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2018-08-09Fix trivial error in callsoc-2018-bevelRohan Rathi
2018-08-09Fixed custom shading not updating in Edit ModeRohan Rathi
2018-08-01Merge branch 'blender2.8' into soc-2018-bevelBastien Montagne
Conflicts: release/scripts/addons release/scripts/startup/bl_ui/space_view3d_toolbar.py source/blender/editors/space_outliner/outliner_draw.c
2018-08-01Cleanup: Remove ToDo commentAntonioya
2018-08-01Fix context problem when render in background modeAntonioya
Bug reported by Sergey.
2018-08-01Merge branch 'master' into blender2.8Campbell Barton
Move 'View3D.flag3' options into 'gp_flag'.
2018-07-31GPUFrameBuffer: Put active framebuffer in GPUContextClément Foucault
instead of being ThreadLocal and leading to incorrect usage. We still enforce no framebuffer when changing context. We can lift this restriction later.
2018-07-31Fix memory leak in DRW_cache_gpencil_axes_getAntonioya
The Batch was created using old function without GPU_BATCH_OWNS_VBO and the batch was not removed from memory
2018-07-31Cleanup: use static variablesCampbell Barton
2018-07-31Fix assert when load file with shading enabledAntonioya
Credits for this fix goes to Clément Foucault.
2018-07-31Cleanup: style, duplicate includesCampbell Barton
2018-07-31Cleanup: trailing spaceCampbell Barton
2018-07-31New Grease Pencil object for 2D animationAntonioya
This commit merge the full development done in greasepencil-object branch and include mainly the following features. - New grease pencil object. - New drawing engine. - New grease pencil modes Draw/Sculpt/Edit and Weight Paint. - New brushes for grease pencil. - New modifiers for grease pencil. - New shaders FX. - New material system (replace old palettes and colors). - Split of annotations (old grease pencil) and new grease pencil object. - UI adapted to blender 2.8. You can get more info here: https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/ https://code.blender.org/2018/07/grease-pencil-status-update/ This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible. Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31Workbench: Correct ifndef after recent changesSergey Sharybin
Usage of matcap image uniform had different ifdef than definition of that uniform. Assuming the usage was correct, and the definition needed an update. Prevents shader from compilation failure and from aborts in debug builds.
2018-07-31Fix crash w/ missing matcapsCampbell Barton
Building w/o EXR caused this.
2018-07-30Viewport: use Filmic without scene exposure/gamma/curves for workbench.Brecht Van Lommel
This ignores the scene color managment view settings for solid mode and lookdev when not using scene lights and world. The scene settings are intended for tweaking renders and should not affect studio lighting and matcaps. There may be cases where a simple sRGB transform is better than Filmic and we could add configuration for this. Not sure if it really matters and it may be better if we just assume matcaps and studiolights are all created for one view transform. Differential Revision: https://developer.blender.org/D3569
2018-07-30Cleanup/Refactor: Move CurveCache runtime data into Object.runtime struct.Bastien Montagne
Also, fix missing cleanup of Object.runtime when copying Object datablocks!
2018-07-30Workbench: Use FXAA instead of TAA when viewport is animated.Clément Foucault
Fix T55996 "Playback in "Active Editor Only" doesn't work"
2018-07-30Motion Path: Don't blit MSAA buffer if there is no motion pathsClément Foucault
2018-07-30Armature: Fix bone always transparent when enabling MSAAClément Foucault
2018-07-30Motion Path: Fix motion path when MSAA is enabledClément Foucault
2018-07-30DRW: Add option to only resolve framebuffer colors without depth testClément Foucault
2018-07-30DRW: Add DRW_shgroup_is_empty and DRW_pass_is_emptyClément Foucault
2018-07-30Fix T56121 and maybe others: DST.gpu_context was being created in the wrong ↵mano-wii
DST.gl_context. In addition to the crash in the selection of bones, this was responsible for other problems such as wrong hair and disappearing objects.
