April 27, 2017, 08:44 (GMT) |
Fix gpuScaleUniform (caused strange pose-bone size) |
April 27, 2017, 08:17 (GMT) |
Use pose-mode colors for pose-bone drawing Also move static vars into structs |
April 27, 2017, 07:35 (GMT) |
Unlimited number of textures for Cycles This patch allows for an unlimited number of textures in Cycles where the hardware allows. It replaces a number static arrays with dynamic arrays and changes the way the flat_slot indices are calculated. Eventually, I'd like to get to a point where there are only flat slots left and textures off all kinds are stored in a single array. Note that the arrays in DeviceScene are changed from containing device_vector<T> objects to device_vector<T>* pointers. Ideally, I'd like to store objects, but dynamic resizing of a std:vector in pre-C++11 calls the copy constructor, which for a good reason is not implemented for device_vector. Once we require C++11 for Cycles builds, we can implement a move constructor for device_vector and store objects again. The limits for CUDA Fermi hardware still apply. Reviewers: tod_baudais, InsigMathK, dingto, #cycles Reviewed By: dingto, #cycles Subscribers: dingto, smellslikedonkey Differential Revision: https://developer.blender.org/D2650 |
April 27, 2017, 07:06 (GMT) |
Cleanup: use doxy groups for armature |
April 27, 2017, 06:57 (GMT) |
Fix basic pose-mode select drawing |
April 27, 2017, 06:21 (GMT) |
Fix wrong scene assigned when using sets Depsgraph was left with wrong set-scene. |
April 27, 2017, 05:56 (GMT) |
Fix/workaround crash with non mesh geometry eevee was crashing on curve grometry, draw without material for now. |
April 27, 2017, 02:48 (GMT) |
Fix T51328: Add note to cmdline help that threads must be first |
April 26, 2017, 23:27 (GMT) |
Merge branch 'workspaces' into topbar Conflicts: source/blender/blenloader/intern/versioning_280.c source/blender/editors/screen/workspace_edit.c |
April 26, 2017, 19:54 (GMT) |
Merge branch 'blender2.8' into workspaces Conflicts: source/blender/blenkernel/BKE_layer.h source/blender/blenkernel/intern/layer.c source/blender/blenkernel/intern/library_query.c source/blender/editors/interface/interface_eyedropper.c source/blender/editors/space_image/space_image.c |
April 26, 2017, 19:28 (GMT) |
Cycles: Allow samples to finish in split kernel to avoid artifacts when canceling Previously canceling a render done by the split kernel could cause artifacts such as very bright or dark tiles. This was caused by unfinished samples being included in the output buffer. To avoid this we now wait till all the currently rendering samples have finished, up to a limit of twice the expected time for them to finish (currently this is no more than 20 seconds, but usually its much less). If samples still haven't finished by then we stop anyways in case there's an endless loop occurring. |
April 26, 2017, 19:28 (GMT) |
Cycles: Change OpenCL split kernel to use single program by default Single program builds twice as fast as multi programs, so its better for users to have it as the default. |
April 26, 2017, 19:28 (GMT) |
Cycles: Enable Correlated Multi Jitter for OpenCL and split kernel Testing showed no issues so there's no reason to not have this. |
April 26, 2017, 19:28 (GMT) |
[msvc/make.bat] Provide a convenience rebuild.cmd in the build folder for easy rebuilds. |
April 26, 2017, 19:22 (GMT) |
Getting rid of setlinestyle: Paint 'line' strokes. |
April 26, 2017, 18:57 (GMT) |
Getting rid of setlinestyle: armature drawing code. Firts usage of 3D version of new dashed line shader... Though not sure whether that code will be kept for long? |
April 26, 2017, 18:57 (GMT) |
Add 3D version of dashed line shader. This is actually nearly same code as 2D version, maybe we can deduplicate that later? |
April 26, 2017, 18:57 (GMT) |
2D dashed line shader: changed to use viewport side instead of scale. The scale version was working(ish), but it was not really extendable to a 3D line version of the shader. Also note that sequencer view still keeps its 'UI scale' adaptation (dashes grow together with UI scale setting). Would be nice to do that everywhere ultimately imho, but nothing urgent here. |
April 26, 2017, 16:49 (GMT) |
Cleanup: rename select engine -> basic This is used by depth drawing too and had no selection specific code. |
April 26, 2017, 16:36 (GMT) |
Pass graph to depth functions |
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