Age | Commit message (Collapse) | Author |
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Diffuse was not outputing the right normal. (this is not a problem with SSR actually)
Glass did not have proper ssr_id and was receiving environment lighting twice.
Also it did not have proper fresnel on lamps.
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This fixes the Principled shader in Eevee, among other nodes.
Basically before we were treating all the vec3 as vec4 as far as memory
goes. We now only do it when required (aka, when the vec3 is not
followed by a float).
We can be even smarter about that and move the floats around to provide
padding for the vec3s. However this is for a separate patch.
That said, there seems to be some strong consensus in corners of the
internet against using vec3 at all [1]. Basically even if we get all the
padding correct, we may still suffer from poor driver implementations in
some consumer graphic cards.
It's not hard to move to vec4, but I think we can avoid doing it as much
as possible. By the time 2.8 is out hopefully most drivers will be
implementing things correctly.
[1] - https://stackoverflow.com/questions/38172696
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Raise error on vert-buffer data overflow.
Also exception on attempting to fill data thats already on the GPU.
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Deleting the old internal audaspace.
Major changes from there are:
- The whole library was refactored to use C++11.
- Many stability and performance improvements.
- Major Python API refactor:
- Most requested: Play self generated sounds using numpy arrays.
- For games: Sound list, random sounds and dynamic music.
- Writing sounds to files.
- Sequencing API.
- Opening sound devices, eg. Jack.
- Ability to choose different OpenAL devices in the user settings.
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Also some minor corrections.
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Wraps vertex-format, vertex-buffer and batch's (enough for drawing).
Doesn't yet expose index-buffers or shaders.
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Matching behavior for operators.
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Use mesh batch cache for mesh selection.
Note that we could create the batches and free immediately
so they don't take up memory.
This resolves a problem where selection was limited
to immediate-mode buffer size.
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ND_LAYER and ND_LAYER_CONTENT both need to trigger manipulators updates.
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Were using Batch_ prefix still
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Since the paste object is pasted in the active collection, and not on
its original one, we need to flush/calculate the new collection base
settings (visibility, selectability, ...).
DEG_id_tag_update() for the scene now. Though it may be better to tag
only the object specific IDs in the future.
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Use ownership flags instead.
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Caused by own recent changes in handling of verts/edges/etc. arrays storage
for raycasting (rBe324172d9ca6690e8).
Issue was actually even weirder - there is absolutely no reason at all to
release DM here, those finaldm are stored in Object or EditMesh structs and
handled by general update system, other code shall never try to release them!
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Originally we were not respecting the original visibility flags of the
collections. However this is required for Copy-on-write (CoW).
Remember to update the svn lib tests folder. I had to update some of the
json files there.
Also adding a new unittest for this particular issue:
Test render_layer_scene_copy_f
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2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
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I couldn't reproduce either, but calling min() with different argument
data types and indexing vectors with an index not known at compile time
seem likely to cause problems.
Ref T52404, T52404.
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We stop using the .zip file and just have all files now in
lib/darwin/python/lib, along with numpy, numpy headers and requests.
This makes it consistent with Linux and simplifies code.
For old libraries the .zip stays, code for that gets removed when we
fully switch to new libraries.
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Some idprops were not correctly merged from source into destination.
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We now have to support more complex copying types, which are controlled
by flags, so all copying logic will need to take those at some point (at
least, all potentially dealing with IDs).
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_copy_data() functions shall not do that at all anymore. Kept as option
for now even though that helper is only called from here...
Also moar varnames renaming to standard _src/_dst sufixes.
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Looking up names project wide or setting breakpoints wasn't so.
Names like common.h or element.h are also too generic.
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copy func.
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We do have an history of those pieces of evil in our code, would be nice
to get fully rid of it, but at the very least let's not add more of them
in new code. :)
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Missed depsgraph_legacy new pointer to nullify when merged/adapted new
ID copying code to blender2.8.
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# Conflicts:
# source/blender/makesrna/intern/rna_render.c
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While this isn't really needed, active border was annoying.
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This can happen with Alembic files exported from Maya. I'm unsure as to the
root cause, but at least this fixes the crash itself.
Thanks to @looch for reporting this with a test file. The test file has to
remain confidential, though, so it's on my workstation only.
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Get/set mismatch, reading from pchan, writing to bone.
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This needs some improvements since
matching handles *exactly* is a bit involved.
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Was complicating general use case, also support for transforming with matrix_space set.
Add matrix_space support for manipulator_window_project_2d too.
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Also take matrix_space into account when calculating final pixel size.
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This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
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