August 26, 2016, 04:15 (GMT) |
Fix: Color of frame/selected object indicator in 3D View didn't indicate GPencil keyframes when there was no active object |
August 26, 2016, 04:15 (GMT) |
GPencil: Select Grouped -> By Color Added a way to select all the currently visible strokes that use the same color as the selected stroke. This can be accessed via the Select Grouped (Shift-G) operator as an alternative to selecting by layer. |
August 26, 2016, 04:15 (GMT) |
GPencil RNA: Set pressure and strength to 1.0 by default for new stroke points added via stroke.points.add() This commit adds optional "pressure" and "strength" arguments to the stroke.points.add() method. These are given default values of 1.0, so that old scripts can be ported over to the new API with less effort while reducing confusion about why auto generated strokes won't appear. |
August 25, 2016, 22:24 (GMT) |
Correct license header |
August 25, 2016, 22:16 (GMT) |
Further work on the Statistics Editor. * Fix drawing, now it at least draws a solid main area. * Add empty UI py file. |
August 25, 2016, 21:44 (GMT) |
Fix whitespace in new code for Stats Editor. |
August 25, 2016, 17:45 (GMT) |
OpenGL: draw empties without GLU Also reduced number of matrix ops by generating final positions directly. Also removed a display list (deprecated in modern GL). Tried to reuse sinval & cosval tables but those values are skewed (last value repeats first value, middle values are squished to compensate). Went with sinf & cosf instead. Part of T49042 |
August 25, 2016, 15:46 (GMT) |
Merge branch 'master' into viewport_bvh_select |
August 25, 2016, 15:45 (GMT) |
Fix crash on undo and file read |
August 25, 2016, 15:21 (GMT) |
Initial BVH based object mode selection As part of the viewport project, we wanted to switch from OpenGL based to BVH based selection (see https://wiki.blender.org/index.php/Dev:2.8/Viewport#Discussion_Items). This should increase performance and make selection drawing and hence driver independent. (OpenGL selection was always an issue with buggy drivers.) This commit adds initial functions for building and visualizing an object BVH (AABB) using the multi-threaded BLI_bvhtree and uses it for object mode selecting. Only basic selection works now, not taking care for movie clip editor selection syncing or so. One idea was to keep the actual BVH part a bit separate from selection, so that it can be reused e.g. for culling out objects out of view frustum before drawing. Quite some speedup is already visible, but it's not fair to compare to previous selection, since we're only doing bounding box intesection checks currently. Detailed geometry intersection checks are not done yet, neither are overlapping objects handled. One issue I faced was that some object types (cameras, lamps, speakers) are basically infinite small points with no visible bounding box. I added some functions to get the visual bounding box for those, but only implemented it for cameras so far. Main TODOs I can see (random order): * Selection should behave just like current OpenGL based selection. * Lasso, Circle & Box select. * The BVH tree is currently recreated on every redraw, more reasonable updating needs to be checked on. It's unsure if it's better to commonly recreate the entire tree or if we can use some more advanced caching and updating. The BLI_bvhtree isn't really flexible when it comes to updating (e.g. you can't insert objects after initial creating), so maybe adding a different BVH type will be needed. * Do more detailed geometry intersection checks. OpenSubdiv needs some special attention here, since its geometry only lives on the GPU (AFAIK). It should be possible to send geometry patches from GPU to CPU so we can create AABBs for BVH ray casting. * Better handling for overlapping geometry. * BVH based selection for other modes (edit mode, pose mode, etc). I'd like to make the edit mode BVH lookups efficient enough to allow performant pre-selection highlighting. * Allow selecting lamps and speakers (not possible currently). |
August 25, 2016, 14:52 (GMT) |
Cycles: Remove some redundant checks |
August 25, 2016, 14:22 (GMT) |
Fixed little error in comment "amount" is for uncountable things, "number" is for countable things. |
August 25, 2016, 14:18 (GMT) |
remove several debug info |
August 25, 2016, 14:08 (GMT) |
Depsgraph: Prioritize evaluation of the new scheduled nodes The idea here is again to finish objects evaluation as soon as possible. Seems to be giving another 3% speedup in the barber scenes. |
August 25, 2016, 13:55 (GMT) |
Merge branch 'master' into soc-2016-multiview |
August 25, 2016, 13:51 (GMT) |
Depsgraph: Merge some traversal back on After previous commit there is no longer measurable difference in speed and doing all stuff in one go is preferrable here anyway. |
August 25, 2016, 13:13 (GMT) |
Depsgrpah: Use deque for the flush queue The idea of the change is to avoid queue growing too long and handle all the operations as quick as possible. Gives about 3% speedup on one of the barber shots here. |
August 25, 2016, 11:48 (GMT) |
Fix T48788: Diffuse color in BI Textured Solid mode is not updating properly in Sculpting mode Was caused by 6276726, so for the time being revert the optimization part of change. |
August 25, 2016, 10:33 (GMT) |
Cycles: Cleanup, indentation |
August 25, 2016, 09:31 (GMT) |
Cycles: Fix crash after recent subd fixes Was happening when object only had curves (doe example, object with hair particle system and emitter rendering disabled). |
|
|
|


Master Commits
MiikaHweb | 2003-2021