Revision f302224 by Clément Foucault May 4, 2019, 12:11 (GMT) |
Cleanup: Eevee: Remove Flat normal shader variation Was use by sculpt mode but that's not used anymore. |
Revision fb3b2ab by Clément Foucault May 4, 2019, 12:11 (GMT) |
Cleanup: Remove unused code in sculpt_mode, workbench and draw manager |
Revision b2f1a65 by Clément Foucault May 4, 2019, 12:11 (GMT) |
Sculpt: Refactor draw manager sculpt drawing mechanism Workbench/Eevee now displays multiple multi-materials correctly. Iterate over pbvh nodes when doing object iteration. This makes the rendering process more streamlined and allow for using different materials. This change will make possible to: - Add culling pass of each pbvh leaf node. (speedup if zoomed on a small area) - Reduce number of lead node iteration. - Reduce code complexity |
Revision 1d8ed6d by Clément Foucault May 4, 2019, 12:11 (GMT) |
GPUBuffers: Save / expose material index per buffers |
Revision 80cd292 by Campbell Barton May 4, 2019, 00:56 (GMT) |
Fix T64102: Can't add X-Mirror to quick favorites |
Revision 2f79286 by Campbell Barton May 4, 2019, 00:56 (GMT) |
Cleanup: unused vars |
Revision ee0d842 by Julian Eisel May 3, 2019, 21:09 (GMT) |
UI: Dynamic region size for file browser options Makes the file browser operator property region (lower left) dynamically sized to content. Previously, the default size would work really badly for file browsers opened in small windows, e.g. to install Add-ons from the preferences window. It would be mostly empty but use lots of space then. |
Revision bed8ad6 by Brecht Van Lommel May 3, 2019, 17:44 (GMT) |
Fix crash in background rendering after recent sound changes |
Revision 3c07967 by Brecht Van Lommel May 3, 2019, 17:08 (GMT) |
Fix Cycles crash when trying to load image that does not exist It was crashing due to array out of bounds access. This is not a great fix, but brings back behavior the same as before now. Perhaps images that failed to load should be stored separately somewhere. |
Revision d23869e by Antonio Vazquez May 3, 2019, 16:43 (GMT) |
GPencil: Add stroke color to Materials Popover This makes more easy to manage the color, specially for advanced brushes with pinned materials. Reviewers: @pepeland, @mendio |
Revision 633c773 by Brecht Van Lommel May 3, 2019, 16:33 (GMT) |
Revision a5c8957 by Brecht Van Lommel May 3, 2019, 16:04 (GMT) |
Fix Cycles assert on exit after recent changes |
Revision 8888520 by Sergey Sharybin May 3, 2019, 15:50 (GMT) |
Sound: Fix for being unable to jump to a frame during playback with A/V sync |
Revision 712fe56 by Jacques Lucke May 3, 2019, 15:42 (GMT) |
UI: Fix crash when region becomes too thin |
Revision 6ab7b38 by Sergey Sharybin May 3, 2019, 15:27 (GMT) |
Sound: More fixes for access of original scene Same as previous commit, just few lines to the bottom. |
Revision 35db119 by Sergey Sharybin May 3, 2019, 15:19 (GMT) |
Sound: Fix access original scene during playback Was required to have AV-sync enabled. and then simply play playback would have triggered an assert. In release builds the sync would have happened to a wrong frame. |
Revision 21f8e75 by Philipp Oeser May 3, 2019, 13:53 (GMT) |
fix image_changed() doing unneccessary texture updates when texture wasnt using an image Reviewers: brecht Differential Revision: https://developer.blender.org/D4789 |
Revision a460e97 by Sergey Sharybin May 3, 2019, 13:50 (GMT) |
Cleanup: Selling in comment |
Revision 211c4fd by Sergey Sharybin May 3, 2019, 13:50 (GMT) |
Depsgraph: Make comment about evaluation more obvious |
Revision c5fe16e by Sergey Sharybin May 3, 2019, 13:50 (GMT) |
Sound: Make sound handles only be in evaluated datablocks Quite straightforward change, which makes it so audio handles are only created inside of evaluated datablocks. Exception is adding sound strip to the sequencer, which needs an audio handle to query length and number of channels. This is done by temporarily loading sound file into an original datablock, and then tossing it away. There is an assert in sound.c which verifies that audio system is used from an evaluated domain, which should help porting all the cases which are likely missed by this commit. Some annoying parts: - `BKE_sound_update_scene()` is iterating over all bases, and does special ID tags to see whether sound has been handled or not already. This can not be done the old fashion now. Ideally, this will be done as a speaker datablock evaluation, but seems that would require a lock since audio API is not safe for threading. So this is not a desired way i'd say. Possible solution here would be to iterate over ID datablocks using dependency graph query API. - Frame jump needs to call `BKE_sound_seek_scene()` directly because there might be some flags assigned to the scene which could be clear after operator execution is over. Need to verify if that's the case though. This is a bit hairy code, so sticking to a safest and known to work approach for now. - Removed check for format when opening new sound file. Maybe we can have some utility function which queries channel and duration information, leaving the caller's code clean and tidy. Tested following cases: - Adding/removing/moving sequencer's sound strips. - Adding/moving speakers in viewport. - Rendering audio. Reviewers: brecht Differential Revision: https://developer.blender.org/D4779 |
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