November 20, 2018, 17:02 (GMT) |
UI: Color Ramp: Add menu and functions to distribute color stops Suggestion from Right-Click Select: https://blender.community/c/rightclickselect/Npcbbc/color-ramp-flags-auto-distribution-function Differential Revision: https://developer.blender.org/D3965 |
November 20, 2018, 17:01 (GMT) |
Merge branch 'master' into blender2.8 |
November 20, 2018, 16:54 (GMT) |
Fix T57923: Freeze in mesh vnors computation code with some degenerated geometry. Second part of the fix: do not try at all to compute normals in degenerated geometry. Just loss of time and potential issues later with weird invalid computed values. |
November 20, 2018, 16:52 (GMT) |
Fix T57923: Freeze in mesh vnors computation code with some degenerated geometry. Fix first part of it, the freeze itself being caused by float NAN values never comparing equal to anything, not even themselves. |
Revision 6083edb by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) November 20, 2018, 15:35 (GMT) |
Merge branch 'blender2.8' into greasepencil-object |
November 20, 2018, 15:29 (GMT) |
GP: Reorganize Reproject options The options depend of drawing mode and this was very strange. Now, the options are listed in the menu. |
November 20, 2018, 15:04 (GMT) |
GP: Set Gizmo orientation for edit mode |
November 20, 2018, 14:53 (GMT) |
Speedup rigs with multiple objects deformed by bbones Previously each of the objects which has armature modifier will request deformation matricies from bbones. Thing is, all those deformations are the same and do not depend on object which is being modified. What's even worse is that this calculation is not cheap. This change makes it so bbones deformation is calculated once and stored in the armature object. After this armature modifiers simply use it. With a rigs we've got here dependency graph evaluation time goes down from 0.02 sec to 0.012 sec. Possible further optimization is to make bbone deformation calculated at the time when bone is calculated. This will avoid an extra threaded loop over all bones. |
November 20, 2018, 14:07 (GMT) |
Cleanup: Use more const qualifiers |
November 20, 2018, 14:02 (GMT) |
Merge branch 'master' into blender2.8 |
November 20, 2018, 13:58 (GMT) |
Task scheduler: Optimize parallel loop over lists The goal is to address performance regression when going from few threads to 10s of threads. On a systems with more than 32 CPU threads the benefit of threaded loop was actually harmful. There are following tweaks now: - The chunk size is adaptive for the number of threads, which minimizes scheduling overhead. - The number of tasks is adaptive to the list size and chunk size. Here comes performance comparison on the production shot: Number of threads DEG time before DEG time after 44 0.09 0.02 32 0.055 0.025 16 0.025 0.025 8 0.035 0.033 |
November 20, 2018, 13:54 (GMT) |
Comment out all derived mesh evaluation Seems all the usecases of derived mesh are if-defed already, so no need to have API for it in place, and definitely no need to waste CPU ticks on converting evaluated mesh to derived mesh. |
November 20, 2018, 13:54 (GMT) |
Depsgraph: Don't use derived mesh Ideally would need to make check based on evaluated mesh, but is now a good time to go away from derived mesh. |
November 20, 2018, 13:53 (GMT) |
Modifier stack: Only ensure derived mesh when USE_DERIVEDMESH is defined This is more an internal transition away from derived mesh. |
November 20, 2018, 13:53 (GMT) |
Modifier stack: Use evaluated mesh to check normals |
November 20, 2018, 13:53 (GMT) |
Vertex parent: Remove CCGDM optimization Currently we never return CCGDM from the modifier stack, so the optimization was doing pretty much nothing. Removing it completely for now, it needs to be re-done with the new evaluated Mesh/Subdiv. |
November 20, 2018, 12:39 (GMT) |
UI: increase spacing at sides of headers, to avoid region split zone overlap. |
November 20, 2018, 12:30 (GMT) |
Fis T57948: Crash in 2.8x lookdev |
November 20, 2018, 12:09 (GMT) |
Fix T57891: Radius of strip hair doesn't scale with object scale Note that this only works fine with uniformly scaled objects. Otherwise, the hair thickness will vary in a weird way depending on viewing angles. |
November 20, 2018, 11:44 (GMT) |
Images: "Image" submenu in "Add" menu The submenu has two entries currently: "Reference" and "Background". Both operators produce an image empty with different settings. |
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