Revision f345625 by Sybren A. Stüvel June 23, 2020, 15:03 (GMT) |
Fix T77712: Crash on proxied rig, custom bone shape, driver targeting rig It turns out that `DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool is_object_visible)` was called for the custom shape with `is_object_visible=false` when there are drivers, and `is_object_visible=true` when there aren't any. |
Revision adcb7a2 by Jacques Lucke June 23, 2020, 14:51 (GMT) |
Refactor: move blenloader code of surface deform modifier |
Revision 8b59b97 by Jacques Lucke June 23, 2020, 14:42 (GMT) |
Refactor: move more blenloader code into modifier files |
Revision f7bbc7c by Pablo Dobarro June 23, 2020, 14:28 (GMT) |
Sculpt Vertex Colors: Initial implementation Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time. This commit includes: - SCULPT_UNDO_COLOR for undo support in sculpt mode - SCULPT_UPDATE_COLOR and PBVH flags and rendering - Sculpt Color API functions - Sculpt capability for sculpt tools (only enabled in the Paint Brush for now) - Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint) - Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint) - Remesher reprojection in the Voxel Remehser - Paint Brush and Smear Brush with color smoothing in alt-smooth mode - Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors - Color Filter - Color picker (uses S shortcut, replaces smooth) - Color selector in the top bar Reviewed By: brecht Maniphest Tasks: T72866 Differential Revision: https://developer.blender.org/D5975 |
Revision 27972c4 by Hans Goudey June 23, 2020, 14:16 (GMT) |
UI: Don't expand bevel active tool setting |
Revision 4284dde by Hans Goudey June 23, 2020, 14:07 (GMT) |
Fix mistake in bevel versioning Use the correct modifier struct name |
Revision bab2b02 by Campbell Barton June 23, 2020, 13:32 (GMT) |
Cleanup: style, raw multi-line string sphinx updater |
Revision 6d639a6 by Campbell Barton June 23, 2020, 13:32 (GMT) |
Docs: quiet deprecation warning, add missing context members |
June 23, 2020, 13:13 (GMT) |
API docs: intro overhaul - Update terminology, spelling, formatting. - Rename screen to workspace. - Update for 2.8 UI changes. |
Revision 0aa7c11 by Jeroen Bakker June 23, 2020, 12:51 (GMT) |
Fix T77803: IK Degrees of freedom drawing glitch Forgot to update the lineOutput what resulted in that the sphere was not rendered on all platforms. Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D8098 |
Revision 8f97a64 by Jeroen Bakker June 23, 2020, 12:33 (GMT) |
Fix T77893: Crash drawmanager threading custom data Tangent normals were temporarily saved in the original given layers but the typeinfo wasn't updated. This lead to several issues since we changed the threading of the mesh extraction. This patch stores the tangent normals in a temporary custom data on the stack this way the typemap doesn't need to be updated. Still need to run the tests for an hour to see if it is fixed Reviewed By: Cl�ment Foucault, Philipp Oeser Differential Revision: https://developer.blender.org/D8095 |
Revision 439b40e by Clément Foucault June 23, 2020, 12:04 (GMT) |
EEVEE: Motion Blur: Add accumulation motion blur for better precision This revisit the render pipeline to support time slicing for better motion blur. We support accumulation with or without the Post-process motion blur. If using the post-process, we reuse last step next motion data to avoid another scene reevaluation. This also adds support for hair motion blur which is handled in a similar way as mesh motion blur. The total number of samples is distributed evenly accross all timesteps to avoid sampling weighting issues. For this reason, the sample count is (internally) rounded up to the next multiple of the step count. Only FX Motion BLur: {F8632258} FX Motion Blur + 4 time steps: {F8632260} FX Motion Blur + 32 time steps: {F8632261} Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8079 |
Revision cc3e808 by Jeroen Bakker June 23, 2020, 11:19 (GMT) |
Animation: Only update timeline header during playback The header of all SPACE_ACTIONs are tagged for redraw. Only when the action editor is showing the timeline it is needed. No noticeable performance increase. But better to save some CPU cycles. Reviewed By: Sybren St�vel Differential Revision: https://developer.blender.org/D8074 |
Revision 072a224 by Jacques Lucke June 23, 2020, 10:23 (GMT) |
Cleanup: remove some dead code |
Revision ef8aca6 by Jeroen Bakker June 23, 2020, 10:07 (GMT) |
Cleanup: renamed `do_draw_overlay` to `do_draw_paintcursor` To make a better distinction with region overlay. |
Revision bbb2e06 by Jeroen Bakker June 23, 2020, 10:03 (GMT) |
Performance: Draw play head as an overlay When playing back animations a playhead is updated in all the animation editors. The drawing of the playhead is part of the drawing of the main region `RGN_TYPE_WINDOW` that redraws the whole region. This change will draw the play head and window scrollers when updating the screen. This affects the Action editor, Timeline, Graph editor, NLA editor and Sequence editor. There is noticeable speedup when using complex animation files. Spring 02_020_A.anim.blend fps went from 11.8 to 12.5 when showing a timeline and a action editor on a Ryzen 1700. * When playing back animation the markers don't jump up/down when near the frame. This could be added back. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D8066 |
Revision 87ceff3 by Jacques Lucke June 23, 2020, 09:30 (GMT) |
Preferences: New experimental settings for particle system and hair This replaces the cmake options `WITH_NEW_OBJECT_TYPES` and `WITH_NEW_SIMULATION_TYPE` with two experimental userpref settings: * `use_new_particle_system`: Enables the point cloud type and the simulation editor. * `use_new_hair_type`: Only displays the add-operator in the add menu for now. Note, in the current state you can't do anything productive with the new particle system or the new hair type. Features will be added step by step in the upcoming weeks and months. Reviewers: brecht Differential Revision: https://developer.blender.org/D8096 |
Revision 13a5b95 by Sybren A. Stüvel June 23, 2020, 09:07 (GMT) |
Cleanup: USD, move code from `USD` to `blender::io::usd` namespace No functional changes. |
Revision 309cfbc by Campbell Barton June 23, 2020, 08:35 (GMT) |
Transform: default to median center instead of bounds When neither bounds or median is selected, snapping the cursor to the selection was using bounds which often doesn't give useful results. Resolves T78135 |
Revision 3a3708c by Jacques Lucke June 23, 2020, 08:16 (GMT) |
Functions: Multi Function Network A multi-function network is a graph data structure, where nodes are multi-functions (or dummies) and links represent data flow. New multi-functions can be derived from such a network. For that one just has to specify two sets of sockets in the network that represent the inputs and outputs of the new function. It is possible to do optimizations like constant folding on this data structure, but that is not implemented in this patch yet. In a next step, user generated node trees are converted into a MFNetwork, so that they can be evaluated efficiently for many particles. This patch also includes some tests that cover the majority of the code. However, this seems to be the kind of code that is best tested by some .blend files. Building graph structures in code is possible, but is not easy to understand afterwards. Reviewers: brecht Differential Revision: https://developer.blender.org/D8049 |
|
|
|


Master Commits
MiikaHweb | 2003-2021