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2019-10-29Merge branch 'blender-v2.81-release'Clément Foucault
2019-10-29Fix T69468 EEVEE: Collections Holdout Button in Outliner Is IgnoredClément Foucault
Not the cleanest implementation but the simplest. This doubles the number of default shader variations.
2019-10-29Merge branch 'blender-v2.81-release'Sergey Sharybin
2019-10-29Fix strict compiler warningSergey Sharybin
Implicit function declaration caused by missing include in the recent fix.
2019-10-29Merge branch 'blender-v2.81-release'Clément Foucault
2019-10-29Fix T70091 EEVEE: volumetric broken, not refreshClément Foucault
Thanks @mano-wii for finding the fix.
2019-10-29Fix T71050 EEVEE: Light Path Node broken in 2.81Clément Foucault
Also fixes the sampling of hashed shadows.
2019-10-29Fix T71062 EEVEE: Holdout shader is broken in 2.81Clément Foucault
2019-10-17Merge branch 'blender-v2.81-release'Clément Foucault
2019-10-17Fix T70678 Workbench: Smoke Sim display has incorrect offsetClément Foucault
Fix the ray direction computation.
2019-10-17Fix T70811 EEVEE: Alpha clip/hashed cause wrong alpha valuesClément Foucault
Was caused by division not giving a fully opaque alpha value.
2019-10-17Merge branch 'blender-v2.81-release'Antonio Vazquez
2019-10-17Fix T70887: GPencil edit lines are not displayed in the right placeAntonio Vazquez
The lines were not using the matrix to calc the tarnsformation.
2019-10-17Cleanup: spellingCampbell Barton
Also remove historic bftgl reference.
2019-10-17Merge branch 'blender-v2.81-release'Campbell Barton
2019-10-17Fix invalid flag checkCampbell Barton
Cast occurs first, making any flag enable this option.
2019-10-17Merge branch 'blender-v2.81-release'Campbell Barton
2019-10-17Cleanup: shadow warningCampbell Barton
2019-10-16Merge branch 'blender-v2.81-release'Antonio Vazquez
2019-10-16GPencil: Fix unreported performance issue with relative onion modeAntonio Vazquez
When the relative mode was used, the calculation of the total number of vertices was not done and it was using the total number of vertices in the datablock. This worked for small files, but with complex files the time to allocate all the data was too long and the performance was very bad. Now, for relative mode the real number of vertex is calculated. Also fixed the same problem when onion and multiedit is enabled.
2019-10-16Merge branch 'blender-v2.81-release'Clément Foucault
2019-10-16Fix T70249 EEVEE: Light bleeding on SSS translucencyClément Foucault
This was caused by 2 things: Shadow map bias and aliasing. It made the expected depth of the shadowmap further than the surface itself in some cases. In normal time this leads to light leaking on normal shadow mapping but here we need to always have the shadowmap depth above the shading point. To fix this, we use a 5 tap inflate filter using the minimum depth of all 5 samples. Using these 5 taps, we can deduce entrance surface derivatives and there orientation towards the light ray. We use these derivatives to bias the depth to avoid wrong depth at depth discontinuity in the shadowmap. This bias can lead to some shadowleaks that are less distracting than the lightleaks it fixes. We also add a small bias to counteract the shadowmap depth precision.
2019-10-16Merge remote-tracking branch 'origin/blender-v2.81-release'Dalai Felinto
2019-10-16Workbench: Background DitheringJeroen Bakker
Background dithering was introduced to solve banding issues on gradient backgrounds. This patch will enable dithering based on the texture that is used for drawing. Only when using a GPU_RGBA8 texture the dithering will be enabled. This disables dithering for final rendering, vertex and texture paint modes. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6056
2019-10-16Cleanup: warningsCampbell Barton
2019-10-16GPencil: Fix unreported problem when use Onion Skin in several windowsAntonio Vazquez
The onion skin was nos displayed in secondary screens when disable the Onion switch or the Overlay in the main window. Added a check to verify if the main overlay and onion switches are enabled in any screen in order to generate the cache data. This is required to generate the onion skin and limit the times the cache is updated because the cache is generated only in the first screen and if the first screen has the onion disabled the cache for onion skin is not generated. The loop adds time, but always is faster than regenerate the cache all the times. Reviewed By: mendio, pepeland Differential Revision: https://developer.blender.org/D6049
2019-10-09Fix T70640 EEVEE: Alpha hashed material is darker when alpha is not 1.0Clément Foucault
Predivide all radiance components as the alpha effect comes from the hashed transparency (pixel rejection).
