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2019-03-20Fix T60190 Z-fighting with (Culled) BackfaceClément Foucault
Create a separate pass for backface culled objects.
2019-03-20Cleanup: use lowercase for dimensions in function namesCampbell Barton
Most API's already use this convention.
2019-03-20DRW: minor optimization for edit-mesh conversionCampbell Barton
Finding visible connected elements is often a direct lookup when they're not connected to hidden geometry. Add inline wrappers that avoid a function call, gives minor speedup creating GPU edit-mesh data.
2019-03-20Fix T59719 Bake Indirect Lighting doesn't update env map reflectionClément Foucault
2019-03-19Fix T60684 Fourth and subsequent vertex color / UV layers displayed blackClément Foucault
2019-03-19Workbench: World Clipping For Specular TransparentJeroen Bakker
When Specular Transparent materials are used the world clipping did not work on the transparent materials. The reason was that the accum shaders did not vary on the existance of the clipping planes This patch will variate the accum shaders when clipping planes are active. Reviewed By: fclem Maniphest Tasks: T61023
2019-03-19Workbench: Support Odd Number Of AA SamplesJeroen Bakker
Workbench render engine did not work when an odd number of AA samples were used. A user could enter these values by disabling AA or set the number of AA samples in the Render/Film panel to an odd number. This commit will not perform TAA passes when AA is disabled. For supporting the setting of 5 or 11 samples the bitmask was replaced by an if statement as this was making the odd number not render correctly. As extra introduce the jitter samples of 5 and 11 so the images will be more clean. a jitter sample of 11 used to read outside the allocated space of the jitter samples. Fix T60820 Reviewed By: fclem Maniphest Tasks: T60820 Differential Revision: https://developer.blender.org/D4546
2019-03-19Fix T61475 Particle edit does not render children if path step > 7Clément Foucault
Gives 2 more bits to the segment count. Also subtract 1 because segment count cannot be negative.
2019-03-19EEVEE/LookDev: Fix Cache In Quad ViewJeroen Bakker
When using LookDev in Quad view the cache was only updated for the first Q-view. The evaluation data of the last cache was not stored with the lightprobe textures. As the evaluation data was reused between the Q-views only the lightprobe textures of the first view was updated. With this patch the evaluated data is stored amongside the actual lightprobe textures. Fix T59046 Reviewed By: fclem Maniphest Tasks: T59046
2019-03-19GPencil: Rename annotation functionsAntonioya
The annotation drawing functions were using gpencil prefix and it's better to keep all annotation code separated to avoid confusion.
2019-03-19Cleanup: comment blocksCampbell Barton
2019-03-19Cleanup: trailing spaceCampbell Barton
2019-03-19Cleanup: use enum for CTX_data_mode_enumCampbell Barton
Exposes errors in some cases when compared against incompatible values.
2019-03-19Cleanup: unused warningCampbell Barton
2019-03-18Fix T61104 Compositing two scenes with different output scales crashesClément Foucault
Was due to incorrect output size. Use engine->resolution_x/y instead of computing the size on the fly from the scene specific settings (which are not overwritten by the rendering scene).
2019-03-18Cleanup: style, duplicate includeCampbell Barton
2019-03-17GPencil: Changes in Fill and new 3D Cursor View PlaneAntonioya
This commit groups several options that were tested in grease pencil branch: - Changes to fill algorithms and improves, specially in small areas and stroke corners. New options has been added in order to define how the fill is working and internally there are optimizations in detect the small areas in the extremes. Kudos to @charlie for coding this fill improvements. - New 3D cursor view plane option. Now it's possible to lock the drawing plane to the 3D cursor and use the 3D cursor orientation. This allows more flexibility when you are drawing and reduce the need to create geometry to draw over surfaces. - Canvas Grid now can be locked to 3D cursor. - New option to reproject stroke using 3D cursor. - Small tweaks and fixes. Changes reviewed by @pepeland and @mendio
2019-03-16Cleanup: fix compiler warnings.Brecht Van Lommel
2019-03-16Correct error in 6aebb5a4d5f5cCampbell Barton
2019-03-16DRW: support clipping for armature bone axesCampbell Barton
Also minor changes to make empty axis match armature axis.
2019-03-16DRW: support clipping for envelope armature draw typeCampbell Barton
2019-03-16DRW: support clipping for relationship linesCampbell Barton
2019-03-16Fix T61526 hair doesn't render in workbench but does with openGLClément Foucault
2019-03-16Fix T60803 Artifacts with SSR + Reflection Plane + 0 roughnessClément Foucault
Tweaked the tracing parameters again to avoid rays terminated before first iteration.
2019-03-16Fix __func__ being passed as an output string, also warningsCampbell Barton
2019-03-16Fix T55620 Artifacts with SSR and planar reflectionClément Foucault
Was caused by 0 pixel extent rays which did not trace at all. Bumping the threshold for degenerate rays fixes it.
