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2020-07-06Fix T78481: Workbench Shadow effects XRayJeroen Bakker
When in XRay some effects (shadow, cavity & depth of field) aren't supported. This patch makes sure that these effects aren't enabled.
2020-07-03Cleanup: Fluid renaming from old 'manta' naming to new 'fluid' namingSebastián Barschkis
Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
2020-07-01Fix crash drawing non-mesh objects with vertex colorCampbell Barton
Missing NULL check in f7bbc7cdbb6cb
2020-07-01Cleanup: spellingCampbell Barton
2020-06-30Fix T76337 Overlay: Wireframe: x-ray doesn't deactivate when set to 0Clément Foucault
Also fix an issue with antialiasing when xray opacity is set to 0.
2020-06-29Fix T74220 Mantaflow Color Mapping not ignoring alpha valueClément Foucault
And also remove some sRGB hack.
2020-06-23Sculpt Vertex Colors: Initial implementationPablo Dobarro
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time. This commit includes: - SCULPT_UNDO_COLOR for undo support in sculpt mode - SCULPT_UPDATE_COLOR and PBVH flags and rendering - Sculpt Color API functions - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now) - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint) - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint) - Remesher reprojection in the Voxel Remehser - Paint Brush and Smear Brush with color smoothing in alt-smooth mode - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors - Color Filter - Color picker (uses S shortcut, replaces smooth) - Color selector in the top bar Reviewed By: brecht Maniphest Tasks: T72866 Differential Revision: https://developer.blender.org/D5975
2020-06-23Cleanup: rename 'name' to 'filepath' for DNA typesCampbell Barton
Using 'name' for the full path of a file reads badly, especially when id.name is used in related code.
2020-06-09Workbench: Fix missing NULL pointer checkClément Foucault
2020-06-08Workbench: Use eGPUSamplerState to change texture sampling behaviorClément Foucault
This removes some fragment shader hacks and improve the support of different repeat & filtering modes. This fix T77453 Image texture not repeating in viewport
2020-06-03DRW: Remove use of builtin matrices and replace by common_view_libClément Foucault
2020-06-03Cleanup: DRW: Remove persistent uniform functionsClément Foucault
2020-06-02GPU: Texture: Replace internal sampler state by explicit state objectClément Foucault
This makes it easier to track as well as allowing us to sample the same texture with different sampling parameters (which should fix the related T73942 in the long run). Reviewed By: brecht Differential Revision: https://developer.blender.org/D7831
2020-05-29Cleanup: Use Consistent Capitalization of "Anti-Aliasing"Aaron Carlisle
2020-05-22Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-22Fix T73726: Workbench Closest Interpolation ArtifactsJeroen Bakker
All textures in workbench are using linear interpolation. The fragment shader modifies the uv coordinates to sample always in the center of a texel. In rare conditions the GPU could sample an incorrect value due to rounding errors making some rendering artifacts. This patch skips the interpolation in the fragment shader to remove these render artifacts. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7816
2020-05-21Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-19Merge branch 'blender-v2.83-release'Hans Goudey
2020-05-19Fix T76080 Workbench: Background Glitches caused by Screen Cavity effectClément Foucault
2020-05-14Merge branch 'blender-v2.83-release'Antonio Vazquez
2020-05-14Fix T76168 Workbench: Shadows behind a culled backface are invertedClément Foucault
2020-05-14Merge branch 'blender-v2.83-release'Clément Foucault
2020-05-14Cleanup: Remove unused variableJeroen Bakker
2020-05-14Merge branch 'blender-v2.83-release'Jeroen Bakker
2020-05-14Fix T76558: Decreasing Viewport Anti-Aliasing Samples Makes Scene WhiterJeroen Bakker
When setting the Viewport Anti-Aliasing samples in the user preferences to a lower sample count the anti-aliasing was not reset. This lead to incorrect result as the accum buffer would still hold the values of the larger sample count. This fix resets the TAA when the sample count is changed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7728
2020-05-14Fix T75908: Sculpt GPU Batches + Render ArtifactsJeroen Bakker
When sculpting the GPU batches are constructed with only the required data for a single viewport. When that viewport changes shading or coloring mode (object to vertex) batches might not hold all the needed information. There is also a case when you have two 3d viewport one in object color mode and the other in vertex color mode that the GPU batches were updated without any vertex colors. In order to fix these category of issues this patch would always construct the full GPU batches for sculpting. Reviewed By: Clément Foucault, Pablo Dobarro Maniphest Tasks: T75908 Differential Revision: https://developer.blender.org/D7701
2020-05-12Merge branch 'blender-v2.83-release'Jacques Lucke
2020-05-12Cleanup: Remove print statementJeroen Bakker
2020-05-08Fix Assert: Wireframe XRay during SculptingJeroen Bakker
In the situation that the viewport was set to solid/texture mode and switch to wireframe and sculpt mode, an assert was triggered in `workbench_cache_sculpt_populate`.
