Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-05-11 | DRW: Fix previous commit | Clément Foucault | |
PS: I hate my life | |||
2019-05-11 | Fix T64464 App crashes when navigating between UV Editor and Viewport | Clément Foucault | |
2019-05-11 | GPencil: Apply FBO changes to AA macros | Antonioya | |
Apply same change done to fix the task T64373 | |||
2019-05-11 | Fix T64137 Empty Images flickering graphics when "Auto Depth" is enabled | Clément Foucault | |
Also fix T64373 Grid intensity increases in Ortographic when use Circle Select in GPencil Edit mode | |||
2019-05-10 | Fix T64399 Crash when trying to enter edit mode on instanced objects | Clément Foucault | |
2019-05-10 | Fix T64420 Weight Paint colours not visible | Clément Foucault | |
2019-05-10 | Overlays: Use common_view_lib.glsl | Clément Foucault | |
This removes ModelViewProjectionMatrix usage | |||
2019-05-10 | Workbench: Use common_view_lib.glsl | Clément Foucault | |
This removes ModelViewProjectionMatrix usage | |||
2019-05-10 | GPencil: Use common_view_lib.glsl | Clément Foucault | |
2019-05-10 | DRW: Remove ModelViewMatrix Usage | Clément Foucault | |
2019-05-10 | Eevee: Update matrices operations to not use combined matrices | Clément Foucault | |
2019-05-10 | Cleanup: DRW: Renaming of glsl utility macros | Clément Foucault | |
2019-05-09 | GPencil: Lock rotation of textures | Antonioya | |
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. | |||
2019-05-09 | DrawManager/GreasePencil: Select Correct ViewLayer | Jeroen 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 | |||
2019-05-09 | Workbench: Viewport AA Preferences | Jeroen 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 | |||
2019-05-09 | Fix T64384 : Crash when switching to wireframe on tree_creature blend | Clément Foucault | |
Was missing NULL pointer check | |||
2019-05-09 | UI: rename Look Dev 'Ball' to 'Sphere' | Campbell Barton | |
D4813 by @Gvgeo | |||
2019-05-09 | DepsGraph: Multi ViewLayer Selection | Jeroen 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 | |||
2019-05-09 | Fix T64329 Crash when switching to Texture Paint | Clément Foucault | |
2019-05-09 | 3D Grid: Use View UBO & small cleanup | Clément Foucault | |
2019-05-09 | Fix Crash with armature using custom shapes | Clément Foucault | |
2019-05-09 | Fix T64366 DRW: Crash opening Mr Elephant scene since recent commit | Clément Foucault | |
2019-05-09 | Fix T64296 Z-axis overlay vanishes at scene origin in 3D Viewport | Clément Foucault | |
Grid shader was still using deprecated eye vector. | |||
2019-05-09 | Cleanup: DRW: Remove DRW_pass_free | Clément Foucault | |
2019-05-09 | DRW: Remove support for NormalMatrix | Clément Foucault | |
2019-05-09 | Fix T64158 Eevee: Mixed SSS shader becomes brighter and brighter | Clément 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. | |||
2019-05-09 | Overlay: Remove use of NormalMatrix | Clément Foucault | |
2019-05-08 | Workbench: Use common_view_lib and remove NormalMatrix usage | Clément Foucault | |
This is in order to lower the number of matrices to compute. | |||
2019-05-08 | Mesh Batch Cache: Fix crash when comming from eevee to wireframe mode | Clément Foucault | |
And add check in debug build. | |||
2019-05-08 | DRW: Remove WorldNormalMatrix | Clément Foucault | |
2019-05-08 | Eevee: Remove uneeded normalization | Clément Foucault | |
2019-05-08 | GPU: Remove GPU_INVERSE_NORMAL_MATRIX | Clément Foucault | |
The end goal for this is to lower the number of needed matrices. This also cleanup some uneeded transformation. | |||
2019-05-08 | Overlay Mode: Use common_view_lib | Clément Foucault | |
This is in order to centralize all matrices transformations. | |||
2019-05-08 | Cleanup: DRW/GPU: Remove eye vector uniform | Clément Foucault | |
2019-05-08 | Cleanup: Remove BKE_MESH_BATCH_DIRTY_MAYBE_ALL | Clément Foucault | |
2019-05-08 | Cleanup: draw_common: Use switch instead of ifs | Clément Foucault | |
2019-05-08 | Cleanup: Mesh Batch Cache: Remove unused BKE_MESH_BATCH_DIRTY_SCULPT_COORDS | Clément Foucault | |
2019-05-08 | DRW: Copy matrix in case of ModelMatrixInverse being used | Clément Foucault | |
ob->imat is garanteed to be valid by the depsgraph. | |||
2019-05-08 | Wireframe: Refactor vertex shader to use less matrices | Clément Foucault | |
This means less matrices needs to be prepared by the CPU. | |||
2019-05-08 | DRW: Speedup: Only do batch cache request and validation once for duplis | Clément Foucault | |
2019-05-08 | Mesh Batch Cache: Speedup: Only alloc gpu_attrs if needed and don't clear | Clément Foucault | |
No need to clear since GPU_material_vertex_attrs is overriding | |||
2019-05-08 | Mesh Batch Cache: Speedup: Use flags to early remove unecessary checks | Clément Foucault | |
2019-05-08 | DRW: Make batch validation run first during iteration | Clément Foucault | |
This reduces the cost of querying the batches to the batch cache. | |||
2019-05-08 | DRW: Move all batch request functions to own header | Clément Foucault | |
This is in order to using BLI_INLINE for thoses functions and keep headers cleany separated. | |||
2019-05-08 | DRW: Change function orders to improve CPU cache efficiency | Clément Foucault | |
These changes seems to impact cache efficiency as it uses shgroup just after creating a DRWCall before shgroup. | |||
2019-05-08 | Object Overlay: Add dupli fast path | Clément Foucault | |
2019-05-08 | Wireframe: Create dupli fast path using DRW_duplidata_get | Clément Foucault | |
2019-05-08 | DRW: Add DRW_duplidata_get to create fast path for duplis | Clément 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. | |||
2019-05-08 | GPUViewport: Fix possible hash colision with enabled engines | Clément Foucault | |
Also fix engine data validation that was not previously not working. | |||
2019-05-08 | DRW: Remove uneeded calls to drw_viewport_engine_data_ensure when iterating | Clément Foucault | |
This remove a bit of overhead specially in scene with lots of objects. |