Revision a25856f by Clément Foucault May 16, 2018, 14:58 (GMT) |
GPUShader/DRW: Add Transform Feedback support. This is a usefull feature that can be used to do a lot of precomputation on the GPU instead of the CPU. Implementation is simple and only covers the most usefull case. How to use: - Create shader with transform feedback. - Create a pass with DRW_STATE_TRANS_FEEDBACK. - Create a target Gwn_VertBuf (make sure it's big enough). - Create a shading group with DRW_shgroup_transform_feedback_create(). - Add your draw calls to the shading group. - Render your pass normaly. Current limitation: - Only one output buffer. - Cannot pause/resume tfb rendering to interleave with normal drawcalls. - Cannot get the number of verts drawn. |
Revision a3f4c72 by Clément Foucault May 16, 2018, 14:58 (GMT) |
Eevee: Add support for Ambient Occlusion node. |
Revision c332e6e by Clément Foucault May 16, 2018, 14:58 (GMT) |
Eevee: Change normal buffer texture format for more precision. This means more accurate SSR with less faceted artifacts. |
Revision f1a5fd9 by Clément Foucault May 16, 2018, 14:58 (GMT) |
Shader Node Editor: Add Closure to RGB convertion node. Patch D3205 by Kanzaki Wataru Only implemented in Eevee for now. Collapse a closure to RGBA so we can do NPR stuff on the resulting color. Use an emission shader to convert the color back to a closure. Doing this will break PBR and will kill any SSR and SSS effects the shader the shader rely on. That said screen space refraction and ambient occlusion are supported due to the way they are implemented. |
Revision e862bcd by Jeroen Bakker May 16, 2018, 14:43 (GMT) |
Workbench: World based studio lighting Disabled shadows for now as the calculation of the light direction is still to bogus. |
Revision def1c3e by Sybren A. Stüvel May 16, 2018, 14:31 (GMT) |
Particle System: ported most DerivedMesh ? Mesh There are a few places where DerivedMesh is still used, most notably when calling the (not yet ported) cloth simulation. There is also still the use of Object.derivedDeform and Object.derivedFinal. Those places are marked with a TODO. Some functions in the editors module were copied to accept Mesh. Those already had 'mesh' in the name; the copies are suffixed with '__real_mesh' for easy renaming later when the DM-based functionality is removed. |
Revision 76b5e38 by Sybren A. Stüvel May 16, 2018, 14:13 (GMT) |
Mesh: Set deformed_only=1 when copied mesh is from main library |
Revision 739c3e8 by Sybren A. Stüvel May 16, 2018, 14:09 (GMT) |
Particle System: use DEG to get current time in psys_get_particle_state() |
Revision eacf63c by Sybren A. Stüvel May 16, 2018, 14:09 (GMT) |
Particle System: Pass correct particle index when drawing Passing the wrong index caused the particles to stop being shown when the first particle dies. |
Revision 1b2ba24 by Germano Cavalcante May 16, 2018, 14:02 (GMT) |
fix build error in last commit. |
Revision f0c0d11 by Bastien Montagne May 16, 2018, 13:47 (GMT) |
Fix T55076: Hack around to break correct behavior of 2.8 and get back broken-used-as-feature one from 2.7. Locked bones of proxies should not be editable, at all. But lack of update from linked rest pose in 2.7 allows to pose and animate locked bones (not to pose them without animation though, or you'd lose your pose on next file save & reload). this is used by artists to always lock all their bones in a rig, so that proxies fully update when lib rig is modified... For now, restore that broken behavior in 2.8 by not updating proxies against lib armature in CoW context (makes sense anyway, we are currently doing a lot of useless thing when copying data for depsgraph evaluation!). |
Revision 2ba0951 by Germano Cavalcante May 16, 2018, 13:32 (GMT) |
Snap system: Adds support to Clip Planes and uses a clip plane to simulate occlusion This patch adds support for clip_planes (ie ignore what is behind a face)... The idea is to first execute a raycast to get the polygon to which the mouse cursor points. Then a snap test is done on the vertices or edges of the polygon. Then with the normal and location obtained in raycast a new clip_plane is created and the snap over the whole scene is processed ignoring the elements behind the clip_plane. Here 2 gif of how the previous patch would work on blender2.79: {F497176} {F497177} Reviewers: mont29, campbellbarton Reviewed By: campbellbarton Subscribers: bliblubli Tags: #bf_blender_2.8 Differential Revision: https://developer.blender.org/D2527 |
Revision 6a4ba91 by Sybren A. Stüvel May 16, 2018, 13:19 (GMT) |
Fix T55097: Mesh Deformation modifier is ignoring Vgroup option |
Revision b0cfd7a by Dalai Felinto May 16, 2018, 13:02 (GMT) |
Fix T55082: Add Paint Slots for texture painting not working We changed how this work since the BI removal. But since this operator was moved to the topbar its poll function was returning false. |
Revision 2e4c134 by Pablo Vazquez May 16, 2018, 12:23 (GMT) |
May 16, 2018, 12:05 (GMT) |
Multi-Object-Mode: EditMesh Tool Bevel (MESH_OT_bevel) Maniphest Tasks: T54643 Differential Revision: https://developer.blender.org/D3352 |
Revision 7fd44e2 by Sybren A. Stüvel May 16, 2018, 11:06 (GMT) |
Reverted copying mesh->runtime.deformed_only in CDDM_from_mesh_ex Doing that copy is the right thing, but only if the mesh has its own deformed_only flag set correctly. This isn't generally the case, so keeping dm->deformedOnly = 1 is better. |
May 16, 2018, 11:04 (GMT) |
Multi-Object-Editing: MESH_OT_faces_select_linked_flat Reviewers: dfelinto Maniphest Tasks: T54643 Differential Revision: https://developer.blender.org/D3372 |
Revision d095eea by Mai Lavelle May 16, 2018, 10:45 (GMT) |
Silence warning about functions having no prototype |
Revision dbe4189 by Sybren A. Stüvel May 16, 2018, 10:41 (GMT) |
Save 'deform_only' flag in Mesh.runtime This flag is copied when converting between DM and Mesh. This flag is set to true in get_mesh(), to mimick the behaviour of CDDM_from_mesh_ex. This is necessary for the particle system to work correctly. |
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