2020-05-08Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-08Fix T76498: Refactoring - Rename BKE modifiers funtionsAntonio Vazquez
2020-05-08Fix T76525: crash drawing metaballs with multiple material slotsBrecht Van Lommel
2020-04-28Cleanup: unused variableCampbell Barton
2020-04-27Fix T75736 Viewport update problem when switching between view layersClément Foucault
The problem comes from the fact by no data being modified when switching viewlayers. To follow what the external render engines do, we completely reset the viewport by freeing the GPUViewport to avoid any cached data from being kept.
2020-04-27Workbench: Fix weight paint overlay and wireframe for infront objectClément Foucault
This fix case where you have wireframe on top of infront objects but workbench AA conflicts and they appear to not be occluded. Also T74923 is still fixed but we extend the fix to not mess the case when using a mode that does not support infront.
2020-04-22Workbench: Use GPU_texture_copy instead of GPU_framebuffer_blit for TAAClément Foucault
This fixes T75477 which seems to be a driver but caused by framebuffer blitting.
2020-04-22Fix T75938: Workbench normal direction for matcapsRobert Guetzkow
Set useMatcap to ensure correct normal direction when using matcaps in the workbench engine.
2020-04-22Fix T75981: crash in sculpt mode with mesh that used to have multiple materialsBrecht Van Lommel
The material indices in a mesh can exceed the number of available materials slots in the object or mesh, sculpt drawing was not taking that into account.
2020-04-19Fix T75902 Workbench: render crashClément Foucault
2020-04-17Fix T74805 Workbench: Back faces flicker with Auto Depth is enabledClément Foucault
2020-04-17Workbench: Fix unreported bug: garbage viewport when changing AA settingsClément Foucault
Was caused by uninitialized buffer.
2020-04-16Fix T75455: High World Space Cavity Samples CrashJeroen Bakker
When setting the number of cavity samples to a high number blender could write out of bounds. This patch will harmonize the number of iterations in the same way how it is done during execution. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7425
2020-04-03Code Quality: Replace for loops with LISTBASE_FOREACHDalai Felinto
Note this only changes cases where the variable was declared inside the for loop. To handle it outside as well is a different challenge. Differential Revision: https://developer.blender.org/D7320
2020-04-03Cleanup: Including "BLI_listbase.h" for LISTBASE_FOREACH macroDalai Felinto
These headers are not needed right away, but will be in the upcoming commit.
2020-03-31Fix T74898: Multiresolution Ghost After OrbitingJeroen Bakker
EEVEE and Workbench both had the same issue that they continue with the last sample when leaving navigating. This is ok for regular meshes as they are all the same. For multiresolution it ain't as a low res version of the mesh is used during navigation. This patch also resets the AA samples when the user leaves navigation.
2020-03-27Fix T69060: File Output Node does not work with Time RemappingPhilipp Oeser
Problem is that the RenderEngines will change the RenderData cfra when rendering (when time remapping is used -- at least workbench/eevee/ gpencil do a combination of BKE_scene_frame_get() plus RE_GetCameraWindow() which alters the RenderData cfra). Later on in the pipeline, the Compositor will use this RenderData cfra to determine the output file name for the FileOutput node. (In contrast to this, the 'regular' Output will use the Scene's RenderData -- not the Render's -- cfra [which hasnt been altered]) It is not entirely clear why RE_GetCameraWindow was setting the cfra on the Render, but it appears to be legacy OGL rendering related and is not needed anymore. Removing this will keep the cfra as needed for the Compositor FileOutput node.
2020-03-26Fix T75087 Workbench: DoF: Divide By Zero when antialiasing is disabledClément Foucault
2020-03-26Fix T75062: Frame Flashes During 3D Viewport Animation PlaybackJeroen Bakker
This issue became visible after fixing other TAA issues recently. The sample count of the first frame wasn't reset resulting that the incorrect resolve took place. This issue was already there beforehand, it is just much clearer during the recent changes. Now the `taa_sample will be reset when performing an animation playback in the 3d viewport.
2020-03-25Cleanup: typo in printPhilipp Oeser
2020-03-24Fix T74782: WorkBench TAA Artifacts During Painting/DrawingJeroen Bakker
When the TAA is finished the screen can still be redrawn by other operations without the TAA resets. If that happened the TAA did add a blank sample to the result as the scene wasn't drawn, but the was processed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7226