Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2019-05-16Fix T54686: objects don't occlude each other for edit-mesh selectmano-wii
2019-05-15GPencil: Invert Fade Object sliderAntonioya
The Fade Objects and Fade Layers parameters had opposite meaning and this was not correct. Now, both parameters work in the same direction.
2019-05-15Lights: change sun light size to be specified as angleTim Stullich
This is the angular diameter as seen from earth, which is between 0.526° and 0.545° in reality. Sharing the size with other light types did not make much sense and meant the unit was unclear. Differential Revision: https://developer.blender.org/D4819
2019-05-15Eevee: Add per material option to cull backfacesClément Foucault
This is in order to have more flexibility and to have an explicit option for final renders.
2019-05-15Code style cleanup: `make format`Dalai Felinto
2019-05-14GPencil: Rename property Follow Drawing Path to AlignmentAntonioya
The old name was not clear and with new options the new name is more easy to understand.
2019-05-14Fix T64551 Crash on leaving local view on the shading tabClément Foucault
Was causing by garbage collection free the surf_per_mat_tris array. The cache validate did not take care of ensuring the array was alloc again.
2019-05-14Fix Shader compilation error on MacOS & some other platform/driverClément Foucault
texture2D() is no longer supported by modern opengl, use texture() instead.
2019-05-14Fix zfighting from edit mode face overlaysClément Foucault
2019-05-14Fix T64574 : Weird shadow mesh glitches in viewportClément Foucault
This is not the most clean but this is what is needed to make point_object_to_ndc equivalent to point_object_to_world + point_world_to_ndc
2019-05-14Fix T64574 : Weird shadow mesh glitches in viewportClément Foucault
This is not the most clean but this is what is needed to make point_object_to_ndc equivalent to point_object_to_world + point_world_to_ndc
2019-05-14Eevee: Fix Auto Tangent not working if active UV layer is greater than 3Clément Foucault
2019-05-14Fix T64441: GPencil textures weird rotationAntonioya
New option to disable the follow drawing path. Before it had only a switch property, now there is a list of options. Modes: Path: Follows drawing stroke and rotate with object. Object: Only follows object rotation. None: Don't rotate.
2019-05-14Cleanup: DRW: Move ModelMatrix declaration to common_view_libClément Foucault
2019-05-14GPUVertexFormat: Reduce size of structsClément Foucault
With this patch, the size of GPUVertFormat goes from 1240 to 388.
2019-05-14Cleanup: DRW: Add and use DRW_shgroup_uniform_vec2_copyClément Foucault
2019-05-14Cleanup: DRW: Remove unused Uniform typesClément Foucault
2019-05-14Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_addClément Foucault
2019-05-14DRW: Refactor: Use DRWCall to accumulate per instance attributesClément Foucault
This is a big change that cleanup a lot of confusing code. - The instancing/batching data buffer distribution in draw_instance_data.c. - The selection & drawing code in draw_manager_exec.c - Prety much every non-meshes object drawing (object_mode.c). Most of the changes are just renaming but there still a chance a typo might have sneek through. The Batching/Instancing Shading groups are replace by DRWCallBuffers. This is cleaner and conceptually more in line with what a DRWShadingGroup should be. There is still some little confusion in draw_common.c where some function takes shgroup as input and some don't.
2019-05-14BLI_memblock: Add more optionsClément Foucault
- Use int instead of uint for safety and less conversions. - Add free callback - Add cleared alloc option
2019-05-14Cleanup: Remove DRWCallTypeClément Foucault
This simplify the rendering logic.
2019-05-14DRW: Fix threading hazard when rendering and using auto depthClément Foucault
2019-05-14Cleanup: DRW: Remove unused functionsClément Foucault
2019-05-14DRW: Change Procedural function to use a GPUBatchClément Foucault
This is in order to have VAO handled by thoses batches instead of using a common VAO. Even if the VAO has no importance in these case using a batch will help when transitioning to Vulkan.
2019-05-14Eevee: Replace DRW_shgroup_empty_tri_batch_create by procedural callsClément Foucault
2019-05-14Mesh Batch Cache: Fix use of uninitialized variableClément Foucault
2019-05-14DRW: Make Instance count not a pointerClément Foucault
Goal is still to simplify the draw manager.
2019-05-14Cleanup: Eevee: Make planar downsampling not use instance drawingClément Foucault
2019-05-14Cleanup: DRW: Remove pointers to materialsClément Foucault
2019-05-14GPU: Move Material index to nodetree evaluationClément Foucault
This removes the need to pass the Material* all over the place in the draw manager. Cleanup comming right after.
