Revision a448949 by Jacques Lucke (temp-geometry-nodes-fields, temp-geometry-nodes-fields--anonymous-attributes, temp-parallel-multi-function) 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`. |
Revision e3232f9 by Jacques Lucke (temp-geometry-nodes-fields, temp-geometry-nodes-fields--anonymous-attributes, temp-parallel-multi-function) 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. |
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 |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021