September 17, 2021, 15:05 (GMT) |
Merge branch 'master' into asset-greasepencil |
September 17, 2021, 13:19 (GMT) |
Fix crash in background rendering after recent clearing bugfix |
Revision dab0849 by Sybren A. Stüvel (temp-asset-browser-catalogs, temp-asset-browser-catalogs-ui, temp-assetlib-plus-uuid-rename) September 17, 2021, 12:52 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-asset-browser-catalogs |
September 17, 2021, 12:51 (GMT) |
Cleanup: clarify comment |
September 17, 2021, 11:37 (GMT) |
fix after merge |
September 17, 2021, 11:35 (GMT) |
Merge branch 'master' into temp-field-visualization |
September 17, 2021, 11:29 (GMT) |
Cycles X: Improve performance of transparent shadows with OptiX This changes the shadow record-all any-hit program to accept all hits (return without calling `optixIgnoreIntersection`) beyond the furthest distance recorded after the maximum number of hits that can be recorded was reached. OptiX will not call the any-hit program anymore for hits beyond the distance of the accepted hits and also reduces the current ray length behind the scenes. As a result performance improves drastically in scenes where shadow rays can hit a lot of transparent objects, like the "koro" benchmark scene. With this applied I now get similar performance with both CUDA and OptiX in "koro". Not quite perfect yet, but much better than before. Reviewed By: brecht Differential Revision: https://developer.blender.org/D12524 |
Revision 642dd7e by Alexander Gavrilov September 17, 2021, 11:05 (GMT) |
Temporary Hack: provide B-Bone scale versioning for files with old patch. Run the versioning code for the conversion of bbone scale to an xyz vector if it has fields that correspond to the old version of the patch before that change requiring versioning. The actual Y (length) scale value from the old patch isn't versioned and will be lost, requiring manual fixing. |
Revision 5cc1b68 by Alexander Gavrilov September 17, 2021, 11:05 (GMT) |
Bone Overlay: support bone wireframe opacity settings. When weight painting the bone overlay is extremely intrusive, effectively requiring either extensive use of hiding individual bones, or disabling the whole bone overlay between selections. This addresses the issue by adding two bone opacity sliders that are used for the 'wireframe' armature drawing mode. One directly controls the uniform opacity as the straightforward option. The other one allows fade based on the depth from the camera, using exponential decay with the slider specifying the 'half-life' depth. This is intended as a way to automatically hide bones in distant parts of the mesh while focused on a specific part. Differential Revision: https://developer.blender.org/D11804 |
Revision 409e90d by Alexander Gavrilov September 17, 2021, 11:05 (GMT) |
Context: add accessors returning selected actions for animation editors. Add a new 'selected_visible_actions' property to allow querying actions that are selected in animation related editors for use in UI and operators. The 'selected_editable_actions' variant excludes linked actions (the only reason an action can be read-only). In the Action and Shape Key editors there is only one action that is specified by the field at the top of the editor. In Dope Sheet it scans the channel rows and returns all actions related to the selected items. This includes summary items for actions and groups. In Graph Editor, it lists actions associated with selected curves. The new property is also used for Copy To Selected and Alt-Click. Ref D11803 |
Revision 3361319 by Alexander Gavrilov September 17, 2021, 11:05 (GMT) |
Animation: allow manually setting the intended playback range for actions. Some operations, e.g. adding a new action strip to NLA, require knowing the active frame range of an action. However, currently it can only be deduced by scanning the keyframes of the curves within it. This is not ideal if e.g. curves are staggered for overlap. As suggested by Nathan Vegdahl in comments to T54724, this patch adds Action properties that allow manually specifying its active frame range. The settings are exposed via a panel in the Dopesheet and Action Editor. When enabled, the range is highlighted in the background using a striped fill to distinguish it from the solid filled regular playback range. When set, the frame range is used when adding or updating NLA tracks, and by add-ons using `Action.frame_range`, e.g. FBX exporter. Differential Revision: https://developer.blender.org/D11803 |
Revision b8d213f by Alexander Gavrilov September 17, 2021, 11:05 (GMT) |
Animation: allow marking actions as cyclic for Cycle-Aware Keying. When a manual frame range is set, allow marking an action as having Cyclic Animation. This does not affect how the action is evaluated, but the Cycle-Aware Keying option will automatically make any newly added F-Curves cyclic. This allows using the option from the start to build the cycle, rather than only for tweaking an existing loop. The curves are made cyclic when they have only one key, either after inserting the first key, or before adding the second one. The latter case avoids the need to manually make the first added curve cyclic after marking a newly added action cyclic. Differential Revision: https://developer.blender.org/D11803 |
