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May 12, 2021, 12:54 (GMT)
Cycles X: Optionally approximate shadow in matte pass

This change makes it so that combined pass (from the render result
point of view) will contain both synthetic objects and shadows when
the Shadow Catcher pass is not enabled.

This brings back behavior of the shadow catcher, possibly bringing
back some of workflows when synthetic object have to have their
shadows in the same pass. It also makes it so perceptually the
shadow catcher always work.

The approximation is a black transparency (without color), although
is more accurate than in previous implementation of the shadow
catcher.

Currently is only implemented for the final render. The viewport
needs more investigation about whether its possible to have preview
of the final accurate shadow catcher.

Differential Revision: https://developer.blender.org/D11232
May 12, 2021, 11:41 (GMT)
LineArt: Option for toggling chaining modes.

Allows switching between image-space and
geometry-space chainin.
May 12, 2021, 08:35 (GMT)
Merge branch 'master' into cycles-x
May 12, 2021, 05:57 (GMT)
Fix nasty edge case for BMLog.
May 12, 2021, 05:48 (GMT)
Merge branch 'temp-gpu-compute-shaders' into temp-gpu-compute-shader-hair
May 12, 2021, 05:46 (GMT)
Size of indexbuffer needs to be given by the caller.
May 12, 2021, 04:48 (GMT)
Remove yet more debugging crap . . .
May 12, 2021, 04:46 (GMT)
Get rid of various ATTR_NO_OPT debug attributes left from two
commits ago.
May 12, 2021, 04:45 (GMT)
Fix bug in last commit.
May 12, 2021, 04:14 (GMT)
Today I ran outside screaming and an hour later came back in and made BMLog
reference counted. This fixes various undo bugs caused by dyntopo
needing to execute an undo push but not being able too (e.g. during
file load, and I think it also happens sometimes with global undo).

A much better way of fixing this would be to add unique IDs to mesh
verts and faces, perhaps as a customdata layer.

The root problem is that BMLog assigns unique IDs to mesh elements,
which it does via a series of GHash's. I imagine this is a fairly
serious violation of the undo system's design rules, since it means
BMLogs are tied to specific instances of the bmesh in SculptSession->bm.

There were some hacks to try and get around this, but they were buggy
and needed to push the unstack stack to work, which wasn't possible in
all cases (e.g. if G_MAIN->wm.first->undo_stack is NULL, as it is during
file loading and apparently global undo).

Anyway, long story short each chain of SculptUndoNodes needs some way
to reconstruct their ID GHash's when exiting/entering the chain. The
only way I could think to do this was to make BMLog reference counted,
with BMLogEntry the users.

Like I said, having a proper system to assign unique IDs to mesh
elements would be *much* better.
May 12, 2021, 02:15 (GMT)
Merge remote-tracking branch 'origin/master' into temp-lineart-contained
May 12, 2021, 02:14 (GMT)
Fix T87764: Mem-leak during viewport rendering.

When a scene uses cryptomatte the viewport rendering would lead to a
memory leak. The reason was that all image renders (viewport+final)
activated cryptomatte. But is only used for final rendering.

This patch only activates cryptomatte when doing final rendering.
May 12, 2021, 02:14 (GMT)
Fix T54339: Shapekey Max value doesn't clamp existing value

Update the "current value" of the Shape Key blend amount when value is
not within the min/max range. New function `rna_ShapeKey_update_minmax`
used to update and clamp the current value.

Reviewed By: mano-wii, lichtwerk, #animation_rigging, sybren

Maniphest Tasks: T54339

Differential Revision: https://developer.blender.org/D11071
May 12, 2021, 02:14 (GMT)
GPencil: Rename prop `dilate_pixels` to `dilate`

Better avoid units in name.
May 12, 2021, 02:14 (GMT)
GPencil: Remove `B` key to create Blank Keyframe in Drawing mode

We have the `I` menu for that. This is part of the old code.
May 12, 2021, 02:14 (GMT)
Fix T88180: Enable HQ normal workaround for RX 580X cards.

This needs to be backported to 2.83.
May 12, 2021, 02:14 (GMT)
Fix T88060: Expand freezing when deleting a Face Set with multiple loose parts

When checking if the mesh has only one Face Set only the current active
component for expand needs to be checked. Otherwhise other components
that won't be modified by Expand that contain other IDs will be taken
into account, making the Face Set deletion go into an infinite loop.

Reviewed By: JacquesLucke

Maniphest Tasks: T88060

Differential Revision: https://developer.blender.org/D11169
May 12, 2021, 02:14 (GMT)
Fix T82155: Fade inactive geometry overlay not working with instanced geometry

This enables the overlay for instanced geometry.

After this change, objects that are an instance of the current active
object (which are also being modified in the current active mode) won't
fade, which is different from the previous behavior.

Reviewed By: fclem

Maniphest Tasks: T82155

Differential Revision: https://developer.blender.org/D9362
May 12, 2021, 02:14 (GMT)
Functions: Add materialize methods for generic mutable virtual array

Similar to how `GVArray_For_VArray` implements `materialize_impl` to
forward the work to its non-generic virtual array, we can do the same
thing for the mutable version, `GVMutableArray_For_VMutableArray`.

This commit should have no visible changes, since as far as I can tell
the only user of this class does not implement special materialize
methods anyway.
May 12, 2021, 02:14 (GMT)
Cleanup: Use a helper function for repetitive code

Retrieving data from the component can be done in a separate function
to save some repetition.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021