Revision 4f5093f by Martin Felke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 12:55 (GMT) |
renamed particle_modifier_output to particle_effector_output |
Revision 26d0bbf by Martin Felke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 12:41 (GMT) |
added point force node for particle nodes |
July 30, 2019, 12:06 (GMT) |
Cloth: optimize obstacle metric by returning if planes is empty |
Revision 773b6bb by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 11:58 (GMT) |
rename modifier to effector in some places That was missing in a previous commit. |
Revision c2e63d6 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 11:44 (GMT) |
add color attribute type |
July 30, 2019, 11:28 (GMT) |
Initial, mostly broken VR viewport drawing on own thread Spawns a separate thread to do any VR session drawing on. There are four reasons for this: * VR session doesn't need the usual main loop procedure for drawing. With the drawing on a separate thread, the session doesn't have the overhead of the other parts of the main loop. * OpenXR performs thread blocking operations to synchronize rendering with the device refresh rate. This would conflict with the rest of Blender, causing lags on event handling, drawing, etc. * With an own thread, we can keep a single OpenGL context alive, avoiding expensive context switches. This should improve performance significantly. * With a bit more work, viewports can draw entirely in parallel (at least the CPU side of it), pushing performance even further. Drawing the viewport on a separate thread shouldn't be much of an issue. The draw-manager is already thread safe (mutex guarded). Not much seems needed to get it entirely concurrent, allowing viewport drawing from separate threads without any synchronization (i.e. only one at a time). I had to create an own depsgraph for the VR draw thread so the viewport gets its own buffers for its own OpenGL context. Right now this is utterly broken, but at least an empty viewport is drawn for the VR session in a separate thread. Issues are: * VR viewport doesn't draw any objects, just background + overlays (apparently the VR session depsgraph isn't built correctly). * OpenGL context of the main thread seems messed up when drawing the VR view. Result is drawing glitches and eventually Blender crashes. * Exiting the VR session causes failed assertions and memory leaks. |
Revision 33c29f3 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 11:27 (GMT) |
simplify the way attribute information is stored |
July 30, 2019, 11:14 (GMT) |
Cloth: fix issue in compute_face_sizing, epsilon for invert_m2, face_sizing debug statements Problem was that the det(facedm) was 0.0f or at least close to 0.0f which means inverse would lead to division by 0.0f error which resulted in -nan. |
July 30, 2019, 10:35 (GMT) |
Merge remote-tracking branch 'origin/master' into sybren-usd |
Revision 4bbee4a by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 10:14 (GMT) |
new Change Particle Color node |
Revision 99e5f16 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 10:01 (GMT) |
new Separate Color node |
Revision 0935836 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 10:01 (GMT) |
new color socket type |
Revision d29052a by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 08:59 (GMT) |
make object an input in mesh collision event |
Revision 937dde6 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 08:59 (GMT) |
fix wrong element size due to alignment |
Revision e41084f by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 08:20 (GMT) |
cleanup style |
Revision 40b3c50 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) July 30, 2019, 08:08 (GMT) |
Merge branch 'master' into functions |
July 30, 2019, 04:14 (GMT) |
Keymap: Remove recursive property from outliner item activate |
July 30, 2019, 04:12 (GMT) |
Outliner: Add set parent menu for multiple objects Allow setting the parent for multiple objects to curves, lattices and armatures from the outliner. This has a few issues still. |
July 29, 2019, 19:32 (GMT) |
Cloth: initial steps towards edge label support |
July 29, 2019, 19:03 (GMT) |
Cloth: revert back to using bm_prev This is important to ensure correct collisions and other stuff, maybe there is a more effictient way without bm_prev, need to check later. |
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