June 14, 2019, 03:03 (GMT) |
Mesh Selection: Move Selection ID Context Utilities to ED_view3d. This patch does not bring functional changes, but it is a good change if we want to use these utilities in areas other than those using BMesh (eg painting editors). This is also a step to replace `ED_view3d_select_id_validate`. That function erroneously checks `V3D_INVALID_BACKBUF` which causes it to update unnecessarily. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D5072 |
June 14, 2019, 02:59 (GMT) |
Docs: minor improvements to --app-template help text |
Revision 1636672 by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 14, 2019, 00:41 (GMT) |
Draw into OpenGL offscreen context in the DirectX window. The window doesn't show anything of course. However we draw (at least I assume it does) as regular, just into a window offscreen context. A valid 3D view is created in the window. It's not visible but you see cursor changes as you move over the window. So handling works. |
June 14, 2019, 00:12 (GMT) |
Cleanup: sort structs |
June 14, 2019, 00:10 (GMT) |
Cleanup: minor adjustments to --help text formatting - Single quote args so they show with string literals in the manual. - Improve the description of animation playback mode. |
June 13, 2019, 21:31 (GMT) |
OpenVDB: Added backwards compatibility with Tangent 2.78 builds. |
Revision fc8127d by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 13, 2019, 21:24 (GMT) |
(Disabled) code to open a DirectX window with the VR session The window immediately crashes, hence keeping it disabled for now. Not sure how much of this I'll leave in, for now this is mainly for testing DirectX compatibility. |
June 13, 2019, 21:20 (GMT) |
Outliner Visibility: Add Invisible filter This adds an object invisible filter to the outliner to only show hidden or disabled objects in the outliner. In large scenes, it is often difficult to locate hidden objects in the outliner to show them again. This invisible filter makes it easier. |
June 13, 2019, 20:16 (GMT) |
Merge branch 'master' into soc-2019-outliner |
June 13, 2019, 19:56 (GMT) |
Outliner: Refine synced selection Any selection event that uses ED_object_base_select will now mark the outliners as being dirty. When an outliner draws and is dirty with synced selection enabled, it will sync its selection state with the view layer. More work still needs to be done. This may not be the best way to implement it (selections from scripts won't be tracked). Also, selection from the outliner isn't perfect. |
June 13, 2019, 19:15 (GMT) |
Fix T61768 Eevee Offscreen rendering The issue was caused by a bad usage of GPUOffscreen. The Framebuffer was created using a window framebuffer and used in a viewport callback when another GPUContext was bound. This change allows up to 3 framebuffers per GPUOffscreen. Most common case will be using 2 framebuffers (one for init and one for drawing) but in the case of more (bad usage) it will just degrade performance a bit. |
June 13, 2019, 18:38 (GMT) |
June 13, 2019, 18:38 (GMT) |
Cloth: accurately find UVs for the edges Earlier, the mesh would keep splitting at the seams of the UV islands because the distance would be so large. This is now fixed, it correctly finds the UVs of the corresponding edge that match the world space positions as well. |
June 13, 2019, 18:26 (GMT) |
Fix T59275: generated texture coordinates don't stick to mesh for shape keys No need for this optimization in Eevee anymore, instead the modifier stack will only compute CD_ORCO when needed. |
June 13, 2019, 18:14 (GMT) |
Fix part of T63595: generated texture coordinates don't stick to deforming mesh Always compute CD_ORCO undeformed coordinates now for rendering, same as before. There is still a refresh issue to be fixed, when switching from solid to textured mode in the viewport. Computing such undeformed coordinates can be expensive and is not actually needed if the mesh is only using e.g. UV maps. This was the same in 2.79, at least now we are skipping the computation when there are no deforming mdifiers on the mesh. |
June 13, 2019, 18:03 (GMT) |
Mesh: don't compute CD_ORCO layer when there are no deforming modifiers This saves memory and evaluation time for simple static meshes with e.g. a subdivision surface modifier. If no CD_ORCO layer exists then we assume the actual vertex coordinates are equal to the original undeformed coordinates. |
June 13, 2019, 17:19 (GMT) |
T65783: UI Inconsistency with Grease Pencil icons in Properties and Outliner Fixed Properties and tab icons |
Revision 3ac37fb by Julian Eisel (soc-2019-openxr, temp-ghost_openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 13, 2019, 16:22 (GMT) |
Fix compile errors with older MSVC/Win-SDK versions Reported by @LazyDodo, thanks! |
June 13, 2019, 16:11 (GMT) |
Fix T65669 Bones in Envelope Display break apart after selecting bone This was because the VAOs were not updated if an instance batch was reusing a VBO containing instances attributes which was reinitialized. Now we ensure the Batch will reconfigure the VAOs if the VBO is 0. |
June 13, 2019, 16:02 (GMT) |
Fix T65109: Object deleted when removed from the RigidBodyWorld collection. While user should never do that, it appears many end up using a 'view layer' instancing collection as RBW collection, and even worse, have objects in that unique collection. Therefore, when removing RB simulation from an object, which among other things has to remove it from the RBW collection, it would fully delete the object from the blend file. This fix merely checks the usercount of RB-removed object, and if it is at 1 (which means object was in a single collection), it adds it to the scene's master collection first. |
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