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2019-02-05Cleanup: remove contributors for CMake filesCampbell Barton
Following removal from C source code. See: 8c68ed6df16d8893
2019-02-03Cleanup: trailing commasCampbell Barton
Needed for clan-format not to wrap onto one line.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-26Cleanup: remove redundant BKE/BLI/BIF headersCampbell Barton
2019-01-25Cleanup: sort cmake file listsCampbell Barton
2019-01-19Cleanup: add trailing commasCampbell Barton
Prevents clang-format merging into a single line.
2019-01-18Merge branch 'blender2.7'Lukas Stockner
2019-01-18Fix T56799: Custom render passes missing when using Save BuffersLukas Stockner
The problem here was that when a render result is allocated, the standard render passes are added according to the pass bitfield. Then, when the render engine sets the result, it adds the additional passes which are then merged into the main render result. However, when using Save Buffers, the EXR is created before the actual render starts, so it's missing all those additional passes. To fix that, we need to query the render engine for a list of additional passes so they can be added before the EXR is created. Luckily, there already is a function to do that for the node editor. The same needs to be done when the EXR is loaded back. Due to how that is implemented though (Render API calls into engine, engine calls back for each pass), if we have multiple places that call this function there needs to be a way to tell which one the call came from in the pass registration callback. Therefore, the original caller now provides a callback that is called for each pass.
2019-01-10Cleanup: end DefNode macro w/ semicolonCampbell Barton
Needed for clang-format.
2019-01-09Fix T60324: node linking UI bugs with some shader nodes.Brecht Van Lommel
2019-01-06Cleanup: add trailing commas to structsCampbell Barton
Needed for clang formatting to workaround bug/limit, see: T53211
2019-01-03Merge branch 'blender2.7'Brecht Van Lommel
2019-01-03Fix T60073: can't unlink by dragging from some node input sockets.Brecht Van Lommel
2018-12-28Fix more issues with recent render passes code cleanup.Brecht Van Lommel
Ref D4133.
2018-12-28Fix T59922: crash reading files with older renderlayersPhilipp Oeser
- own error in rB2c196de56bbb163048b08f321983234a5e72e804 - now introduce RE_PASSNAME_DEPRECATED placeholder for old passes - also dont allocate NodeImageLayers for these Reviewers: brecht Maniphest Tasks: T59922 Differential Revision: https://developer.blender.org/D4132
2018-12-27cleanup: remove unused passesPhilipp Oeser
- use_pass_indirect, use_pass_specular from ViewLayer RNA - RGBA, DIFFUSE, SPEC, REFLECT, REFRACT, INDIRECT usages from remaining places Reviewers: brecht Differential Revision: https://developer.blender.org/D4117
2018-12-03Fix T58280: Blender 2.8 hangs when the LookDev mode is enabledClément Foucault
The hang was due to the nodes being "evaluated" for every incomming link. Solution: only evaluate once per nodetree. Also merge the tagging of SSS and SSR into one traversal only.
2018-11-28Cleanup: correct assert, remove redundant NULL checksCampbell Barton
2018-11-19Cleanup: styleCampbell Barton
2018-11-17Eevee: Optimize Color Ramp node for common cases.Clément Foucault
2018-11-17Eevee: Fix SSR/SSS when the bsdf nodes are inside groupsClément Foucault
2018-11-10Cleanup: styleCampbell Barton
2018-11-08Eevee: Fix geometry node for environments and support true_normalClément Foucault
Also minor cleanup for the Bump node.
2018-11-08GPU: Cleanups: Remove GPUMatType, Vectorize / MADD some operationsClément Foucault
2018-11-08Eevee: Add support for interpolation options for Environment Texture nodesClément Foucault
2018-11-08Eevee: Support for extension type in the Node Image TextureClément Foucault
This does not work with the box projection mode. Implementing for box projection mode would be difficult, slow, and produce a lot of code duplication. Also i'm not sure this is worth it, as it's not a common use case.
2018-11-07Cleanup: remove some useless BKE_library and BKE_main includes.Bastien Montagne
Makes it simpler to make some changes... Also fix order of some includes (use alphabetical please).
2018-11-07GPU: Make node texture "Blend" parameter interactive.Clément Foucault
This parameter is only used for Box projection type.
