Blender Git Loki

Kaikki Blender Git kommitit.

Page: 298 / 8462

August 24, 2021, 15:30 (GMT)
more uses of attribute id
August 24, 2021, 15:19 (GMT)
Cleanup: ID management: Remove useless internal for `BKE_lib_id_clear_library_data`.

This static internal `_ex` function was not doing anything extra, just
move back whole code to public API `BKE_lib_id_clear_library_data`.
August 24, 2021, 15:11 (GMT)
initial attribute id ref
August 24, 2021, 15:08 (GMT)
Cleanup: Remove useless Camera `make_local` callback.

Not sure why this one was still there, probably just escaped a previous
cleanup somehow.
Revision 9327c00 by Hans Goudey (master)
August 24, 2021, 15:01 (GMT)
Cleanup: Simplify logic
August 24, 2021, 14:42 (GMT)
Remove accurate cryptomatte implementation

Affects both Cycles and EEVEE.

The motivation:

- For EEVEE it is a performance penalty to do GPU transfers for every
sample rendered.

- With big tile rendering in Cycles the accurate mode can have a very
high memory footprint.

- Feature parity between CPU and GPU: the GPU code paths should provide
results which are usable by production.

If there are cases when the accurate is really a must-have we'd need to
have a demo file and investigate how it can be supported on both CPU
and GPU.

Note that for comparison of accurate vs. non-accurate in the regular
Cycles should be done very carefully: CPU does not implement sorting
for non-accurate mode, so doesn't OptiX; and GPU does not support
accurate modes; CUDA doesn't implement sorting properly when adaptive
sampling is involved (what a mess!).

Differential Revision: https://developer.blender.org/D11975
August 24, 2021, 14:20 (GMT)
Render: Lazily allocate render passes pixels storage

The idea is to only allocate pixel storage only when there is an actual
data to be written to them.

This moves the code forward a better support of high-res rendering when
pixel storage is not allocated until render engine is ready to provide
pixel data.

Is expected to be no functional changes for neither users no external
engines. The only difference is that the motion and depth passes will
be displayed as transparent for until render engine provides any tile
result (at which point the pixels will be allocated and initialized to
infinite depth).

Differential Revision: https://developer.blender.org/D12195
August 24, 2021, 13:15 (GMT)
FFMPEG: Fix building with older versions that need FFMPEG_USE_DURATION_WORKAROUND
August 24, 2021, 12:47 (GMT)
disable other link highlights
August 24, 2021, 11:41 (GMT)
cleanup
August 24, 2021, 11:38 (GMT)
change link colors slightly
August 24, 2021, 11:16 (GMT)
field state inferencing
August 24, 2021, 10:56 (GMT)
Disable Fade Inactive Geometry overlay by default

This overlay was intended to identify the active objects in modes
like Sculpt Mode, where you don't have any extra visual indication
of what is the current and target object when switching directly
between them.

After having flash on mode transfer on the transfer mode operator,
the visual information this overlays provides is redundant. It is
still available in case some users want to use it like a way of
focusing on the active object.

Reviewed By: JulienKaspar, JacquesLucke

Differential Revision: https://developer.blender.org/D12303
August 24, 2021, 10:53 (GMT)
initial visualization
August 24, 2021, 10:23 (GMT)
Fix T90840: Can't duplicate or copy (Ctrl-C) object from linked file.

We need to separate the flag telling duplicate code to not handle
remapping to new IDs etc., from the one telling the code that we are
currently duplicating a 'root' ID (i.e. not a dependency of another
duplicated ID).

This whole duplicate code/logic is still fairly unsatisfying, think it
will need further refactor, or maybe even re-design, at some point...
August 24, 2021, 08:17 (GMT)
Fix invalid mask use for the UV-project modifier

Mistake in a30a8179331d689c9e599fb9a530c0b6b155f689.
August 24, 2021, 08:15 (GMT)
Bump scroll delay in node editor up to 0.5 seconds.
August 24, 2021, 07:57 (GMT)
Added more Geometry Node tests

* Attributes
* Utilities
* Volume

Test folder located in `libtestsmodelinggeometry_nodes`
It contains around 34 new tests.
* attribute clamp + other attribute nodes
* Curve Primitive nodes
* Mesh Primitive nodes
* delete geometry
* convex hull
* subdivision surface
* boolean intersect
* boolean diff
* volume to mesh

Reviewed By: zazizizou, JacquesLucke

Differential Revision: https://developer.blender.org/D12250
August 24, 2021, 07:41 (GMT)
Cleanup: Spelling in variable name
August 24, 2021, 07:26 (GMT)
Merge branch 'master' into node-scrolling-improvements
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021