September 15, 2021, 17:34 (GMT) |
Tests: Updated test message for Directory Not Found |
September 15, 2021, 17:33 (GMT) |
Cycles X: Keep track of passes list in BufferParams Currently should no functional changes. The goal is to completely decouple BufferParams from Scene graph for pass accessing. This is needed for the on-disk tiled storage when EXR is to be read from disk after the session got freed. Also, will make animation denoising easier to implement. |
September 15, 2021, 17:33 (GMT) |
Cycles X: Switch PassAccessor to BufferPass Moving towards pixels access from only Buffers, without access to the scene graph. Should be no functional changes. |
September 15, 2021, 17:33 (GMT) |
Fix missing shadow catcher pass in viewport The regression was caused by changes related on GPUDisplay used for an offline rendering. |
September 15, 2021, 17:33 (GMT) |
Ensure unique names of tile buffer files in Cycles X It is possible that processing and deletion of tile buffer from disk will happen after tile manager was re-allocated. This happens, for example, when rendering multiple view layers in Blender: each view layer will reset session (which re-creates the tile manager). |
September 15, 2021, 17:25 (GMT) |
Cycles X: restore support for render progress bar percentage |
September 15, 2021, 17:06 (GMT) |
Fix broken WorkSpace use after recent refactor of append code. Essentially, Workspace (and Screen) types were defined as not localizable. In previous code it happended to work by mere chance (code path taken in `BKE_library_make_local` was conviniently skipping the call to `BKE_lib_id_make_local` in that case, hence not checking for `IDTYPE_FLAGS_NO_MAKELOCAL` flag of the localized ID type). This is a total abuse of this IDType flag, for now removing it. That specific case (IDtype appendable but nor linkable) requires its own proper flag, this will be tackled in a later commit. Issue introduced in rB3be5ce4aad5e. |
September 15, 2021, 17:03 (GMT) |
Support active item in the tree view Tree view items can now be activated, there is only ever one active item. Exact behavior for collapsing vs. activating on click may need some experimentation. For now I've implemented something that makes sense for asset catalogs (I think :) ). |
September 15, 2021, 16:55 (GMT) |
Merge branch 'master' into cycles-x |
September 15, 2021, 16:53 (GMT) |
Fix missing passes result when rendering multiple views Caused by the lazily pass pixels allocation which didn't reset allocation state of the render result. Demo file: XXX |
September 15, 2021, 16:47 (GMT) |
Fix crash in 'drag asset' case in new append code from yesterday. Scene and related pointer parameter can be NULL in link/append code, in which case there is no instantiation of new objects/collections/obdata. Link code in blendloader was already checking that, new instantiation code in WM area from yesterday did not. Issue introduced by rB3be5ce4aad5e. |
September 15, 2021, 16:13 (GMT) |
BLI: Add a reverse method to MutableSpan Add a method that allows a MutableSpan to reverse itself. This reverses the data in the original span object. This is a first step in extracting some functionality from nodes and making it more general. Differential Revision: https://developer.blender.org/D12485 |
September 15, 2021, 16:09 (GMT) |
Cleanup: Use iterator rather than recursive functions Also add missing `_` suffix for protected member variable. |
September 15, 2021, 15:51 (GMT) |
Geometry Nodes: Add fields version of material nodes This commit moves the old material nodes to a "legacy" folder and adds versions of the nodes that work with fields. The "Select by Material" node is a field node now, so it doesn't have a geometry output. This is an improvement because there are fewer links to connect, and it's more easily usable in different situations. It's also called "Material Selection", since it's more of an input than an action now. It's sometimes necessary to use the attribute capture node to get a more predictable interpolation to mesh faces. This is because the selection field input is always evaluated on the face domain, so attribute inputs are interpolated before they are booleans, so they cannot use the new interpolations from rB5841f8656d9580d7b9. Differential Revision: https://developer.blender.org/D12456 |
September 15, 2021, 15:28 (GMT) |
Geometry Nodes: Add special domain interpolation for selections The generic domain interpolation algorithms didn't quite work for selections. The interpolation would do unexpected things that were different than the results in edit mode. The new behavior is supposed to be the same as edit mode, although we also have to handle face corner selections here. Currently the code assumes that all boolean attributes should be handled that way. I'm not sure of why that wouldn't be the case, but if we ever need non-selection boolean attributes, that could be supported too. Differential Revision: https://developer.blender.org/D12488 |
September 15, 2021, 15:16 (GMT) |
Merge branch 'eevee-rewrite' into viewport-compositor |
Revision d3a8256 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) September 15, 2021, 15:15 (GMT) |
EEVEE: Film: Make smooth transition not rely on dtxl->color persistence This is a needed change for the viewport compositor. The compositor needs to draw to `dtxl->color` to have correct overlay / background composition. The solution here is to have a separate buffer that keeps the first sample we blend from. This increases VRAM usage but it is the most elegant option. |
September 15, 2021, 15:05 (GMT) |
WIP - Render set of thumbnails that are "guaranteed" to exist. They are not really guaranteed though, just very likely to exist. Also math is incorrect when handle is extended beyond content, which is not too nice |
September 15, 2021, 14:36 (GMT) |
Merge branch 'master' into temp-field-visualization |
September 15, 2021, 14:35 (GMT) |
Cleanup: avoid passing redundant parameter |
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MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021