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2019-10-01Fix T70206 Texture Paint: UV shadow doesnt show upClément Foucault
2019-09-30Cleanup: spellingCampbell Barton
2019-09-29Sculpt: only update draw buffers for visible nodes during paint strokeBrecht Van Lommel
Also applies to some other sculpt tools like filter and mask expand. The full update happens after the paint stroke is finished, so it does not happen on view navigation, which would cause a delay. Ref T70295 Differential Revision: https://developer.blender.org/D5922
2019-09-29Sculpt: multithread GPU draw buffer filling for workbenchBrecht Van Lommel
This improves performance of some sculpt tools, particularly those that modify many vertices like filter and mask tools, or use brushes with large radius. For mask expand it can make updates up to 2x faster on heavy meshes, but for most tools it's more on the order of 1-1.1x. There are bigger bottlenecks to solve, like normal updates. Ref T70295 Differential Revision: https://developer.blender.org/D5926
2019-09-28Debug: add 888 and 889 debug values for redraw and PBVH node visualizatonsBrecht Van Lommel
More convenient to use the debug menu than having to modify code every time.
2019-09-28Fix T70226 EEVEE: Crash/Assert entering edit mode with instanced meshes...Clément Foucault
... and modifiers. This was caused by wrong mesh being taken into account when in edit mode.
2019-09-27Fix T70247 Crash on enter edit mode with UV editor openedClément Foucault
2019-09-27Fix T69941 Assert selecting UVsClément Foucault
Was caused by DRW_mesh_batch_cache_get_edituv_faces_stretch_area called after DRW_mesh_batch_cache_create_requested. So it was created on the wrong object/mesh.
2019-09-27Fix T69377 Texture flickering when selecting in solid viewport (AMD Pro driver)Clément Foucault
Workaround that does not fix the real issue. The bug is caused by glBufferData inside DRW_instance_buffer_finish > GPU_vertbuf_use but only after the selection code which resets the number of items in idatalist->pool_buffers. I don't understand why this is happening as the vbo ids are all valid and no error is reported. What is even more strange, is that it affects another vbo which has no connection with the ones in DRW_instance_buffer_finish.
2019-09-27Fix part of T70295: sculpt drawing not clipping PBVH behind the cameraBrecht Van Lommel
Use all 6 clipping planes for drawing.
2019-09-27Fix part of T70295: sculpt drawing not clipping PBVH nodes outside of viewportBrecht Van Lommel
As before in 2.7, this only works for optimized drawing in workbench mode.
2019-09-27Cleanup: structs, cmake file listsCampbell Barton
2019-09-25Fix T67342 EEVEE: Uninitialized buffer when changing screen sizeClément Foucault
Was caused by some drawcall not being done if the volumetric resolve pass was drawn (using dual source blending seems to be the cause). Not sure why this is needed since it is still reset before the next drawcall.
2019-09-24Fix T70004 EEVEE: Texture Coordinate Node in world shader render artifactsClément Foucault
2019-09-24Fix T70124: Motion path not drawn for Armature in Object ModeSergey Sharybin
2019-09-23Cleanup: remove unimplemented texture space rotation variablesBrecht Van Lommel
2019-09-23Cleanup: remove Mesh.bb and Curve.bb, no reason for these to be persistentBrecht Van Lommel
These were only strictly valid for texture space calculation, don't store them since they should not be used after that. Only store a flag to indicate if the auto texture space has been evaluated. In the future it might make sense to store bounding boxes at the mesh level to speed up bounding box computation for multiple objects using the same mesh, but then it will need to be implemented differently.
2019-09-23Revert part of "GPencil: Invert Paste operator and make Paste to Active default"Brecht Van Lommel
This commit accidentally undid a bunch of previous commits. Only the intended changes are left now.
2019-09-23Cleanup: use bracesCampbell Barton
2019-09-21Cleanup: extra semicolon, comma warningsCampbell Barton
2019-09-20Cleanup: shadow warningCampbell Barton
2019-09-19Fix T69855: 3DView glitches involving depth buffermano-wii
The problem is that `DST.vmempool->passes` was not cleared, so passes previously created in another drw function were being reused.
2019-09-19DRW: Deduplicate drw_draw_depth_loop functionsmano-wii
2019-09-19Cleanup: spellingCampbell Barton
2019-09-17DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-14Cleanup: use const args, variablesCampbell Barton
2019-09-14Revert "DRW: Refactor to support draw call batching"Clément Foucault
This reverts commit ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce.
