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2019-06-21Fix T65960 Crash on entering Edit Mode of BesierCurve with modifiersClément Foucault
2019-06-20Fix sculpt mask not visible in EEVEEPablo Dobarro
Differential Revision: https://developer.blender.org/D5092
2019-06-19Fix T65914: Workbench Transparency FilmJeroen Bakker
When performing F12 render on a transparent film all solid objects where a bit transparent. Single Pass AA and no AA passes were not visible at all. Issue was that the first frame was not handled correctly making these artifacts. This commit changes the order of `GPU_state_init` and `DRW_state_reset` so the state is correct during the first pass.
2019-06-19Fix T65918 DRW: Crash when add a any modifier to a curveClément Foucault
2019-06-19Fix active face-dot colorCampbell Barton
Unlike edge/vert this was blending with the regular selection color.
2019-06-193D View: draw edit-text selection on-top (x-ray)Campbell Barton
This changes behavior from 2.7x, where selection & cursor could be occluded by other objects. Doing this without z-fighting in 2.8x isn't so simple because drawing the text geometry is separated from edit-selection. Change behavior since this doesn't seem like an important difference. Fixes assert drawing text edit mode.
2019-06-18MeshBatchCache: Speedup: Do not return valid batch if geometry is emptyClément Foucault
There was a huge overhead of batches that had no geometry. The loose wire batch was the culprit.
2019-06-18Fix T65631 Eevee: Translucent shader broken in Eevee when AO is enabledClément Foucault
2019-06-18Fix T65689 Geometry overlaps axis selectorClément Foucault
It seems that in 2.79 callbacks were drawn with depth test off by default.
2019-06-18Add a new function to recover the next shading group.Antonioya
After talking with @fclem, we decided to keep this as a workaround function waiting for the clearing operation to be available inside the shgroups.
2019-06-18TexturePaint: Projection EditJeroen Bakker
Disable all overlays except the texture paint overlay. Add alpha to the resulting image buffer. Reviewed By: brecht Differential Revision: https://developer.blender.org/D4974
2019-06-18Fix T65805 Assert "Too many draw engines enabled at the same time"Clément Foucault
2019-06-17DRW: Make stencil state clearer and distinctClément Foucault
Write and test states are now separate and need to be explicit. Also add asserts when trying to write without test enabled.
2019-06-17Cleanup: Fix comment typo errorAntonioya
2019-06-17Cleanup: comment spellingCampbell Barton
2019-06-16Fix T65844: wrong eevee hair when vertex colors are used as inputPhilipp Oeser
- was using wrong offset [index instead of index * 4] - also minor correction to variable naming Reviewers: fclem Differential Revision: https://developer.blender.org/D5082
2019-06-15Cleanup: spellingCampbell Barton
2019-06-15Cleanup: clang-formatCampbell Barton
2019-06-14Fix T64913 Eevee: shader compilation does not reset TAAClément Foucault
This tracks the number of compiling shaders and just reset the TAA if previous number mismatch.
2019-06-14Cleanup: DRW: Remove one useless matrix multiplicationClément Foucault
2019-06-14Fix T65569 Eevee: Volumetrics on alphablend surf. not working in rendersClément Foucault
The wrong volume buffer was used one frame out of two.
2019-06-14Eevee: Fix Contact shadows with Translucent BSDFClément Foucault
2019-06-14Fix T65647 EEVEE: Contact shadows "Softness" settings darkens objectsClément Foucault
This was commited by mistake.
2019-06-14Cleanup: sort structsCampbell Barton
2019-06-13Fix T59275: generated texture coordinates don't stick to mesh for shape keysBrecht Van Lommel
No need for this optimization in Eevee anymore, instead the modifier stack will only compute CD_ORCO when needed.
2019-06-13Fix T65669 Bones in Envelope Display break apart after selecting boneClément Foucault
This was because the VAOs were not updated if an instance batch was reusing a VBO containing instances attributes which was reinitialized. Now we ensure the Batch will reconfigure the VAOs if the VBO is 0.
2019-06-13Cleanup: clang-formatAntonioya
2019-06-13GPencil: Reorganize blend shaderAntonioya
Reorganize code and change some functions to mimic other softwares blend modes. Still need more work.
2019-06-13GPencil: Remove blend_opacity from shaderAntonioya
The opacity was already used and using it in the shader only duplicate the blend.