Revision 612ffe4 by Alexander Gavrilov September 17, 2021, 11:05 (GMT) |
Animation: support filtering for curves that don't match the action cycle. Since the looping behavior is defined per curve rather than at action level, it is possible for curve loop periods to get out of sync with each other. This commit adds an option to compare curves against the frame range specified in the action, and treat any mismatches as errors for the purpose of F-Curve filtering. When enabled, the check verifies that curves within the action have valid cyclic extrapolation, the action period evenly divides by the curve period (since a curve looping at e.g. half of the action period length still repeats in sync with the action), and the end values match if the cycle is supposed to be perfect. Differential Revision: https://developer.blender.org/D11803 |
Revision e5dadfa by Alexander Gavrilov September 17, 2021, 11:05 (GMT) |
Depsgraph: connect up drivers on various physics properties. It seems drivers for physics properties weren't being linked to evaluation nodes. This connects settings used by modifiers to Geometry; particle settings and rigid body data to Transform which seems to contain rigid body evaluation; and force fields to object Transform, since fields can exist on empties. Differential Revision: https://developer.blender.org/D10088 |
Revision b669e33 by Alexander Gavrilov September 17, 2021, 11:05 (GMT) |
Constraints: refactor the D7437 patch adding Custom Space for constraints. As mentioned in the comments to that patch, I had an idea for a different way to do some technical aspects, but it was too complicated to force changes in the original patch. Thus I submit this follow up patch. First, instead of modifying all the get_constraint_targets and flush_constraint_targets callbacks, introduce wrapper functions for accessing constraint targets, convert all code to use them, and handle the new reference there uniformly for all constraints. This incidentally revealed a place in the Collada exporter that didn't clean up after retrieving the targets. Also, tag the special target with a flag so other code can handle it appropriately where necessary. This for instance allows dependency graph to know that the Use B-Bone Shape option doesn't affect this specific target. Finally, rename and simplify the function for initializing the custom space, and make sure it is called everywhere necessary. Differential Revision: https://developer.blender.org/D9732 |
Revision f15fd94 by Alexander Gavrilov September 17, 2021, 11:05 (GMT) |
Armature: apply Y scale to B-Bone segments. This fixes a strange behavior where the segments were not actually scaled in the Y direction to match their actual length, thus producing gaps or overlap depending on the shape of the curve. For transformation the change should be very small if enough segments are used, but this will affect the results of the Copy Transforms and Armature constraints, so a backwards compatibility option is provided. Newly created bones default to the new behavior. |
Revision ca841de by Alexander Gavrilov September 17, 2021, 10:54 (GMT) |
Force Fields: implement new true power and custom falloff options. The 'power' falloff option in Blender force fields does not actually generate a true power falloff function, as pointed out in D2389. However, that patch adds a special 'gravity' falloff option to Force fields, without addressing the shortcoming in the common options. The reason for not using the true curve in the options, as far as one can tell, is that the power curve goes up to infinity as the distance is reduced to 0, while the falloff options are designed so that the maximum value of the curve is 1. However, in reality forces with a power falloff don't actually go to infinity, because real objects have a nonzero size, and the force reaches its maximum at the surface of the object. This can be used to integrate an option to use a true power falloff with the design of falloff settings, if it requires a nonzero 'minimum' distance to be set, and uses a curve that reaches 1 at that distance. Since this is adding a new feature to the minimum distance value, it is also a good opportunity to add a feature to the maximum distance. Specifically, the new options can be used to apply arbitrary brush-style falloff curves between min and max, including a fully custom curve option. When used together with power falloff, the two curves are multiplied together. While the true power option allows creating more physically correct forces, the custom curves aid artistic effects. Differential Revision: https://developer.blender.org/D8075 |
September 17, 2021, 10:18 (GMT) |
improvements |
September 17, 2021, 09:51 (GMT) |
Fix Cycles X crash viewing render result prior rendering |
September 17, 2021, 09:39 (GMT) |
Fix drawing outline when using scope view. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021