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2017-02-09Fix mistakes with background drawinguiTableJulian Eisel
2017-02-09Create and pass a uiLayout to cellsJulian Eisel
Played with a more complex and more efficient version, but that made things pretty complicated. Now this is a simple, but less optimized, solution.
2017-02-09Support drawing some background color alternating per rowJulian Eisel
2017-02-08Draw tables row by row, not column by columnJulian Eisel
2017-02-07Unit tests for uiTable API (and fix bugs found using it :)Julian Eisel
2017-02-05Cleanup: Add assert, remove unused variableJulian Eisel
2017-02-05Initial implementation of a uiTable APIJulian Eisel
This adds an initial (and already working), generic API for defining, handling and drawing of table UIs. It supports two types of tables: * Vertical flow: Rows are all in a vertical stack. * Horizontal flow: Rows are stacked vertically, until some threshold height is reached. The table is then split into another vertical stack that is drawn next to the former one. Such drawing could be used for the file browser in non-thumbnail mode. A table is built out of - guess what - rows and columns. The API allows defining new collumns (identified by an id-name) and inserting new rows at any point. When drawing, we draw a cell for each column/row combination, using a custom cell-drawing callback. The uiTable API will probably get some support for drawing buttons (uiBut) into custom layouts (uiLayout). The API is written with big data sets in mind. In future we may get a spreadsheet view where data like all vertices of a mesh is displayed. That would result in thousands of rows, the uiTable API should be ready for this.
2017-01-25Convert MBC_ API to Mesh (instead of derived mesh) and move it to mesh_renderDalai Felinto
This includes a few fixes in the MBC_ api. The idea here is for this to be the only interface the render engines will deal with for the meshes. If we need to expose special options for sculpting engine we refactor this accordingly. But for now we are shaping this in a per-case base. Note: * We still need to hook up to the depsgraph to force clear/update of batch_cache when mesh changes (I'm waiting for Sergey Sharybin's depsgraph update for this though) * Also ideally we could/should use BMesh directly instead of DerivedMesh, but this will do for now. Note 2: In the end I renamed the `BKE_mesh_render` functions to `static mesh_render`. We can re-expose them as BKE_* later once we need it. Reviewers: merwin Subscribers: fclem Differential Revision: https://developer.blender.org/D2476
2017-01-24Merge branch 'master' into blender2.8Sergey Sharybin
2017-01-24Fix typo in commentSergey Sharybin
2017-01-24Depsgraph: Make it more clear and explicit compile fail when required ↵Sergey Sharybin
features are not found
2017-01-24Depsgraph: Remove legacy code from new depsgraphSergey Sharybin
Now we have no remaining WITH_LEGACY_DEPSGRAPH in the code.
2017-01-24Depsgraph: Remove command line argument to use new depsgraphSergey Sharybin
2017-01-24Depsgraph: Remove more legacy code from viewportSergey Sharybin
2017-01-24Depsgraph: Remove legacy updateDepgraph callbacks from modifiersSergey Sharybin
2017-01-24Depsgraph: Remove legacy implementation of depsgraphSergey Sharybin
2017-01-24Depsgraph: Remove legacy calls from scene update routinesSergey Sharybin
2017-01-24Depsgraph: Remove special exception in update loggingSergey Sharybin
2017-01-24Depsgraph: Remove special version of pose builderSergey Sharybin
2017-01-24Depsgraph: Remove legacy depsgraph code from viewportSergey Sharybin
2017-01-24Depsgraph: Remove legacy depsgraph code from transformSergey Sharybin
2017-01-24Install deps: Bump OpenSubdiv version to 3.1.1Sergey Sharybin
Required to have some crash fixes.
2017-01-24GPencil: Fix unreported animation data missing when change palette nameAntonio Vazquez
When a palette was renamed, the animation data was not changed. This fix is related to commit 196520fe7d81
2017-01-24Use new manual URLAaron Carlisle
2017-01-23Update script generating/uploading py API doc to new addresses ↵Bastien Montagne
(docs.blender.org).
