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AgeCommit message (Collapse)Author
2018-12-03Workbench: Cleanup: Remove Spherical harmonic evaluationClément Foucault
It is not used anymore
2018-12-03View3D: Grid: Don't make the Zaxis produce any fragment is not neededClément Foucault
This was a bug that was making the grid drawing even more slower than it is.
2018-12-03Workbench: Reduce VRAM usage depending on modeClément Foucault
We exploit the fact that we are using the metallic workflow for material and pass the metallic parameter instead of the specular color. Pack the front facing bit in the color buffer only for matcap display. Change buffer formats to use less bytes as possible. Also don't request buffers that we won't use. Saved 40MB on 2K screen on StudioLight + Shadows + Specular Lighting. Includes several cleanups.
2018-12-03Fix T58535 Crash on LoadAntonioya
The particles was not ready when the drawing cache try to use it.
2018-12-03Cleanup: warning, styleCampbell Barton
2018-12-03Fix/workaround T58368: Crash w/ mapped mesh + autosmoothCampbell Barton
2018-12-03Fix T56996: MacOS: Lagging when rotating the viewClément Foucault
It happens on multiple configuration so we cannot isolate the fix to only some config. Thanks Hugo Lamarche for helping finding the fix.
2018-12-02Fix T58101 : Image empties are only rendering their border when using MSAAClément Foucault
2018-12-02Merge branch 'master' into blender2.8Campbell Barton
2018-12-01Workbench: Don't use alpha channel if not doing renderClément Foucault
Lower Vram usage a bit
2018-12-01Fix T58412: in weight paint + pose mode certain armature operations crash.Alexander Gavrilov
The cause is that FOREACH_OBJECT_IN_MODE_BEGIN assumed that the active object is in the correct mode, which is wrong in this case. It also only considered objects of the same type as active, which had to be replaced with an explicit type parameter.
2018-12-01Texture Paint: implement efficient face selection updates.Alexander Gavrilov
Fix the old code that propagates selection changes to the evaluated mesh directly without rebuilding, and avoid tagging DEG_TAG_COPY_ON_WRITE if it succeeds.
2018-12-01Texture Paint: fix face selection with subsurface.Alexander Gavrilov
2018-12-01Texture Paint: emulate subsurf optimal display in paint mode wireframe.Alexander Gavrilov
The wireframe is intended for showing selected faces, and selection is based on original faces, so the extra wireframe lines are pure noise.
2018-12-01Texture Paint: fix wireframe and hiding not working with subsurf.Alexander Gavrilov
The editflag field is only valid in the original mesh instance.
2018-11-30StudioLight: Renaming stuffsClément Foucault
2018-11-30StudioLight: Add a 4th light to adjust lightingClément Foucault
There was a bug due to non-aligned struct in the DNA that prevented us to increase the size of the userdef light array. Since the studio lights are now presets and stored in external files, there is no need to keep backward compatibility with theses lights. Remove the old array and create a new one. Add blue tint light for specular.
2018-11-30Workbench: Add Shadow Focus and change Shadow OrientationClément Foucault
Shadow focus let the user choose how hard are is the shadows transition. Harder shadow transition can be used for stylistic effects or more uniform shading. Make shadow orientation respect the same orientation as the studio light (view from +Y direction aka. front view). Make the default shadow direction more similar to the default light position (the default light object, not the default studio lighting).
2018-11-30Workbench: StudioLight: Fix worldspace rotationClément Foucault
2018-11-30Workbench: Cleanups & SimplificationsClément Foucault
* Move the curvature computation to the cavity pass: One can argue it's not the best performance wise (it gets a tiny perf pernalty if it is done alone without the ssao), but it make the code cleaner and reduce considerably the number of shader variation possible. * Lower shader variation to 2^8 instead of 2^12
2018-11-30GPUTexture: Add support for GL_R16 texture formatClément Foucault
2018-11-29Workbench: Add option to have world space lighting in studio light modeClément Foucault
This option is per viewport. Having view space shading make sense when working on isolated objects like if you were holding them in your hands. But for entire scene work, it is better to have the lighting fixed to have a better spatial representation.
2018-11-29Workbench: Add back studio lighting presetsClément Foucault
This changes a bit how the userprefs solid lights works. They are not visible until enabling the "Edit Solid Light" checkbox. Once enabled the current studiolight used for solid mode will be overwritten. Once the lighting settings are tweaked, the user can click the "Save as Studio light" button to save the current settings. This makes it easy to create new lighting without messing the other presets. The studio lights are stored as ASCII files on the disk using a dead simple custom format. The UI/UX is not perfect and will be improved in other commits. Also includes: * Separate LookDev HDRI selection from Solid Lights * Hide LookDev HDRIs from the Solid Lights selection list
2018-11-29Workbench: Rename orientation to type and Camera studio light to StudioClément Foucault
2018-11-29Fix depth offset in paint mode wireframe.Alexander Gavrilov
The original offset was wrong because it applied a constant to homogenous coordinates (the actual depth is z/w), which broke totally if near clip distance was reduced. A correct depth offset has to take slope into account like glPolygonOffset in order to avoid dotted lines caused by interpolation precision variations. When drawing wire lines however only the slope of the line itself is accessible, so also generally increase the offset when the object is close.
