June 20, 2017, 18:07 (GMT) |
Introduce functions/options to indicate the type of render We should be able to differentiate between OpenGL render (viewport render), offline render (F12), and view render (viewport draw). This allows for us preventing offline render to skip mode drawings, grid, ... Even OpenGL render can benefit from this forcing a higher quality anti-alias and sampling than the viewport drawing. I'm not sure if it's clever to keep the memset(0x00) outside the render loop function as it is in this patch. An alternative is to just pass the render "type" as a flag to the render function, and set DST.options inside it. (I may change this tomorrow, I will wait to hear from Campbell on that). |
June 20, 2017, 17:33 (GMT) |
Added invalidate for transform ops. Can now keep clnors when transform ops are applied. As now invalidation for each function is harder to keep track of, Added a function which rebuilds all the lnor spaces in the mesh when BM_lnorspace_rebuild is called to detect if any unmarked spaces are rebuilt. |
June 20, 2017, 17:15 (GMT) |
Fix: Icon alignment for scaled pie buttons with no text |
June 20, 2017, 16:39 (GMT) |
Clean node names and organize menus for eevee This makes the node menus aware of the Cycles/Eevee distinction, and only show the relevant nodes for the current engine. Names have also been changed to accomodate for the new output node system. |
June 20, 2017, 16:39 (GMT) |
Implement Eevee output node system This makes Eevee consistent with Cycles, by having a single output node, and multiple shader nodes that connect to it. Note that node systems for Eevee saved before this will be missing the output node, and thus will show an invalid material. This is easily resolved by connecting the shader output to a new output node. |
Revision 39b0c6f by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Add Mesh and Key support to new copying code. |
Revision 3a86873 by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Make object copying fully compatible/aware of new copy flag system. (continuation of previous WIP commit, sorry about that one :/ ). This commits changes quite a few things, distributing new copying flags into sub-data copying code (mostly concerns ID refcounting or not). It also removes ID refcounting handling from Modifiers' copy callback (this was ugly from the start, proved to be problematic in current master, and generally bad practice). This is now done by calling code. Also, it brings back ID refcounting handling to main BKE_library's copy code, which means in generic ID copying lower-level IDType-specific copy code should not use it at all. Support at lower-level remains needed though, unfortunately, to cope with partial copying tools etc. |
Revision 596c20c by Sybren A. Stüvel / Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Alembic tests: make failures a bit easier to diagnose. |
Revision d0af31b by Sybren A. Stüvel / Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Fix T51762: Unit test script_alembic_import is failing. Implemented workaround for use with the legacy depsgraph. |
Revision 12a5a62 by Sybren A. Stüvel / Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Fixed bl_load_py_modules / script_load_modules unit test It tried to assert that addons/io_blend_utils/blender_bam-unpacked.whl/__init__.py was loaded when the io_blend_utils module was imported. However, this happens only on demand, and not directly when importing the add-on. |
Revision b72ba5c by Sybren A. Stüvel / Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Use for/else instead of setting 'ok' variable. This is more efficient, and this use case is exactly what the else clause is for. |
Revision 0687d8b by Sybren A. Stüvel / Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Removed trailing spaces |
Revision 258634b by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Fix (unreported) missing Image usercount increase when copying UVProject modifier. |
Revision babc0c9 by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Fix (unreported) bad copying code of Surface Deform modifier. |
Revision 749a8da by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Fix compiler warnings from own recent rB0d5c7e5e36b9. |
Revision 2d3b6b5 by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Fix (unreported) bad copying of Ocean modifier. Was needlessly complicated code, forgot to copy a value (foam_fade), and was utterly leaking memory! |
Revision 20e3434 by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Fix (unreported) bad copying code in Mesh Deform modifier. |
Revision 77046ba by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Fix (unreported) Dynamic Paint modifier not increasing ID usercount in copy function. *Sigh* One more example of why we should keep ID management handling in as few places as possible! It's impossible to keep more than a few places in sync regarding which ID pointer is refcounted etc. |
Revision 1477355 by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
Fix (unreported) memory leak in Fluid modifier copying. Also generally simplify/sanitize this copy code. |
Revision 44b1680 by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 20, 2017, 15:55 (GMT) |
WIP |
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