Blender Git Commit Log

All Blender Git commits.

Page: 3428 / 8462

March 10, 2018, 01:18 (GMT)
Eevee: Probes: Add culling for planar probes.

Planar probes that have no influence on pixels in the view are culled.

This greatly improve performance when theses probes are offscreen.
March 10, 2018, 01:18 (GMT)
DRW: Culling: Expose & Add culling functions to engines.

This way engines can do preemptive culling by themselves.
March 10, 2018, 01:18 (GMT)
BoundBox: Fix wrong max in BKE_boundbox_alloc_unit.
March 10, 2018, 01:18 (GMT)
Eevee: Render: Add cancel support

You can now cancel your renders that are too long. This will still output the current status of the render. For example if you cancel at 50% rendering progress, you will have a render result with only half the render samples.
March 10, 2018, 01:18 (GMT)
DRW: Culling: Fix precision error.

This was triggering the BLI_assert(fac >= 0.0f);.

Clamp fac to ensure correct value for release builds.
March 10, 2018, 01:18 (GMT)
Eevee: Planar: Add transparent objects.

The ordering is left broken for the viewport as this can be quite heavy.
Only do it if doing a render.
March 10, 2018, 01:18 (GMT)
Eevee: Planar Probe: Add supersampling jitter.

This also fix a bug with the probe debug display when there was more than 2 probes. ped->probe_id was equal to 0 for all planar probes until the next frame. Resulting in all planar data debug to show probe 0.
March 9, 2018, 20:22 (GMT)
Don't add "Report a Bug" button for official tracker to non-official add-ons

If no custom URL was set, add-ons would get a "Report a Bug" button opening
the default developer.blender.org bug tracker. Now we only add this default
button if the add-on is bundled and not installed by the user.
March 9, 2018, 18:38 (GMT)
Cleanup: Rename brush input_samples field
March 9, 2018, 18:27 (GMT)
Cleanup: Rename brush type field
March 9, 2018, 18:03 (GMT)
Fix Pose Lib: pose is applied when selected bones don't overlap with pose

Premise: When pose bones are selected, applying a pose library should
only affect the selected bones.

This commit fixes a bug where the pose was also applied when there was
no overlap between the selected bones and the bones in the pose. For
example, applying a pose which contains only keyframes for the left
hand, while only right-hand bones are selected, would apply the pose
to the left hand anyway.

The code is now also slightly more efficient; the removed 'selcount'
counter was only used as a binary (i.e. zero or non-zero). It's now
stored as a bitflag instead.
March 9, 2018, 17:45 (GMT)
Change 'face strength' values.

WARNING! this will break files saved with this branch and using face
strength feature (no crash or data corruption, but face strength values
will become invalid and will produce weird results)!

Rationals for this change are:
* Having strength values in natural order simplifies existing code
already, not to mention any future potential addition to strengthes.
* Now, code will work as-is, even if we decide to add more stength
values in the future.
March 9, 2018, 17:32 (GMT)
Cleanup: use MEM_[cm]alloc_arrayN as needed, instead of MEM_[cm]allocN.

New memory allocator was added a few months ago as an attempt to make
our memory management more secure, still have to go over rest of this
patch's code for same thing. ;)
March 9, 2018, 17:31 (GMT)
Cleanup: Rename brush icon field
March 9, 2018, 17:21 (GMT)
Serious refactor, adding common data struct, some factorizing...

We now pass most common parameters to processing functions using a
single struct, this is much cleaner.

Also, factorized code aggregating poly nors into vertex nors in new
aggregate_vertex_normal function, and optimized expensive powf calls
(exponential inverse weight...) by computing once and caching most
common values (since weight is static all-over processing, and nearly
all vertices will only have a few faces or loops using them...).

Note that am still very unhapy with 'keep sharp edges' case, that one
seems to copy a lot of code we already have in BKE_mesh_evaluate, and
(if I followed code correctly) recompute everything, essentially
ditching the whole first computations of weighted normals!
March 9, 2018, 16:52 (GMT)
Cleanup: Rename subdivide field
March 9, 2018, 14:22 (GMT)
Fix broken 'is vertex in vgroup' check.

Also, better to avoid binary XOR on booleans, you never know how those
are actually stored internally (or how they were generated), and may get
surprising results depending on compiler etc., though with modern
compilers I?d expect this to be safe now?
March 9, 2018, 14:03 (GMT)
More cleanup and optimizations.

Style and naming, arg positons (all loops data together, etc.),
const values and args, and so on...

Also, avoid allocating unused memory, avoid extra loops when possible, etc.
March 9, 2018, 12:38 (GMT)
Initial proof of concept multi-mode

Entering edit-mode uses all selected mesh objects.

- drawing.
- select (picking, circle, border).
- select mode vert/edge/face switching.
- handful of tools: subdivide, delete, select(all)
- uv project & unwrap.
- transform (uv's and vertices)
(crazy-space and islands aren't currently working).

Almost nothing else works, this is a proof of concept.

Note, missing indentation in some added loops to reduce diff noise and merge conflicts.
March 9, 2018, 11:54 (GMT)
Minor cleanup and silplification/optimizations...
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021