Age | Commit message (Collapse) | Author |
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Both save and save-as share utility functions which
cast from customdata in an error prone way.
Avoid this by passing image format data directly.
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Put DefaultFramebufferList and DefaultTextureList into an own header
file. These structs were private, but also used by the window manager
and gpu package. The previous implementation we needed to keep these
structs in sync.
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Alternate fix for T74182, making changes to the save-as operator.
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Avoids having to check the current area is NULL.
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Ref T73778
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The OpenCOLLADA package contains a mix of files with unix and dos line endings.
Now we mark the diff as a binary file so that the patch also contains a mix of
line endings that matches the package.
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Remove additional Euler modes for the time being, not working as intended, will add back if there is a need.
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With the OptiX viewport denoiser active, an OptiX device was added to the device list even when
rendering and denoising on different devices (e.g. CPU or CUDA) in background rendering. This
fixes it, so the OptiX device is only added when actually needed, as in only when OptiX denoising is
actually active in background rendering.
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Also cleaned up code there, making a proper poll function for the apply
modifier operator, that way button is properly disabled in UI itself in
most invalid situations.
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This is not needed anymore with the new overlay xray fading.
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We now use a better smoother technique that uses correct alpha blending.
This is possible now that we render overlays in a separate buffer.
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* Address warning because of undefined OPENVDB usage
* Remove unused WITH_FLUID definitions
Differential Revision: https://developer.blender.org/D6919
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Console.
The collection property `loop_triangles` was given the RNA type
`MeshLoopTriangle` (the type of the collection's items), instead
of `MeshLoopTriangles` (the actual expected RNA collection/array type).
The cutest, tiniest typo mistake in RNA code, leading to some complete
non-sense... It's fairly amazing that this did not cause more severe
issues actually.
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The current code allocates and transfers a lot of memory to the GPU,
but only a small portion of this memory is actually used.
In addition, the code calls many costly gl operations during the
caching process.
This commit significantly reduce the amount of memory by allocating
and transferring a flat array without pads to the GPU.
It also calls as little as possible the gl operations during the cache.
This code also simulate a billinear filter `GL_LINEAR` using a 1D texture.
**Average drawing time:**
|before:|0.00003184 sec
|now:|0.00001943 sec
|fac:|1.6385156675048407
**5 worst times:**
|before:|[0.001075, 0.001433, 0.002143, 0.002915, 0.003242]
|now:|[0.00094, 0.000993, 0.001502, 0.002284, 0.002328]
Differential Revision: https://developer.blender.org/D6886
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Recent changes to color mixing require updates to the theme,
light overlays need to have their alpha reduced.
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Since this control is set as you drag in the viewport anyway, this amount value is effectively useless.
It was only recently added by mistake with the Bevel GSOC.
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Also change the blending factors to make wireframe a bit darker in
unselected cases.
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As soon you select the default template, Blender crash on Winodws.
This was introduced in commit {0b626703}
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- Move gizmo cursor check into ED_region_cursor_set so the result of
calling this function is the same as flagging for cursor update.
- Use tagging in ui_popup_block_remove which avoids adding a
mouse-move event in case the cursor needs to be changed again.
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- Fixed uninitialized result used in DynamicMusic::seek().
The comment to this function says false is returned if the handle
is invalid, while in practice non-initialized value will be returned.
- Spelling typos in comment.
- Silence -Wdelete-non-abstract-non-virtual-dtor warning.
Differential Revision: https://developer.blender.org/D6896
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File Browser using Windows file attributes for decorating and hiding items.
Differential Revision: https://developer.blender.org/D6816
Reviewed by Campbell Barton
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This fixes a threading issue (T73593) between drivers that write to the
same memory address. Driver nodes in the depsgraph now get relations to
each other in order to ensure serialisation.
These relations are only added between drivers that target the same
struct in RNA, which is determined by removing everything after the last
period. For example, a driver with data path
`pose.bones["Arm_L"].rotation_euler[2]` will be grouped with all other
drivers on that datablock with a data path that starts with
`pose.bones["Arm_L"]` to form a 'driver group'.
