Age | Commit message (Collapse) | Author |
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Added a compile directive in order to test SH4 in stead of SH2Win.
For now I disabled SH4, it is a bit more clear, but has a small
performance impact. Will check later for a better approach
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There is now a manual refresh button on the panel to update the list
of objects in case it changes, and it also gets refreshed when changing
the collection or toggling the use count option.
This is a bit more manual but the previous code of refreshing the
list while evaluating the depsgraph was unreliable.
This also fixes it to take properly take into account visibility, and
to work with linked collections for which index writing was missing.
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Use 2.7x keymap preset for full keymap.
Use define to allow further adjustments.
See T55666.
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Access to main database is actually rarely needed, but some custom
'apply' functions do need it (like Collections' overriding of objects or
children collections).
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Worknemch now supports transparent textures.
As the main engine is a deferred shading only a cutoff is supported
(draw or don't draw this pixel)
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Added feature check when uploading material uniforms
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First frame of the TAA is just a regular copy of the previous buffer. so
we write directly to the final buffer and skip the taa shader. We do
init the history buffer via blit so it will be initialized for the other
iterations.
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When AA was enabled a new buffer was created. As the composite pass is
already done, we can reuse earlier buffers.
For the deferred rendering we reuse the color_buffer_tx and for the
forward rendering we reuse the transparect_accum_tx.
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Most of the times the materials differ due to the object_id. This was an
overhead and resulted in instabilities on Intel graphical cards. This
commit will revert the Material Data UBO and replace it with normal
uniform.
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Caused by ca8f787349dcdf5. This issue is in master actually. Fixing it there
would cause conflicts so won't do that unless needed ;)
Steps to recreate were:
* Split properties editor into two (default startup.blend)
* Move both properties editors to the bottom, so only their headers are visible
* Move the upper edge of the upper properties editor up and down
Although it doesn't happen everytime, you may see the edge between the timeline
and the 3D view move, while the region drawing doesn't update.
What happened is area edge snapping allowed to snap the edge outside of window
bounds (we snap to a 4px grid by default), which screen_vertices_scale
interpreted as window scaling and thus run area size updates.
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This feature is better handled by specialized tools.
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Referring to ca8f787349dcdf5. Thought in this case the simple `+ 1` would be
correct, but we need to make the same pixel adjustment as we do in other places.
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Simply moving the properties editor of the default startup.blend all the way to
the bottom could trigger this. Calculating limits for area edge moving would use
screen bounds instead of entire window bounds (screen + global bars).
Added assert that should help debugging further issues like this.
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There are more related glitches for which I have fixes. Will test them some more
and push in a followup commit.
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introduced by rBd2757d149bf2d9ac604da6fb7f4742ee77e68d2d
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This puts the wireframe on top of the weight in weight paint mode,
sculpt mode ...
Wireframe should be colored differently if the object is in paint mode
but it's not there yet.
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None of those calls actually passed a DerivedMesh.
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Differential Revision: https://developer.blender.org/D3510
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Unbuffered stdout makes stdout and stderr better synchronised, and helps
when stepping through code in a debugger (prints are immediately
visible). We don't output much to stdout anyway, so this isn't likely to
cause any performance issues.
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- TAA is also enabled for Forward rendering
- Uses less GPU memory (removed one history buffer)
- TAA is done after the color management
- consolidated the aa code between forward and deferred rendering
(workbench_effects_aa.c)
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Collection IDs.
Was kind of a PITA to get working, but simple tests seem to pass well...
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I.e. we can now use REPLACE operation directly on items of an RNA
collection, when those items are ID pointers.
Again, mandatory to support new Collection's objects/children override.
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This is unused currently, but is mandatory for incomming support to
Collections objects and children items override support.
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To prevent the pointcache from being copied-on-write too (and requiring
copying back), the cache is now shared between the original and
evaluated scenes. Reading from the cache is always allowed; running the
sim and writing to the cache is only allowed when the depsgraph is
active.
Some pointers have moved from RigidBodyWorld (RBO) to
RigidBodyWorldShared (RBOS). writefile.c copies some pointers back from
RBOS to RBO so that the file can still be opened on older Blenders
without crashing on a segfault.
The RigidBodyWorldShared struct is written to the blend file, because it
refers to the PointCache ID block.
The RigidObjectShared struct is runtime-only, and thus not saved to the
blend file.
An RNA getter-function is used to hide the new 'shared' pointer. As a
result the Python API hasn't changed.
Reviewed by: campbellbarton
Differential Revision: https://developer.blender.org/D3508
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Key shortcuts and explanation about how to use the tool should go to the
status bar, but other info can in the header so it's near where the user
is working. This distinction has not been made yet for all operators.
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This prevents it from disappearing when the blend file is saved.
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Keymaps were used to check which tool was active.
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This will be much useful in some cases, at least in override area it is
needed (avoids searching again for the overriden item in a collection).
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Regression from undo system upgrade.
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Following RNA pointer way - only return evaluated item if asked for.
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When RNA path was for a collection item, we'd falsly get NULL final
property (and wrong final RNA pointer too).
Own stupid mistake in some previous commit, iirc.
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