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AgeCommit message (Collapse)Author
2018-06-14Edit Mesh: Fix blending function of edgesClément Foucault
This fix the ugly (usually) dark outline that was around selected edges.
2018-06-14GPU: consistenly use mipmap on/off in all draw modes.Brecht Van Lommel
This is important for good texture paint performance.
2018-06-14T55456 EditMeshModeJeroen Bakker
- see the face selection color when face is active - test different masks for active face, finally chosen for no mask at all.
2018-06-13T55456: EditDrawModeJeroen Bakker
reorganized shader compilation
2018-06-13Revert "T55456: EditDrawMode"Jeroen Bakker
This reverts commit da6ed54569d03d18512e46ae08629bf72a592a82.
2018-06-13T55456: EditDrawModeJeroen Bakker
- removed the dithering from the active face
2018-06-13T55456: EditMode DrawingJeroen Bakker
- Hide facedots, except when in V3D_ZBUF_SELECT mode `use_occluded_geometry` - Different theme (wire_inactive) when not in edge selection mode
2018-06-11Outlines: Make Xray outlines 2px thick instead of 3pxClément Foucault
2018-06-11Outlines: Make outlines in xray mode not occluded.Clément Foucault
This is visually too distracting (flickering). Until we have a better solution, just disable occlusion fading.
2018-06-10Workbench: Xray: Add selected/active non-occluded outlinesClément Foucault
This Fix the problem when multiple objects are selected and one of them occlude the others. You cannot see clearly what is selected. With this option, selection is more clear when Xray mode is enabled.
2018-06-10Experimental Tweak: Only show relationship lines between objects when either ↵Joshua Leung
the parent/child object is selected As in Pose Mode, the idea here it to try to reduce viewport complexity without requiring users to turn off the overlay completely all the time. For example, a background prop (e.g. a tree with a tyre hanging off it, or a branch with hand-placed leaves) won't be cluttering the viewport with its relationship lines all the time, when you're trying to do something else. When you really do need to see these lines, you can still select the object in question, and you'll see the lines for which objects are its children or what its parent is. And to see all lines, you can still always select all objects.
2018-06-10Viewport: "Show Relationship Lines" overlay toggle is now respected by ↵Joshua Leung
Object Mode & Armatures (Edit/Pose)
2018-06-07Wireframe: Fix edges or non manifold meshes not showing.Clément Foucault
This will show the associated edges to the vertices but that's the only workaround I can think of right now.
2018-06-07Wireframe: Change / Optimize the limited wireframe visibility option.Clément Foucault
This make the limited wireframe not a performance problem anymore. However, this does change the number of edges displayed as the threshold is now computed per vertex instead of per edges. For this reason we extended (internaly) the range of the slider so that the users can hide more edge.
2018-06-07Wireframe: Frustum cull them.Clément Foucault
2018-06-07Armature: Fix flickering outline on planar custom bones.Clément Foucault
2018-06-07Draw: Don't take cache existence into account for draw typeSergey Sharybin
2018-06-07Draw: Use proper continue when psys is disabledSergey Sharybin
2018-06-07Bone selection: user control contrastJeroen Bakker
Experiment: let the user be in control of the alpha channel as some rigs are hard too see during bone selection. Especially rigs that were designed for 2.79 wireframe mode.
2018-06-06Particle edit: Fix crash when trying to edit particles without cacheSergey Sharybin
Particles in EMITTER mode needs to have cache.
2018-06-05Wireframe: Add slider to hide edges from coplanar facesClément Foucault
The default behaviour is to show the same amount of edges as 2.7. The slider makes it possible to show all edges or even less.
2018-06-04Wireframe: Lower line thickness and front color blending.Clément Foucault
2018-06-03DRW: Hair: Add additionnal subdivision smoothing support.Clément Foucault
Only use catmull-rom interpolation for now. It's smoother and does not exhibit artifacts.
2018-06-03Wireframe: Optimization for intel GPUs.Clément Foucault
Intel GPU take more advantage of the geometry shader than other vendors. Using a simple geom shader approach in this case is more performant.
