November 24, 2021, 20:06 (GMT) |
UI: Improve scaling of widgets when zooming This commit improves the scaling of some ui widgets when zooming by making the radius of the rounded corners dependent on the element's zoom level. Needed to fix T92278 without padding issues, see D13125. Reviewed By: Hans Goudey, Julian Eisel Differential Revision: https://developer.blender.org/D12842 |
November 24, 2021, 19:09 (GMT) |
Fix compilation & dependency depth |
November 24, 2021, 18:46 (GMT) |
Make shaders sources from draw included in the dependency library. |
November 24, 2021, 17:56 (GMT) |
Fix compilation issues on MSVC and a bug in builder |
November 24, 2021, 17:53 (GMT) |
Merge branch 'blender-v3.0-release' |
November 24, 2021, 17:52 (GMT) |
Fix T90808: wrong BoundBox after undo curve selection There are two functions that recalculate the boundbox of an object: - One that considers the evaluated geometry - Another that only considers the object's `data`. Most of the time, the bound box is calculated on the final object (with modifiers), so it doesn't seem right to just rely on `ob->data` to recalculate the `ob->runtime.bb`. Be sure to calculate the BoundBox based on the final geometry and only use `ob->data` as a fallback Differential Revision: https://developer.blender.org/D12282 |
November 24, 2021, 17:52 (GMT) |
UI: Blend File Icons Thumbnail View Changes icon used to indicate blend file when overlaid over larger document icon when in thumbnail view. Only seen when file does not have a preview. Followup to {rB611e4ffaab43} For more details and examples see D13342 Differential Revision: https://developer.blender.org/D13342 Reviewed by Julian Eisel |
November 24, 2021, 17:50 (GMT) |
UI: Blend File Icons Thumbnail View Changes icon used to indicate blend file when overlaid over larger document icon when in thumbnail view. Only seen when file does not have a preview. Followup to {rB611e4ffaab43} For more details and examples see D13342 Differential Revision: https://developer.blender.org/D13342 Reviewed by Julian Eisel |
November 24, 2021, 17:37 (GMT) |
Merge branch 'blender-v3.0-release' |
November 24, 2021, 17:05 (GMT) |
Asset Browser: Activate a catalog when dragging Without this it's easy to loose track of which catalog you are dragging. Things feel generally quite jumpy/disconnected, activating the catalog makes things feel far less like that. I consider this an important usability fix, therefore I'm adding it to the release branch. |
November 24, 2021, 16:59 (GMT) |
Asset Browser: Fix catalog being renamed when dropping into parent When dropping catalogs it is ensured that the name of the moved catalog is unique within the new parent catalog. When dropping a catalog into the parent, the catalog would not actually move to a different location, but it would still be renamed. The unique name logic simply isn't smart enough to ignore the catalog that is about to be moved. Address this by disallowing dragging a catalog into its own parent. It's already there. |
November 24, 2021, 16:58 (GMT) |
GPUShaderDependency: Initial Commit This is a prototype to support `#include` directive inside glsl sources. The sources are aggregated into a list before being translated to byte_array. This list is used to generate a mapping between the filename and the associated byte_array. For each byte_array, we search for any `#include` and store the file to merge. At runtime, for one input filename we concatenate all byte_arrays that are needed following the include order and avoiding double include. This is meant to evolve into a fully supported `#include` system. |
November 24, 2021, 16:52 (GMT) |
GPUShaderDescriptor: Initial Commit This is a first draft of what the Shader Descriptor system could be. A shader descriptor provides a way to define shader structure, resources and interfaces. This makes for a quick way to provide backend agnostic binding informations while also making shader variations easy to declare. |
November 24, 2021, 16:49 (GMT) |
BLI: add slice method to index mask and generic span |
November 24, 2021, 16:46 (GMT) |
Geometry Nodes: use simpler types when devirtualizing virtual array The compiler is more likely to optimize away the function call overhead when the used type is simpler and not virtual. |
November 24, 2021, 16:31 (GMT) |
Asset Browser: Support dragging catalogs into top level This was an oversight when I added catalog drag & drop support. I forgot to add this for dragging catalogs into the top level by dragging into to the "All" item as well. This made the drag & drop support rather broken because it wouldn't work for a basic case. |
November 24, 2021, 16:26 (GMT) |
Geometry Nodes: reduce thread switching in evaluator When a node is executed, it usually schedules other nodes. Right now, those newly scheduled nodes are added to a task pool so that another thread can start working on them immediatly. However, that leads to the situation where sometimes each node in a simple chain is executed by another thread. That leads to additional threading overhead and reduced cache efficiency (for caches that are not shared between cores). Now, when a node is executed and schedules other nodes, the first of those newly scheduled nodes will always be executed on the same thread once the current node is done. If it schedules more than one other node, those will be added to the task pool as before. The speedup achieved by this is hard to measure. I found it to be a couple percent faster in some extreme cases, not much to get excited about. It's nice though that the number of tasks added to the task pool is commonly reduced by a factor of 4 or 5. |
November 24, 2021, 15:40 (GMT) |
Merge branch 'blender-v3.0-release' |
November 24, 2021, 15:39 (GMT) |
Fix T92120 (partially): No bone custom shape with curve object meshes This part of the drawing code assumes that the bone custom object has only one evaluated geometry component, and it also uses the object type to check which data to draw, with the functions like `DRW_cache_object_surface_get` that just take an object input. Those functions usually work on evaluated objects, which use the instancing system to access a temporary object with `object.data` replaced for data types that don't match the original object. That assumption used to work, but now curve, point cloud, or volume objects can have an evaluated mesh which is not accessed with the same object for render engine drawing. The "correct" solution for the way this code is structured would be to loop through all of the geometry components and try to get GPU batches from every one of them. However, that significantly increases complexity in an area that should probably be refactored anyway. This patch treats the mesh as a special case, and only draws the evaluated mesh. The **best** solution in my opinion might be refactoring this area to use the instancing system with some sort of viewport-only flag so the custom shape instances aren't added in the render. The solution is "partial" because the "Wireframe" option only works for meshes from mesh objects, even after this fix, and because other data besides meshes is not displayed at all. Differential Revision: https://developer.blender.org/D13038 |
November 24, 2021, 15:33 (GMT) |
Cycles: Add support for building with OptiX 7.4 SDK and use built-in catmull-rom curve type Some enum names were changed/removed in OptiX 7.4, so some changes are necessary to make things compile still. In addition, OptiX 7.4 also adds built-in support for catmull-rom curves, so it is no longer necessary to convert the catmull-rom data to cubic bsplines first, and has endcaps disabled by default now, so can remove the special handling via any-hit programs that filtered them out before. Differential Revision: https://developer.blender.org/D13351 |
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Master Commits
MiikaHweb | 2003-2021