To find a suitable relation within such a driver group, say the relation
(from → to), a depth-first search is performed (turned out to be
marginally faster than a breadth-first in my test case) to see whether
this will create a cycle, and to see whether there already is such a
connection (direct or transitive). This is done by recursively
inspecting the incoming connections of the 'to' node and thereby walking
from it towards the 'from' node. This is an order of magnitde faster
than inspecting the outgoing connections of the 'from' node.
This approach generalises the special case for array properties, so the
code to support that special case has been removed from
`DepsgraphRelationBuilder::build_animdata_drivers()`.
A test on the Spring rig [1] shows that this process adds approximately
8% to the build time of the dependency graph. In my test case, it takes
28 ms for this process on a total 329 ms construction time. However,
since it also made some code obsolete, it only adds 24 ms (=8%) to the
construction time. I have experimented with a simple cache to keep track
of known-connected (from, to) node pairs, but this did not significantly
improve the timing.
Note that animation data and drivers are already connected by a
relation, which means that animating a field and also changing it with a
driver will not cause conflicts.
[1] https://cloud.blender.org/p/spring/5d30a1076249366fa1939cf1
Differential Revision: https://developer.blender.org/D6905
Reviewed By: sergey, mont29
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Also remove redundant flag assignment from previous comment.
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Caused by rBb3abd2e102df
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These values are already known, pass in as arguments.
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Fix typo in fluid RNA.
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Removed unneccessary calls to BLI_exists() as BLI_delete() does this implicitly.
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Updates include:
- A fix from Jacques that changed the loop order in the mesh creation function (the fix speeds up the function significantly due to fewer cache misses).
- Some of the grid copy helper functions are now multithreaded.
- A fix for Windows file IO. Now it possible to load files with non ASCII characters on Windows too.
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bone constraints settings
'UI_context_copy_to_selected_list()' was working fine for constraints on
objects (would properly get the path and list of selected objects) and
also for bone settings (would properly get the path and list of bones).
There was no special case for constraints on bones though, so code would
work on selected objects (not selected bones).
So we now get the right bones and resolve the path to the constraint
setting _from the bones_.
Maniphest Tasks: T74006
Differential Revision: https://developer.blender.org/D6897
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`TFM_TRANSLATION` was removed in rBa33b261473e9 but is still needed.
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This partially fixes T73593.
The `add_relation(driver_key, property_entry_key, ...);` call can fail
in the following situation:
- A collection is linked, and instanced into the scene by an Empty.
- The collection contains an object with a driver on its `hide_render` or
`hide_viewport` property.
As the object doesn't exist as a real object in the scene, it's added with
`base_index=-1` to the depsgraph (see `DepsgraphNodeBuilder::build_collection()`).
As a result the node for syncing the restrictflags back to the base
isn't present in the depsgraph, and the `add_relation()` call failed.
This commit fixes the warning, simply by not attempting to add the
offending relation.
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This patch adds new render passes to EEVEE. These passes include:
* Emission
* Diffuse Light
* Diffuse Color
* Glossy Light
* Glossy Color
* Environment
* Volume Scattering
* Volume Transmission
* Bloom
* Shadow
With these passes it will be possible to use EEVEE effectively for
compositing. During development we kept a close eye on how to get similar
results compared to cycles render passes there are some differences that
are related to how EEVEE works. For EEVEE we combined the passes to
`Diffuse` and `Specular`. There are no transmittance or sss passes anymore.
Cycles will be changed accordingly.
Cycles volume transmittance is added to multiple surface col passes. For
EEVEE we left the volume transmittance as a separate pass.
Known Limitations
* All materials that use alpha blending will not be rendered in the render
passes. Other transparency modes are supported.
* More GPU memory is required to store the render passes. When rendering
a HD image with all render passes enabled at max extra 570MB GPU memory is
required.
Implementation Details
An overview of render passes have been described in
https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses
Future Developments
* In this implementation the materials are re-rendered for Diffuse/Glossy
and Emission passes. We could use multi target rendering to improve the
render speed.
* Other passes can be added later
* Don't render material based passes when only requesting AO or Shadow.
* Add more passes to the system. These could include Cryptomatte, AOV's, Vector,
ObjectID, MaterialID, UV.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D6331
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Problem introduced by rBa33b261473e9
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Just changing the order in the keymap seems to fix this
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