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2020-06-24Fluid: Use OpenVDB as the default cache format for liquids tooSebastián Barschkis
With the updated OpenVDB setup, it is now perfectly fine to use OpenVDB for liquid domains.
2020-06-24UI: Add Free Handle Types to CurveProfile WidgetHans Goudey
Under the hood the CurveProfile widget (used for bevel custom profiles) uses a bezier curve, but right now though it only supports two of the bezier curve handle types, vector and auto. This patch adds support for free handles and adds all of the logic for editing them. This is the first step to the ability to import and export curve objects in the widget. There's some code cleanup in curveprofile.c. Movement for handles and control points is abstracted to functions there rather than happening in interface_handlers.c. An "Apply Preset" button is also added, which solves a confusing issue where you apply a preset, then change the number of samples and the preset doesn't change. The button makes it clear that the preset needs to be reapplied. Reviewed By: Severin Differential Revision: https://developer.blender.org/D6470
2020-06-24Fix T67319 DRW: Large objects gets incorrectly culledClément Foucault
To avoid this we just bypass culling if the object is too big to avoid float precision issues.
2020-06-24Fix artifact in Clay Strips when producing large deformationsPablo Dobarro
The clay strips brush tip tests distances against a cube with beveled Z aligned edges. This cube was positioned with its center in the surface of the mesh, so when producing large deformation, some vertices that should be deformed were positioned further than the cube's Z dimension, so they were left behind, producing artifacts. This displaces and deforms the local space to position the brush tip cube (now a prism) towards the deformation direction, so more vertices can be included, removing most of these artifacts. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8004
2020-06-24Fix Surface Smooth not taking the sculpt mask into accountPablo Dobarro
The sculpt mask was hardcoded to 0.0 Reviewed By: sergey Differential Revision: https://developer.blender.org/D8071
2020-06-24Fix T78188: Sculpt mask glitching after using sculpt vertex colorsPablo Dobarro
The face sets color copy to the GPU was done outside of the loop, probably after a merge error in a rebase. Also, the default color was initialized using the wrong type. Reviewed By: sergey Maniphest Tasks: T78188 Differential Revision: https://developer.blender.org/D8106
2020-06-24Fix T78192: Draw Face Sets tool not updating the viewport colorPablo Dobarro
The draw face set tool always needs to redraw the nodes, but it only needs the full update when in smooth mode because it moves the vertices. Reviewed By: sergey Maniphest Tasks: T78192 Differential Revision: https://developer.blender.org/D8108
2020-06-24Fix T78073 EEVEE: new motion blur and overscan produce wrong renderClément Foucault
This was caused by the override viewport size not being maintained after DRW_cache_restart(). Also this fixes issue with the inv_size not being updated correctly.
2020-06-24Fix T78080: group node has incorrect sockets after changing groupJacques Lucke
It was only checking for the identifier, but the type has to be equivalent as well. Reviewers: mano-wii, brecht Differential Revision: https://developer.blender.org/D8101
2020-06-24UI: Add Extrude Manifold IconGermano Cavalcante
Differential Revision: https://developer.blender.org/D8016
2020-06-24Fluid: Improved OpenVDB support for fluid cachesSebastián Barschkis
This commit makes uses of the new OpenVDB IO in Mantaflow (introduced in 781f783a66ac). From now on, fluid cache files in OpenVDB format will contain a list of grids per frame (before: one .vdb file per grid per frame). Besides regular grids, particle systems are also stored using OpenVDBs PointGrid data structures. All older cache formats will remain fully functional: - Uni caches (.uni) files are still available from the UI and can be used as before - Raw caches (.raw) are no longer available from the UI, but loading them is still possible - Old OpenVDB caches (one .vdb per grid) can no longer be baked either, but loading them is still possible. It is also no longer possible to choose file formats for 'Noise' and 'Particles'. Instead there are now options to set the file format for 'Volumetric' and for 'Mesh' data. Known issues (planned to be resolved soon): - OpenVDB files are currently not taking into consideration the clipping value (FluidDomainSettings). Empty cells are therefore being written too. Depending on the scene, this can make file sizes unnecessarily large. - Domains are not being exported at their world position. Instead they are always clipped to the origin.