2018-11-29Fix rotate around point under cursor 'seeing' hidden faces in paint modes.Alexander Gavrilov
2018-11-28Workbench: Change Studio lightingClément Foucault
This is in order to have more flexible ligthing presets in the future. The diffuse lighting from hdris was nice but lacked the corresponding specular information. This is an attempt to make it possible to customize the lighting and have a cheap/easy/nice-looking pseudo-PBR workflow. * Add cheap PBR to Workbench with fresnel and better roughness support. This improves the look of the metallic surfaces and is easier to control. * Add ambient light to studio lights settings: just a constant color added to the shading. * Add Smooth option to studio lights settings: This option fakes the effect of making the light bigger making the lighting smoother for this light. Smoother lights gets reflected like a background hdri. * Change default light settings to include the smooth params. * Remove specular highlights from flat shading. (could be added back but how do we make it good looking?) * If specular lighting is disabled, use base color without using metallic. * Include a lot of code simplification/cleanup/confusion fix.
2018-11-28Cleanup: styleCampbell Barton
2018-11-27Workbench: Fix crash when enabling cavityClément Foucault
2018-11-27DRW: Implement Hair Weight drawingClément Foucault
Fixes T57931 Particle weight edit mode is not supported. There is a bug that prevent refresh of the toolsettings on which is based the weight / non-weight display selection (see T58086).
2018-11-27Font textbox overflow: Different methodsDalai Felinto
Sometimes the text doesn't fit. What to do in this case? * Overflow: The default behaviour still is to overflow the text. * Truncated: If any text box is defined we can also not draw the text that goes outside the text boxes. * Scale to Fit: For single-text box texts we can scale down the text until it fits. To support textboxes we are bisecting the scale until we find a good match. Right now the hardcoded iteration limit is 20, and the threshold 0.0001f. An alternative in the future would be to tackle this by integrating existing layout engines such as HarfBuzz. Note: Scale to fit won't work for multiple text-boxes if any of them has either width or height as zero. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D3874 Feature development sponsored by Viddyoze.
2018-11-27GP: Correct Tonemapping for Blend LayersAntonioya
2018-11-27GP: Make Multiply blend works with opacityAntonioya
2018-11-27Cleanup: style, includesCampbell Barton
2018-11-26Fix T57930 : Wrong hair shading in particle edit modeClément Foucault
Implement strand selection visualisation but without any shading. I think this is not the overlay job to draw the strands shaded. We can already view the children strands shaded for now but we might add an option to draw the shaded strand instead of (or in addition to) the guide strand.
2018-11-26DRW: Cleanup: Fix missing uniform warning in curve edit modeClément Foucault
2018-11-26DRW: Hair: Fix hairs not working properly with duplisClément Foucault
Fix T55355 Instanced hair not working well for EEVEE and workbench
2018-11-26DRW: Add access to object dupli parentClément Foucault
2018-11-26UI: rename "OpenGL" render engine to "Workbench".Brecht Van Lommel
Neither is very descriptive for its task, but at least workbench is more future proof and distinguishes it from Eevee.
2018-11-26Viewport: implement hiding faces in paint modes.Alexander Gavrilov
In 2.79 hiding works in paint modes with selection enabled, so it is a missing feature. This implements it in texture paint overlays and in workbench base shading. Reviewers: fclem Differential Revision: https://developer.blender.org/D3989
2018-11-26GP: New Blend Layers functionalityAntonioya
Now it's possible define the blend mode between layers including the option to clamp the layer using underlying layers. Also a new Simplify option has been added to disable blend layers.
2018-11-26Workbench: Add Curvature overlay for better visibility of surface detail for ↵Lukas Stockner
e.g. sculpting The approach is fairly simple, just apply an edge detection filter to the view normal and scale the brightness based on that. The overlay is disabled at object boundaries to avoid dark lines around objects. Generally, this implementation follows the proposal of @monio at https://blender.community/c/rightclickselect/J9bbbc. The changes are: - Dynamic filter radius (on high-DPI displays, a radius of two is used) - Options to reduce the strength of both ridges and valleys - Tweaked function for the strength reduction (the original method actually had a local maximum, resulting in a brighter line inside valleys) - Multiplication for blending instead of overlay, which doesn't work reliably with scene-referred intensities - Renamed to point out the distinction between it and the SSAO-based cavity overlay Reviewers: jbakker Reviewed By: jbakker Subscribers: billreynish, manitwo, linko, monio Differential Revision: https://developer.blender.org/D3617
2018-11-263D View: remove 3D cursorCampbell Barton
Use 3D cursor from the scene (was previously used for local-view).
2018-11-25Cleanup: Silent compiler warningAntonioya
A void function cannot return a value.
2018-11-25Cleanup: remove useless redundant NULL check.Bastien Montagne
2018-11-25Local ViewDalai Felinto
Bring back per-viewport localview. This is based on Blender 2.79. We have a limit of 16 different local view viewports. We are using both the numpad /, as well as the regular /. Missing features: * Hack to make sure lights are always visible. * Make rendered mode with external engines to support this as well (probably just need to support this in the RNA iterators). * Support over 16 viewports by taking existing viewports out of local view. The code can use a cleanup pass in the future to unify the test to see if an object is visible (or we can use TESTBASE in more places).
2018-11-25Merge branch 'master' into blender2.8Campbell Barton
2018-11-24Fix random color drawing having similar colors for similar names.Brecht Van Lommel
2018-11-23Depsgraph: add a new operation node for computing B-Bone segments.Alexander Gavrilov
Computing the shape of a B-Bone is a quite expensive operation, and there are multiple constraints that can access this information in a variety of useful ways. This means computing the shape once per bone and saving it is good for performance. Since the shape may depend on the position of up to two other bones, often in a "cyclic" manner, this computation has to be a separate node with its own dependencies. Reviewers: sergey Differential Revision: https://developer.blender.org/D3975
2018-11-23DRW: Make non Mesh object wire show in edit modeClément Foucault