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2020-05-26Fix subpass iterationtmp-eevee-material-refactorClément Foucault
2020-05-14EEVEE: Fix assert during default shader compilationClément Foucault
The default shader could have been requested as deferred and then as non defered. This could make the shader compilation assert.
2020-05-14Cleanup: DRW: Remove unused ↵Clément Foucault
DRW_shgroup_hair_create/DRW_shgroup_material_hair_create
2020-05-14Cleanup: EEVEE: Remove EEVEE_material_default_render_pass_ubo_getClément Foucault
2020-05-14Cleanup: EEVEE: Move shader related function to eevee_shaders.cClément Foucault
2020-05-14Cleanup: EEVEE: Split LUT generation code from eevee_material.cClément Foucault
2020-05-14Cleanup: EEVEE: Remove Unused variable after refactor.Clément Foucault
2020-05-14EEVEE: Rewrite Passes and Material handlingClément Foucault
Passes of the same type are now chained together and reusing the same shgroup when possible. Materials are now always handled as a nodetree compiled shader (GPUMaterial) even for default materials. Render passes use a ubo reference to change output pass type instead of creating a lot of DRWPasses. # Conflicts: # source/blender/draw/engines/eevee/eevee_materials.c
2020-05-14EEVEE: Rename / merge passes using new DRWPass chaining/instancingClément Foucault
Now calling DRW_pass_draw on material_ps will draw all opaque passes. Same for depth_ps for opaque prepass.
2020-05-14EEVEE: Make lit_surface_vert.glsl usable for depth passClément Foucault
2020-05-14EEVEE: Use alpha hash shader for alpha clip materialClément Foucault
This reduces the number of shader combination. We use the nodetree material output node shader code to do the alpha comparison.
2020-05-14DRW: Expose DRW_shgroup_add_material_resources for better flexibilityClément Foucault
2020-05-14DRW: Add pass chaining and instancesClément Foucault
Instancing will draw the same shgroups but with the instancer pass' state. Chaining (linking) will render multiple passes by just calling DRW_draw_pass on the first one.
2020-05-14DRW: Add texture ref persist, block ref and block ref persist uniformsClément Foucault
2020-05-14GPUMaterial: Expose shader getterClément Foucault
2020-05-14Merge branch 'blender-v2.83-release'Clément Foucault
2020-05-14Fix T76150: Viewport Axes not toggling correctly when 'Floor' and 'Grid' are ↵Ankit
turned off Fix T76150 While comparing with the deleted file [1] in the commit [2], saw this little addition which most probably was added for optimisation. Removing it fixes the behaviour too. To test: - In Viewport Overlays > Guides, uncheck both Grid & Floor. - Try toggling all three axes individually. - Z just sticks. X cannot be shown without Y enabled. [1] https://developer.blender.org/diffusion/B/change/master/source/blender/draw/modes/object_mode.c;9516921c05bd9fee5c94942eb8e38f47ba7e4351 [2] {rB9516921c05bd9fee5c94942eb8e38f47ba7e4351} Reviewed By: fclem Maniphest Tasks: T76150 Differential Revision: https://developer.blender.org/D7568
2020-05-14UI: Fix Unreported missing background for azone arrowClément Foucault
This was caused by the sRGB viewport changes. The fix is to modify the alpha values manually. The shader was also missing a srgb fix.
2020-05-14Fix T76413 Gizmos: Trackball's preselection highlighting is too brightClément Foucault
This was caused by the sRGB viewport changes. The fix is to modify the alpha values manually.
2020-05-14Fix T76126 Overlay: Glitch when hiding Nurb verticesClément Foucault
2020-05-14GPencil: Remove creation of Tint brush in versioning codeAntonio Vazquez
This is not required.
2020-05-14Clip Editor: Fix camera error curve drawingSergey Sharybin
It didn't work correctly when there in no continuously solved camera segment (aka there is a single isolated frame with solved camera). Basically, don't start drawing curve segment until it's known there is enough points for at least one segment. On user level it seemed to be fine, but it was assert failure in debug builds.
