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 |
Revision 98a4a08 by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) 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 |
Revision cf38c4d by Julian Eisel (lanpr-under-gp, lineart-bvh, lineart-shadow, temp-lanpr-review, temp-lineart-contained, temp_lineart_contained) 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 |
Revision 12bf6ee by YimingWu (lanpr-under-gp, lineart-bvh, lineart-shadow, temp-lanpr-review, temp-lineart-contained, temp_lineart_contained) 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 |
Revision ea0b7dc by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) November 27, 2019, 14:47 (GMT) |
make multifunction generation work with inlined node trees |
Revision a57e050 by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) 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 |
Revision 4227b81 by Julian Eisel (lanpr-under-gp, lineart-bvh, lineart-shadow, temp-lanpr-review, temp-lineart-contained, temp_lineart_contained) November 27, 2019, 14:38 (GMT) |
Fix wrong dereferences |
Revision cf623d8 by Julian Eisel (lanpr-under-gp, lineart-bvh, lineart-shadow, temp-lanpr-review, temp-lineart-contained, temp_lineart_contained) November 27, 2019, 14:36 (GMT) |
Address some minor warnings |
Revision 692f206 by Julian Eisel (lanpr-under-gp, lineart-bvh, lineart-shadow, temp-lanpr-review, temp-lineart-contained, temp_lineart_contained) 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 |
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