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2019-01-19Cleanup: add trailing commasCampbell Barton
Prevents clang-format merging into a single line.
2019-01-18Add miter pattern options.Howard Trickey
Will document the new options in release notes, then in manual. Still a bit of work to do on the bulging shape that appears on cube corners if using arc inner miters, but will do that later. Also need to do something smarter in clamp overlap.
2019-01-18Fix T60615: Cycles baking not working with some modifiers.Brecht Van Lommel
Refactors Cycles mesh export a bit to avoid unnecessary copies and to be in sync with the Blender baker.
2019-01-18GP: Guides: Fix bug with Mkey and Circular guidesCharlie Jolly
Reported by @pepeland. Adding missing events on the first point was breaking the guide behaviour. Also, updated Ckey so it always defaults to Circular mode when guides are off.
2019-01-18View 3D Grid: Improve precision and reduce code complexityClément Foucault
Instead of doing manual ray-plane intersection we use normalized positions of the grid mesh and apply scaling after interpolation so that we keep good precision even at really far distances. Precision is now two order of magnitude better and does not produce the same kind of artifact at lower clip start values. This commit also cleanup the implementation. Fixes T58918 Grid not appearing correctly at low clip start in 2.8
2019-01-18Preferences: assortment of minor layout tweaks.Brecht Van Lommel
2019-01-18Fix/workaround: Undo erase all dyntopo changesCampbell Barton
Memfile undo isn't compatible with sculpt or edit-mode. This didn't work in 2.7x, so best disable memfile undo for now in situations where it's going to loose data or crash.
2019-01-18Fix loading a file saved w/ dyntopoCampbell Barton
Ensure ED_editors_init doesn't create any undo steps before the initial memfile undo is written.
2019-01-18Fix undo push entering sculpt modeCampbell Barton
2019-01-18Subdiv CCG: Cleanup, commentsSergey Sharybin
2019-01-18Multires: Correct averagingSergey Sharybin
Before that only normal component was averaged, which is not really correct. Unfortunately, the new code is somewhat slower due to more involved math to deal properly with non-quad faces, but the plan is to move averaging from runtime to edit time, This means, that mdisps will always be continuous around the edges and no averaging on every frame change of animated character will be needed.
2019-01-18Math: Make it possible to use vector for both input and outputSergey Sharybin
Avoids nasty code all over where such math is required, and compilers can easily deal with such situation. Don't prefer questionable micro-optimization which comes with a cost of nasty actual logic code.
2019-01-18Multires: Ensure continuity when reshaping from objectSergey Sharybin
2019-01-18Subdiv: Fix wrong corner passed to a callbackSergey Sharybin
2019-01-18Multires: Simplify reshaping codeSergey Sharybin
The idea is to run reshaping for every boundary vertex of a grid rather than trying to copy boundary grid elements. While this is somewhat slower, this avoids all this tangent flipping magic, which tempts to be rather tricky and fragile.
2019-01-18Multires: Correct function name, to match behaviorSergey Sharybin
2019-01-18Multires: Fix spike issues when sculpting on trianglesSergey Sharybin
The boundary copy code was not dealing correct with flipping tangent vectors, hence causing discontinuity in the final positions. Now we only copy boundaries for quads, where we know how to deal with tangent vectors and where we know that this is needed. More clear solution could be to change the code in a way that handles handles displacement grids of quads in the same way as it's done for non-quad faces.
2019-01-18Multires: Cleanup, move utility function to a more public placeSergey Sharybin
2019-01-18Multires: Cleanup, more clear namingSergey Sharybin
2019-01-18GP: Create materials when separate active layerAntonioya
The materials were not created when used the active layer option of the separate operator.
2019-01-18DRW: Increase frustum culling precisionClément Foucault
Use normal_quad_v3 instead of normal_tri_v3 and compute the mean of all corner distance during frustum plane extraction. Fix T58243 Flickering of viewport when rotating and zooming
2019-01-18DRW: Fix assert when using draw debug APIClément Foucault
2019-01-18Fix T60608: Popup dialogs Y-axis reset after dragCampbell Barton
Caused by fc32bd729c5b7
2019-01-183D View: Disable clipping on loadCampbell Barton
Having clipping limit selection and tools is confusing when not visible. Disable on load until it's supported (doing this via ifdef's isn't practical). Fixes T59580
2019-01-18Cleanup: use enum for color picker typesCampbell Barton
2019-01-18Fix eye-dropper causing undo push w/o any changesCampbell Barton
Happened when accessing the eyedropper from a popup.
2019-01-18Fix undo pushes w/ color pickerCampbell Barton
While changing RGBA or color wheel didn't add undo steps, HSV and Hex values did. Disable undo for these button types since an undo push happens when exiting the picker.
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.