2020-06-24Fix T78112: VSE Sequencer/Preview crash after fullscreenJulian Eisel
The region refresh callback wasn't called, which in the VSE ensures valid region sizes and removes handlers of invisible regions.
2020-06-24Cycles: add denoising settings to the render propertiesBrecht Van Lommel
Enabling render and viewport denoising is now both done from the render properties. View layers still can individually be enabled/disabled for denoising and have their own denoising parameters. Note that the denoising engine also affects how denoising data passes are output even if no denoising happens on the render itself, to make the passes compatible with the engine. This includes internal refactoring for how denoising parameters are passed along, trying to avoid code duplication and unclear naming. Ref T76259
2020-06-24Python API: support integer default for bpy.props.EnumPropertyBrecht Van Lommel
This must match the specified number in enum items, and is supported for both static and dynamic enums. Previously dynamic enums did not support a default value at all.
2020-06-24Fix T77913: Incorrect handling of negative-scale bit in DRWResourceHandleJacques Lucke
Reviewers: fclem Differential Revision: https://developer.blender.org/D8103
2020-06-24Sculpt: rename default vertex color layer name from Col to ColorBrecht Van Lommel
No need for abbreviation here, and helps avoid conflicts with old vertex color layers. Ref T76659
2020-06-24EEVEE: Fix crash when using motion blur without postfx blurClément Foucault
2020-06-24Fix memory leak calculating deform modifiers in edit-modeCampbell Barton
This bug goes back to 2.80 but doesn't seem to have been reported.
2020-06-24Fix T77672 EEVEE: Reflections with reflection plane broken (regression)Clément Foucault
2020-06-24Fix T78190 EEVEE: Render passes broken in final renderClément Foucault
This was caused by the step motion blur implementation. `DRW_cache_restart` was reseting the cache and cause `EEVEE_renderpasses_postprocess` to not work inside `EEVEE_render_read_result`.
2020-06-24Fix T78172: Undo crash due to IDTemplate operations missing undo push.Bastien Montagne
This should be included in 2.83 as well.
2020-06-24Cleanup: Replace GSet with Edgeset in Cloth BrushPablo Dobarro
2020-06-24Text: add replace all operatorCampbell Barton
D8032 by @Poulpator with minor edits
2020-06-24Cleanup: redundant self assignmentCampbell Barton
2020-06-24Cleanup: clang-formatCampbell Barton
2020-06-24Cleanup: unused struct membersCampbell Barton
2020-06-24Cleanup: unused functionsCampbell Barton
2020-06-24UI: ShaderFX: Manually add X/Z labels for rim lightingAaron Carlisle
These need to be labeled manually because offset is a #PROP_PIXEL. Matches other changes made in rBbb4cef71eeaf36aa61187d47b8a8ae06ba55f7c0
2020-06-24Fix T66934 Overlay: "Outline Selected" overlay doesnt affect armaturesClément Foucault
This is a really small fix. Could be included in 2.83 LTS branch.
2020-06-23Fix T62961 EEVEE: Viewport refresh when hovering widgetsClément Foucault
We now bypass EEVEE's rendering if the TAA accumulation has ended.
2020-06-23Snapping: Snap to the origin of Light and Camera objectsGermano Cavalcante
I see no reason to ignore them. This is not a limitation.
2020-06-23Fix camera snapping in camera ViewGermano Cavalcante
The `T_CAMERA` flag was being set in the wrong place.
2020-06-23GPencil: Implement antialiasing parameter to Pixel FXAntonio Vazquez
Related to T78153 Differential Revision: https://developer.blender.org/D8100
2020-06-23Refactor: use new api for lib linking mask, windowmanager and screenJacques Lucke
This is part of T76372.
2020-06-23Fix T77830: Crash in VR session when opening material previewJulian Eisel
Draw-manager mutex has to be set before activating OpenGL/GPU context. Otherwise, parallel jobs (like preview rendering) may try to activate the context from another thread. Also: Use WM wrappers for activating/releasing OpenGL context, which have an additional assert check. Suggest to backport this for 2.83.1.
