up on rBa1e50cfe6b4dbc360b6118c63a0dc7445023c37b
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Because some OSs are still using old 8bits specific encodings... Angry
eye @windows...
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Now a hash is used to avoid double update of the same stroke. The old method was not correct with proportional edition.
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To indicate if the render engine supports rendering a stereo 3D viewport.
This is not currently supported for Cycles.
Fixes T62582
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Solution found by Blazej Floch.
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Parenting in the outliner via drang and drop would always happen without
the 'Keep Transforms' option. Since this is often desired, this adds the
ability to hold Alt for doing this to the drop action.
Adding the hint to hold Alt to the operator name is not nice, but since
the operator name is used for the UI, there doesnt seem to be a nicer
way of doing this.
If modifier keys are needed back for other actions, spawning a menu
instead could be an alternative for the future.
Maniphest Tasks: T74649
Differential Revision: https://developer.blender.org/D7120
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It is not guaranteed that with Multires modifier existing there
will be CD_MDISPS and CD_GRID_PAINT_MASK custom data layers.
Fixes assert in the following scenario:
- With default cube, go to edit mode
- Add Multires modifier
- Remove the Multires modifier
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Part of T74960.
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Part of T74960.
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Added sanity check to prevent bakes from being triggered when there is no fluid object present.
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The Lens metadata stamped on rendered images was wrong when the camera lens
is animated. This was caused by the render pipeline passing the original
camera to the metadata system, and not the evaluated camera.
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Avoids possible final object shape destruction since those options
defines how displacement is applied and propagated.
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When using grease pencil in a stereo rendering the grease pencil objects are
only visible in the left eye. In the viewport it renders both.
Issue is related that `DRW_render_gpencil` only renders a single view. But
`DRW_render_to_image` renders all views. This patch puts this in a loop to
render both eyes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7154
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When in editmode faces can be hidden, but in object mode these faces are
still visible. The flag if a face was hidden in edit mode is stored in
object mode, but should not be used.
The edge detection gpu batch did detect hidden faces and didn't add them
to the draw batch. The edge detection gpu batch is used for workbench
shadows, custom bone shapes and object outlines.
This patch adds all faces to the edge detection batch.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D7157
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Thanks to @brecht for the heads up!
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Differential Revision: https://developer.blender.org/D7087
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Differential Revision: https://developer.blender.org/D7149
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D7133
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Differential Revision: https://developer.blender.org/D7161
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Differential Revision: https://developer.blender.org/D7167
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Differential Revision: https://developer.blender.org/D7175
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Fixes T74641
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Mpving utils from idcode to idtype proved to be somewhat painful for
some reasons, but now all looks good.
Had to add a fake/empty shell for the special snowflake too,
`ID_LINK_PLACEHOLDER/INDEX_ID_NULL`...
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`DEG_FOREACH_COMPONENT_IGNORE_TRANSFORM_SOLVERS` was `0`
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