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2020-09-14Cleanup: use doxy sections for imbufCampbell Barton
2020-09-14DrawManager: Resolve Assert in Image EngineJeroen Bakker
Tiled texture uses different texture structure than normal textures. Normally we add dummy textures and use them, but I found it cleaner to have 2 shaders and use the correct shader.
2020-09-14Fix T72584: Hiding a collection don't hide a child object in viewport when ↵Manuel Castilla
in Local View Hiding a collection should hide all children objects even when we are in Local view with one of them. Note from reviewer: We are doing this already for local collections. So may as well do it when hiding the collections for the entire view layer. Developer details: In function "BKE_object_is_visible_in_viewport" object flag BASE_VISIBLE_VIEWLAYER wasn't being checked when we were in Local view, It's now changed so that it's checked even if we are in Local view. And this function was called by some viewport draw functions to check if it should draw an object or not. Maniphest Tasks: T72584 Differential Revision: https://developer.blender.org/D7894
2020-09-14DRW: Fix wrong use of GPU_blendClément Foucault
Use the enum instead of a boolean. Exibit n°5512 where typecast warning would have find the error.
2020-09-14Cleanup: DRWManager: Remove deprecated pass_state functionsClément Foucault
And also enable pass names when using `--debug-gpu` option.
2020-09-14Fix T80603 Workbench: Inverted alpha when renderingClément Foucault
This was caused by a left over DRWPass->state modification that made the subsequent samples redraw without Blending enabled. This led to incorrect blending. The fix is to use the new API for pass instancing.
2020-09-13Apply patch D8816, from Zachary(AFWS) for collection boolean operand.Howard Trickey
Also added code so that exact solver does the whole collection at once. This patch allows users to use a collection (as an alternative to Object) for the boolean modifier operand, and therefore get rid of a long modifier stack.
2020-09-13Fix T80023 Invisible objects or glitches with object 'in front' + 'X-ray'Clément Foucault
Rendering only to the depth buffer seems to need a valid fragment shader with a color output on some platform.
2020-09-13CleanUp: Code foldingJeroen Bakker
Incorrect code folding in recent commit
2020-09-13Fix T77584: Edit Mode crash with shape keys created on blank meshCampbell Barton
Entering edit-mode after creating shape keys on a blank mesh would crash. Regression in 9b9f84b317fef which prevented initializing empty shape keys when there is no shape key offset data available.
2020-09-13Cleanup: unused variableCampbell Barton
2020-09-13Fix printing data from an evaluated depsgraph in PythonCampbell Barton
Printing an evaluated view layer would show: Evaluated Scene 'Scene' - Now __repr__ uses the __str__ fallback for evaluated data, as done in other situations where we can't create a string that would evaluate to the data. - __str__ now shows when the data is evaluated. - __str__ always includes the memory address (which was previously only shown for structs without a name).
2020-09-13Fix T62504: Crash accessing depsgraph from evaluated view layerCampbell Barton
Use correct owner_id types for depsgraph view_layer properties instead of inheriting from the Depsgraph which is set to NULL.
2020-09-13Cleanup: spelling, update function name in commentsCampbell Barton
2020-09-12Fix remaining GL calls/type preventing from building due to recent cleanupClément Foucault
2020-09-12GPUOffscreen: Push the GL state before and after bindingClément Foucault
This avoids wrong viewport and scissor bounds with BGL commands.
2020-09-12GPU: Fix wrong state before python callbacksClément Foucault
This was caused by a missing state apply. We force the GPUState to be set after the callbacks to avoid desync between our state tracker and the real gl state. This fixes some issues but a better general fix for all BGL would be better. This fix T80297 2.91 texture alpha is not transparent
2020-09-12Cleanup: GPU: Rename GPUStateManager to StateManager to follow styleClément Foucault
2020-09-12Cleanup: GPU: Remove unused GPU_debugClément Foucault
2020-09-12Cleanup: Remove GLEW dependencies outside of GL moduleClément Foucault
2020-09-12GPU: Add Image Load Store extension supportClément Foucault
This wraps the functionality used to speedup EEVEE volumetrics. This touches the rendering code of EEVEE as it should fix a mis-usage of the GL barrier. The barrier changed type and location, removing an unused barrier.
2020-09-12BLI: Fix bitscan_forward_uint64 unix implementationClément Foucault
2020-09-12Fix T70255: Setting file browser bookmark from Python crashesCampbell Barton
Support setting bookmarks even when the file browser isn't the active space.
2020-09-12Cleanup: use C style doxygen commentsCampbell Barton
2020-09-12Cleanup: missing-variable-declarations warningCampbell Barton
2020-09-12Fix T71605: Crash toggling dynamic topology in background modeCampbell Barton
Support toggling without an undo stack in background mode.
