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2017-11-01Draw Manager: Fix crash when trying to order an empty shading group.Clément Foucault
This fix crash when using only the volume output with an alpha blend material
2017-11-01Eevee: Fix Exponent default in versioning codeClément Foucault
2017-11-01Eevee: Silence warningClément Foucault
2017-10-31Mesh Auto-Smooth Split Normal SupportGermano
From D2906 with few changes
2017-10-31Merge branch 'master' into blender2.8Bastien Montagne
2017-10-31Merge branch 'master' into blender2.8Campbell Barton
2017-10-31Prevent users to be able to override context engineDalai Felinto
We expose engine as a string, yet context is dealing with Pointers. To prevent a crash we may as well just forbid users to override it.
2017-10-31Add ability for render engines to report extra meta data to pipelineSergey Sharybin
2017-10-31Add ability to specify custom fields to be saved from render resultSergey Sharybin
2017-10-31Stamp info: Use dedicated function to free up memorySergey Sharybin
This way it's more flexible to extend StampData structure with additional stuff which might require memory free.
2017-10-31Workspace cleanup: engine_id is in ViewRenderDalai Felinto
2017-10-31Collections: Bring back simple visibility behaviourDalai Felinto
If an object is in any visible collection, the object will be visible. This behaviour has changed in 9ad2c0b6154b. If it will change again, it will be for: https://developer.blender.org/D2878
2017-10-31UI: replace UI_ITEM_O_RETURN_PROPS /w return argCampbell Barton
Means we can have a version of this function that returns the button and avoids returning a struct that often isn't used.
2017-10-31UI: avoid double operator type lookupCampbell Barton
2017-10-31Introduce "skip" in BLI_Iterator structDalai Felinto
This helps iterators prevent recursion.
2017-10-31Fix renderlayers UI removing the wrong renderlayerDalai Felinto
Bug introduced on 1c4c28872721 (well technically in b48694639a). We should not remove the renderlayer from the context, but instead the one that is active from scene. That said, the UI should make a distinction between the scene active render layer and the one that is active in the UI (and that should be the one used when removing it). But for now this is at least more consistent for the users.
2017-10-30Fix T53191: Python API Reference link wrong in splash screen.Bastien Montagne
Forgot to update splashscreen links when we switched API doc naming scheme...
2017-10-30Curve Decimate: new tool to simplify bezier curvesCampbell Barton
Access from the curve clean-up menu
2017-10-30Draw Manager: re-enable edit-mesh text overlaymano-wii
2017-10-30Fix manipulator drawing before their refresh callbackCampbell Barton
Caused glitch with Scale-Cage tool.
2017-10-30Missing NULL pointer check in poly-build toolCampbell Barton
2017-10-29Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-10-29Alembic: added frame offset propertySybren A. Stüvel
The offset is subtracted, so that it's intuitive (dragging slider pushes the animation further that way on the timeline).
2017-10-29Merge branch 'master' into blender2.8Sybren A. Stüvel
# Conflicts: # source/blender/alembic/intern/abc_exporter.cc # source/blender/alembic/intern/abc_exporter.h # source/blender/alembic/intern/alembic_capi.cc # tests/gtests/alembic/abc_export_test.cc
2017-10-29Alembic: exporting MetaBalls as meshSybren A. Stüvel
- Only basis balls are exported, as they represent the resulting mesh. As a result the mesh is written to Alembic using the name of the basis ball. - MetaBalls are converted to a mesh on every frame, then an AbcMeshWriter is used to write that mesh to Alembic.
2017-10-29Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-10-29Include file for DNA_DEPRECATED macroSybren A. Stüvel
2017-10-29Alembic import: fixed mesh corruption when changing topologySybren A. Stüvel
When the mesh changed topology but kept the vertex count the same, it would result in a corrupt mesh. By checking the face & loop counts too, this has become less likely. I've checked IPolyMeshSchema::isConstant(), but it returns true even when we see that the mesh changed topology.
2017-10-29BMesh: use heap update for dissolve-decimateCampbell Barton
2017-10-29BLI_heap: add validation check, improve testsCampbell Barton
Also minor readability changes, avoid running both heap_up/down gives minor speedup too.
2017-10-29Cleanup: move docs out of headerCampbell Barton
2017-10-29Cleanup: const argsCampbell Barton
2017-10-29BLI_heap: minor changes to the APICampbell Barton
Recent addition of 'reinsert' didn't match logic for ghash API. Rename to BLI_heap_node_value_update, also add BLI_heap_insert_or_update since it's a common operation.
2017-10-28Use BLI_heap_reinsert for decimate and beautifyCampbell Barton
Improves performance for high poly meshes, ~70% faster for decimate, only ~10% for beautify.
2017-10-28BLI_hash: add BLI_heap_reinsertCampbell Barton
Allows avoiding remove/insert calls.
2017-10-28Fix T53185: After rendering an animation (Ctrl-F12), pressing F12 no longer ↵Joshua Leung
renders single frames only
2017-10-28BLI_array_store: correct hashing single bytesCampbell Barton
The single byte version of hash_data was casting from unsigned char instead of signed. This didn't cause any errors since the result of each aren't compared. Even so, better keep them matching.
2017-10-28Cleanup: use uint type in BLICampbell Barton
2017-10-28Eevee: Volumetric: Fix Sun lamps not working.Clément Foucault
2017-10-27Eevee: Volumetrics: Fix "Tile Size" tooltipClément Foucault
2017-10-27Eevee: Volumetrics: Support Smoke simulation textures.Clément Foucault
It should behave like cycles. Even if not efficient at all, we still do the same create - draw - free process that was done in the old viewport to save vram (maybe not really the case now) and not care about simulation's GPU texture state sync.
2017-10-27Eevee: Volumetrics: Add Volume object support.Clément Foucault
This is quite basic as it only support boundbing boxes. But the material can refine the volume shape in anyway the user like. To overcome this limitation, a voxelisation should be done on the mesh (generating a SDF maybe?) and tested against every volumetric cell.
2017-10-27GPUMaterial: Add a domain property.Clément Foucault
This let us know efficiently if a material has a dedicated nodetree for each of it's output node input. Only works for Eevee at this moment.
2017-10-27Eevee: Volumetrics: Request aditional frames when no TAA is enabled.Clément Foucault
2017-10-27Eevee: Volumetrics: Add volumetric support to alpha blended meshes.Clément Foucault
2017-10-27Eevee: Overhaul the volumetric system.Clément Foucault
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering. See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details. On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
2017-10-27DRW: Add 3D texture support.Clément Foucault
2017-10-27BLI_rand : add BLI_halton_3DClément Foucault
2017-10-27Docs: clarify return value for BVH APICampbell Barton
2017-10-27Hide transform widget when tool widget is usedCampbell Barton