Blender Git Commit Log

All Blender Git commits.

Page: 2029 / 8462

November 27, 2019, 15:26 (GMT)
Text Object: change spacing now operates on selection

Without this, it's not practical to change spacing on large
blocks of text.
November 27, 2019, 15:10 (GMT)
Cleanup: Remove BIF_gl.h

BIF_gl.h included hacks like redefining glew functions and a constant.
The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h`

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D5860
November 27, 2019, 15:08 (GMT)
Workbench: Performance

Small performance improvements by caching the world_ubo in the World.
It was detected that NVIDIA driver created threads to update the
world_ubo (304 bytes). This patch will reuse the previous created
ubo when not changed.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6087
November 27, 2019, 15:06 (GMT)
various automated variable renamings
November 27, 2019, 15:05 (GMT)
Curve: CurveMapping Extend Option

Extend options are currently stored per curve. This was not clearly
communicated to the user and they expected this to be a setting per
CurveMapping.

This change will move the option from `Curve` to `CurveMapping`. In
order to support this the API had to be changed.

BPY: CurveMap.evaluate is also moved to CurveMapping.evaluate what
breaks Python API. Cycles has been updated but other add-ons have
not. After release of 2.81 we can merge this to master and adapt
the add-ons.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D6169
November 27, 2019, 15:03 (GMT)
Fix NULL-ptr mem-copy
November 27, 2019, 14:55 (GMT)
Add 'EDBM_selectmode_disable_multi' and use in knifeproject

As a followup to rB6f4e595e9ba9 and as per @campbellbarton suggestion,
this adds EDBM_selectmode_disable_multi, similar to
EDBM_mesh_deselect_all_multi & EDBM_mesh_deselect_all, so other similar
uses don't need to be done in a loop.

Also, selected_objects isn't a reliable way to handle this case - since
objects can be in edit-mode & not selected, use
BKE_view_layer_array_from_bases_in_edit_mode_unique_data instead

Differential Revision: https://developer.blender.org/D6317
November 27, 2019, 14:54 (GMT)
RenderViewport: Texture Format

When doing viewport rendering the color management happens on the CPU.
This has overhead in downloading a float texture from the gpu and
performing color management on the CPU.

Based on the scene fileformat bit depth the result will be rendered to
a byte texture where the colormanagement happens on the GPU or a float
texture where the colormanagement happens on the CPU.

This is only done during `Viewport Render Animation` in other
cases a float texture is being used.

Baseline (HD render of wanderer.blend workbench engine no samples) 15.688038 s
After changes: 9.412880s

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6195
November 27, 2019, 14:51 (GMT)
LANPR: Build option CMakeLists add LANPR.
November 27, 2019, 14:50 (GMT)
EEVEE: GLSL Renderpasses

Most of the renderpasses in EEVEE used post-processing on the CPU. For
final image rendering this is sufficient, but when we want to display
the data to the user we don't want to transfer to the CPU to do post
processing to then upload it back to the GPU to display the result.

This patch moves the renderpass postprocessing to a GLSL shader.

This is the first step to do, before we will enable the renderpasses in the viewport.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6206
November 27, 2019, 14:47 (GMT)
make multifunction generation work with inlined node trees
November 27, 2019, 14:46 (GMT)
cleanup creation of group input nodes
November 27, 2019, 14:40 (GMT)
EEVEE: Renderlayer artifacts

When rendering the Subsurface scattering lighting render layer with high
sample count render artifacts can appear. This patch will remove these
render artifacts by using a more precise texture format when samples
will be larger than 128. As with the new eevee-shadows it is more common
to use higher number of samples.

The reason why it was visible in the subsurface scattering is that every
sample could change the color. Adding different values will reduce
precision over the number of samples.

The subsurface color render layer also has this issue, but it is not noticeable as
the colors tend to be close to each other so the colors would
most of the time just shift the precision and hold up better.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6245
November 27, 2019, 14:38 (GMT)
Fix wrong dereferences
November 27, 2019, 14:36 (GMT)
Address some minor warnings
November 27, 2019, 14:35 (GMT)
Run clang-format on all changed files
November 27, 2019, 14:31 (GMT)
Overlay Engine: Fix crash when enabling pose bone selection overlay
November 27, 2019, 14:31 (GMT)
Merge branch 'master' into tmp-overlay-engine
November 27, 2019, 14:25 (GMT)
Merge branch 'master' into soc-2019-openxr
November 27, 2019, 14:25 (GMT)
Merge branch 'temp-openxr-ghostxr' into temp-openxr-blenderside
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021