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2018-07-19Subsurf: Set original index for high-poly verticesSergey Sharybin
2018-07-19Cleanup: styleCampbell Barton
2018-07-19Merge remote-tracking branch 'origin/master' into blender2.8Ray Molenkamp
2018-07-18Fix E key in Python console not working after recent changes.Brecht Van Lommel
2018-07-18Icon/Render Preview: Fix Race condition with BKE_*_localizeClément Foucault
When editing a Material the depsgraph can throw away the evaluated ID before the preview job localized the said ID. To fix this we localize the ID from the main thread. Also fix WM_OT_previews_ensure crashing because of no depsgraph.
2018-07-18Fix/workaround T56019: memory leak with preview renders.Brecht Van Lommel
I would not expect the order of registration to matter, and ideally we want to order the engines in the UI menu differently, but this helps for now.
2018-07-18Cleanup: remove debug comment.Brecht Van Lommel
2018-07-18Subsurf: Add subdivision code which uses new moduleSergey Sharybin
The code is ifdef-ed for now, since there is more work needed to be done before we can officially switch to it. Uses new subdiv module.
2018-07-18Subsurf: Begin new subdivision surface moduleSergey Sharybin
The idea is to use this as a replacement of old CCG, now it is based on OpenSubdiv. The goal is to reduce any possible overhead which was happening with OpenSubdiv used by CCG. Currently implemented/supported: - Creation from mesh, including topology on OpenSubdiv side, its refinement. - Evaluation of limit point, first order derivatives, normal, and face-varying data for individual coarse position. - Evaluation of whole patches. Currently not optimized, uses evaluation of individual coarse positions. - Creation of Mesh from subdiv, with all geometry being real: all mvert, medge, mloop, and mpoly. This includes custom data interpolation, but all faces currently are getting separated (they are converted to ptex patches, which we need to weld back together). Still need to support lighter weights grids and such, but this is already a required part to have subsurf working in the middle of modifier stack. Annoying part is ifdef all over the place, to keep it compilable when OpenSubdiv is disabled. More cleaner approach would be to have stub API for OpenSubdiv, so everything gets ifdef-ed in a much fewer places.
2018-07-18Cleanup: style for GPU moduleCampbell Barton
2018-07-18GPU: Fix build error on Mac and Windows.Clément Foucault
2018-07-18Merge branch 'master' into blender2.8Brecht Van Lommel
2018-07-183D View: show 3D axis-letter when pointing awayCampbell Barton
While only the positive axis is shown, account for an exception when axis aligned.
2018-07-18Cycles: add Principled Hair BSDF.L. E. Segovia
This is a physically-based, easy-to-use shader for rendering hair and fur, with controls for melanin, roughness and randomization. Based on the paper "A Practical and Controllable Hair and Fur Model for Production Path Tracing". Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google Summer of Code 2018.
2018-07-18Cleanup: Cryptomatte node style tweaks.Brecht Van Lommel
2018-07-18Compositor: Cryptomatte compositing node.Stefan Werner
This patch adds a new matte node that implements the Cryptomatte specification. It also incluces a custom eye dropper that works outside of a color picker. Cryptomatte export for the Cycles render engine will be in a separate patch. Reviewers: brecht Reviewed By: brecht Subscribers: brecht Tags: #compositing Differential Revision: https://developer.blender.org/D3531
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-07-18GWN: Port to GPU module: Move files to GPUClément Foucault
This does not include all the struct and type renaming. Only files were renamed. gwn_batch.c/h was fusioned with GPU_batch.c/h gwn_immediate.c/h was fusioned with GPU_immediate.c/h gwn_imm_util.c/h was fusioned with GPU_immediate_util.c/h
2018-07-17Render: add "OpenGL" render engine.Brecht Van Lommel
This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
2018-07-17Cleanup: moving shading type into View3DShading.Brecht Van Lommel
So all shading settings are in this struct and can be reused in the OpenGL render engine.
2018-07-17UI: move specular light settings to Lights tab in user preferences.Brecht Van Lommel
2018-07-17Fix Python error removing studio lights in user preferences.Brecht Van Lommel
2018-07-17Merge branch 'master' into blender2.8Bastien Montagne
2018-07-17Fix T56003: Opening image files as movies in VSE crashes.Bastien Montagne
metadata loading code was assuming all videos in Blender were from FFMPEG... added empty place-holders for other types too, we probably could load some metadata from pictures or AVI files too!