2020-06-23Refactor: move more modifier specific code out of readfile.cJacques Lucke
2020-06-23Refactor: move blenloader code of bevel modifierJacques Lucke
2020-06-23Refactor: move blenloader code of curve profile to blenkernelJacques Lucke
2020-06-23Fix T77712: Crash on proxied rig, custom bone shape, driver targeting rigSybren A. Stüvel
It turns out that `DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool is_object_visible)` was called for the custom shape with `is_object_visible=false` when there are drivers, and `is_object_visible=true` when there aren't any.
2020-06-23Refactor: move blenloader code of surface deform modifierJacques Lucke
2020-06-23Refactor: move more blenloader code into modifier filesJacques Lucke
2020-06-23Sculpt Vertex Colors: Initial implementationPablo Dobarro
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time. This commit includes: - SCULPT_UNDO_COLOR for undo support in sculpt mode - SCULPT_UPDATE_COLOR and PBVH flags and rendering - Sculpt Color API functions - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now) - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint) - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint) - Remesher reprojection in the Voxel Remehser - Paint Brush and Smear Brush with color smoothing in alt-smooth mode - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors - Color Filter - Color picker (uses S shortcut, replaces smooth) - Color selector in the top bar Reviewed By: brecht Maniphest Tasks: T72866 Differential Revision: https://developer.blender.org/D5975
2020-06-23Fix mistake in bevel versioningHans Goudey
Use the correct modifier struct name
2020-06-23Fix T77803: IK Degrees of freedom drawing glitchJeroen Bakker
Forgot to update the lineOutput what resulted in that the sphere was not rendered on all platforms. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8098
2020-06-23Fix T77893: Crash drawmanager threading custom dataJeroen Bakker
Tangent normals were temporarily saved in the original given layers but the typeinfo wasn't updated. This lead to several issues since we changed the threading of the mesh extraction. This patch stores the tangent normals in a temporary custom data on the stack this way the typemap doesn't need to be updated. Still need to run the tests for an hour to see if it is fixed Reviewed By: Clément Foucault, Philipp Oeser Differential Revision: https://developer.blender.org/D8095
2020-06-23EEVEE: Motion Blur: Add accumulation motion blur for better precisionClément Foucault
This revisit the render pipeline to support time slicing for better motion blur. We support accumulation with or without the Post-process motion blur. If using the post-process, we reuse last step next motion data to avoid another scene reevaluation. This also adds support for hair motion blur which is handled in a similar way as mesh motion blur. The total number of samples is distributed evenly accross all timesteps to avoid sampling weighting issues. For this reason, the sample count is (internally) rounded up to the next multiple of the step count. Only FX Motion BLur: {F8632258} FX Motion Blur + 4 time steps: {F8632260} FX Motion Blur + 32 time steps: {F8632261} Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8079
2020-06-23Animation: Only update timeline header during playbackJeroen Bakker
The header of all SPACE_ACTIONs are tagged for redraw. Only when the action editor is showing the timeline it is needed. No noticeable performance increase. But better to save some CPU cycles. Reviewed By: Sybren Stüvel Differential Revision: https://developer.blender.org/D8074
2020-06-23Cleanup: remove some dead codeJacques Lucke
2020-06-23Cleanup: renamed `do_draw_overlay` to `do_draw_paintcursor`Jeroen Bakker
To make a better distinction with region overlay.
2020-06-23Performance: Draw play head as an overlayJeroen Bakker
When playing back animations a playhead is updated in all the animation editors. The drawing of the playhead is part of the drawing of the main region `RGN_TYPE_WINDOW` that redraws the whole region. This change will draw the play head and window scrollers when updating the screen. This affects the Action editor, Timeline, Graph editor, NLA editor and Sequence editor. There is noticeable speedup when using complex animation files. Spring 02_020_A.anim.blend fps went from 11.8 to 12.5 when showing a timeline and a action editor on a Ryzen 1700. * When playing back animation the markers don't jump up/down when near the frame. This could be added back. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D8066