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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
2018-05-29Cleanup: use same 'depsgraph' name everywhere outside of DEG space.Bastien Montagne
'graph' is waaaayyyyy too generic name outside of DEG context, and better try to use same name everywhere!
2018-05-29EEVEE: LookDev fade out background optionJeroen Bakker
2018-05-29EEVEE: LookDev use_scene_light draw optionJeroen Bakker
Scene lights are rendered when - v3d is not available - or shading type is other then OB_MATERIAL - or shading type is OB_MATERIAL and use_scene_light is true
2018-05-29EEVEE: LookDev overlays enablingJeroen Bakker
The mirror ball and diffuse ball are only rendered when overlays are turned on and the lookdev overlay is turned on.
2018-05-29Cleanup: fix some harmless compiler warnings.Brecht Van Lommel
2018-05-29Fix assert in workbench drawing, instance data not big enough.Brecht Van Lommel
2018-05-28Rename EEVEE visibility group > collectionDalai Felinto
I think we should rename the DNA as well, and break the 0.01 files using this feature. But I will leave this decision to Clement.
2018-05-28EEVEE: lookdev default materialsJeroen Bakker
2018-05-28Workbench: Fix uninitialized variable usage.Germano
2018-05-28EEVEE: LookDev storage list wrongly usedJeroen Bakker
2018-05-28EEvEE: LookDevJeroen Bakker
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
2018-05-27Cleanup: unused varCampbell Barton
2018-05-27Grid: Fix T51813: Opaque grid on OSX.Clément Foucault
2018-05-27Workbench: Shadow: Refine camera in shadow test.Clément Foucault
Test if all nearplane points are not in front of the shadow BBox.
2018-05-27Workbench: Shadows: Add frustum check and camera occlusion test.Clément Foucault
If the object is manifold and the camera is in the shadow side, we can use the depth fail method to fix the inverted shadow glitch. Unfortunately this does not really work for non-manifold. Implementation details: We try to be as efficient as we can, we precompute camera near plane projected into 2D shadow space so we can test for intersection with the shadow boundbox easily. As the intersection test is done in 2D it's pretty fast. Unfortunately, this means the shadow bounds are all aligned to the same space and are not the smallest bound we could extract.
2018-05-27Armature: Fix warning.Clément Foucault
2018-05-27DRW: Add new DRW_debug API.Clément Foucault
This new API aim to provide simple function that can be called by the draw engines during any phase of the draw pipeline. All calls are saved and issued after all engines have finished rendering. This removes the need of setuping special passes and shading groups for some simple debug drawing.
2018-05-27Workbench: CodestyleClément Foucault
2018-05-27Workbench: Shadow: Add shader variant for manifold case.Clément Foucault
Totally Manifold objects only require a single increment/decrement of the stencil value. This result in less geometry generated and less overdraw.
2018-05-27Workbench: Shadow: Use depth fail method for manifold objects.Clément Foucault
Since this method have no failure case for manifold objects, use it.
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
2018-05-25Fix eevee render settings not workingDalai Felinto
This was no longer working since 15c2801aac33.
2018-05-25Fix 3D Cursor w/ interface scaleCampbell Barton
2018-05-25Cleanup: styleCampbell 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
2018-05-24Fix Lamps, Empties, Cameras and Speakers not using theme colorsPablo Vazquez
2018-05-24Workbench: define to enable/disable revealage buffer.Jeroen Bakker
2018-05-24Workbench: Revealage bufferJeroen Bakker
2018-05-23Workbench: Checkboard pattern for supporting objectsJeroen Bakker
2018-05-23Workbench: When in see through mode, only render depth of active objectJeroen Bakker
in EDIT MODE
2018-05-23Workbench: See throughJeroen Bakker
Unmultiplied the final color during compositing. Same as the revealage buffer would do Also use the DRW_STATE_ADDITION_FULL as it is aware of premultiplied colors
2018-05-23Workbench: Fixed Memory LeakJeroen Bakker
2018-05-22Workbench: SeeThroughJeroen Bakker
added a fresnel effect TODO: solve memory leak
2018-05-22Workbench: SeeThrough draw optionJeroen Bakker
Option to see through all meshes (transparency) Works for OB_SOLID and OB_TEXTURED. Does not work for V3D_SHADING_SHADOW. TODO: Fresnel effect
2018-05-22Workbench: Calculate irradiance using radiance buffersJeroen Bakker
2018-05-223D Cursor: Clip if behind near plane.Clément Foucault
2018-05-22Experimental Armature Drawing Tweak for Relationship LinesJoshua Leung
Only show hierarchy relationship lines when bone or its parent is selected. This cuts down the clutter visible in general when relationship lines are enabled (currently they can't be disabled), which should make it more useful to keep them on (e.g. constraint lines/hints can still be drawn this way).
2018-05-22Fix crash drawing edit-latticeCampbell Barton
Edit-mode was never using batch cache.
2018-05-22Cleanup: namingCampbell Barton
Use 'ob' prefix for objects, 'eval' suffix for evaluated data.
2018-05-22Cleanup: style, whitespaceCampbell Barton
2018-05-22Cleanup: replace MEM_SAFE_FREE -> MEM_freeNCampbell Barton
No need to check for NULL in this case.
2018-05-21Fix broken draw code from last Thursday commit.Bastien Montagne
Seriously... Not all edges have faces!!!!!!!! Quick fix to make it possible to load/use customshaped bones again, not 100% sure it is correct, but... At least it does not crash anymore!
2018-05-213D View: fix scale of 3D cursor crosshairCampbell Barton
Interface scale was applied twice.