2019-03-16Fix T62621 object scale changes tangent node output in EeveeClément Foucault
Normal Matrices were not normalized, leading to non-normalized vector rotations results.
2019-03-16Eevee: DOF: Optimization: Move some operations out of the shaderClément Foucault
2019-03-16Fix T61857 Eevee DOF not working if the camera is in orthographic modeClément Foucault
It was just a bad mapping of the ogl depth to scene linear depth.
2019-03-15GPU: Simplify select shaders.mano-wii
The shaders are: `GPU_SHADER_3D_FLAT_SELECT_ID` and `GPU_SHADER_3D_UNIFORM_SELECT_ID`. This commit allows the drawing of the mesh select ids to be done on a 32UI format texture. This simplifies the shader that previously acted on the backbuffer and had to do an uint to rgba conversion. Differential Revision: https://developer.blender.org/D4350
2019-03-15Fix T59943 Color banding present in Workbench render but not in viewportClément Foucault
I don't really like forcing RGBA16F for Albedo render but that's ok since the texture is shared with the effect_fb.
2019-03-15Fix T62297: Grease Pencil dots drawing crashes BlenderAntonioya
Fix again this bug. Maybe it was introduced when change how wireframe mode by object works.
2019-03-15Fix T59155: Can't select light in-front of other objectsCampbell Barton
Enable depth picking by default. This adds new 'gpu_flag' since it's not so relevant to add GPU drawing options into uiflag & uiflag2. This resets the recently added smooth edge flag.
2019-03-15Cleanup: indentation, wrappingCampbell Barton
Mostly functions wrapping args, not confirming to our style guide.
2019-03-14GPencil: Invert Texture for Line StrokesAntonioya
Invert the texture of the stroke if the random UV is activated. Before, this parameter only affected to dot mode, but not to line strokes. The texture is inverted vertically.
2019-03-14Fix T58793: Volumetric Clouds in Eevee not working | MacOsClément Foucault
Fix missing attribute in vertex shader. Theses are optimized out if using volumetric shader but on MacOS they seems to be needed.
2019-03-14Fix T58610: EEVEE: camera motion blur renders only one viewport sampleClément Foucault
This fix saves the camera matrices in order to not call BKE_animsys_evaluate_animdata during each draw loop. This function tags the view as dirty even if the camera does not move. This effectivly, avoids the constant reset of TAA.
2019-03-14Fix T61937: image sequences not updating in workbench display mode.Brecht Van Lommel
Need to pass the image user along to get the frame number.
2019-03-14Fix T60170: Eevee: smoke color does not apply permanentlyClément Foucault
This was because color is not present in the density texture if there is only one constant color. Adding it as a uniform.
2019-03-13Fix T62156: Hair particle only shows up in final render when visible in viewportSergey Sharybin
Draw manager was checking for particles being enabled in viewport, but actual evaluation was happening for render. Now the check in draw manager properly follows current evaluation mode. Additionally, de-duplicated some check, by moving everything needed to a single place. Annoying part is the const-cast, that could be cleaned up later by modifying some underlying functions.
2019-03-13Fix T59448: Eevee broken Area Light shadows for square and rectange shapeClément Foucault
2019-03-13Fix T60005: Eevee: Volume material doen't write alphaClément Foucault
2019-03-13Fix T60802 Eevee: No diffuse when using Clearcoat + Add shaderClément Foucault
2019-03-13Fix T60902 Eevee: Environment texture partially visible on transp. renderClément Foucault
This was due to environement not being rendered with alpha blending. So color was still written and contributed to the final render color. Now we multiply by background alpha so that it removes any background pixels intensity. For this reason this made the (incorrect) final premult unecessary.
2019-03-12Fix T62279: Rendering simple geometry corrupts with greasepencil layerClément Foucault
This was caused by a missing state reset. Also adding safety state reset before and after drawing (might not be necessary).
2019-03-12Eevee: Planar Ref.: Invert view matrix to remove triangle front face flipClément Foucault
This was the cause of some issue with normal mapping. This way is cleaner since it does not modify the state of the drawcalls and other ad-hoc solutions to fix the problems down the road. Unfortunately, it does require to fix every sampling coordinate for this texture. Fix T62215: flipped normals in reflection plane
2019-03-12DRW: Fix missing state reset before draw passClément Foucault
This is needed before any drawcall. If not, undefined behavior can happen.
2019-03-12GPencil: Set wire mode when object is set to wireAntonioya
When the object view is set to Wireframe, the display must be set as wireframe view with x-ray on. Now the x-ray switch is handled by object.
2019-03-12Cleanup: trailing spaceCampbell Barton
2019-03-11GPencil: Add support to display the material name in selected strokesAntonioya
2D artists have requested a way to see in viewport the name of the material assigned to a stroke. This is a special request for 2D animation and required to manage complex drawings with multiple materials on it. We don't need add a separate option for this in the panel. Now, when enable Name option in the Viewport Display panel, when you select a stroke in edit mode, the name of the material is displayed near the first point selected. Design reviewed by @mendio and @pepeland