2019-10-07Fix T67753 EEVEE: Crash using transparent shadows with default materialClément Foucault
2019-10-04GPU: Platform Support LevelJeroen Bakker
Adds a check when starting blender if your platform is supported. We use a blacklist as drivers are updated more regular then blender (stable releases). The mechanism detects if the support level changed or has been validated by the user previously. Changes can happen due to users updating their drivers, but also when we change the support level in our code base. When the user has seen the limited support level message it is saved in the user config. It would be better to have a system specific config section, but currently not clear what could benefit from that. When the platform is unsupported or has limited support a dialog box will appear including a link to our user manual describing what to do. **Windows** Windows uses the MessageBox that is provided by the windows kernel. **X11** We use a very lowlevel messagebox for X11. It is very limited in use and can be fine tuned when needed. **SDL/APPLE** There is no implementation for SDL or APPLE at this moment as the platform support feature targets mostly Windows users. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5955
2019-10-04GPencil: Reduce VBO memory footprint when using modifiersAntonio Vazquez
Before, the modifiers were evaluated in Draw Engine and this required to calculate a factor to increase the VBO size. Now, the modifiers are evaluated in Depsgraph and the Draw Engine receives the evaluated stroke with the final number of vertices. As the number of vertices is the final value already, if Draw Manager increases the number with the modifiers only increases the memory with empty space because never would be used. This commit removes this double calculation, reducing the memory usage and removes a loop to calculate the size by modifier too. Also, the function getDuplicationFactor() has been removed because is not required anymore.
2019-10-03Fix T70484: GPencil particles crash when original stroke is hiddenAntonio Vazquez
Due the internal design of the drawing engine and the special requirements for 2D inside 3D, it's required to keep the original stroke visible in order to display the particles. If the original stroke is hidden, the particles are hidden too. This commit only fix the segmentation fault. Make visible the particles when the original is hidden would require a complete redesign and maybe would break some 2D features.
2019-10-03Cleanup: unused structs, struct membersCampbell Barton
2019-10-03Cleanup: argument naming, redundant NULL checksCampbell Barton
2019-10-02Fix T70399: Grease Pencil Canvas Grid Overlay Broken after DRW refactorAntonio Vazquez
Now the grid matrix is calculated when the shading group is created. Also, the grid pass is only created when needed and reduce memory usage when the scene is not using grease pencil objects. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5966
2019-09-29Sculpt: disable workbench anti-aliasing during stroke paintingBrecht Van Lommel
This mostly happens automatically anyway since there is usually not enough time left over for it. But when it does it happen it breaks partial redraw, and may also have a negative impact on responsiveness. Ref T70295
2019-09-26Fix T69814: Grease Pencil Onion Skin Loop doesn't work as expectedAntonio Vazquez
The first element of the loop was not calculated for all onion modes. For select mode the first selected is used, for other modes the first frame in the layer is used.
2019-09-23Cleanup: remove unimplemented texture space rotation variablesBrecht Van Lommel
2019-09-23Fix selection and snapping misusing texture space as boundboxBrecht Van Lommel
This fixes the regression from T70103 introduced by the fix for T70103.
2019-09-23GPencil: Use correct comparison for non-bit valuesAntonio Vazquez
2019-09-21GPencil: Performance improvement for Multiframe and Onion SkinAntonio Vazquez
Before when Onion or Multiframe was enabled the VBO length was the total of points on the object for all frames and this results in a big size when the scene had a lot of frames. Now, the size of VBO length is calculated more precisely and reduce the time to alloc the VBO.This also reduce memory footprint.
2019-09-21Cleanup: Fix comment mistakeAntonio Vazquez
2019-09-21GPencil: Multiframe Show only Edit lines was invertedAntonio Vazquez
The flag was working in the oposite mode. Related to T70116
2019-09-21GPencil: Copy temp color in multiframeAntonio Vazquez
As the evaluated data is not calculated in multiframe, needs to have the original colors. Related to T70116
2019-09-21GPencil: Rename functionAntonio Vazquez
2019-09-20Fix T69995: Object Drawtype Set To Solid IssuesJeroen Bakker
When setting an object draw type to Solid it always used the Material color mode. This change only sets the material color when the viewport is set to display textures.
2019-09-19Fix T67471: hidden particle emitter occludes in Cycles rendered viewportBrecht Van Lommel
2019-09-19Fix T70077: GPenci Controls points are not displayed in right locationAntonio Vazquez
The problem was the unit matrix was not set in the uniform variable.
2019-09-19Cleanup: spellingCampbell Barton
2019-09-18GPencil: Create blank texture only once by engineAntonio Vazquez
This texture is used for missing textures as replace. Differential Revision: https://developer.blender.org/D5845
2019-09-17Fix T69809, T69810: sculpt gone or crashing after renderBrecht Van Lommel
Make a distinction between flush sculpt changes for rendering, and forcing sculpt data structures to be rebuilt after mesh changes. Also don't use PBVH for renders.