2019-06-13Particle system: Move runtime data to runtime fieldSergey Sharybin
Allows it to be preserved during copy-on-write update when on-geometry related update is needed. This is a required part for T63537, where we need to preserve the entire evaluation data when object is tagged for only RECALC_COPY_ON_WRITE. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D5023
2019-06-13Cleanup: clang-formatCampbell Barton
2019-06-12GPencil: Fix clamp alpha problems when using Regular blendAntonioya
The problem was the alpha was not premult and the opacity factor was applied two times.
2019-06-12Cleanup: spelling in commentsCampbell Barton
2019-06-11Fix/Cleanup: I18N: Bad usage of IFACE_ instead of TIP_.Bastien Montagne
Cheap tip: anything that is not "Camel Case" and/or that is more than a few words long should use `TIP_` translation, not `IFACE_` one. Also added several missing strings (including the one reported in D5056 by Jean First (@robbott), thanks).
2019-06-11Edit Mode: Fix face alpha being too strong in xray modeClément Foucault
This make the xray & wireframe follows the same style as the solid mode.
2019-06-11Fix T65406 Edit Mode: Edge selection is below wireframe overlayClément Foucault
This was due to a double offset of the wireframe. We also reduce the wireframe offset. The look of the wireframe overlay changes a little with on distant wires.
2019-06-07Fix T64625: Eevee image textures with alpha have dark edgesBrecht Van Lommel
Now texture storage of images is defined by the alpha mode of the image. The downside of this is that there can be artifacts near alpha edges where pixels with zero alpha bleed in. It also adds more code complexity since image textures are no longer all stored the same way. This changes allows us to keep using sRGB texture formats, which have edge darkening when stored with premultiplied alpha. Game engines seems to generally do the same thing, and we want to be compatible with them.
2019-06-07Eevee: Try to fix NaN caused by normal maps + bentnormalsClément Foucault
Should help with T65118.
2019-06-07DrawManager: OpenGL State Image RenderingJeroen Bakker
The OpenGL state was not set to blender defaults when using `DRW_render_to_image` path. This is only used when doing F12-rendering. Cause of changes with the `RESTART_INDEX` hair rendering was rendering the restart_index as an actual vertex index. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5039
2019-06-06Fix T63701 Eevee: High Volumetric end distance darkens the imageClément Foucault
2019-06-06Fix T64742 Eevee: SSRefract broken with planar reflectionsClément Foucault
2019-06-06Python API: allow external render engines to use Eevee for LookDev shadingBrecht Van Lommel
This is enabled with bl_use_eevee_viewport = True. It allows external engines to generate an Cycles/Eevee shader node setup to emulate their materials in the realtime viewport, or to leave it to users to do manually. Removed bl_use_exclude_layers and bl_use_shading_nodes that did nothing anymore. This should not break API compatibility, any scripts setting those should continue to work the same as before. Also adds descriptions for some RenderEngine settings.
2019-06-06Cleanup: extra-semi-stmt warningCampbell Barton
2019-06-05Fix T65118 Eevee: NaN when using bent normalsClément Foucault
2019-06-05Fix crash when editing shaders on Intel HD 4000.mano-wii
In the Intel HD 4000 driver a shader has to be deleted in the same context in which it is created. However, because you can't use a rendering context on different threads, to maintain the multithreaded compilation, the solution was to use the `GL_ARB_get_program_binary` and copy the binary generated for the shader and generate a shader on the main context using that binary. This solution is limited only to Intel HD 4000 and windows. Reviewers: fclem Reviewed By: fclem Differential Revision: https://developer.blender.org/D5019
2019-06-05TexturePaint: Missing Texture Depth TestJeroen Bakker
Depth testing was off as it used the precomputed ModelView matrix. As draw engines currently use a different approach the depth was sometimes a bit off making the color disappear. This change will use a different vertex shader that will write the correct depth. I expected the same change to be needed in the bone selection overlay but was not able to reproduce it. Reviewed By: fclem Maniphest Tasks: T64615 Differential Revision: https://developer.blender.org/D5006
2019-06-05Workbench: World Space CavityJeroen Bakker
When using the world space cavity shader together with viewport or image rendering only a single pattern was used. This was that the iteration of the cavity shader was updated when the cache is initialized. Now the cavity iteration is updated together when the TAA samples are updated. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5021
2019-06-05Fix T65389 Edit Mesh: Face dots are not shown in Xray modeClément Foucault
2019-06-05Fix T65298 Eevee: Principled BSDF doesn't use specular with metalsClément Foucault
This does add some more register pressure as it passes a new vec3 down the shading function. But for now we care more about accuracy than efficiency.
2019-06-04Fix T65378 Eevee: Glitches in ESM shadowmappingClément Foucault
This happen to be a NaN caused by an infinite sum in the shadow copy shader.