February 5, 2019, 15:52 (GMT) |
Clip editor: Fixes for prefetch Seems metadata was never read while prefetching, at least was never requested to be read. Also fixed prefetch for multilayer EXR. |
February 5, 2019, 15:42 (GMT) |
BKE_mesh_new_from_object(): do not generate temp obj/cu in Main. When generating a mesh from a curve object, do not generate temp objects and curves in main, but rather as 'localized' copies. This is cleaner, and might add a marginal speed-up in some cases (like rendering thousands of curve objects), since we save some processing. Note that this is the function behind py API's `Object.to_mesh()` too. |
February 5, 2019, 15:26 (GMT) |
Movieclip: Improve support of multilayer EXR files Use first combined pass if possible. Is not ideal but better than showing completely empty image. Also, covers quite a lot of usecases when movie clip editor is used to review animation render of single-layer renders but with multiple passes. |
February 5, 2019, 15:12 (GMT) |
Edit Mode: Increase depth Bias for vertices |
February 5, 2019, 14:19 (GMT) |
Cleanup in denoiser compositing node. |
February 5, 2019, 14:02 (GMT) |
Edit Mode: Fix loose edges edit mode normal display broken |
February 5, 2019, 14:02 (GMT) |
Edit Mode: Fix Xray edit mode broken due to recent refactor |
February 5, 2019, 14:02 (GMT) |
Edit Mesh: Add workaround for system that does not support wide lines This adds a new geometry shader (specific to edit mesh for now) that reproduces the effect of glLineWidth > 1.0, since this is not supported on all platform. This fix could be generalized to other shaders later. |
February 5, 2019, 14:02 (GMT) |
Edit Mesh: Fix some problem with new implementation - Add manual depth offset to vertices and edges. - Revert to plain edge decoration. - Fix active edge coloring. - Remove active face display if not in face selection mode. - Add wide line support. |
February 5, 2019, 14:02 (GMT) |
Edit Mesh: Remove old unused code and files Cleanup after recent refactor. |
February 5, 2019, 14:02 (GMT) |
Edit Mesh: Refactor Edit cage drawing to use old style drawing This is work in progress. Look is not final. This align data VBO data structure used for edti cage drawing to the one use for normal drawing. We no longer use barycentric coords to draw the lines an just rasterize line primitives for edge drawing. This is a bit slower than using the previous fast method but faster than the "correct" (edge artifact free) method. This also make the code way simpler. This also makes it possible to reuse possible and normal vbos used for shading if the edit cage matches the This also touches the UV batch code to share as much render data as possible. The code also prepare for edit cage "modified" drawing cage (with modifier applied) but is not enabled since selection and operators does not work with modified cage yet. |
February 5, 2019, 14:02 (GMT) |
UVEdit: Add function variants based on ToolSettings This is better than passing a scene pointer when we don't have one. |
February 5, 2019, 13:25 (GMT) |
Support showing metadata for multilayer EXR files Quite straightforward: first, convert metadata from file to stamp data which is stored in the render result, and then for every requested layer/pass use that as a metadata. |
February 5, 2019, 11:36 (GMT) |
UI: Add collection move & link to menu |
Revision 856ad07 by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) February 5, 2019, 11:10 (GMT) |
Merge branch 'master' into greasepencil-object Conflicts: source/blender/makesrna/intern/rna_brush.c |
February 5, 2019, 09:53 (GMT) |
Cleanup: Add precision to comment. |
February 5, 2019, 09:53 (GMT) |
Fix (unreported) linestyle/greasepencil actions not being duplicated by full scene copy. Noted those as missing in XXX comments some time ago, running again on that code I still see no reason for this missing feature, so now when doing a full scene copy, including duplication of Freestyl's linestyles and scene's greasepencil data, their potential Actions will also be properly duplicated (like it was already the case for world, and scene itself). |
February 5, 2019, 09:53 (GMT) |
Cleanup: typo in comment. |
February 5, 2019, 09:53 (GMT) |
Cleanup: replace BKE_id_copy_ex by BKE_id_copy where possible. That way it is obvious when we are using default ID copy behaviour, and when we are using advanced/specialized ones. |
February 5, 2019, 09:53 (GMT) |
Cleanup: use LIB_ID_COPY_LOCALIZE in BKE_libblock_copy_for_localize(). This is a slightly more risky commit, as it is very difficult to fathom all that may happen when localazing IDs. Would not expect any issue though. Note that a big TODO remain to refactor fully that ID localization process (for 'shading IDs'), it's still doing pretty much same thing as regular out-of-main copies, but the infamous ntree topic makes it delicate to handle... |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021