2020-09-12Fix missing return value in fix for T80677Campbell Barton
2020-09-12Fix T80677: Absolute grid snapping doesn't work with constraintsGermano Cavalcante
Regression introduced in rB546b900194f0
2020-09-11Cleanup: Fix build warning with MSVCRay Molenkamp
MSVC warns on MEM_freeN being fed a const pointer
2020-09-11Cleanup: Remove unused variables and functionHans Goudey
Somehow these changes were lost while pulling the previous commit from the property-search-ui-v2 branch.
2020-09-11UI: Use operator to set property editor's pinned data-blockHans Goudey
This commit removes the custom callback that's currently used to set the property editor's pinned data, replacing it with an operator. This means "pin" button doesn't have to be defined in C. Differential Revision: https://developer.blender.org/D8376
2020-09-11Fix T80623: Correct Face Attributes affecting modes not listedGermano Cavalcante
Some transform modes (such as Mirror) are not listed to have UV corrected during the transformation. It messed up the UV of all of these.
2020-09-11GPUTexture: Return NULL texture if data grid is NULL tooSebastián Barschkis
In a recent update to the fluids modifier (rB03c2439d96e8), I introduced a flush call that sets all grids to NULL if the frame is outside of the allowed frame range. This way, the texture creation function must also check if the data grid is NULL before trying to create a texture. Reviewed By: fclem Differential Revision: https://developer.blender.org/D8872
2020-09-11Constraints: Child-Of, set inverse matrix upon creationJoseph Brandenburg
Set the inverse matrix when the Child Of constraint is created. This prevents the bone/object from jumping away when the constraint is added, improving usability. Reviewed by: sybren Differential Revision: https://developer.blender.org/D8851
2020-09-11OpenSubdiv: initialize in background-modeCampbell Barton
Previously this was initialized with OpenGL, however this uses a more proper/complete implementation it is not only for OpenGL.
2020-09-11Cleanup: remove unused includesJacques Lucke
2020-09-11Fix T79464: Crash adding objects without an active screenCampbell Barton
Running add-objects operator without an active screen would crash as CTX_data_edit_object would return NULL in this case. This could happen when adding objects from frame-change handlers for e.g. In the case of adding new objects there is no need for a context lookup, pass this directly to ED_object_editmode_exit_ex.
2020-09-11Refactor: move CacheFile .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Refactor: move Sound .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Particles: Allow python to write hair keysSergey Sharybin
Add a function HairKey.co_object_set() which can be used to modify hair keys positions in a way that hair strands respects the new coordinates, without doing extra trickery with edit mode toggle. The naming comes from existing HairKey.co_object(). The usage is a bit tricky: - The function is to be called on the hair key from an original object. - The arguments are to be passed from evaluated object. Basically: hair_key_orig.co_object_set(object_eval, modifier_eval, particle_eval) This is required because coordinate space conversion needs to know evaluated state of the hair system in order to access hair space matrix. It is a deliberate choice to not pass dependency graph and not to do lookup of evaluated ID on every call of co_object_set() to keep performance on a manageable levels. One requirement is that the hair strands are to be calculated once, by, for example, toggling particle edit mode. Without this there will be no `particles` to access hair keys from in the original object. Such functionality is something what got lost during 2.80 development and is something what is needed here at the studio. Below is the file with more complete example: convert strands from mesh edges to actual particle system hair strands. The viewport refresh is sometimes missing, and this does not seem to be related to this specific change. {F8858104} Differential Revision: https://developer.blender.org/D8849
2020-09-11Refactor: move Simulation .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Refactor: move Volume .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Cleanup: make formatJacques Lucke
2020-09-11Refactor: move PointCloud .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Refactor: move Hair .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Refactor: move GPencil .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Refactor: move Texture .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Image Editor: Smooth Wire User PreferencesJeroen Bakker
The old image editor has an option to enable the smooth wire drawing. This option was stored per editor and disabled by default. This patch connects the smooth wires in the UV/Image editor to `User Prefereces -> Viewport -> Quality -> Smooth Wire [] Overlay`. The old option is left in place and will be removed when the old image editor drawing code will be removed before BCon 3.
2020-09-11Image Editor: Enable New DrawingJeroen Bakker
This patch reverses use draw manager for image editor the experimental feature. Now the new drawing is enabled by default. Inside the experimental tab in the user preferences there is now an option to revert back to the old drawing method. Using this option we can easilly check if all drawing features have been migrated over. The plan is to remove the legacy drawing before BCon 3.
2020-09-11Use DrawManager for Image/UV EditorJeroen Bakker
This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234