2018-11-07Eevee: Make Normal node interactiveClément Foucault
Before it was triggering shader recompilation. Include small cleanup/opti.
2018-11-06Eevee: Make nodegroup fix recursive.Clément Foucault
2018-11-06Eevee: Fix broken shader if only using an Ambient Occlusion nodeClément Foucault
This quick fix does generate some invalid uniform. Will fix that later on.
2018-11-06Eevee: Correctly handle Sharp glossy/refraction BSDF nodesClément Foucault
This is a quick workaround, but I don't see the point of making the lighting functions more complex than it is now in order to optimize this rather not so common case.
2018-11-01Eevee: Fix nodegroup sockets behaviourClément Foucault
Node group inputs should behave like cycles now. ---- We create dummy nodes that contains the default values for the nodegroup inputs and link them to the sockets. This way the uniform buffer gathering function can read them. But we also need to disconnect all the internal links to sockets that have hidden values. Theses sockets must not get the values from the nodegroup input sockets if there is no link to them otherwise we get broken results (i.e.: normals for a bsdf node).
2018-10-23Rename editor to "Texture Node Editor"Sergey Sharybin
This editor edits nodes, and the old name of "Texture Editor" is misleading, since when one want to edit it is unclear whether UV/Image or Texture editor is more suitable for the task.
2018-10-18Eevee: Fix default texture coord for procedural texture in world treeClément Foucault
2018-09-24Merge branch 'master' into blender2.8Brecht Van Lommel
2018-09-24Fix T56875: Auto Render not working after render pass name refactorLukas Stockner
The default compositor node update function sets the need_exec flag on the node which the Auto Render feature checks, but the custom update function that was added as part of rB4cf7fc3b3a4d didn't do so. Therefore, the two custom update functions that were added now also call the default update function.
2018-09-20Eevee: Implement Wireframe NodeClément Foucault
This implementation is a bit hacky but match cycles pretty close. If pixel size is not enabled, it will use the geom shader to compute distances between vertices. This will have a cost. Implementation is a bit hacky in gpu_codegen to make the geom shader works in an optional manner.
2018-09-10Eeevee: update to match recent voronoi GLSL features for Cycles.Charlie Jolly
Differential Revision: https://developer.blender.org/D3680
2018-09-03Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/intern/collision.c
2018-09-03Spelling fixes in comments and descriptions, patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3668
2018-08-28Merge branch 'master' into blender2.8Brecht Van Lommel
2018-08-26Cycles: change default emission color to 1 1 1.Brecht Van Lommel
2018-08-22GPUMaterial: Geometry Node: Add support for parametric outputClément Foucault
This supports meshes and hairs too. Matches cycles output. This adds barycentric coords to the GPUBuiltin enum which will also be used for the wireframe node.
2018-08-14Cleanup: Rename GPU_* functions to make more senseClément Foucault
* Remove GPU_link_changed which is unused. * Remove all GPU link function that are not used anymore. * GPU_uniform_buffer is now GPU_uniform. * GPU_texture_ramp is now GPU_color_band. * GPU_uniform is now GPU_constant.
2018-08-10GPUMaterial: Fix color ramp node with constant interpolationClément Foucault
Color ramp with constant interpolation must bypass texture filtering and use nearest neighboor sampling in order to appear correctly sharp. This patch use a GLSL hack to use nearest sampling on thoses particular color band.
2018-08-10GPUMaterial: Group all colorband texture togetherClément Foucault
This lower the use of texture samplers slots and let users use more real textures in their shaders. This patch also make the ramp texture 16 bit floating point. Meaning you can now use value greater than one in your color ramps. With the limit of 128 colorband per shader (a color band being either a color ramp, a wavelength node or a curve node (and maybe wavelength node in the future)). Only drawback with the current implementation is that it does not remove colorband from pruned GPUNodes but it shouldn't really matter in practice. This should fix T56010
2018-08-09Eevee: Fix assert with subsurface bsdfClément Foucault
2018-08-08Eevee: Use "constant folding" for the principle shaderClément Foucault
This is more like a static optimisation when some parameters are set to 1.0 or 0.0. In theses case we use a more optimized version of the node. This also revisit the transmission parameter behaviour to make it closer to cycles.