Blender Git Commit Log

All Blender Git commits.

Page: 430 / 8462

July 21, 2021, 21:27 (GMT)
Array Brush: Path edit mode working
July 21, 2021, 21:11 (GMT)
Cleanup: Remove unecessary change order of switch cases

Also don't check for mesh_eval for text objects
July 21, 2021, 21:07 (GMT)
Cleanup: Comment formatting, wording
July 21, 2021, 20:25 (GMT)
Remove redundant text object mesh/displist drawing code
July 21, 2021, 20:24 (GMT)
Skip mesh conversion for "fast text editing"
July 21, 2021, 19:04 (GMT)
GPencil: Fix error importing layers

The layer need to be duplicated in order to keep all details.
July 21, 2021, 18:59 (GMT)
GPencil: New option to create asset for selected frames
July 21, 2021, 18:56 (GMT)
Faster Multiple strip support for Thumbnail drawing - V1

Multiple strips are added to hash and one thread can now do the rendering
work iterating over the strips. Still buggy and needs sorting out. Some
cases could lead to loop in thread.
July 21, 2021, 18:41 (GMT)
Cleanup: Move reorganize asset files

I'm trying to move away from general files with lots of things in them,
and instead have many small & focused files. I find that easier to
work with since everything has clear responsibilities, even if there is
some minor overhead in managing all these files.
I also try to differentiate more clearly between public and internal
files. So source files and internal headers are in a `intern/`
sub-directory, public functions are in a number of headers one level
higher.
For convenience and to make this compatible with our existing general
headers in `editors/include`, I made the `ED_asset.h` there include all
these public headers.
This is of course a bit of an experiment, let's see how it works in
practice.

Also corrected the name of `ED_asset_can_make_single_from_context()`.
July 21, 2021, 18:41 (GMT)
GPencil: New options to create Asset for All layers and All layers splitted
July 21, 2021, 18:19 (GMT)
GPencil: Add option to merge layers in Asset creation
July 21, 2021, 18:10 (GMT)
Cleanup: move ShaderData setup into own file
July 21, 2021, 18:09 (GMT)
Draw Cache: extract tris in parallel ranges

The `ibo.tris` extraction in multithread is currently only done if the
mesh has only 1 material.

Now we cache a map indicating the index of each polygon after sort and
thus allow the extraction of tris with materials in multithreaded.

As caching is a heavy operation and was already being performed in
multi-thread for triangle offsets, no significant improvements are
expected.

The benefit will be much greater when we can skip updating the cache
while transforming a geometry.

**Profiling:**
||master:|PATCH:
|---|---|---|
|large_mesh_editing_materials:|Average: 13.855380 FPS|Average: 15.525684 FPS
||rdata 9ms iter 36ms (frame 71ms)|rdata 9ms iter 29ms (frame 64ms)
|subdiv_mesh_final_only_materials:|Average: 28.113742 FPS|Average: 28.633599 FPS
||rdata 0ms iter 1ms (frame 36ms)|rdata 0ms iter 1ms (frame 35ms)

1.1x overall speedup

Differential Revision: https://developer.blender.org/D11445
July 21, 2021, 18:03 (GMT)
GPencil: Move to function the layer merge logic

This will be used by asset creation.
July 21, 2021, 17:57 (GMT)
modifier: adaptive_remesh: UI for static remeshing of the mesh

Simple UI to allow `adaptive_remesh()` through the simple wrapper to
be called and controlled easily.

This should help with testing since the cloth simulator when applied
uses the (point) cached `Mesh` instead running the simulation which
will call `adaptive_remesh()` for us. This will need to be fixed later
but this is an easier approach to continue development the adaptive
remesher.
July 21, 2021, 17:53 (GMT)
adaptive_cloth: adaptive_remesh: create an "Empty" remesh function

It is useful to call `adaptive_remesh()` outside of the cloth
simulator mainly for testing purposes. Now because the use of
templates for the function `adaptive_remesh()` and it being defined
not in the same header file (this isn't possible in this case because
of other reasons), it requires a template instantiation needs to
happen because the function is called or something like that. This
leads to problems when `adaptive_remesh()` is called from some other
file.

The easiest fix was to create a new wrapper function without templates
and call this from other files.
July 21, 2021, 17:49 (GMT)
modifier: adaptive_remesh: use dna defaults through initData

Adding defaults for a new modifier is not as simple as just adding the
new structure to the defaults macro file. It needs to be copied over
to the ModifierData to actually use it.
July 21, 2021, 17:46 (GMT)
Cleanup: Move loose geometry cache creation to render data task

This centralizes caching functions.
July 21, 2021, 17:46 (GMT)
Fix T90017: Bone widget drawing inconsistent with editing

The `lines_loose` extractor did not trigger loose geometry caching.
July 21, 2021, 17:35 (GMT)
Cleanup: Add missing doxygen file/group comment in new asset file
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021