2019-09-13Fix Particles: Keyed Physics crash when clicking on a particle slotPhilipp Oeser
without a valid target rB95b9680597f5 introduced code that would skip creation of GPUVertBuf for ParticlePointCache if the keyed physics would not have a valid target. Missing vertex buffer would lead to assert/crash. This code is now removed (dont see a reason why this was done? afaict 2.79 also just displayed the particles without physics in this case and this seems to be working just fine in 2.8 as well) part of T69741 Reviewers: fclem Maniphest Tasks: T69741 Differential Revision: https://developer.blender.org/D5781
2019-09-13Per-Viewport Collection VisibilityDalai Felinto
Support per-viewport collection visibility options. Note 1: There is no way to show a collection that was not visible before due to depsgraph. Otherwise we would risk having all the collections in the depsgraph and I believe this is not the idea. An alternative would be to have a new depsgraph for viewports that are not local. Something to keep in mind if we do per-viewport current frame in the future. So for now what we do is to only allow collections visibility to be disabled/hidden in this mode. Note 2: hide_viewport (the eye icon) doesn't really matter for depsgraph. So after the merge we can still ignore it to show the collections locally in a viewport with no problems for the depsgraph. Reviewers: brecht, sergey Subscribers: billreynish Related task: T61327 Differential Revision: https://developer.blender.org/D5611
2019-09-13DRW: Refactor to support draw call batchingClément Foucault
Reviewers: brecht Differential Revision: D4997
2019-09-13Cleanup: unused headers (GPU)Campbell Barton
2019-09-13Cleanup: use header guardsCampbell Barton
2019-09-11Depsgraph: Pass bmain to depsgraph object creationSergey Sharybin
Currently unused, but will allow to keep of an owner of the depsgraph. Could also simplify other APIs in the future by avoiding to pass bmain explicitly to relation update functions and things like that.
2019-09-10Fix T69432: Hair particle editmode: hiding not workingPhilipp Oeser
PTCacheEditPoint flag PEP_HIDE was not respected at all... Reviewers: brecht Maniphest Tasks: T69432 Differential Revision: https://developer.blender.org/D5739
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
2019-09-05Mesh Batch Cache: Fix threading issueJacques Lucke
I believed the crash I experienced happened because: 1. The `extract_pos_nor_init` function is called. 2. Tasks are added to the task pool for `extract_pos_nor`. 3. The tasks begin to be executed while more tasks are added. 4. In some rare cases, all existing tasks are finished, but not all have been added yet. 5. This let the task-counter go down to zero. 6. This triggered a call to `extract_pos_nor_finish`. 7. Then more tasks are added and in the end `extract_pos_nor_finish` is called again. A solution is to use a task pool that is suspended when created. Unfortunately, there was an outdated comment, that was probably the root cause of the issue. Reviewers: fclem, sergey Differential Revision: https://developer.blender.org/D5680
2019-09-05Cleanup: use backslash for doxygen commandsCampbell Barton
2019-09-04Fix T63755: Area Stretching OverlayJeroen Bakker
Support for UV Stretching overlay during multi object editing. The VBO now holds the ratios per fase. In the shader these ratios will be compared against the global ratios. The global rations are created from all selected objects. The current implementation does not fit well with the draw module. The plan is to move the drawing of other spaces towards the draw manager what leads to a better fit. Currently the details on this solution is unclear but this requirement will become an attentionpoint in the future design. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5665
2019-09-03Fix T66950: WeightPaint Bone Selection OverlayJeroen Bakker
In weightpaint it is possible to enable the bone selection mode. During drawing the overlay was rendered, but during selection this was ignored. Users needed to double click in order to select bones even when the overlay was enabled. This patch makes bone selection possible during weight painting using the pose mode bone selection overlay with a single click. Reviewed By: fclem, campbellbarton Differential Revision: https://developer.blender.org/D5629
2019-08-30DrawManager: UV StretchingJeroen Bakker
Calculating UV Stretching on large meshes showed garbage. The reason is that the calculation is not thread save. Temporarily disable threading for UV Stretching
2019-08-27Clean: styleCampbell Barton
2019-08-26Fix T69051 Vertex Paint: Selection not show in vertex select mode.Clément Foucault
2019-08-26Fix T68954 UVEdit: Auto Smooth option conflicts with uvs displayClément Foucault
2019-08-263D View: show selected object axis when affect origins is enabledCampbell Barton
This replaces temporarily enabling draw-axis.
2019-08-26GPencil: Invert Paste operator and make Paste to Active defaultAntonio Vazquez
Before there were two options: Paste to original layer called "Paste" and Paste to active layer called "Paste & Merge" Now, by default the paste is in active layer and the "Paste & Merge" has been renamed "Paste". For old "Paste", now is called "Paste by Layer" and it's not the default value anymore. Note: Minor edits to add icons not present in Differential revision. Differential Revision: https://developer.blender.org/D5591
2019-08-26Fix T68826 Eevee: Multi-Mat not working if switching from Solid shadingClément Foucault
The correct fix would be to avoid all those hacks but this is needed if we want to be able to parallelize object vbo extractions. This is the fixed version of the hack. The issue was that the ibo ranges were saved before the batch were reset and the IBO was discarded, leading to a read after free error. All previous reported crash were tested and are now not reproductible.
2019-08-25Cleanup: redundant struct declarationsCampbell Barton
2019-08-23Revert "Fix T68826 Eevee: Multi-Mat not working if switching from Solid shading"Brecht Van Lommel
This reverts commit d357e7b06535. This caused crashes in UV editor drawing and updates in lookdev mode. Fixes T69087, T69083, T69088, T69096.
2019-08-22Cleanup: undeclared variable warningsCampbell Barton
Forward declare variables, or make them static.