May 3, 2017, 14:18 (GMT) |
Fix bad scaling of BBone single-segment bones in new Armature drawing code. Reported by @campbellbarton over irc, thanks. |
May 3, 2017, 14:16 (GMT) |
Draw Manager: Use color-sets for solid pose-bones |
May 3, 2017, 13:56 (GMT) |
Draw Manager: use pose bone theme and constraint colors |
May 3, 2017, 13:30 (GMT) |
Cycles: Split kernel - sort shaders Reduce thread divergence in kernel_shader_eval. Rays are sorted in blocks of 2048 according to shader->id. On R9 290 Classroom is ~30% faster, and Pabellon Barcelone is ~8% faster. No sorting for CUDA split kernel. Reviewers: sergey, maiself Reviewed By: maiself Differential Revision: https://developer.blender.org/D2598 |
May 3, 2017, 12:32 (GMT) |
Code Style: Don't add padding in a function call |
May 3, 2017, 12:12 (GMT) |
Move GPU compositing out of draw-manager off-screen drawing Also no need to use VP_legacy_ prefix here. |
May 3, 2017, 12:11 (GMT) |
Cycles: Fix OpenCL compilation failure after recent color changes It is really confusing to have some functions available in some devices and not on another devices. |
May 3, 2017, 12:03 (GMT) |
Cleanup: move off-screen drawing to view3d_draw.c Since offscreen drawing now uses draw engine, this doesn't need to be considered legacy. Note that there are some calls into view3d_draw_legacy.c from view3d_draw.c this is generally not accepted, so its only dont where there are checks for new/old engine. Functions exposed to do this use a VP_deprecated prefix. |
May 3, 2017, 12:03 (GMT) |
Update comment |
May 3, 2017, 10:41 (GMT) |
Draw Manager: Enable Pose engine as part of the weight paint mode We still need to bring pose bone drawing for the pose engine. Note: In the future, once we get face-widget selection, we will need to make sure the pose engien only draws then if "weight paint mode" is not enabled too. |
May 3, 2017, 10:16 (GMT) |
Draw Manager: Fix pose mode not working well. In the future this will allow us to implement things like face manipulators. For now however, this is getting on the way of using pose mode (mesh objects are drawn green). NOTE: pose engine should also be the one taking care of pose bones (and for that matter, X-Ray armature option should/could be a property of the Pose engine even). |
May 3, 2017, 10:14 (GMT) |
Cycles: Use render visibility for duplis when Render Layer option in viewport is used Previously the logic was different for duplis and regular objects: regular objects were using render visibility when Render Layer option is enabled which duplis were always using viewport visibility when rendering from the viewport. This was quite confusing because caused different results in viewport and render when artists were expecting them to match 1:1. |
May 3, 2017, 10:12 (GMT) |
Fix draw manager w/ cycles 8b2640f08 introduced the error, caused by external-engine needing depth mask to be disabled, which happened to be the case before changing state changing logic. |
May 3, 2017, 10:08 (GMT) |
Eevee: Fix Lamp Roughness. |
May 3, 2017, 10:08 (GMT) |
GPUMaterial: Force old outputs to fail with EEVEE. Workaround waiting for compatibility bit / or PyNodes. |
May 3, 2017, 10:08 (GMT) |
NodeTree: Add eevee default shader tree. |
May 3, 2017, 10:08 (GMT) |
Eevee: Add "uber" Shader Output Nodes. Include Metallic and Specular workflow. Clearcoat and are not implemented yet. |
May 3, 2017, 10:08 (GMT) |
Draw Manager: Introduce a foreach function for all shgroups in a pass. |
May 3, 2017, 09:51 (GMT) |
Validate collection properties at readile The alternative would be to do version bump + doversioning every time a new property is added. |
May 3, 2017, 09:51 (GMT) |
Make IDP_MergeGroup recursive With this we also do not need IDP_MergeGroupValues anymore. If this causes problems in the future we can always make recursion an option (like overwrite is). |
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