Revision 2e50add by Brecht Van Lommel October 15, 2017, 15:46 (GMT) |
Fix OpenCL performance regression after cubic interpolation. Reorganize code to reduce register pressure. |
Revision a1bb2ae by Campbell Barton October 14, 2017, 08:29 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 49f4ac1 by Campbell Barton October 14, 2017, 08:27 (GMT) |
Edit Mesh/Curve: Median center for click extrude Was using bound-box center which depends on rotation. |
Revision f4b5d0b by Bastien Montagne October 14, 2017, 08:08 (GMT) |
Add some basic 4K render presets. This difinition is becomming rather common now, time to add it to our collection imho (requested in T53064). |
Revision 8fb2e46 by Campbell Barton October 14, 2017, 08:05 (GMT) |
Edit Mesh: click extrude, ensure inverse matrix Relied on this being set elsewhere which isn't assured. |
Revision 0e35c90 by Campbell Barton October 14, 2017, 06:58 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 8bac5ea by Campbell Barton October 14, 2017, 06:54 (GMT) |
Correct bezier curve assert Bezier curves should have v-points zero'd. |
Revision b0fa10f by Campbell Barton October 14, 2017, 06:38 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 7cd9926 by Campbell Barton October 14, 2017, 06:30 (GMT) |
Cleanup: use const for events |
Revision 61fe8e8 by Julian Eisel October 13, 2017, 23:12 (GMT) |
Hide "Confirm on Release" button from transfor redo options Hide-flag wasn't set so option shows up in keymap editor. But seems like that flag is ignored there by now anyway. |
Revision a09b8c0 by Clément Foucault October 12, 2017, 15:36 (GMT) |
Eevee: Contact Shadows: Fix remaining artifacts. There was noise correlation between the rotation random number and the radius random number used in the contact shadow algo. Hacking a new distribution from the old distribution (may not be ideal because it's discrepency may be high) Also distribute samples evenly on the shadow disc. (add sqrt) Fix the "bias floating shadows", was cause by the discarding of backfacing geom which makes no sense in this case. |
Revision e416f41 by Bastien Montagne October 12, 2017, 14:50 (GMT) |
Fix scene deletion code to match master's behavior. Previous code, while more correct than old master one, could still lead to invalid state in some corner cases (like linked scenes...). |
Revision 557dc7d by Bastien Montagne October 12, 2017, 14:40 (GMT) |
Merge branch 'master' into blender2.8 Conflicts: source/blender/editors/screen/screen_edit.c |
Revision a51688d by Bastien Montagne October 12, 2017, 13:54 (GMT) |
Fix T53052: ID decrement error when deleting a scene, either python or GUI. User count of scenes was inconsistant, screens only have 'user_one' kind of owning over scenes, which means they shall never increment or decrement their real user count. And usually, scenes have no real user at all. |
Revision 3b4f699 by Bastien Montagne October 12, 2017, 12:50 (GMT) |
Fix T52999: floating (popup) panels/menus could jump around screen in some cases. Would happen during panel's refresh drawing, if drawing code had to adjust final panel position compared to the initial one computed based on the mouse coordinates, and user had dragged the floating panel around. Issue fixed by adjusting stored mouse coordinates once final panel position is known, such that they would directly generate those coordinates. that way, the basic offset applied to those stored mouse coordinates during panel dragging is valid, and recreating panel based on those won't make it jump in screen. Note that panel will still jump in case user dragged it partially out of view - we could prevent that, but imho it's better to keep that behavior, since redraw can generate a popup of different size, which could end up with a totally out-of-view one... Hopefully this fix does not break anything else! |
Revision b29e37e by Campbell Barton October 12, 2017, 12:36 (GMT) |
Docs: add note for bmesh face_split_edgenet |
Revision 5f025a7 by Clément Foucault October 12, 2017, 01:48 (GMT) |
Object Mode: Grid: Add a non-hard depth test. This adds a custom depth test that have the benefits to glitch less and be more visually pleasing. Downside is that it let the grid pass trough the objects a little. This effect is done in NDC space so that it counteract the logarithmic depth distribution imprecision (read as it's less visible near the camera but more present far away). This patch also includes some cleanups. |
Revision 5ea7298 by Sergey Sharybin October 11, 2017, 10:22 (GMT) |
Fix T53048: OSL Volume is broken in Blender 2.79 Was a mistake in optimization commit which was disconnecting closures and nodes which does not make sense for volume output. OSL script we can't ignore and can't currently know in advance if it's a proper volume shader or not. So we never disconnect OSL nodes from volume output. This is a good candidate for corrective release. |
Revision 4fce3c7 by Sergey Sharybin October 11, 2017, 08:19 (GMT) |
Cycles: Speedup up tangent space calculation This patch goes away form using C++ RNA during tangent space calculation which avoids quite a bit of overhead. Now all calculation is done using data which already exists in ccl::Mesh. This means, tangent space is now calculated from triangles, which doesn't seem to be any different (at least as far as regression tests are concerned). One of the positive sides is that this change makes it possible to move tangent space calculation from blender/ to render/ so we will have Cycles standalone supporting tangent space. Reviewers: brecht, lukasstockner97, campbellbarton Differential Revision: https://developer.blender.org/D2810 |
Revision a421607 by Sergey Sharybin October 11, 2017, 08:18 (GMT) |
Cycles: Add utility function to calculate triangle's normal |
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