December 18, 2020, 08:56 (GMT) |
Fix T83625: Shading attribute names cause compilation error. Some GPU platforms don't support having more than one underscore in sequence in an attribute name. This change will remove the underscore as a possible character when encoding to save names. |
December 18, 2020, 08:18 (GMT) |
Fix T82591: Performance regression when rendering at very high resolution This patch introduces a partial update of GPUTexture. When rendering a large image the GPUTexture could have been scaled. The old implementation would rescale the image on CPU and create a new GPUTexture. This resulted in flooding the PCI bus. The new solution would only scale and upload the parts of the GPUTexture that has been changed. It does this by keeping track of areas of 256x256 pixels. When something changes the tiles that cover that changes will be rescaled and uploaded the next time the GPUTexture is requested. Test situation: Default Cube, 4 samples, 19200x10800 tile size 512. Blender 2.83.9: 4m27s. Blender 2.91: 20+m (regression) This patch: 1m01s. There is still room for more optimizations: * Reduce the time that an image is locked. ** Use task scheduling to update the tiles of an image. ** Generic optimization of the ImBuf scale method. Maniphest Tasks: T82591 Differential Revision: https://developer.blender.org/D9591 |
December 18, 2020, 05:35 (GMT) |
Outliner: Set active modifier on click The outliner already expands the panel for the modifier you click on, this just extends that idea to also set it active, which is consistent with behavior of active and selected items elsewhere in Blender. |
December 18, 2020, 04:53 (GMT) |
Cleanup: Various clang tidy warnings There are more in the new mesh fairing code and in the poisson distribution code, this commit doesn't fix those. |
December 18, 2020, 03:10 (GMT) |
Fix T82960: Inaccurate selection on collapsed outliner rows After rB15083d9e1 the outliner tree is not rebuilt after expanding or collapsing rows. Because the tree is no longer rebuilt the positions and flags of the elements are not cleared when collapsing a row. This caused hover highlights and selections on the collapsed child icons to be incorrect in many cases. For example, only the direct children of a collapsed element are drawn inline. If any grandchild elements had been previously icon row flagged they would continue to be evaluated as icon row elements despite being hidden. In this case the x coordinates of the child and grandchild would overlap causing selection to appear erratic. Now the flags for inline row icons are explicitly cleared, which was previously only done because the tree was rebuilt on collapsing rows. |
December 18, 2020, 02:59 (GMT) |
Cleanup: Use LISTBASE_FOREACH macro in outliner code No functional changes. |
December 18, 2020, 01:21 (GMT) |
Fix T82288 Wintab walk navigation erratic. Walk navigation relies on tablet data being set to detect if motion is absolute. This patch sets tablet data in Ghost to dummy values when a tablet pen is in range and not handled by Wintab processing. |
December 18, 2020, 01:06 (GMT) |
UI: Don't use abbreviations in label text Expand abbreviations for words like "Bright" (instead of "Brightness"), "Premul", "Lib", "Dir", etc. Differential Revision: https://developer.blender.org/D9862 |
December 17, 2020, 21:28 (GMT) |
Merge branch 'master' into sculpt-dev |
December 17, 2020, 20:43 (GMT) |
Cleanup: Use abstraction for attribute math node input Since creating the attribute node, a helper function has been added to automatically get the input attribute or a constant value, depending on the "input type" values for the node. This commit replaces the specific implementation of that behavior with the new helper function. The versioning is necessary since the node now has a "storage" struct. |
December 17, 2020, 19:08 (GMT) |
December 17, 2020, 19:08 (GMT) |
Color Management: use scene linear HSV for number buttons in color pickers Previously these HSV values were in the color picking space, which meant the relation to the scene linear RGB values was confusing. The new situation: * RGB number buttons: scene linear color space * HSV number buttons: scene linear color space * Picker widgets: color picking color space * Hex: sRGB color space Fixes T69562, T83853, Ref T68926 |
December 17, 2020, 18:24 (GMT) |
Fix crash in combine proxies |
December 17, 2020, 18:22 (GMT) |
Geometry Nodes: Point separate and attribute compare nodes This patch adds two related nodes, a node for separating points and mesh vertices based on a boolean attribute input, and a node for creating boolean attributes with comparisons. See the differential for an example file and video. Point Separate (T83059) The output in both geometries is just point data, contained in the mesh and point cloud components, depending which components had data in the input geometry. Any points with the mask attribute set to true will be moved from the first geometry output to the second. This means that for meshes, all edge and face data will be removed. Any point domain attributes are moved to the correct output geometry as well. Attribute Compare (T83057) The attribute compare does the "Equal" and "Not Equal" operations by comparing vectors and colors based on their distance from each other. For other operations, the comparison is between the lengths of the vector inputs. In general, the highest complexity data type is used for the operation, and a new function to determine that is added. Differential Revision: https://developer.blender.org/D9876 |
December 17, 2020, 16:48 (GMT) |
Merge branch 'master' into sculpt-dev |
December 17, 2020, 16:39 (GMT) |
Merge remote-tracking branch 'origin/master' into geometry-nodes |
December 17, 2020, 15:28 (GMT) |
Updated and extended Regression Testing frameworks (Gsoc 2020) This revision contains the following changes- - Updated the existing testing framework for Modifiers for Regression Testing. - Tests for Physics modifiers and remaining Generate and Deform modifiers are added. - The existing `ModifierSpec` is updated with backward compatibility to support Physics Modifiers. - Now there is support for frame number and giving nested parameters for attributes. - Some Deform modifiers required Object Operators, e.g. "Bind" in Mesh Deform, so a new class was added to support that functionality. - A separate class for holding Particles System, they are tested by converting all the particles to mesh and joining it to the mesh they were added. - Updated the format to add tests for Bevel, Boolean and Operators as well. Reviewed By: zazizizou, mont29, campbellbarton Differential Revision: https://developer.blender.org/D8507 |
December 17, 2020, 15:07 (GMT) |
Merge branch 'master' into soc-2020-testing-frameworks |
December 17, 2020, 15:06 (GMT) |
Merge branch 'master' into greasepencil-object |
December 17, 2020, 15:05 (GMT) |
Fix T83888: Ctrl F in Asset Browser crashes blender In case of being in Asset browsing mode, the search field is located in the header (RGN_TYPE_HEADER not RGN_TYPE_UI as for file browsing mode). To be future proof, now iterate all regions and act if the "filter_search" can be activated. Maniphest Tasks: T83888 Differential Revision: https://developer.blender.org/D9882 |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021