September 28, 2021, 13:03 (GMT) |
Viewport Compositor: Support multiple render layers This adds the new DRWRenderScene structure (and its sub structures) that contains all the needed render passes for each scene present in the compositor nodetree. The scenes are rendered using a special option to avoid rendering overlays. The render layer input to the GPUMaterial are now a separate structure and a separate list of input handled by the compositor engine. Rendering all scenes is the first thing done to avoir much trouble with There are still issues like continuous rendering of TAA because the same DRWData is used for all scenes. |
September 28, 2021, 13:03 (GMT) |
Viewport Compositor: Separate the compositor checkbox to its own tab This is to make is visible under all engines. |
September 28, 2021, 12:41 (GMT) |
Merge branch 'master' into tracking_tools |
September 28, 2021, 09:55 (GMT) |
Fix T91679: Crash when saving bordered render as multilayer exr The related issue which is fixed by this change is the missing noisy image pass when denoising and border render is used, Need to allocate passes after the passes has been copied from the original render result. This is a manual cherry-pick of rB741fa8180c4f. |
Revision 19c9d18 by Dalai Felinto / Sebastian Parborg (studio-sprite-fright, temp-studio-sprite-fright-cycles) September 28, 2021, 09:53 (GMT) |
Increase VSE strip channels limit from 32 to 128 The original limit dates back from 2002 when Blender went open source. After that many years some productions (e.g., Sprite Fright) are already experiencing limitations for complex edits. The future plans is to support an initial shorter (2?) number of channels with support to "unlimited" channels. Finally, I'm bumping the minimum file requirement since files with more than 32 channels won't work well in old Blender versions. In a future commit I will implement a sanitization so that we only read (and write) 128 channels. Making sure future changes of this number won't corrupt Blender. Differential Revision: https://developer.blender.org/D12645 |
September 28, 2021, 08:10 (GMT) |
Merge branch 'master' into asset-greasepencil |
September 28, 2021, 08:09 (GMT) |
Merge branch 'master' into greasepencil-object |
September 28, 2021, 07:06 (GMT) |
LineArt: Fix Merge Error. |
September 28, 2021, 06:45 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lineart-contained |
September 28, 2021, 06:27 (GMT) |
Merge branch 'master' into tracking_tools |
September 27, 2021, 16:19 (GMT) |
Cleanup: clang-tidy warnings |
September 27, 2021, 16:14 (GMT) |
Cleanup use `nullptr` not `NULL` in C++ code |
September 27, 2021, 16:09 (GMT) |
Let UI show the active default catalog Basically, rather than only letting the UI code set a new active catalog, also always check what the current value is when constructing the tree. This makes the "All" catalog selected by default, but also let's the UI update properly if the active catalog is changed from the outside (e.g. via BPY). |
September 27, 2021, 16:00 (GMT) |
Sync to master The added files were not intended to be committed/pushed. And apparently there's a leftover from a merge conflict. |
September 27, 2021, 15:54 (GMT) |
Adapt to changes in master |
September 27, 2021, 15:53 (GMT) |
Merge branch 'master' into temp-asset-browser-catalogs-ui |
September 27, 2021, 15:36 (GMT) |
Asset Catalog Tests: unnecessary use of temp dir Remove unnecessary use of temp directories in the Asset Catalog unit tests, so that the test doesn't try and clean up a directory that doesn't exist. |
September 27, 2021, 15:29 (GMT) |
Another fix for BLI_path_contains on Windows |
September 27, 2021, 15:22 (GMT) |
Add '+' icon for "All" item to allow adding top-level items Before this, there was no way to create a catalog tree from scratch, or to add new top-level items. |
September 27, 2021, 15:20 (GMT) |
Viewport Compositor: Support alpha over factor |
|