Blender Git Commits

Blender Git "master" branch commits.

Page: 1452 / 5574

November 20, 2018, 22:25 (GMT)
Cleanup: rename extrude gizmo
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.
November 20, 2018, 22:09 (GMT)
Gizmo: initial extrude support for non mesh types
November 20, 2018, 21:20 (GMT)
Fix extrude tool redo

Redo operator properties weren't being set.
November 20, 2018, 21:14 (GMT)
Fix T57892: Align Objects in Blender 2.8 Alpha 2 last Builds.

Needed some update for API changes...
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. :)
November 20, 2018, 19:29 (GMT)
Cleanup: unused args, indentation
November 20, 2018, 19:24 (GMT)
Cleanup: gcc function type warning
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.
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.
November 20, 2018, 18:25 (GMT)
Fix T57935: Crash Alt clicking w/ poly build tool
November 20, 2018, 18:25 (GMT)
Cleanup: style
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.
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
November 20, 2018, 17:01 (GMT)
Merge branch 'master' into blender2.8
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.
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.
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.
November 20, 2018, 15:04 (GMT)
GP: Set Gizmo orientation for edit mode
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021