Blender Git Commits

Blender Git "master" branch commits.

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June 2, 2020, 16:38 (GMT)
Cleanup: Remove unused grab delta in Pose Brush

The grab delta is not used in do_pose_brush_task_cb_ex, so there is no
reason to add it to SculptThreadedTaskData

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D7901
Revision 417ebc3 by Julian Eisel
June 2, 2020, 15:59 (GMT)
UI: Expand linked/overriden collections by default in the Outliner

When linking or overriding an instanced collection, the new collection item in
the Outliner is now un-collapsed by default.
Linking and overriding is typically used in production scenes, where
collections tend to contain many items (children, grand-children, etc.). If all
collections in that hierarchy are expanded by default, the Outliner gets
flooded with items. So users ended up manually collapsing the collections.

Part of T76555.

Reviewed by: Andy Goralczyk, Bastien Montange.

Differential Revision: https://developer.blender.org/D7626
Revision bd3ab27 by Julian Eisel
June 2, 2020, 15:59 (GMT)
Library Overrides: Don't move collections to Scene Collection when overriding

When using the "Make Library Override" operator on instance collections, keep
the overriden collection in the parent collection of the instance empty.
Previoulsy the collection would be added to the scene collection, which was
confusing and not what users expected. It was placed there for a reason after
all.

Part of T76555.

Reviewed by: Andy Goralczyk, Bastien Montange.

Differential Revision: https://developer.blender.org/D7626
Revision 1743326 by Julian Eisel
June 2, 2020, 15:59 (GMT)
Library Overrides: Unlink instance empty after "Make Library Override"

Unlink (delete if single-user) collection instance empty once an override is
added to the collection through the "Make Library Override" operator. It isn't
used as a collection instance anymore then so the emtpy is an annoying left
over that has no purpose.

Part of T76555.

Reviewed by: Andy Goralczyk, Bastien Montange.

Differential Revision: https://developer.blender.org/D7626
June 2, 2020, 15:31 (GMT)
Fix T77126: Documented frame_change_pre and frame_change_post handlers

The documentation for the `frame_change_pre` and `frame_change_post`
handlers was really sparse, and suggested that `frame_change_pre` is
called before the frame changes. This is not the case; it's called after
the frame has changed, but before the dependency graph has been updated
for it.

No functional changes, just updated documentation.

Differential Revision: https://developer.blender.org/D7905

Reviewed by: sergey
June 2, 2020, 15:30 (GMT)
Fix utterly broken versionning code for weight modifier.

Own fault in some recent patch rewiew/commit...
June 2, 2020, 15:30 (GMT)
Cleanup: factorize duplicated code in WVG modifiers' RNA.
Revision 5ef44dd by Campbell Barton
June 2, 2020, 15:05 (GMT)
Cleanup: unused argument
Revision 9713df4 by Campbell Barton
June 2, 2020, 14:59 (GMT)
Merge branch 'blender-v2.83-release'
Revision 2c20443 by Campbell Barton
June 2, 2020, 14:59 (GMT)
Merge branch 'blender-v2.83-release'
Revision e69f70e by Campbell Barton
June 2, 2020, 14:59 (GMT)
Revert "Fix T67577: Add-on unregister can't access preferences on factory reset"

This reverts commit f18ed7ad890ee5c89fc6e6a22e76c732fb5fc1bc.

Better leave the fix for 2.9 series.
June 2, 2020, 14:59 (GMT)
Fix T66967: skin modifier crash scaling skin radius to zero
June 2, 2020, 14:58 (GMT)
EEVEE: Refactor of eevee_material.c

These are the modifications:

-With DRW modification we reduce the number of passes we need to populate.
-Rename passes for consistent naming.
-Reduce complexity in code compilation
-Cleanup how renderpass accumulation passes are setup, using pass instances.
-Make sculpt mode compatible with shadows
-Make hair passes compatible with SSS
-Error shader and lookdev materials now use standalone materials.
-Support default shader (world and material) using a default nodetree internally.
-Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations.
-Use BLI_memblock for cache memory allocation.
-Renderpasses are handled by switching a UBO ref bind.

One major hack in this patch is the use of modified pointer as ghash keys.
This rely on the assumption that the keys will never overlap because the
number of options per key will never be bigger than the pointed struct.

The use of one single nodetree to support default material is also a bit hacky
since it won't support concurent usage of this nodetree.
(see EEVEE_shader_default_surface_nodetree)

Another change is that objects with shader errors now appear solid magenta instead
of shaded magenta. This is only because of code reuse purpose but could be changed
if really needed.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7642
June 2, 2020, 14:54 (GMT)
Revert "Fix T67577: Add-on unregister can't access preferences on factory reset"

This reverts commit f18ed7ad890ee5c89fc6e6a22e76c732fb5fc1bc.

Better leave the fix for 2.9 series.
June 2, 2020, 14:46 (GMT)
Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure
June 2, 2020, 14:46 (GMT)
DRW: Remove defered uniform creation
June 2, 2020, 14:46 (GMT)
OCIO: GLSL: Avoid undefined behavior

Set ubo binding after shaderinterface creation as GPU_shaderinterface_create
will call glUniformBlockBinding.
June 2, 2020, 14:02 (GMT)
Depsgraph: Remove unneeded `RNA_path_resolve`

Found during research of {T77124}. In `build_driver_data` an identical
RNA_path is resolved twice. In stead of resolving it twice this patch
will construct the `property_exit_key` based on the resolution of
`property_entry_key`.

This change isn't noticeable for users. Just a cleanup as it isn't
needed to do the same logic twice.

Reviewed By: Sergey Sharybin

Differential Revision: https://developer.blender.org/D7872
June 2, 2020, 14:01 (GMT)
BVHCache: Performance

This patch changes the BVHCache implementation. It will use
a primitive array in stead of the ListBase. The locking is also
changed from a global lock to a per cache instance lock.

The performance of `gabby.blend` available on the cloud increased from 9.7
fps to 10.5 fps.

Reviewed By: Brecht van Lommel

Differential Revision: https://developer.blender.org/D7817
June 2, 2020, 13:54 (GMT)
DrawManager: Graph Task Scheduling

This patch uses a graph flow scheduler for creating all mesh batches.
On a Ryzen 1700 the framerate of Spring/020_02A.anim.blend went from 10 fps to 11.5 fps.

For each mesh where batches needs to be updated a sub-graph will be added to the task_graph.
This sub-graph starts with an extract_render_data_node. This fills/converts the required data
from Mesh.

Small extractions and extractions that can't be multi-threaded are grouped in a single
`extract_single_threaded_task_node`.

Other extractions will create a node for each loop exceeding 4096 items. these nodes are
linked to the `user_data_init_task_node`. the `user_data_init_task_node` prepares the userdata
needed for the extraction based on the data extracted from the mesh.

Note: If the `lines` and `lines_loose` are requested, the `lines_loose` sub-buffer is created
as part of the lines extraction. When the lines_loose is only requested the sub-buffer is
created from the existing `lines` buffer. It is assumed that the lines buffer is always
requested before or together with the lines_loose what is always the case (see
`DRW_batch_requested(cache->batch.loose_edges, GPU_PRIM_LINES)` in `draw_cache_impl_mesh.c`).

Reviewed By: Cl�ment Foucault

Differential Revision: https://developer.blender.org/D7618
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021