2017-01-23Merge branch 'master' into blender2.8Sergey Sharybin
2017-01-23Fix compilation error with legacy depsgraph disabledSergey Sharybin
2017-01-23Cycles: Split ShaderData object and shader flagsSergey Sharybin
We started to run out of bits there, so now we separate flags which came from __object_flags and which are either runtime or coming from __shader_flags. Rule now is: SD_OBJECT_* flags are to be tested against new object_flags field of ShaderData, all the rest flags are to be tested against flags field of ShaderData. There should be no user-visible changes, and time difference should be minimal. In fact, from tests here can only see hardly measurable difference and sometimes the new code is somewhat faster (all within a noise floor, so hard to tell for sure). Reviewers: brecht, dingto, juicyfruit, lukasstockner97, maiself Differential Revision: https://developer.blender.org/D2428
2017-01-23Cycles: Make object flag names more obvious that hey are object and not shaderSergey Sharybin
2017-01-23Fix strict compiler warning in the gflags codeSergey Sharybin
2017-01-23Silence strict compiler warningsSergey Sharybin
Similar thing to other areas where we mix Blender's char with OpenGL API.
2017-01-23Cycles: Fix typo in the panel nameSergey Sharybin
No user visible changes, it was a typo in the name of the class. Spotted by povmaniac in IRC, thanks!
2017-01-23Cycles: Update current Cycles versionSergey Sharybin
2017-01-22Merge branch 'master' into blender2.8Julian Eisel
Conflicts: source/blender/editors/space_action/action_draw.c
2017-01-22Fix T50491: Cycles UI breaks when pushing F8.Bastien Montagne
Cycles add-on did not actually support reloading correctly. When you want to correctly reload sub-modules (i.e. modules of an add-on which is a package), you need to use importlib, a mere import will do nothing with already loaded modules (RNA classes are sort of pre-registered when they are evaluated, through the meta-class system).
2017-01-21Fix T49527: Blender stalls when changing armature ghosting range with ↵Joshua Leung
stepsize = 0 A big thanks to Steffen Mortensen (stifan) for finding the root cause of this bug!
2017-01-20Fix own mistake in rB051526da6279, confusing off_t with ptrdiff_t.Bastien Montagne
2017-01-20Fix minor glitches in GP code.Bastien Montagne
Reported by coverity scan.
2017-01-20Fix/cleanup stupid check on array of char being non-NULL pointer...Bastien Montagne
Reported by coverity scan.
2017-01-20Fix float buffer of tracking image accessed outside of check that it has ↵Bastien Montagne
been correctly allocated. Reported by coverity scan.
2017-01-20Cycles: Use more const qualifiers to avoid possible issuesSergey Sharybin
2017-01-20Cycles: Cleanup, split one gigantic function into two smaller onesSergey Sharybin
2017-01-20Fix compilation error with strict flagsSergey Sharybin
2017-01-20Fix compilation error with strict flags and gcc-6Sergey Sharybin
2017-01-20Cleanup/fix some BLI_string_utf8 not using size_t/off_t as expected.Bastien Montagne
2017-01-20Cleanup/fix last remnant usages of int instead of size_t for string length ↵Bastien Montagne
in BLI_string_utils.
2017-01-20D1873: Customize style for animation motion pathsAntonio Vazquez
New options to define the style of the animation paths in order to get better visibility in complex scenes. Now is possible define the color, thickness and several options relative to the style of the lines used to draw motion path.
2017-01-20Cycles: Store time in BVH nodesSergey Sharybin
This way we can stop traversing BVH node early on. Gives about 2-2.5x times render time improvement with 3 BVH steps. Hopefully this gives no measurable performance loss for scenes with single BVH step. Traversal is currently only implemented for QBVH, meaning old CPUs and GPU do not benefit from this change.
2017-01-20Cycles: Add option to split triangle motion primitives by time stepsSergey Sharybin
Similar to the previous commit, the statistics goes as: BVH Steps Render time (sec) Memory usage (MB) 0 46 260 1 27 373 2 18 598 3 15 826 Scene used for the tests is the agent's body from one of the barber shop scenes (no textures or anything, just a diffuse material). Once again this is limited to regular (non-spatial split) BVH, Support of spatial split to this feature will come later.
2017-01-20Cycles: Add option to split curve motion primitives by time stepsSergey Sharybin
The idea is to create several smaller BVH nodes for each of the motion curve primitives. This acts as a forced spatial split for the single primitive. This gives up render time speedup of motion blurred hair in the cost of extra memory usage. The numbers goes as: BVH Steps Render time (sec) Memory usage (MB) 0 258 191 1 123 278 2 69 453 3 43 627 Scene used for the tests is the agent's hair from one of the barber shop scenes. Currently it's only limited to scenes without spatial split enabled, since the spatial split builder requires some changes to work properly with motion steps coordinates.