Revision de176b7 by Dalai Felinto January 11, 2018, 21:58 (GMT) |
Fix T53764: vertical line glitch for collections with objects and collections The code for vertical line was assuming that we necessarily neeeded vertical lines for all the elements. Which is not true since we are not drawing vertical and horizontal lines for collections. Patch made in contribution with Philippe Schmid (@Quetzal). |
Revision 2dbcc17 by Brecht Van Lommel January 11, 2018, 21:30 (GMT) |
Fix Cycles bevel normal baking having some random incorrect pixels. The bevel and SSS code could result in NaNs in some cases, tweak the formulas so this can't happen. |
Revision 6b3d85f by Brecht Van Lommel January 11, 2018, 21:30 (GMT) |
Build: auto detection of libraries built by "make deps" on Linux. Use the libraries if they exist in ../lib/linux_x86_64 or similar, so that you can run "make deps && make full" to get a full static build. Note that install_deps.sh is still the only officially supported way to build Blender dependencies on Linux, but this may be useful to some. Differential Revision: https://developer.blender.org/D2980 |
Revision 79b0bce by Germano Cavalcante January 11, 2018, 20:28 (GMT) |
Edit Mode Overlay Shaders: remove loose comment left by last commit |
Revision 6a37f49 by Germano Cavalcante January 11, 2018, 20:07 (GMT) |
Fix error weird sliding vertices appearing in edit mode with some Intel GPUs Appear when zooming |
Revision 8bff6f3 by Bastien Montagne January 11, 2018, 19:19 (GMT) |
Merge branch 'master' into blender2.8 Conflicts: source/blender/blenkernel/intern/multires.c |
Revision 6104596 by Bastien Montagne January 11, 2018, 19:17 (GMT) |
Cleanup commented out OMP command. |
Revision 6695e39 by Bastien Montagne January 11, 2018, 19:14 (GMT) |
Nuke OMP from multires.c: forgot that one in previous commit. Gives same kind of speedup too, 8.7ms with old OMP code, 2.7ms with new one, with same level-4 multires monkey head. |
Revision 90cd856 by Bastien Montagne January 11, 2018, 18:39 (GMT) |
Nuke OMP usage in multires.c. New code is over three times quicker than old one here (e.g. Suzanne subdiv level 4, 250k tris, threaded part is now 1.4ms instead of 4.5ms with OMP). |
Revision da97b69 by Clément Foucault January 11, 2018, 18:35 (GMT) |
DRW: Fix T53583 Armature instances not drawing. Was due to the fact that the instances don't have a "static" obmat that can be referenced to use as a uniform. Solution : precompute the full matrix for each bone and pass it as instance data. (theses are copied into a buffer and can be discarded right away) Note: this could be optimized further and make only one drawcall (shgroup) to draw all bone instance of one type (vs. one call per armature). |
Revision 3178260 by Dalai Felinto January 11, 2018, 18:03 (GMT) |
Fix T53340: Outliner collections collapsing when UNDO This is not the original reported issue, but it is a second issye mentioned that, the only one reminding. |
Revision 6c4bc79 by Germano Cavalcante January 11, 2018, 17:58 (GMT) |
Revision 713852a by Bastien Montagne January 11, 2018, 16:56 (GMT) |
Preparation step for nuking OMP from multires code. Remove the critical OMP sections used to protect mem allocation. First one can be done in a separate loop before main, parallelized one. Second one only affect 'private' data, so we only need to ensure guardedalloc thread safety is enabled. This is committed as separated step to ease troubleshooting in case bisecting becomes necesary. |
Revision c253fe5 by Bastien Montagne January 11, 2018, 16:55 (GMT) |
Cleanup typo in comment. |
Revision 5ef2be5 by Clément Foucault January 11, 2018, 15:50 (GMT) |
Eevee: DoF: Fix most color artifacts in render. Use full 32bit floats buffers. This increase render time but also color fidelity. |
Revision 494e4c0 by Clément Foucault January 11, 2018, 15:50 (GMT) |
Eevee: Fix Depth of Field. It was using a wrong blending function. |
Revision 0142264 by Clément Foucault January 11, 2018, 15:50 (GMT) |
Eevee: Lamps: Optimize lamps CPU/Memory usage. Tests on my system with ~1200 objects with 128 shadow casting lamps (current max) show a significant perf improvment (cache timing : 22ms -> 9ms) With a baseline with no shadow casting light at 6ms this give a reduction of the overhead from 16ms to 3ms. This remove pretty much all allocations during the cache phase. Leading to a big improvement for scene with a large number of lights & shadowcasters. The lamps storage has been replace by a union to remove the need to free/allocate everyframe (also reducing memory fragmentation). We replaced the linked list system used to track shadow casters by a huge bitflag. We gather the lights shadows bounds as well as the shadow casters AABB during the cache populate phase and put them in big arrays cache friendly. Then in the cache finish phase, it's easier to iterate over the lamps shadow SphereBounds and test for intersection. We use a double buffer system for the shadow casters arrays to detect deleted shadow casters. Unfortunatly, it seems that deleting an object trigger an update for all other objects (thus tagging most shadow casting lamps to update), defeating the purpose of this tracking. This needs further investigation. |
Revision a08f687 by Dalai Felinto January 11, 2018, 14:45 (GMT) |
Fix poll and name of collection link/unlink operators Reported via IRC by Pablo Vazquez (venomgfx). |
Revision 656b9a4 by Sergey Sharybin January 11, 2018, 14:14 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 38d480f by Sergey Sharybin January 11, 2018, 14:06 (GMT) |
Subsurf: Allow partial threading over geometry arrays This helps avoiding threading overhead when having lots of system threads.. |
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