Blender Git Loki

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May 20, 2018, 17:48 (GMT)
COW Operators: Fix VIEW3D_OT_view_lock_to_active

Reviewers: aligorith, sergey

Maniphest Tasks: T54829

Differential Revision: https://developer.blender.org/D3365
May 20, 2018, 17:33 (GMT)
Publish debug code for Lukas
May 20, 2018, 17:32 (GMT)
Add missing files registration

Ref T54796
May 20, 2018, 17:30 (GMT)
Merge branch 'blender2.8' into greasepencil-object
May 20, 2018, 17:17 (GMT)
Workbench: Shadow: Add support for completly manifold geom.

If a mesh is known to be manifold, then it's not necessary to increment the
stencil buffer 2 times anymore. But we still need to account properly for
degenerate triangles.

In this case, only generate a quad if the tri is facing the lamp. If there
is a degenerate loop, the other edge will either cancel the increment (if
it is also facing the light) or not produce a quad (if not facing).

This will always give the correct count.
May 20, 2018, 17:17 (GMT)
DRW: Rename some DRW_STATE_* for more consistency.
May 20, 2018, 17:14 (GMT)
Workbench: Shadow: Add Depth Fail method

Also add new debug visualisation.

Depth fail method is not used for the moment but has nice benefits. It will
be used efficiently in the future.
May 20, 2018, 17:14 (GMT)
Workbench: Precompute light direction in object space.

Avoid 2 matrix multiplication in the shader.
May 20, 2018, 17:14 (GMT)
Workbench: Shadow: Add geometry instancing extension.

This give a very slight perf boost. (2ms gain over 67ms total in my test)
May 20, 2018, 17:14 (GMT)
Workbench: Shadows: Fix corner case with degenerate triangles.

Seems that degenerate tris are somewhat widely used in modeling. So we need
to fix this. Test the edges in the geom shader since the adjacency info is
only dependant on topology, not actual vertex placement.

This fixes most of the remaining noise issues. Only a few artifacts appear
on really weird models. So if you want to get rid of the artifacts, fix
your model!
May 20, 2018, 17:14 (GMT)
Workbench: Optimize Shadows.

This makes the shadows ~10 times faster in the general case.

This only create extrusion geometry on the outline edges. Also we increment
or decrement the stencil buffer by 2 for each manifold edge and only by 1
for non manifold. This make the algorithm robust yet less heavy than creating
one prism for each triangles.
May 20, 2018, 17:14 (GMT)
GWN: Add Line Adjacency primitive support.
May 20, 2018, 15:44 (GMT)
Fix: crash when rotating the view in pose mode
May 20, 2018, 09:19 (GMT)
Merge branch 'blender2.8' into greasepencil-object
May 20, 2018, 09:17 (GMT)
Move random array function to BLI_rand

This function fills an array of random numbers
May 20, 2018, 07:58 (GMT)
UI: locate popover w/ active item under cursor

Use when popover has no parent, useful for accessing the toolbar.
May 20, 2018, 07:04 (GMT)
Cleanup: line length
May 20, 2018, 06:52 (GMT)
Cleanup: whitespace, duplicate includes
May 19, 2018, 18:18 (GMT)
Hacky Fix: Changing frames by setting Scene.frame_current directly didn't update rigs in 3D viewport

Operators did not suffer from this problem as they were still just using notifiers
directly. The "proper" fix is to use the new message bus system. But, we've
got enough problems dealing with COW already as it is now... moving on.
May 19, 2018, 17:54 (GMT)
Fix: When trying to transform animated bones, they would jump to and use random old values

The transform code needed to use data from the "_eval" copy of the posebone
instead of the main-db version, otherwise the initial/reset value would be
wrong, causing the jumping.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021