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2019-05-11DRW: Fix previous commitClément Foucault
PS: I hate my life
2019-05-11Fix T64464 App crashes when navigating between UV Editor and ViewportClément Foucault
2019-05-11GPencil: Apply FBO changes to AA macrosAntonioya
Apply same change done to fix the task T64373
2019-05-11Fix T64137 Empty Images flickering graphics when "Auto Depth" is enabledClément Foucault
Also fix T64373 Grid intensity increases in Ortographic when use Circle Select in GPencil Edit mode
2019-05-10Fix T64399 Crash when trying to enter edit mode on instanced objectsClément Foucault
2019-05-10Fix T64420 Weight Paint colours not visibleClément Foucault
2019-05-10Overlays: Use common_view_lib.glslClément Foucault
This removes ModelViewProjectionMatrix usage
2019-05-10Workbench: Use common_view_lib.glslClément Foucault
This removes ModelViewProjectionMatrix usage
2019-05-10GPencil: Use common_view_lib.glslClément Foucault
2019-05-10DRW: Remove ModelViewMatrix UsageClément Foucault
2019-05-10Eevee: Update matrices operations to not use combined matricesClément Foucault
2019-05-10Cleanup: DRW: Renaming of glsl utility macrosClément Foucault
2019-05-09GPencil: Lock rotation of texturesAntonioya
By default the texture is locked and only the box is aligned when Follow Drawing Path is enabled. Before, when the Follow was disabled, the texture was always aligned to top and it was not affected by object rotation. Now, the texture always is rotated with object rotation.
2019-05-09DrawManager/GreasePencil: Select Correct ViewLayerJeroen Bakker
The DrawManager assumed that the first render layer was the render layer where GP needed to render on. In viewport this is always the case as we only have a single view layer. When rendering this can be multiple when multiple layers are rendered and composited in the compositor. In stead of the assumption that the first render layer is the render layer we need to draw on, we search for the render layer with the same name as the viewlayer. Reviewed By: fclem, brecht, antoniov Maniphest Tasks: T63099 Differential Revision: https://developer.blender.org/D4818
2019-05-09Workbench: Viewport AA PreferencesJeroen Bakker
In recent changes the viewport_quality setting was not working what users expected. This change will separate the anti-aliasing method that is being used. We now have three settings: * scene.display.render_aa: Will be used during `Render Image`. * scene.display.viewport_aa: Will be used during `Viewport Render Image`. * userpref.viewport_aa: Will be used in the 3d view. The viewport_quality setting has been replaced by the viewport_aa setting as it was the only thing in currently controlled. Reviewed By: brecht Maniphest Tasks: T64132 Differential Revision: https://developer.blender.org/D4828
2019-05-09Fix T64384 : Crash when switching to wireframe on tree_creature blendClément Foucault
Was missing NULL pointer check
2019-05-09UI: rename Look Dev 'Ball' to 'Sphere'Campbell Barton
D4813 by @Gvgeo
2019-05-09DepsGraph: Multi ViewLayer SelectionJeroen Bakker
When using multiple viewlayers and switching between them the selection gets buggy. The reason for this is that the select_id is updated based on the index in the viewlayer. This makes the select_id not unique as objects might be shared or not shared at all. This fix will update the select_id on all objects in main. This will be triggered in all the selection operators. Reviewed By: sergey, brecht Maniphest Tasks: T55617 Differential Revision: https://developer.blender.org/D4824
2019-05-09Fix T64329 Crash when switching to Texture PaintClément Foucault
2019-05-093D Grid: Use View UBO & small cleanupClément Foucault
2019-05-09Fix Crash with armature using custom shapesClément Foucault
2019-05-09Fix T64366 DRW: Crash opening Mr Elephant scene since recent commitClément Foucault
2019-05-09Fix T64296 Z-axis overlay vanishes at scene origin in 3D ViewportClément Foucault
Grid shader was still using deprecated eye vector.
2019-05-09Cleanup: DRW: Remove DRW_pass_freeClément Foucault
2019-05-09DRW: Remove support for NormalMatrixClément Foucault
2019-05-09Fix T64158 Eevee: Mixed SSS shader becomes brighter and brighterClément Foucault
This change the logic a bit, when 2 bsdfs using SSS are mixed, we use the one with the biggest radius (on a per pixel basis). This change from previous behavior which was to select input 1 if radius was greater than 0.
2019-05-09Overlay: Remove use of NormalMatrixClément Foucault
2019-05-08Workbench: Use common_view_lib and remove NormalMatrix usageClément Foucault
This is in order to lower the number of matrices to compute.
2019-05-08Mesh Batch Cache: Fix crash when comming from eevee to wireframe modeClément Foucault
And add check in debug build.
2019-05-08DRW: Remove WorldNormalMatrixClément Foucault
2019-05-08Eevee: Remove uneeded normalizationClément Foucault
2019-05-08GPU: Remove GPU_INVERSE_NORMAL_MATRIXClément Foucault
The end goal for this is to lower the number of needed matrices. This also cleanup some uneeded transformation.
2019-05-08Overlay Mode: Use common_view_libClément Foucault
This is in order to centralize all matrices transformations.
2019-05-08Cleanup: DRW/GPU: Remove eye vector uniformClément Foucault
2019-05-08Cleanup: Remove BKE_MESH_BATCH_DIRTY_MAYBE_ALLClément Foucault
2019-05-08Cleanup: draw_common: Use switch instead of ifsClément Foucault
2019-05-08Cleanup: Mesh Batch Cache: Remove unused BKE_MESH_BATCH_DIRTY_SCULPT_COORDSClément Foucault
2019-05-08DRW: Copy matrix in case of ModelMatrixInverse being usedClément Foucault
ob->imat is garanteed to be valid by the depsgraph.
2019-05-08Wireframe: Refactor vertex shader to use less matricesClément Foucault
This means less matrices needs to be prepared by the CPU.
2019-05-08DRW: Speedup: Only do batch cache request and validation once for duplisClément Foucault
2019-05-08Mesh Batch Cache: Speedup: Only alloc gpu_attrs if needed and don't clearClément Foucault
No need to clear since GPU_material_vertex_attrs is overriding
2019-05-08Mesh Batch Cache: Speedup: Use flags to early remove unecessary checksClément Foucault
2019-05-08DRW: Make batch validation run first during iterationClément Foucault
This reduces the cost of querying the batches to the batch cache.
2019-05-08DRW: Move all batch request functions to own headerClément Foucault
This is in order to using BLI_INLINE for thoses functions and keep headers cleany separated.
2019-05-08DRW: Change function orders to improve CPU cache efficiencyClément Foucault
These changes seems to impact cache efficiency as it uses shgroup just after creating a DRWCall before shgroup.
2019-05-08Object Overlay: Add dupli fast pathClément Foucault
2019-05-08Wireframe: Create dupli fast path using DRW_duplidata_getClément Foucault
2019-05-08DRW: Add DRW_duplidata_get to create fast path for duplisClément Foucault
This is in order to create less shading group when using duplis. Data for dupli objects keep in draw manager state until the source object changes so retrieval is fast. Note that this system could be extended to all meshes.
2019-05-08GPUViewport: Fix possible hash colision with enabled enginesClément Foucault
Also fix engine data validation that was not previously not working.
2019-05-08DRW: Remove uneeded calls to drw_viewport_engine_data_ensure when iteratingClément Foucault
This remove a bit of overhead specially in scene with lots of objects.