2018-07-30Cleanup: trailing spaceCampbell Barton
2018-07-27Eevee: Fix assert when baking lightprobes.Clément Foucault
The GPU context was freed before all framebuffer attached to it were deleted. Fix T56117
2018-07-27Workbench: option to change backgroundJeroen Bakker
Replaced the draw world option with a shading.background_type enum. Where the user can select Theme, World or a Custom color. World and theme colors do not always work in workbench. We needed to have an option what the user could control locally (per viewport). Especially when using linked data. I removed the world background drawing from the draw_manager. It was never used as EEVEE and Workbench both override the logic. Not 100% sure about the naming of Theme, World, Viewport. In other parts of blender's codebase World is sometimes called Scene. Will stick to the names that describes its location best. {F3990139} Reviewers: fclem, campbellbarton Reviewed By: fclem Subscribers: venomgfx Tags: #bf_blender_2.8 Differential Revision: https://developer.blender.org/D3551
2018-07-27DRW: Fix Race condition in defered compilationClément Foucault
2018-07-24Workbench: Fix missing geometry on Iris 640/630 GPUsClément Foucault
For some reason 32c5972653041a3423122b5a5ae791ef536b87ed broke display of solid meshes in workbench. After some investigation, it seems that the vertex coordinate output is degenerated even if the input is correct and the matrix too. Removing dead code seems to fix the problem. So maybe the GLSL preprocessor is not doing what it should?
2018-07-21Merge branch 'blender2.8' into soc-2018-bevelRohan Rathi
2018-07-20Eevee: Fix wrong SSR reprojection when switching orthographic viewClément Foucault
We just reset the temporal sampling and avoid using the previous frame for SSR at all.
2018-07-20Eevee: LightProbes: Fix RNA defaults and remove unused data_draw_sizeClément Foucault
2018-07-20Workbench: Add backface culling supportClément Foucault
2018-07-20Basic Draw Engine: Cleanup unused code.Clément Foucault
This engine is only used for selection and draw depth so no need for anything else. Also add backface culling support to selection.
2018-07-20Make `draw_armature()` abort in case pose is not up-to-date.Bastien Montagne
Previously it was calling `BKE_pose_rebuild()`, such thing shall never be called from drawing code! Hopefully this now works as expected and that horrible hack is not needed anymore.
2018-07-20Fix T55973: [2.8] Crash when 'apply pose as rest pose' when bone scale is 0,0,0.Bastien Montagne
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the depsgraph, since it can add or remove posechannels. This function now takes a Main parameter to ensure that related depsgraphes are tagged as dirty (kept it optional, for some corner cases). We should also probably double-check calls to that function, think in theory it should only be called from depsgraph itself? But for now...
2018-07-19GPU: Add GC to FBOs and UBOs and centralize all GCsClément Foucault
GPUFrameBuffers were being free when no context was attached or in the wrong gl context. This make sure this does not happen again. You can now safely free any gl resource from any thread (well as long as it's not used anymore!).
2018-07-19Cleanup: styleCampbell Barton
2018-07-18Fix/workaround T56019: memory leak with preview renders.Brecht Van Lommel
I would not expect the order of registration to matter, and ideally we want to order the engines in the UI menu differently, but this helps for now.
2018-07-18Cleanup: remove debug comment.Brecht Van Lommel
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-07-18GWN: Port to GPU module: Move files to GPUClément Foucault
This does not include all the struct and type renaming. Only files were renamed. gwn_batch.c/h was fusioned with GPU_batch.c/h gwn_immediate.c/h was fusioned with GPU_immediate.c/h gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
2018-07-17Render: add "OpenGL" render engine.Brecht Van Lommel
This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
2018-07-17Cleanup: moving shading type into View3DShading.Brecht Van Lommel
So all shading settings are in this struct and can be reused in the OpenGL render engine.
2018-07-17Object Mode: Add back object bound displayClément Foucault
2018-07-16Eevee: Add debug visual for Cascaded Shadow MapsClément Foucault
2018-07-16DRWDebug: Add new debug functions for spheres and matrices.Clément Foucault
2018-07-16Eevee: Fix Cascaded Shadow Maps glitchesClément Foucault
There was an issue that caused the cascaded shadow map to appear glitchy when the lamp was not at the origin.
2018-07-16Workbench: Fix use of uninitialized memory.Clément Foucault
2018-07-16Smoke: Port display to Workbench + object modeClément Foucault
This does not fix the smokesim. It only port the drawing method. The Object mode engine is in charge of rendering the velocity debugging. Things left to do: - Flame rendering. - Color Ramp coloring of volume data. - View facing slicing (for now it's only doing sampling starting from the volume bounds which gives a squarish look) - Add option to enable dithering (currently on by default.