2019-01-18Render API: Fix detection of duplicate render passesLukas Stockner
2019-01-18UI: only reset eyedropper on cancel when setCampbell Barton
2019-01-18Fix color picker cancel setting the color to blackCampbell Barton
2019-01-18Cleanup: styleCampbell Barton
2019-01-17Physically based defaults for Eevee Bloom and ShutterClément Foucault
Some of Eevee's Bloom defaults are not very good for physically based rendering. This patches addresses this issue. This picture shows one of the problems with current default. Bloom looks very foggy: {F6280495} Even worse, light emitters much dimmer than the Sun can make everything equally hazy if Clamp is set to 1.0 and intensity to 0.8 (current default). Artists often forget to adjust Clamp value and do not know what value to use for realistic intensity. Also, currently both Clamp and Intensity do not have good UI ranges. This is why often Eevee renders end up very hazy and bloom often does not look right. Bloom effect plays important role to help to distinguish between bright and relatively dim light sources. With current defaults this is broken because Clamp set to 1.0. Also, it cannot be disabled if set to 0 like expected. This patch fixes this and sets it to 0 by default. If users need to clamp, they can do so easily with UI range up to 1000. This range is good enough for most cases and provides enough precision to control lower values, and the highest value helps to limit bloom from the Sun if necessary and will leave untouched most other light emitters. If needed, much higher values for Clamp can be entered manually up to 100000. 10000 is still affects the Sun, but up to 100000 highest limit allows to clamp anything that is much brighter than the Sun if user needs to limit bloom in such cases (for example, bright explosion in the sky or anything else very bright). I propose new default for bloom Intensity - 0.05 and UI range to suggests realistic values. Bloom Intensity > 0.1 is not realistic for clean lens but the user can enter manually much larger values if needed. For comparison, here is a my own photo with and without bloom caused by the Sun (on second photo the Sun was occluded with an object). {F6280500} {F6280492} In real life bloom is much more subtle and does not look hazy. If Clamp is disabled, then out of 0.1, 0.05 and 0.025 values I have tried, 0.05 looks most similar to the photo. Here is test render with and without bloom with the Sun in similar position like on the photo: {F6280496} {F6280494} Using color probe 27x27 I compared lightness below the horizon under the Sun. In rendered by Eevee images lightness difference was 17. In case of the photos lightness difference in similar place was 11. I then compared leftmost spot (also below the horizon) and lightness difference was approximately 2 between two photos and 1 between rendered images. In other words, with these settings bloom effect is not too strong and is not too weak. Visually it may seem like decreasing bloom intensity may increase photorealism, but then bloom effect would be too localized even for the Sun. Besides this single test, I tested in many other scenes as well, with and without the Sun, with different HDRIs, and as far as I can tell 0.05 intensity turned out to be good default - it produces bloom strong enough to be noticeable and not too hazy. In Cycles shutter default value is 0.50, so for consistency set to 0.5 by default in Eevee too. Besides, 0.5 is typical standard for real cameras, and values higher than 0.5 usually are needed only if very strong motion blur is desired. Here is summary of all changes: Bloom Intensity: 0.8 > 0.05 Bloom Intensity UI range: 0-10 > 0-0.1 Bloom Clamp: 1.0 > 0.0 (disabled by default) Bloom Clamp manual range: 0-1000 > 0-100000 Bloom Clamp UI range: 0-10 > 0-1000 Shutter: 1.0 > 0.5 This patch is related to the discussion in this thread, there are more examples of what bloom will look like with 0.05 intensity by me and others: https://devtalk.blender.org/t/eevee-needs-to-have-physically-based-defaults/4700 Reviewers: fclem Reviewed By: fclem Subscribers: pablovazquez, billreynish, rboxman Tags: #eevee Differential Revision: https://developer.blender.org/D4212
2019-01-17GPUInterface: Add builtin check in uniform location request.Clément Foucault
This is a compile time option to remove the unecessary uniform queries.
2019-01-17DRW: Make missing uniform debuging print only onceClément Foucault
2019-01-17DRW: Use name buffer to request uniform location before drawing.Clément Foucault
This is in order to avoid GL call during the "cache creation" phase and support multithreading.
2019-01-17Fix T60545: Buffer overflow in selection batch creationClément Foucault
Use loose_edges and loose_verts buffer instead of detecting them manually.
2019-01-17GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensureClément Foucault
This is in order to make the API more multithread friendly inside the draw manager. GPU_shader_get_uniform will only serve to query the shader interface and not do any GL call, making it threadsafe. For now it only print a warning if the uniform was not queried before.
2019-01-17GP: Make Close fill strokes visibleAntonioya
2019-01-17Fix T60558: Cycles viewport render mismatch when the camera is a light.Brecht Van Lommel
2019-01-17Preferences: fit a little better when opened in place of properties editor.Brecht Van Lommel
2019-01-17Fix T60580: depsgraph object instance 'matrix_world' always returns identity ↵Bastien Montagne
matrix. While form a strict consistency point of view it could make sense to return identity matrix for non-instance items, it can be very handy to get that info (common to both instances and regular objects) directly in all cases.
2019-01-17Add experimental batch-delete of hierarchy to Outliner.Bastien Montagne
This uses the same command as regular hierarchy delete, and is only activated when debug value is set to 666 for now. Here on file from T60419, it gives about 20% speed-up (from 5.5s to 4.4s).
2019-01-17RNA Depsgraĥ: add a warning about not using object_instances as a sequence.Bastien Montagne
Due to how this is generated, each item is freed when steping iteration to the next one, which means that subscriptions etc. will make blender crash.
2019-01-17Preferences: add new Viewport, Animation, Navigation, Save & Load sections.Brecht Van Lommel
This further changes the preferences organization, to avoid grouping unrelated settings together. With more sections we can also expand more panels by default, making it possible to quickly go through sections and see the settings of each. Panels with less used settings are still collapsed by default, to keep all panel headers visible without scrolling. Differential Revision: https://developer.blender.org/D4216
2019-01-17Revert "Preferences: enable interface translation by default, not just ↵Brecht Van Lommel
tooltips." This reverts commit c1762b1a085246a29f532b24463a236f347b7dd1, as this was intentional since interface translations are often incomplete or use unusual terms.
2019-01-17Fix UI not fully updating while resizing window on Windows and macOS.Brecht Van Lommel
This is still not fully correct, since the event loop is blocked by GHOST and no timer events are happening for animation while the mouse is still. But for the most part it looks ok.
2019-01-17Fix T60554: Missing undo push changing colorCampbell Barton
Operators don't have a good way to skip undo, for now check the button undo flag & return cancelled.
2019-01-17Cleanup: logic for eyedropper free on failureCampbell Barton
Although currently unused, if exec was called and failed it would leak.