June 8, 2016, 19:45 (GMT) |
Cleanup: remove Cycles layer bits checking in the kernel. At some point the idea was that we could have an optimization where we could render multiple render layers without re-exporting the scene, by just updating the layer bits. We are not doing this now and in practice with the available render layer control like exclude layers it's not always possible anyway. This makes it easier to support an arbitrary number of layers in the future (hopefully this summer), and frees up some useful bits in the kernel. Reviewed By: sergey, dingto Differential Revision: https://developer.blender.org/D2020 |
June 8, 2016, 19:45 (GMT) |
Code refactor: nodify Cycles shader and lights. Differential Revision: https://developer.blender.org/D2016 |
June 8, 2016, 19:45 (GMT) |
Code refactor: nodify Cycles background and film. Differential Revision: https://developer.blender.org/D2016 |
June 8, 2016, 19:45 (GMT) |
June 8, 2016, 19:45 (GMT) |
Code refactor: add generic Cycles XML node read and write functions. Differential Revision: https://developer.blender.org/D2016 |
June 8, 2016, 19:45 (GMT) |
Code refactor: add generic Cycles node infrastructure. Differential Revision: https://developer.blender.org/D2016 |
June 8, 2016, 19:45 (GMT) |
Fix missing Ignore option for GLSL bump |
June 8, 2016, 19:45 (GMT) |
Use previous shading mode for border render in viewport This way we can have border rendered part in the viewport and have everything else material/texture shaded. |
June 8, 2016, 19:45 (GMT) |
Make Shift-Z in viewprot a toggle between current shading mode and rendered one This way it is now possible to toggle between material and rendered shading while previously rendered viewport will always go back to solid shading. |
June 8, 2016, 19:45 (GMT) |
Cycles: Support bump mapping in GLSL viewport This commit implements Bump node in GLSL, making it possible to see previews of bump mapping in viewport without need to render. Nothing really fancy going on here, just uses internal dFdx/dFdy functions to get derivatives of the surface and map itself. Quite basic but seems to behave correct-ish. This commit also makes Displacement material output to affect viewport shading by re-linking unconnected Normal input to a node which was used for displacement output (via Bump node). Intention of all this is to make it really easy to do bump map painting with Cycles as an active render engine. Reviewers: campbellbarton, mont29, brecht, psy-fi Reviewed By: brecht Subscribers: Blendify, eyecandy Differential Revision: https://developer.blender.org/D2014 |
June 8, 2016, 19:45 (GMT) |
CMake: Solve compilation error with pre-compiled libraries and new GCC-6 Since version 6 G++ switched to C++11 by default, which breaks some logic around WITH_CXX11 checks in out CMake files, leading to compilation errors. This is easy to solve by explicitly enabling older C++ standard when C++11 was not explicitly enabled by CMake options. However, G++-6 will also use new ABI by default even if older standard was specified in the compiler options. This is being addressed by a special define flag. This tricks made it possible to use new G++-6 without need to recompile any of pre-compiled libraries. However, this might break compilation with existing system libraries, which might already be using new ABI. We can't address this automatically, so now we simply default WITH_C11 and WITH_CXX11 options to whatever defaults of the current compiler are. This means, for G++-6 we'll set WITH_CXX11 to truth. This should make linking with system libraries working just fine, but to make pre-compiled libraries we still might need to disable CXX11. This should work fine work for a new environments with G++-6 and install_deps script run from scratch there, because C++ standard will be the same for both Blender dependencies and Blender itself. |
June 8, 2016, 19:45 (GMT) |
Fix T48476: 'Recalculate Bone to Cursor' fails |
June 8, 2016, 19:45 (GMT) |
Cleanup: remove unused doxy config |
June 8, 2016, 19:45 (GMT) |
ndof: simplify Mac build We don?t require the 3Dconnexion driver framework at build time. No special link flags or include paths needed. |
June 8, 2016, 19:45 (GMT) |
Python API: add material to uniforms from gpu.export_shader. Reviewed By: brecht Differential Revision: https://developer.blender.org/D1457 |
June 8, 2016, 19:45 (GMT) |
Forgot to remove omp header include... |
June 8, 2016, 19:45 (GMT) |
Dynamicpaint: fix (unreported) missing progress bar in early baking stage. Nothing was shown in UI during pre-bake step, while it can take several minutes to complete with heavy geometry. |
June 8, 2016, 19:45 (GMT) |
DynamicPaint: massive refactor, replace all OpenMP usage by BLI_task and other optimizations. This commit makes Dynamicpaint modifier evaluation (during playback) a few percents quicker. However, it makes dynapaint's 'image sequence' baking about 33% quicker (from 119 to 77 seconds in own heavy test), partly due to switch to BLI_task itself (about 20%), and partly due to optimizations (remaining ~13%). As usual, did a lot of tests here to ensure nothing is broken, but a lot more users' testing would definitively be welcome too! ;) Note that some quite meaningless omp forloops have been removed (parallelizing thousands of vec copy does make it two or three times quicker, but the few hundreds of microseconds gained do not make any difference in a hundreds millisecond process). Also, this code could still use a lot more cleanup (naming etc.), the way it (tries to) handle malloc faults is also totally flacky and makes the code horribly verbose and convoluted in some places - without actually catching all possible faults (memarena could make it more easy to handle here), etc. |
June 8, 2016, 19:45 (GMT) |
BKE Mesh mapping: add 'vert to looptri' mapping generator. |
June 8, 2016, 19:45 (GMT) |
GPencil: Add hotkeys for the "Delete Active Frame" operator Usage: * D+X - Works anytime, anywhere * Shift-X - Works in EditMode only * Via Delete Menu - EditMode only Often doing video tutorials or perhaps during dailies/shot review you want to quickly get rid of a quick scribble you made for making a point, without having to undo (i.e. maybe you edited some objects in between) and/or without having to use the eraser (i.e. it'd take too long to cover the entire area). |
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Master Commits
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