Blender Git Commits

Blender Git "master" branch commits.

Page: 1753 / 5574

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.
May 16, 2018, 14:58 (GMT)
Eevee: Add support for Ambient Occlusion node.
May 16, 2018, 14:58 (GMT)
Eevee: Change normal buffer texture format for more precision.

This means more accurate SSR with less faceted artifacts.
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.
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.
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.
May 16, 2018, 14:13 (GMT)
Mesh: Set deformed_only=1 when copied mesh is from main library
May 16, 2018, 14:09 (GMT)
Particle System: use DEG to get current time in psys_get_particle_state()
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.
May 16, 2018, 14:02 (GMT)
fix build error in last commit.
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!).
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
May 16, 2018, 13:19 (GMT)
Fix T55097: Mesh Deformation modifier is ignoring Vgroup option
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.
May 16, 2018, 12:23 (GMT)
Popover for snapping settings

See T55038
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
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
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021