Revision 6aa7cea by Campbell Barton November 20, 2018, 22:25 (GMT) |
Cleanup: rename extrude gizmo |
Revision d3a75c4 by Campbell Barton November 20, 2018, 22:20 (GMT) |
Cleanup: move extrude gizmo to transform module Since this is no longer mesh only, move out of mesh, rename next. |
Revision 34b9bd3 by Campbell Barton November 20, 2018, 22:09 (GMT) |
Gizmo: initial extrude support for non mesh types |
Revision c17cc4c by Campbell Barton November 20, 2018, 21:20 (GMT) |
Fix extrude tool redo Redo operator properties weren't being set. |
Revision fb4c2ed by Bastien Montagne November 20, 2018, 21:14 (GMT) |
Revision b7ee091 by Bastien Montagne November 20, 2018, 20:50 (GMT) |
Fix T57921: Crash when loading 2.7x .blend with scene without any render layer. We need at least one view layer, always. :) |
Revision 3a13b89 by Campbell Barton November 20, 2018, 19:29 (GMT) |
Cleanup: unused args, indentation |
Revision 176b0df by Campbell Barton November 20, 2018, 19:24 (GMT) |
Cleanup: gcc function type warning |
Revision a4a9123 by Antonio Vazquez November 20, 2018, 19:05 (GMT) |
GP: Refactor target weight paint Now, the target weight is defined as the final maximum value with a new property and all fields have be moved to brush struct. |
Revision e63c947 by Antonio Vazquez November 20, 2018, 19:05 (GMT) |
GP: Refactor drawing engine to single VBO This is part of T57829. Reduce the number of batches used to only one by shader type. This reduces GPU overhead and increase a lot the FPS. As the number of batches is small, the time to allocate and free memory was reduced in 90% or more. Also the code has been simplified and all batch management has been removed because this is not necessary. Now, all shading groups are created after all vertex buffer data for all strokes has been created using DRW_shgroup_call_range_add(). All batch cache data has been moved to the Object runtime struct and not as before where some parts (derived data) were saved inside GPD datablock. For particles, now the code is faster and cleaner and gets better FPS. Thanks to Cl�ment Foucault for his help and advices to improve speed. |
Revision 140d383 by Campbell Barton November 20, 2018, 18:25 (GMT) |
Fix T57935: Crash Alt clicking w/ poly build tool |
Revision 5aa728e by Campbell Barton November 20, 2018, 18:25 (GMT) |
Cleanup: style |
Revision ec908be by Antonio Vazquez November 20, 2018, 17:12 (GMT) |
GP: New option to paint a predefined weight Enabling this option, the weight is set to the predefined value and not the result of the sum of the paint actions. |
Revision 53d9ddf by Charlie Jolly November 20, 2018, 17:02 (GMT) |
UI: Color Ramp: Add menu and functions to distribute color stops Suggestion from Right-Click Select: https://blender.community/c/rightclickselect/Npcbbc/color-ramp-flags-auto-distribution-function Differential Revision: https://developer.blender.org/D3965 |
Revision 23656d0 by Bastien Montagne November 20, 2018, 17:01 (GMT) |
Merge branch 'master' into blender2.8 |
Revision ec851ef by Bastien Montagne November 20, 2018, 16:54 (GMT) |
Fix T57923: Freeze in mesh vnors computation code with some degenerated geometry. Second part of the fix: do not try at all to compute normals in degenerated geometry. Just loss of time and potential issues later with weird invalid computed values. |
Revision c9c6433 by Bastien Montagne November 20, 2018, 16:52 (GMT) |
Fix T57923: Freeze in mesh vnors computation code with some degenerated geometry. Fix first part of it, the freeze itself being caused by float NAN values never comparing equal to anything, not even themselves. |
Revision d2e473f by Antonio Vazquez November 20, 2018, 15:29 (GMT) |
GP: Reorganize Reproject options The options depend of drawing mode and this was very strange. Now, the options are listed in the menu. |
Revision 1824aad by Antonio Vazquez November 20, 2018, 15:04 (GMT) |
GP: Set Gizmo orientation for edit mode |
Revision 4dc639a by Sergey Sharybin November 20, 2018, 14:53 (GMT) |
Speedup rigs with multiple objects deformed by bbones Previously each of the objects which has armature modifier will request deformation matricies from bbones. Thing is, all those deformations are the same and do not depend on object which is being modified. What's even worse is that this calculation is not cheap. This change makes it so bbones deformation is calculated once and stored in the armature object. After this armature modifiers simply use it. With a rigs we've got here dependency graph evaluation time goes down from 0.02 sec to 0.012 sec. Possible further optimization is to make bbone deformation calculated at the time when bone is calculated. This will avoid an extra threaded loop over all bones. |
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