Revision cccfa59 by Brecht Van Lommel October 20, 2021, 15:50 (GMT) |
Cycles: make ambient occlusion pass take into account transparency again Taking advantage of the new decoupled main and shadow paths. For CPU we just store two nested structs in the integrator state, one for direct light shadows and one for AO. For the GPU we restrict the number of shade surface states to be executed based on available space in the shadow paths queue. This also helps improve performance in benchmark scenes with an AO pass, since it is no longer needed to use the shader raytracing kernel there, which has worse performance. Differential Revision: https://developer.blender.org/D12900 |
Revision 52c5300 by Brecht Van Lommel October 20, 2021, 15:50 (GMT) |
Cleanup: some renaming to better distinguish main and shadow paths |
Revision 0c52eed by Brecht Van Lommel October 20, 2021, 15:50 (GMT) |
Cycles: more accurately count main paths for adding work tiles Easy now thanks to the main and shadow path decoupling. Doesn't help in an benchmark scene except Spring, where it reduces render time by maybe 2-3%. Ref T87836 |
Revision 1a96045 by Brecht Van Lommel October 20, 2021, 15:50 (GMT) |
Fix T92367: missing Subsurface Anisotropy and IOR sockets with factory startup |
Revision 2537b32 by Charlie Jolly October 20, 2021, 15:45 (GMT) |
Geometry Nodes: Add Checker Texture Port checker shader to GN Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D12762 |
Revision 334a8d9 by Hans Goudey October 20, 2021, 15:25 (GMT) |
Geometry Nodes: Fields version of Curve to Points node This commit adds an updated version of the curve to points that supports fields. Only the position and radius are transferred by default now, which should improve performance. The other outputs like tangent and rotation are outputted with anonymous attributes. I took the opportunity to change a few other small things: - Name geometry sockets "Curve" and "Points" like other nodes. - Remove the radius multiple of 0.1, which was confusing. Thanks to @Johnny Matthews (guitargeek) for an initial patch. Differential Revision: https://developer.blender.org/D12887 |
Revision e00bf04c by Bastien Montagne October 20, 2021, 15:21 (GMT) |
Fix T89771: Cloth disk cache is not read on library overrides when original linked data is already set to use 'Disk Cache' Yet another try at that hairy issue... See comment in commit for details, essentially this extend the workaround introduced in Objects' `lib_override_apply_post` callback to try to also properly 're-use' `OUTDATED` and `BAKED` flags from old source liboverride into new destination one. |
Revision 990b912 by Hans Goudey October 20, 2021, 14:57 (GMT) |
Cleanup: Add check whether to remove an anonymous atttribute Add a higher level check that can be used instead of checking whether the attribute ID is anonymous and checking whether it has any strong references. |
Revision 494c3fb by Julian Eisel October 20, 2021, 14:33 (GMT) |
Fix T92368: LMB mouse events (Selecting, doubleclicks etc) are broken |
Revision 2d46cef by Bastien Montagne October 20, 2021, 13:22 (GMT) |
Fix T92347: Append function excludes Collections that do not contain Objects directly. Collections directly selected by the user should always be instantiated. Regression from recent append code refactor. |
Revision 4539c7c by Germano Cavalcante October 20, 2021, 13:04 (GMT) |
Cleanup: silence Warnings Warning C4100 unreferenced formal parameter Warning C4242 conversion from 'int' to 'short', possible loss of data |
October 20, 2021, 13:00 (GMT) |
Cleanup: use an array for wmEvent cursor position variables Use arrays for wmEvent coordinates, this quiets warnings with GCC11. - `x, y` -> `xy`. - `prevx, prevy` -> `prev_xy`. - `prevclickx, prevclicky` -> `prev_click_xy`. There is still some cleanup such as using `copy_v2_v2_int()`, this can be done separately. Reviewed By: campbellbarton, Severin Ref D12901 |
Revision 3435ea0 by Bastien Montagne October 20, 2021, 12:56 (GMT) |
Cleanup: unused parameters, `nullptr` instead of `NULL` in cpp code... |
Revision dfb193f by Bastien Montagne October 20, 2021, 12:50 (GMT) |
Fix T91243: Object modes are not loaded correctly in inactive scenes. Do not try to preserve edit modes of objects in non-active scenes (at least for now), except for Pose mode. Code was also slitghly refactored (reducing indent levels), and comments about expected behaviors and known limitations were added. |
Revision f855e2e by Germano Cavalcante October 20, 2021, 12:19 (GMT) |
Cleanup: unused function |
Revision 40180c3 by Germano Cavalcante October 20, 2021, 12:07 (GMT) |
Fix crash when reloading with placement tool enabled Paint Cursors are already released at this stage. |
Revision ba4e227 by Sayak Biswas / William Leeson October 20, 2021, 12:04 (GMT) |
HIP device code cleanup and fix for high VRAM usage This patch cleans up code for HIP device and makes it more consistent with the CUDA code. It also fixes the issue with high VRAM usage on AMD cards using HIP allowing better performance and usage on cards like 6600XT. Added a check in intern/cycles/kernel/bvh/bvh_util.h to prevent compiler error with hipcc Reviewed By: brecht, leesonw Maniphest Tasks: T92124 Differential Revision: https://developer.blender.org/D12834 |
Revision d28aaf6 by Julian Eisel October 20, 2021, 11:38 (GMT) |
Asset Browser: Show current file assets in other asset libraries if contained If the current file is saved within an asset library, showing that asset library in the Asset Browser will also display the assets from this current file now. In fact, it's the latest state of the open file, including all unsaved modifications. These assets will show a little Blender icon in the preview image, which is our usual icon for current file data. Note that this means an important design change: The "Current File" asset library isn't the only place to edit assets from anymore. From now on assets from the current file can also be edited in the context of the full asset library. See T90193 for more info. Technical info: Besides just including the assets from the current `Main`, this requires partial clearing and reading of file-lists, so that asset operations (e.g. removing an asset data-block) doesn't require a full reload of the asset library. Maniphest Task: https://developer.blender.org/T90193 |
Revision 4f15c24 by Brecht Van Lommel October 20, 2021, 11:34 (GMT) |
Revision 9001dd7 by Germano Cavalcante October 20, 2021, 11:28 (GMT) |
View3D: Cursor Snap Refactor Make the snap system consistent with the placement tool and leak-safe. **Changes:** - Store `SnapCursorDataIntern` in a `static` variable; - Initialize (lazily) `SnapCursorDataIntern` only once (for the keymap). - Move setup members of `V3DSnapCursorData` to a new struct `V3DSnapCursorState` - Merge `ED_view3d_cursor_snap_activate_point` and `ED_view3d_cursor_snap_activate_plane` into `state = ED_view3d_cursor_snap_active()` - Merge `ED_view3d_cursor_snap_deactivate_point` and `ED_view3d_cursor_snap_deactivate_plane` into `ED_view3d_cursor_snap_deactive(state)` - Be sure to free the snap context when closing via `ED_view3d_cursor_snap_exit` - Use RNA properties callbacks to update the properties of the `"Add Primitive Object"` operator |
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