2019-05-14DRW: Remove ModelViewMatrix and ModelViewMatrixInverseClément Foucault
2019-05-13Cycles/Eevee: unify light strength and colorBrecht Van Lommel
Cycles lights now use strength and color properties of the light outside of the shading nodes, just like Eevee. The shading nodes then act as a multiplier on this, and become optional unless textures, fallof or other effects are desired. Backwards compatibility is not exact, as we can't be sure which renderer the .blend was designed for or even if it was designed for a single one. If the render engine in the active scene is set to Cycles, lights are converted to ensure overall light strength remains the same, and removing unnecessary shader node setups that only included a single emission node. If the engine is set to Eevee, we increase strength to remove the automatic 100x multiplier that was there to match Cycles. Differential Revision: https://developer.blender.org/D4588
2019-05-13Cycles/Eevee: unified and improved texture image color space handlingBrecht Van Lommel
Cycles now uses the color space on the image datablock, and uses OpenColorIO to convert to scene linear as needed. Byte images do not take extra memory, they are compressed in scene linear + sRGB transfer function which in common cases is a no-op. Eevee and workbench were changed to work similar. Float images are stored as scene linear. Byte images are compressed as scene linear + sRGB and stored in a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read as scene linear, simplifying the code and taking advantage of hardware support. Further, OpenGL image textures are now all stored with premultiplied alpha. Eevee texture sampling looks a little different now because interpolation happens premultiplied and in scene linear space. Overlays and grease pencil work in sRGB space so those now have an extra conversion to sRGB after reading from image textures. This is not particularly elegant but as long as engines use different conventions, one or the other needs to do conversion. This change breaks compatibility for cases where multiple image texture nodes were using the same image with different color space node settings. However it gives more predictable behavior for baking and texture painting if save, load and image editing operations have a single color space to handle. Differential Revision: https://developer.blender.org/D4807
2019-05-11DRW: Fix previous commitClément Foucault
PS: I hate my life
2019-05-11Fix T64464 App crashes when navigating between UV Editor and ViewportClément Foucault
2019-05-11GPencil: Apply FBO changes to AA macrosAntonioya
Apply same change done to fix the task T64373
2019-05-11Fix T64137 Empty Images flickering graphics when "Auto Depth" is enabledClément Foucault
Also fix T64373 Grid intensity increases in Ortographic when use Circle Select in GPencil Edit mode
2019-05-10Fix T64399 Crash when trying to enter edit mode on instanced objectsClément Foucault
2019-05-10Fix T64420 Weight Paint colours not visibleClément Foucault
2019-05-10Overlays: Use common_view_lib.glslClément Foucault
This removes ModelViewProjectionMatrix usage
2019-05-10Workbench: Use common_view_lib.glslClément Foucault
This removes ModelViewProjectionMatrix usage
2019-05-10GPencil: Use common_view_lib.glslClément Foucault
2019-05-10DRW: Remove ModelViewMatrix UsageClément Foucault
2019-05-10Eevee: Update matrices operations to not use combined matricesClément Foucault
2019-05-10Cleanup: DRW: Renaming of glsl utility macrosClément Foucault
2019-05-09GPencil: Lock rotation of texturesAntonioya
By default the texture is locked and only the box is aligned when Follow Drawing Path is enabled. Before, when the Follow was disabled, the texture was always aligned to top and it was not affected by object rotation. Now, the texture always is rotated with object rotation.
2019-05-09DrawManager/GreasePencil: Select Correct ViewLayerJeroen Bakker
The DrawManager assumed that the first render layer was the render layer where GP needed to render on. In viewport this is always the case as we only have a single view layer. When rendering this can be multiple when multiple layers are rendered and composited in the compositor. In stead of the assumption that the first render layer is the render layer we need to draw on, we search for the render layer with the same name as the viewlayer. Reviewed By: fclem, brecht, antoniov Maniphest Tasks: T63099 Differential Revision: https://developer.blender.org/D4818
2019-05-09Workbench: Viewport AA PreferencesJeroen Bakker
In recent changes the viewport_quality setting was not working what users expected. This change will separate the anti-aliasing method that is being used. We now have three settings: * scene.display.render_aa: Will be used during `Render Image`. * scene.display.viewport_aa: Will be used during `Viewport Render Image`. * userpref.viewport_aa: Will be used in the 3d view. The viewport_quality setting has been replaced by the viewport_aa setting as it was the only thing in currently controlled. Reviewed By: brecht Maniphest Tasks: T64132 Differential Revision: https://developer.blender.org/D4828
2019-05-09Fix T64384 : Crash when switching to wireframe on tree_creature blendClément Foucault
Was missing NULL pointer check
2019-05-09UI: rename Look Dev 'Ball' to 'Sphere'Campbell Barton
D4813 by @Gvgeo