Revision ca09625 by Pablo Dobarro 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 |
Revision cdf0d95 by Sybren A. Stüvel 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 |
Revision 6a70d7e by Bastien Montagne June 2, 2020, 15:30 (GMT) |
Fix utterly broken versionning code for weight modifier. Own fault in some recent patch rewiew/commit... |
Revision 9d9f35d by Bastien Montagne 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. |
Revision 50994ea by Campbell Barton June 2, 2020, 14:59 (GMT) |
Fix T66967: skin modifier crash scaling skin radius to zero |
Revision b18c2a3 by Clément Foucault 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 |
Revision eba3aa1 by Campbell Barton 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. |
Revision b82cb0a by Clément Foucault June 2, 2020, 14:46 (GMT) |
Cleanup: GPU: Remove GPU_shaderinterface_uniform_ensure |
Revision 38cfcdd by Clément Foucault June 2, 2020, 14:46 (GMT) |
DRW: Remove defered uniform creation |
Revision cb59ef1 by Clément Foucault June 2, 2020, 14:46 (GMT) |
OCIO: GLSL: Avoid undefined behavior Set ubo binding after shaderinterface creation as GPU_shaderinterface_create will call glUniformBlockBinding. |
Revision 0749cff by Jeroen Bakker 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 |
Revision 7521395 by Jeroen Bakker 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 |
Revision bf34b0c by Jeroen Bakker 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 |
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