Blender Git Commit Log

All Blender Git commits.

Page: 180 / 8462

October 6, 2021, 14:51 (GMT)
Fix compilation error with MSVC

MSVC does not support variable size array definition.
Use maximum possible stack, similar to the GPU case.

Not expected to have user-measurable difference.
October 6, 2021, 14:36 (GMT)
Asset Browser: Always show icon to add catalog next to "All" item

Feedback was that it's unclear sometimes how to add a new item and that some
people expect a button to add a new item next to the "All" item.
October 6, 2021, 14:36 (GMT)
Fix possibly wrong matching of tree-view item buttons

The UI code to ensure consistent button state over redraws was just comparing
the name of the item, ignoring the parent names. So with multiple items of the
same name, there might have been glitches (didn't see any myself though).

There's a leftover to-do though, we don't check yet if the matched buttons are
actually from the same tree. Added TODO comment.
October 6, 2021, 14:36 (GMT)
Asset Browser: Show catalog add & delete icons on mouse hover (only)

Now the icons to add or delete catalogs are only shown when mouse hovering a
catalog item in the tree. This is convenient for quick creation of catalogs,
and doesn't require activating a catalog to edit it first.

Determining if a tree item is hovered isn't trivial actually. The UI tree-view
code has to find the matching tree-row button in the previous layout to do so,
since the new layout isn't calculated yet.
October 6, 2021, 14:26 (GMT)
Pass correct array size to BKE_object_material_remap_calc

This was patch D12460 from jlewallen and fixes T91339 and T90818.
October 6, 2021, 14:05 (GMT)
Revert different types of materials creation

October 6, 2021, 13:46 (GMT)
Fix T91922: Cycles artifacts with high volume nested level

Make volume stack allocated conditionally, potentially based on the
actual nested level of objects in the scene.

Currently the nested level is estimated by number of volume objects.
This is a non-expensive check which is probably enough in practice
to get almost perfect memory usage and performance.

The conditional allocation is a bit tricky.

For the CPU we declare and define maximum possible volume stack,
because there are only that many integrator states on the CPU.

On the GPU we declare outer SoA to have all volume stack elements,
but only allocate actually needed ones. The actually used volume
stack size is passed as a pre-processor, which seems to be easiest
and fastest for the GPU state copy.

There seems to be no speed regression in the demo files on RTX6000.

Note that scenes with high nested level of volume will now be slower
but correct.

Differential Revision: https://developer.blender.org/D12759
October 6, 2021, 13:08 (GMT)
Gizmo: remove wmGizmoGroup.use_fallback_keymap

This ended up being a copy of:
`toolsettings->workspace_tool_type == SCE_WORKSPACE_TOOL_FALLBACK`
requiring boiler plate assignment in gizmos refresh callbacks.

Remove this struct member and check `toolsettings->workspace_tool_type`
directly, since so far there has been no advantage in gizmo-groups
being able to control this themselves.
October 6, 2021, 13:06 (GMT)
Keymap: ignore the fallback keymap when "Active Tool" is set

Resolve regression in c9d9bfa84ad5cb985e3feccffa702b2f3cc2adf8,
which added support for tools to be tagged as using a fallback too.

In these cases the "Active Tool" setting was ignored and the fallback
tool would be used (the spin tool would box select for example).
October 6, 2021, 12:49 (GMT)
Geometry Nodes: Separate + Delete Geometry for fields

Delete Geometry:
This adds a copy of the old node in the legacy folder and updates the node to
work with fields. The invert option is removed, because it something that should
be very easy with fields, and to be consistent with other nodes which have a
selection. There is also a dropdown to select the domain, because the domain
can't be determined from the field input. When the domain does not belong on
any of the components an info message is displayed.

{F10416062}

Separate Geometry:
A more general version of the old Point Separate node. The "inverted" output is the
same as using the delete geometry node.

{F10518721}

Possible things to change:
- The name of the outputs of the Separate Geometry node
- Add option for "smooth" {D10979} . This is probably best for a dedicated node since it only applies to meshes.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12574
Revision 539575b by Julian Eisel (master)
October 6, 2021, 12:25 (GMT)
Assets: Support Renaming Catalogs in the UI

Catalogs can now be renamed by double clicking them in the Asset
Browser. This is mostly done through the tree-view API, the asset
specific code is very little.

There is some polish left to be done here, e.g. the double click
currently also collapses/uncollapses and activates the clicked item. And
the rename button takes the full width of the row. But addressing these
is better done as part of some other behavioral changes that are planned
anyway.
October 6, 2021, 12:21 (GMT)
Build: add ccache support for CUDA kernels on Linux
October 6, 2021, 12:21 (GMT)
Tests: include device type in benchmark graph labels
October 6, 2021, 12:21 (GMT)
Cleanup: don't detect duplicate intersections in Embree

It's unclear why this code was added in the first place, but it seems
unnecessary, it can be restored if we find this breaks something.

The Embree docs mention that the same primitive may be hit multiple times, but
my understanding is that about e.g. curves where both the frontside and backside
may be hit. However those hits would be at different distances.

The context for this change is that we want to add an optimization where we
can immediately update throughput for transparent shadows instead of recording
intersections, and avoid duplicate would require extra work. However there is
an Embree example that does something similar without worrying about duplicate
hits either.
October 6, 2021, 11:08 (GMT)
UI: Draw tree-views (e.g. asset catalogs) in a box

Makes things look more appealing visually. Plus it's a way to visually
group the tree rows together, which can be important if there are more
widgets surrounding the tree.
October 6, 2021, 11:08 (GMT)
Cleanup: Improve readability & comments in UI tree-view header
October 6, 2021, 10:52 (GMT)
Version bump: 2.93.6-rc
October 6, 2021, 10:42 (GMT)
Fix errors in 68dc970219ef7a559b48bd1b3e45d033367b4172

Swapped preview/timeline keymap and incorrect center measurement.
October 6, 2021, 10:10 (GMT)
Sculpt: fix multi-res crash
October 6, 2021, 10:09 (GMT)
Merge branch 'eevee-rewrite' into temp-eevee-gpencil-rewrite
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021