March 21, 2017, 02:55 (GMT) |
Cycles: Fix building of OpenCL kernels Theres no overloading of functions in OpenCL so we can't make use of `safe_normalize` with `float2`. |
March 21, 2017, 02:24 (GMT) |
Add filtering for UI elements There is a remaining preset drawing issue that needs resolving. |
March 20, 2017, 23:26 (GMT) |
BGE: 2D filter additions. gpu_draw: skip color management for textures declared as 'non-color'. New reserved names in 2D filters: bgl_ObjectTextureX (X=0 to 4) to access texture channels 0 to 4 of the object on which the 2D filter is defined. Force U.use_16bit_textures to 1 in the blender player to give access to floating point textures in the 2D fitlers shaders. bge.logic.setOffScreen(True) to define and use a floating point offscreen render buffer of the same size than the framebuffer in the main BGE loop. Useful to get floating point results from 2D filters. The offscreen render buffer will automatically be used by bge.texture.ImageViewport if it's enabled. It is legal to call bge.logic.setOffScreen(True/False) to disable and reenable the framebuffer on a frame by frame basis. New refresh mode for bge.texture.ImageViewport and bge.texture.ImageRender objects: iv.refresh(buffer, mode) mode = "DEPTH" to retrieve floating point depth buffer = "RG32F" to retrieve red and green channels as floating point. = "RGB32F" to retrieve red, green and blue channels as floating point = "RGBA32F" to retrieve red, green, blue and alpha channels as floating point. For ImageViewport and ImageRender, refresh() bypasses all filters and object options and retrieve directly from the frame buffer or render buffer. |
March 20, 2017, 23:15 (GMT) |
Use blank string for default template |
March 20, 2017, 21:51 (GMT) |
Fix T51012: Surface modifier was not working with curves This prevented the Force Field Curve Shape of working |
March 20, 2017, 19:40 (GMT) |
Disable template before addons So we don't attempt to disable addons twice |
March 20, 2017, 19:19 (GMT) |
Addon support enable/disable now works Add simple addon as a demo |
March 20, 2017, 18:47 (GMT) |
Layers: Remove old base visible / selected code |
March 20, 2017, 18:44 (GMT) |
Attempt to fix selection code (not working though) |
March 20, 2017, 18:44 (GMT) |
Adding missing DAG_relations_tag_update |
March 20, 2017, 18:44 (GMT) |
Blender 2.8: Initial hook of layer collections evaluation in DEG This moves selectability/visibility flag flush from some hardcoded places in the code to depsgraph. This way it is possible to simply tag depsgraph to update those flags and rest it'll do on it's own. Using depsgraph for such flush is an overkill: those flags are fully static and can not be animated, so it doesn't really make sense to hook only those to depsgraph. However, in the future we will have overrides on collections, which ideally would need to be animatable and drivable and easiest way to support this is to do this on depsgraph level, so it ensures proper order of evaluation for animation and drivers. And it seems logical to do both overrides and flags flush from depsgraph from this point of view. This commit lacks two things: 1. Proper flag for DAG_id_tag_update(), so currently the only way to inform depsgraph about nered to flush visiblity/selectability flags is to tag scene ID for update. Flag of 0 will to the trick for now. 2. Any operation which changes layer collections or render layers need to tag relations to update. This is not done, so any change to those will cause crash. |
March 20, 2017, 18:44 (GMT) |
Layers / Depsgraph: Unittesting for selection and visibility evaluation |
March 20, 2017, 18:13 (GMT) |
added ids to all grids, vars, funcs, etc in manta scripts having unique python variables allows having multiple domains in the viewport at once |
March 20, 2017, 14:37 (GMT) |
Fix T50268: Cycles allows to select un supported GPUs for OpenCL |
March 20, 2017, 14:28 (GMT) |
Cycles: Update remaining time once per second without waiting for a tile change Previously, the code would only update the status string if the main status changed. However, the main status did not include the remaining time, and therefore it wasn't updated until the amount of rendered tiles (which is part of the main status) changed. This commit therefore makes the BlenderSession remember the time of the last status update and forces a status update if the last one was more than a second ago. Reviewers: sergey Differential Revision: https://developer.blender.org/D2465 |
March 20, 2017, 14:19 (GMT) |
Edit Mode Engine: Remove unecessary matrix. |
March 20, 2017, 14:19 (GMT) |
Object Mode Engine: New outline method. We render selected meshes into another buffer and use a screen space shader to expand the color out of the mesh silouhette. Pros: only one additionnal render pass is needed (like old outline code), and we have occluded informations. Cons: memory usage is a problem. This method needs 2 color buffer to ping pong when expanding the outline and 1 depth buffer to test occluded fragments. This gives a 88 bits/pix memory footprint. Idea: Since we don't need all color range but only some uniform colors (theme colors) we could manipulate only the color ID instead of the whole color this could cut the color buffer size and lower the memory footprint to 58 bits/pix. |
March 20, 2017, 14:19 (GMT) |
Draw module: code style, encapsulate static vars |
March 20, 2017, 13:48 (GMT) |
Fix T50975: Cycles: Light sampling threshold inadvertently clamps negative lamps |
March 20, 2017, 13:46 (GMT) |
Cleanup: remove useless `glDisable(GL_LINE_STIPPLE)` call. Note that muted strips have solid border currently, marked as TODO to add back stippled lines (if with want them back?). |
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Master Commits
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