Age | Commit message (Collapse) | Author |
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This way we avoid the big overhead of context switches. Makes frames
render about twice as fast here. For heavy Spring scenes I'm getting
around 20 FPS here, classroom scene is at 50 FPS.
This is great given that drawing itself still isn't optimized for dual
eye rendering.
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Outputs frame render time in milliseconds and FPS this time would add up
to. We could average times so FPS is a bit more stable, but the
precision of un-averaged results may be helpful too.
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Some external tools seem to have issues with the definition
of Collada <transparency> - a float value in range (0,1).
However it is possible to use the <transparent> color as a container
for the <transparency> value. This seems to be a more reliable
method to export transparency values from Blender PBSDF Shaders.
The relevant documentation is in the collada 1.14 reference manual,
page 7-5 about the usage of transparent and transparency.
This fix makes export and import of the <transparency>
and <transparent> values more convenient and more reliable.
Reviewers: brecht, jesterking
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5305
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We need a final subversion bump before release in case there are
remaining 'unversioned' code in our versionning callbacks...
Should have been done before first RC actually. ;)
To be ported to 2.80 release branch.
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Fix as approved by dr.sybren in blender chat
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This reverts commit c635663e4a8169f68010b9234fa60f17ad03d7cb. This is causing
crashes with sculpt mode and object mode switching.
Fixes T67217.
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I'm not really sure why the leak happened - draw manager kept allocating
certain buffers - but I figured I could avoid it by not recreating
GPU_offscreen/GPU_viewport on every redraw.
This should also improve performance a bit.
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The test for whether or not this was a "pipe" neglected to use
fabsf() around a dot result.
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Reported by @sybren on IRC, thanks.
Should be safe for 2.80.
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When apply the modifier a new material is created, but it was assigned wrongly. The problem was the index was base 0 already, so subtract 1, got a wrong value.
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This was a read after free error. This only fix the undefined behavior.
The result is still not correct in certain cases (see T67226).
We want to include this for 2.80
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Text datablocks should always have a 'single user' flag set, and they
usually do not have any user (since neither text editor itself, nor
Freestyle usage are text users - the second is odd btw...), the only one
am aware of is the script node (e.g. for OSL).
Add text case was simply not doing anything, so added.
Load text case was doing things in inversed logic (setting user count to
zero in BKE, then setting 'real user' flag in ED code). Made it the
other way around (BKE ID creation code should not care about usercount
usually, this is up to higher-level code to decide what to do
(operators, RNA...).
Note: tried to check all cases, but there might very well be some more
hidden bugs here...
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This reverts commit b0b2546d4a3a308da19d218d919915aac4834e59.
Please do not sweept the dirt under the carpet like that! If there is a
bug, either report it or fix it, but do not silence it!
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Editing Context
Previously when switching modes, the code didn't check if we were in the
correct view for the masking mode.
Reviewed By: Sergey
Differential Revision: http://developer.blender.org/D5288
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This wasn't working properly and needs to be finished,
disable for release.
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This was caused by TAA offset being computed as the 2nd sample even if the
sampling was reset afterwards.
The fix is to update the matrices after any potential reset.
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Vertices were hard to see, draw the same size as edit-mesh vertices.
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Missing from f2df5206987f6, harmless but confusing to leave
in checks for preferences having asked to skip them.
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Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D5284
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This fix relies on 2.7x logic, only de-selecting other armature objects,
making multiple armatures in weight paint mode usable.
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Extend pose object checks to all pose-mode objects
used by the mesh.
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Selecting multiple armature objects and entering weight paint mode
wasn't working.
Entering weight + pose modes at once was only done when
object mode locking was enabled. Now it's done even when
mode-locking is off - because it's still inconvenient to setup
and useful default behavior.
Resolves issues raised by T66949
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Regression from 2.7x caused by 28dfc47cf0b06
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This reverts commit 9e9fbb39d7f9e0a63c71fbc96237ace62fae0db6.
Adding back object+pose bone selection support removes the need for this fix.
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If the parent collection was out of view we were not taking its
properties into consideration. We need it even when not drawing the
parent to set active/inactive values for its children.
Related Task: T66948
Reviewers: brecht
Subscribers: Zachman
Differential Revision: https://developer.blender.org/D5272
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Basically layer_collection_sync was calling BKE_base_eval_flags right away while
iterating over the bases.
However when a parent/sibling collection is to influence the collection flag of
an object that exists in more than one collection, it is too late since we
deselect the object in BKE_base_eval_flags right away.
Related to T64312.
Reviewers: sergey, brecht
Differential Revision: https://developer.blender.org/D5243
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Based on feedback from @matiasmendio
There was a problem with the control points because it was very difficult to know what point move. Now the points are moved apart and makes easy to know what point use.
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Like Blender renders without a Z channel. The single layer case assume that channel
names are just R/G/B/A without any layer name prefix, and would not read channels
like "Image.R".
Carefully tested for regressions with the openexr project tests images, so this
should be safe.
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`layer_used` runtime data, which controls the drawing of dots in the UI was not getting refreshed properly.
This used to happen in the drawing code, but was no longer working for reasons explained in:
{rB2b09062defa093a243b5fe64b099accb07b440a3}
The solution was to update each layer manually in the operators:
* ARMATURE_OT_bone_primitive_add
* ARMATURE_OT_delete
* ARMATURE_OT_dissolve
* ARMATURE_OT_fill
* ARMATURE_OT_merge
* ARMATURE_OT_separate
* ARMATURE_OT_bone_layers
* POSE_OT_bone_layers
Differential Revision: https://developer.blender.org/D5281
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Reviewers: brecht
Reviewed By: brecht
Maniphest Tasks: T66919
Differential Revision: https://developer.blender.org/D5275
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When objects are not in the view layer, just return false rather than throwing
an error. As far as the script is concerned the object is not visible or
selected when it's not in the current view layer.
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When ng mask layer operations (add, remove, move) the
original mask was not tagged to be updated resulting
in missing data on the copy. The Masking function
assumes that the copy and the original is always
structured the same.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D5283
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It is possible that undo will change current scene frame and that was
not synchronizing current frame from scene to movie clip user.
Reported as a part of T66519.
Reviewers: brecht
Reviewed By: brecht
Maniphest Tasks: T66519
Differential Revision: https://developer.blender.org/D5280
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the dot icon in the layers UI"
This commit did not follow the protocol that requires a review first.
This reverts commit 580acab1737c726f43e39792dbb75f3ca2089fcb.
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Also rename XrSurfaceData to wmXrSurfaceData
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icon in the layers UI
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