February 7, 2017, 18:11 (GMT) |
Partial "fix" for objects not being selected To bring this fix a step further we need to address all the BA_WAS_SEL instances, and make sure they follow the new design. This commit allow you to see the object selected (its center anyways) when you do select all. Note: in the clay engine selection (a) was already working fine. |
February 7, 2017, 16:49 (GMT) |
Cleanup: Use const qualifier in some of color management code |
February 7, 2017, 16:49 (GMT) |
Sequencer: Some extra speedup in color space conversion Use the new utility from coloranagement which multi-threads byte to float conversion. Gives extra 10% speedup from quick tests. |
February 7, 2017, 16:49 (GMT) |
Color management: Add utility function to convert byte to float with processor applied |
February 7, 2017, 16:49 (GMT) |
Sequencer: Speedup conversion to sequencer space Speedup is mainly gained by multi-threading. Gives about 3x fps gain on an edit shot file. There is still some room for improvements, will happen in one of the upcoming commits. |
February 7, 2017, 16:49 (GMT) |
Color management: Implement threaded byte buffer conversion The title says it all actually: now we can convert byte buffer directly, without need of temporary float buffer. |
February 7, 2017, 15:54 (GMT) |
Layers: get/update CollectionEngineSettings (depsgraph placeholder) Every time: * A collection settings is set * A collection visibility changes * An object is added/removed/ ... We need to recalculate the "accumulated" CollectionEngineSettings that the render engine should use for an object. This is to be handled by the depsgraph. Meanwhile this code should allow us to start using those settings in the render engines. Note: We are storing this in the objects, which means we can only have one active calculated option every time. This is intended to get the conversation with the Depsgraph department going. |
February 7, 2017, 14:03 (GMT) |
Param `is_cached` not being used in` bvhtree_from_mesh_edges_setup_data` This could cause bugs in the memory release |
February 7, 2017, 13:21 (GMT) |
Fix missing hair after rendering with different viewport/render settings Derived mesh for particles did not include tessellated faces when it was expected to. Now added explicit function to copy CDDM with tess faces without need to re-tessellate the result. |
February 7, 2017, 12:05 (GMT) |
Fix T49253: Cycles blackbody is wrong on AVX2 CPU on Windows Seems to be bug in optimizer, but managed to reshuffle in a way which should also give some speedup. |
February 7, 2017, 11:05 (GMT) |
Fix broken COLLADA building. |
February 7, 2017, 10:31 (GMT) |
Clay-Engine (merge clay-engine) Initial work by Cl�ment Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code) |
February 7, 2017, 10:11 (GMT) |
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ``` |
February 7, 2017, 09:16 (GMT) |
Merge branch 'master' into id_override_static |
February 7, 2017, 09:14 (GMT) |
PIL_time_utildefines: also show total time in TIMEIT_AVERAGED. |
February 7, 2017, 04:24 (GMT) |
OpenGL: add gpuMatrixUpdate_legacy function Marks matrix state as dirty so shader will use the latest values from glScale, glTranslate, etc. We'll remove this after transitioning 100% to the new matrix API, which handles this sort of thing automatically. Part of T49450 |
February 7, 2017, 04:24 (GMT) |
fix unused var warnings follow-up to earlier patch |
February 7, 2017, 04:24 (GMT) |
February 6, 2017, 23:45 (GMT) |
Unit tests for uiTable API (and fix bugs found using it :) |
February 6, 2017, 23:24 (GMT) |
OpenGL immediate mode: interface_draw.c (cont) ui_draw_but_WAVEFORM ui_draw_but_VECTORSCOPE |
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