2018-07-17World: Added 'Viewport Display' panelJeroen Bakker
The Properties->World tab had no Viewport Display panel. The world color itself was hidden when the 'use_node_tree' was enabled. Also renamed the World.horizon_color to World.color as it has nothing to do with the color of the horizon (old BI feature)
2018-07-17Object Mode: Add back object bound displayClément Foucault
2018-07-17UI: Lamp -> Light for the object type visibility operatorsPablo Vazquez
Spotted in a live stream by Emilton Mendoza, thanks!
2018-07-16Fix (IRC-reported) wrong usercount handling of deprecated IPO datablocks.Bastien Montagne
versionning code would unref those twice... Reported by @ßergey on IRC, thanks!
2018-07-16Eevee: Add debug visual for Cascaded Shadow MapsClément Foucault
2018-07-16DRWDebug: Add new debug functions for spheres and matrices.Clément Foucault
2018-07-16Eevee: Fix Cascaded Shadow Maps glitchesClément Foucault
There was an issue that caused the cascaded shadow map to appear glitchy when the lamp was not at the origin.
2018-07-16Workbench: Fix use of uninitialized memory.Clément Foucault
2018-07-16StudioLight: Fix codestyleClément Foucault
2018-07-16Smoke: Port display to Workbench + object modeClément Foucault
This does not fix the smokesim. It only port the drawing method. The Object mode engine is in charge of rendering the velocity debugging. Things left to do: - Flame rendering. - Color Ramp coloring of volume data. - View facing slicing (for now it's only doing sampling starting from the volume bounds which gives a squarish look) - Add option to enable dithering (currently on by default.
2018-07-16Matcap: Fix missing pixel on preview iconsClément Foucault
2018-07-16Merge branch 'master' into blender2.8Sergey Sharybin
2018-07-16Cleanup: Remove obscure flag which was only used for read in subsurf codeSergey Sharybin
Some sort of rudiment from many years ago, is never set by 2.5x code.
2018-07-16Merge branch 'master' into blender2.8Sergey Sharybin
2018-07-16Cleanup: Use const qualifier for UV vertex mapSergey Sharybin
2018-07-16Merge branch 'master' into blender2.8Sergey Sharybin
2018-07-16Cleanup: More clear naming in UV vertex/element mappingsSergey Sharybin
Also use unsigned short for loop index within a polygon for UV vertex mapping, which matches UV element mapping.
2018-07-16Merge branch 'master' into blender2.8Philipp Oeser
2018-07-16Fix T55944: fbx export error with smoothing facePhilipp Oeser
ddee0931b868 added PROP_RAW_BOOLEAN case for foreach_set, but missed foreach_get Reviewed By: brecht Differential Revision: https://developer.blender.org/D3534
2018-07-16Fix T55527: creating a Quaternion without args should result in identityPhilipp Oeser
quaternion Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D3487
2018-07-16Merge branch 'master' into blender2.8Brecht Van Lommel
2018-07-16OpenSubdiv: Remove UV coordinates from converterSergey Sharybin
Converter only defines topology, not coordinates or (face)varying data.
2018-07-16OpenSubdiv: Re-work C-API integrationSergey Sharybin
Main goal is to make API simpler to follow (at least ion terms what is defined/declared where, as opposite of handful big headers which includes all the declarations), and also avoid a big set of long and obscure functions. Now C-API files are split into smaller ones, following OpenSubdiv behavior more closely, and also function pointers in structures used a lot more, which shortens functions names, UV integration part in GL Mesh is mainly stripped away, it needs to be done differently. On a related topic, UV coordinates API in converter needs to be removed as well, we do not need coordinates, only island connectivity information there. Additional changes: - Varying interpolation in evaluator API are temporarily disabled, need to extend API somewhere (probably, evaluator's API) to inform layout information of vertex data (whether it contains varying data, width, stride and such). - Evaluator now can interpolate face-varying data. Only works for adaptive refiner, since some issues in OpenSubdiv itself. Planned changes: - Remove uv coordinates from TopologyConverter. - Support evaluation of patches (as opposite to individual coordinates as it happens currently). - Support more flexible layout of varying and face-varying data. It is stupid to assume varying is 3 floats and face-varying 2 floats. - Support of second order derivatives. - Everything else what i'm missing in this list.
2018-07-15Cleanup: doxy commentsCampbell Barton
2018-07-15Gizmo: update Python templatesCampbell Barton
2018-07-15GPU_matrix: use Blender's naming conventionsCampbell Barton
Thanks to @sergey for review