2018-06-02Eevee: CodeStyle: Fix naming and confusion about the hairs vectors.Clément Foucault
2018-06-01T54991: Restore support for Motion Path drawing in 2.8Joshua Leung
This commit restores support for Motion Path drawing in 2.8 (as it wasn't ported over to the new draw engines earlier, and the existing space_view3d/drawanimviz.c code was removed during the Blender Internal removal). Notes: * Motion Paths are now implemented as an overlay (enabled by default). Therefore, you can turn all of them on/off from the "Overlays" popover * By and large, we have kept the same draw style as was used in 2.7 Further changes can happen later following further design work. * One change from 2.7 is that thicker lines are used by default (2px vs 1px) Todo's: * There are some bad-level calls introduced here (i.e. the actgroup_to_keylist() stuff). These were introduced to optimise drawing performance (by avoiding full keyframes -> keylist conversion step on each drawcall). Instead, this has been moved to the calculation step (in blenkernel). Soon, there will be some cleanups/improvements with those functions, so until then, we'll keep the bad level calls. Credits: * Clément Foucault (fclem) - Draw Engine magic + Shader Conversion/Optimisation * Joshua Leung (Aligorith) - COW fixes, UI integration, etc. Revision History: See "tmp-b28-motionpath_drawing" branch (rBa12ab5b2ef49ccacae091ccb54d72de0d63f990d)
2018-06-01Object Mode: Display loose edges if overlays are enables.Clément Foucault
This fix T55280 Loose edges not visible in object mode
2018-06-013D View: respect text option for edit-mode infoCampbell Barton
2018-05-31Overlay: Add Wireframe overlay.Clément Foucault
This overlay is showing mesh topology. It is usable with transparency even if the mesh order can mess up with the expected result (some object more prominent than others). Edge thickness and alpha values are hardcoded for now but can easily be added to theme or object settings.
2018-05-30Cleanup: whitespaceCampbell Barton
2018-05-30Object Mode: Add Texture space visualization.Clément Foucault
2018-05-30DRW: Add new GPU hair system.Clément Foucault
This new system use transform feedback to compute subdivided hair points position. For now no smoothing is done between input points. This new system decouple the strands data (uv, mcol) with the points position, requiring less update work if only simulation is running. In the future, we can have compute shader do the work of the feedback transform pass since it's really what it's meant to. Also we could generate the child particles during this pass, releasing some CPU time. draw_hair.c has been created to handle all of the Shading group creations as well as subdivision shaders. We store one final batch per settings combination because multiple viewport or render could use the same particle system with a different subdivision count or hair shape type.
2018-05-29For 2.8, bring back debug mode indices display.Howard Trickey
2018-05-29Missed own last commitCampbell Barton
2018-05-29Object Modes: only use selection for mode switchCampbell Barton
Selection is no longer needed for an object to be considered in a mode. Part of T55246 design task, fixes T55187
2018-05-27Grid: Do not go over objects in front/side ortho views.Clément Foucault
Fixes T55190 Grid displayed on top of objects in orthographic view
2018-05-27Grid: Fix T51813: Opaque grid on OSX.Clément Foucault
2018-05-26Armature: Make Custom bone have the same appearance as other bones.Clément Foucault
I had to correct some errors in the winding order of the normal bones.
2018-05-26Armature: Fix missing bone edges in object mode.Clément Foucault
2018-05-26Armature: Modify Shape outline shader to use Line adjacency instead of tri.Clément Foucault
This is much faster and simpler. This is also to make it compatible with custom bone shape in the future.
2018-05-26Cleanup: whitespace, long lines, duplicate includeCampbell Barton
2018-05-24Cycles/Eevee: Implement disk and ellipse shapes for area lampsLukas Stockner
The implementation is pretty straightforward. In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle. There is a paper on solid angle sampling for disks [1], but the described algorithm is based on simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence. Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a way to analytically calculate the solid angle is required. This is technically possible [2], but the calculation is extremely complex and still requires a lookup table for the Heuman Lambda function. Therefore, I've decided to not implement that for now, we could still look into it later on. In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations. [1]: "Solid Angle Sampling of Disk and Cylinder Lights" [2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential" Reviewers: sergey, brecht, fclem Differential Revision: https://developer.blender.org/D3171
2018-05-22Cleanup: namingCampbell Barton
Use 'ob' prefix for objects, 'eval' suffix for evaluated data.
2018-05-20DRW: Rename some DRW_STATE_* for more consistency.Clément Foucault
2018-05-20Cleanup: whitespace, duplicate includesCampbell Barton
2018-05-17T55090: Proxy bones were not selectableJeroen Bakker
- Implemented custom selection in pose mode overriding the rest. This selection mode is only done for bone selection right now
2018-05-17Remove ViewLayer settings - cleanup 1/2Dalai Felinto
2018-05-15Depsgraph: Keep track of original particle systemSergey Sharybin
Allows to have quicker lookup in particle edit mode.
2018-05-15Particle edit: Move cache update to particle batch cache implementationSergey Sharybin
The idea is to allow "regular" strands to update edit cache and hence get the final update strands.
2018-05-15Particle edit: Re-cache edit path if it's NULLSergey Sharybin
This is what old particle drawing code was doing.