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2018-05-03Cleanup "Sync Mode" (i.e. Av Sync/Framedropping) stuffJoshua Leung
* Remove the "sync_mode" dropdown from timeline header, and move it into the Playback menu instead. * Remove the confusing "Frame Dropping" and "AV Sync" entries from the Playback menu. These were supposed to be mutually exclusive (or else, the "sync_mode" menu would break). * Turn AV Sync on by default * Commented out the Frame Dropping and Av Sync RNA Properties too. THere doesn't seem to be any valid reason for these to exist?
2018-05-03Multi-Object Pose: Fix POSE_OT_flip_namesJoshua Leung
2018-05-03Fix 3D cursor being hidden on existing 2.8 filesCampbell Barton
Flip logic for the flag avoids versioning code.
2018-05-03Sculpt: Fix crash when using grab brushSergey Sharybin
Was wrong paint structure deducted from context. Test plan: With default cube, go to sculpt mode, switch to grab brush and try to sculpt.
2018-05-03Cleanup: fix warnings, removed unused code.Brecht Van Lommel
2018-05-03Depsgraph: Keep edit bones around, fixes missing edit mode with copy on writeSergey Sharybin
2018-05-03Fix T54805: Bones are white in edit modeDalai Felinto
2018-05-03Depsgraph: Make sure evaluated pose channels are pointing to evaluated bonesSergey Sharybin
2018-05-03Eevee: Shadows: Perf: Do not update shadows that are not inside the view.Clément Foucault
2018-05-03DRW: Add plane culling test.Clément Foucault
Usefull to see if the view frustum is totally behind a plane.
2018-05-03DRW: Silence unused function warning in release.Clément Foucault
2018-05-03Merge branch 'master' into blender2.8Bastien Montagne
2018-05-03Fix tooltip for constraints' subtarget.Bastien Montagne
Thanks @aligorith for the head-up.
2018-05-03Workbench: selection method for studio lightingJeroen Bakker
2018-05-03Workbench: studiolightJeroen Bakker
2018-05-03Fix: Tag armature for copy on write when selecting bones, so active bone ↵Joshua Leung
gets updated Note: This still needs some copy-on-write magic to get the bone pointers to get remapped properly (e.g. evaluated pose still refers to original arm->bones, and arm->act_bone isn't getting remapped).
2018-05-03Merge branch 'master' into blender2.8Bastien Montagne
2018-05-03Cleanup: factorize RNA constraint targets definition.Bastien Montagne
No expected changes in behavior from that commit!
2018-05-03Fix crash selecting envelope bone jointCampbell Barton
2018-05-03Render preview: Assign proper depsgraph for icon previewSergey Sharybin
Wondering why it only was visible when running without copy on write.
2018-05-03Depsgraph: Fix missing action re-map with node tree updateSergey Sharybin
After copying animation data we need to re-map action, otherwise our original DNA values will go out of symc, causing flickering when tweaking values on animated node tree.
2018-05-03Render preview: Make it to preserve unkeyed animationSergey Sharybin
The idea is to re-use evaluated datablock from within current context. This relies on the following factors: - It expects scene to be fully evaluated before preview jobs starts. - It expects datablocks to be localized.
2018-05-03Restored HQ normals in Solidify modifierSybren A. Stüvel
2018-05-03Metaball: Move handles shader to draw/modes/shader and reference them in ↵Germano
draw_common.c
2018-05-03Fix pose transformation helper linesDalai Felinto
This was broken since 33bb8b785a9 (triple-buffer changes). This also helps help lines as a whole.
2018-05-03Render preview: Remove dedicated depsgraphSergey Sharybin
It is not needed since render pipeline will create its own depsgraph.
2018-05-03Depsgraph: Tag IDs for animation update on visible updateSergey Sharybin
Without this it's quite unpredictable what state of unkeyed changes datablock will end up with.
2018-05-03Depsgraph: Fix threading conflict between node animation and shading updateSergey Sharybin
2018-05-03Depsgraph: Fix wrong debug messageSergey Sharybin
2018-05-03Fix sculpt grab cursorDalai Felinto
This was broken since 33bb8b785a9 (triple-buffer changes). We need to account to the area limits when drawing the cursor.
2018-05-03Fix for material/node tree localizationSergey Sharybin
The workaround removal was wrong, the whole id->adt of a local copy is to be NULL. But now instead of modifying original datablock, we tell library manager to not copy animation data.
2018-05-03UI: Fix region_draw_azone_tab_plus missing/broken background.Clément Foucault
This was due to the background being drawn by a batch that had its VAO generated in the windows "UI" context. Since we use the DRW ogl context to draw the entire area, we have to regenerate the VAO for thoses UI batches to be drawn correctly.
2018-05-03Workbench: Show 3D Cursor OverlayJeroen Bakker
2018-05-03Initialize alpha discard for uiWidgetBaseParametersDalai Felinto
No functional change, just playing safe and documenting how to initialize the parameter in most of the cases.
2018-05-03Merge branch 'master' into blender2.8Campbell Barton
2018-05-03Cleanup: split out extrude spin/screwCampbell Barton
Since these will have their own manipulators, its more convenient to keep them separate.
2018-05-03WM: warn when tool widget not foundCampbell Barton
This happens when testing adding tools, assert isn't useful.
2018-05-03Cleanup: trailing spaceCampbell Barton
2018-05-03Cleanup: remove axis bounds ifdefCampbell Barton
This was added for scale-cage manipulator, but seems generally useful.
2018-05-03Transform: expose 3D center/axis calculationCampbell Barton
This is needed for other manipulator placement.
2018-05-03WM: add function to access last_propertiesCampbell Barton
2018-05-03Metaball: pointers used in `DRW_shgroup_call_dynamic_add` don't need to hold ↵Germano
the reference.
2018-05-02Armature: Envelope: Small cleanup + don't smooth the distance display.Clément Foucault
The actual weighting calculation is not smooth as the bone display. The bone itself can be smooth for esthetic purpose but the distance display should match the underlying weighting formula.
2018-05-02Armature: Envelope: Optimize outline shader.Clément Foucault
2018-05-02Armature: Envelope: Revisit envelope drawing again.Clément Foucault
Past shader was too slow and had bad artifacts. This method is much simpler and eficient and only exhibit some popping when the raidus of the head/tail is changed.
2018-05-02GPUShader: Remove unused envelope shaders.Clément Foucault
2018-05-02Armature: More work and cleanup on envelope bones drawing.Clément Foucault
- Draw tail & head sphere with point shader (no needs for another way). - Use the same function for issuing the calls for wire and solid envelope.
2018-05-02Armature: Add envelope outline shader.Clément Foucault
2018-05-02Armature: Envelope Bones: Change drawing method.Clément Foucault
We now use a more pleasant and efficient way to display enveloppe bones and their radius. For this we use a capsule geometry that is displaced (in the vertex shader) to a signed distance field that represents the bone shape. The bone distance radius are now drawn in 3D using a "pseudo-fresnel" effect. This gives a better understanding of what is inside the radius of influence. When capsules are not needed, we switch to default raytraced points. The capsules are not distorded by the bone's matrix (same as their actual influence radius) and are correctly displayed even with complex scaled parents hierarchy.
2018-05-02Armature: Draw envelope on non MSAA buffer.Clément Foucault
Appart from the performance issue, the MSAA resolve pass is not compatible with additive passes.