2020-05-14Cleanup: Remove unused variableJeroen Bakker
2020-05-14Merge branch 'blender-v2.83-release'Jeroen Bakker
2020-05-14Fix T73286: Projection Painting Dense Mesh BleedJeroen Bakker
When projection painting a dense mesh a face can be marked PROJ_FACE_DEGENERATE when it is too small. Degenerative faces are handled differently and as documented can create incorrect results. Not sure what these incorrect results are and if there could be a better solution for handling these results. This fix would only mark a face degenerative when all the verts are the same. Reviewed By: Campbell Barton Differential Revision: https://developer.blender.org/D7662
2020-05-14Fix T73286: Projection Painting Dense Mesh BleedJeroen Bakker
When projection painting a dense mesh a face can be marked PROJ_FACE_DEGENERATE when it is too small. Degenerative faces are handled differently and as documented can create incorrect results. Not sure what these incorrect results are and if there could be a better solution for handling these results. This fix would only mark a face degenerative when all the verts are the same. Reviewed By: Campbell Barton Differential Revision: https://developer.blender.org/D7662
2020-05-14Fix T76553: Blender Freezes When Playing Back AnimationJeroen Bakker
In some cases blender could freeze. When threads are blocked (waiting for other tasks completion) the scheduler can let the thread perform a different task. If this task wants a write-lock for something that was read-locked in the stack a dead lock will happen. For task pools every task is isolated. For range tasks the inner loop will be isolated. The implementation is limited as isolation in TBB uses functors which are tricky to add to a C API. We decided to start with a simple and adapt were we need to. During testing we came to this setup as it was reliable (we weren't able to let it freeze or crash) and didn't had noticeable performance impact. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D7688
2020-05-14Fix T76541: OpenGl Depth Picking not selecting frontmost objectSebastian Parborg
The issue was that we used GL_ALWAYS for depth checking here which would lead to the depth information from objects being messed up. It would not represent which object was closest to the camera. Reviewed By: Clément Foucault, Jeroen Bakker, Campbell Barton Differential Revision: http://developer.blender.org/D7710
2020-05-14Fix T76558: Decreasing Viewport Anti-Aliasing Samples Makes Scene WhiterJeroen Bakker
When setting the Viewport Anti-Aliasing samples in the user preferences to a lower sample count the anti-aliasing was not reset. This lead to incorrect result as the accum buffer would still hold the values of the larger sample count. This fix resets the TAA when the sample count is changed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7728
2020-05-14Fix T76729: Particle Hair Get Occluded by OverlaysJeroen Bakker
When using an external render engine Blender will still draw an OpenGL depth buffer for the overlay engine to work correctly. Particle systems were ignored, what lead to occluded hair and other artifacts. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7730
2020-05-14Cleanup: Remove uneeded loopAntonio Vazquez
The Region loop was not required.
2020-05-14Fix T75908: Sculpt GPU Batches + Render ArtifactsJeroen Bakker
When sculpting the GPU batches are constructed with only the required data for a single viewport. When that viewport changes shading or coloring mode (object to vertex) batches might not hold all the needed information. There is also a case when you have two 3d viewport one in object color mode and the other in vertex color mode that the GPU batches were updated without any vertex colors. In order to fix these category of issues this patch would always construct the full GPU batches for sculpting. Reviewed By: Clément Foucault, Pablo Dobarro Maniphest Tasks: T75908 Differential Revision: https://developer.blender.org/D7701
2020-05-14Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-14Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-14Fluid: Rename smoke flow forces to fluid flow forcesSebastián Barschkis
Better to use more general term since in theory these forces can be used for smoke and liquid.
2020-05-14Fix T76732: Error detecting modifier key clicksCampbell Barton
At the time of checking, the previous type isn't the last key pressed.
2020-05-14WM: include previous value, type in event printingCampbell Barton
2020-05-14Cleanup: sync clang-format with masterCampbell Barton
Avoid noisy diff's & conflicts.
2020-05-14Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-14Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-14Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-14Fix undo-push assert for some modes with zero undo stepsCampbell Barton
Also fixes files not being tagged as modified with zero undo steps.
2020-05-14Fix sculpt/paint missing undo-step limitingCampbell Barton
2020-05-14Cleanup: move assignment out of loopCampbell Barton
2020-05-14Merge branch 'blender-v2.83-release'Richard Antalik
2020-05-14Fix T59954: View all Sequences doesn't show all sequencesRichard Antalik
Set boundbox_seq start X minimum value to SFRA. This should be part of rBf66b5edf98c9, but I forgot to include this change.
2020-05-14Fix T52782: crash rendering more virtual parent particles than childrenBrecht Van Lommel
2020-05-14Merge branch 'blender-v2.83-release'Brecht Van Lommel
2020-05-14Fix T75071: rendering fails when all render layers disabled, but using ↵Brecht Van Lommel
compositor
2020-05-14Fix T66005: crash deleting render slot while rendering to itBrecht Van Lommel