Revision 32aefb6 by Campbell Barton December 7, 2018, 08:10 (GMT) |
Fix T58911: Picking objects fails in pose mode |
Revision 1054082 by Campbell Barton December 7, 2018, 07:22 (GMT) |
Fix T58811: Scale bezier handle uses tip as origin |
Revision 136e88f by Campbell Barton December 7, 2018, 06:11 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 52824f0 by Campbell Barton December 7, 2018, 06:06 (GMT) |
Cleanup: redundant counter |
Revision 606223f by Campbell Barton December 7, 2018, 04:54 (GMT) |
Merge branch 'master' into blender2.8 |
Revision d6d7675 by Campbell Barton December 7, 2018, 04:42 (GMT) |
Revision 0c6d523 by Clément Foucault December 7, 2018, 04:33 (GMT) |
DRW: Remove the use of GPUTexture buffers for edit wire rendering See previous commit for detail as why. |
Revision e929cad by Clément Foucault December 7, 2018, 04:33 (GMT) |
DRW: Rework wireframe overlay implementation The shader is way simpler and run way faster on lower end hardware (2x faster on intel HD5000) but did not notice any improvement on AMD Vega. This also adds a few changes to the way the wireframes are drawn: - the slider is more linearly progressive. - optimize display shows all wires and progressively decrease "inner" wires intensity. This is subject to change in the future. - text/surface/metaballs support is pretty rough. More work needs to be done. This remove the optimization introduced in f1975a46390a5bf85bb7012375f9bc1e761fc516. This also removes the GPU side "sharpness" calculation which means that animated meshes with wireframe display will update slower. The CPU sharpness calculation has still room for optimization. Also it is not excluded that GPU calculation can be added back as a separate preprocessing pass (saving the computation result [compute or feedback]). The goal here was to have more speed for static objects and remove the dependency of having buffer textures with triangle count. This is preparation work for multithreading the whole DRW manager. |
Revision 9f5a27c by Clément Foucault December 7, 2018, 04:33 (GMT) |
GPU: Remove EXT and add assert Some drivers accept shaders with only vertex stage, but some just silently fails. |
Revision fe20aa1 by Clément Foucault December 7, 2018, 04:33 (GMT) |
GPU: Add GPU_vertformat_triple_load to load next vertices attrib Right now does not add padding at the end of the buffer. This seems not necessary but may cause problem on some platform. If needed we will add this padding (only 2 more vertices). |
Revision 88d36e6 by Clément Foucault December 7, 2018, 04:33 (GMT) |
DRW: Add Provoking vertex state. |
Revision 58398ac by Campbell Barton December 7, 2018, 04:04 (GMT) |
Fix crash recovering last session |
Revision 8f40fba by Campbell Barton December 7, 2018, 03:29 (GMT) |
Add license headers for app-templates |
Revision 8a5656c by Campbell Barton December 7, 2018, 03:27 (GMT) |
Revision a304ed1 by Campbell Barton December 7, 2018, 03:07 (GMT) |
Revision 2fefbfd by Campbell Barton December 7, 2018, 02:49 (GMT) |
Revert "Fix T58904: Side tabs disappear when creating new View Layer" This reverts commit 892a104d2cc322cb042a687050dcce2403a971f3. |
Revision 0d4ec8a by Campbell Barton December 7, 2018, 02:33 (GMT) |
Fix T58905: Knife project redo fails |
Revision 341d5b0 by Campbell Barton December 7, 2018, 02:01 (GMT) |
Fix adding objects in local view |
Revision a48bd6c by Dalai Felinto December 7, 2018, 01:59 (GMT) |
Fix T58871: New Scene Collection Does Not Create A New Collection |
Revision 892a104 by Dalai Felinto December 7, 2018, 01:40 (GMT) |
Fix T58904: Side tabs disappear when creating new View Layer Using listener here, although I suspect we should be using message subscriber only. That said, this mimics the behaviour of the buttons main region. As for the original bug report what was happening was that when switching between viewlayers (or when creating one) we may not get the same active object. So the context breadcrumbs are different. And the bug itself was that we were missing a redraw on view layer change. |
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MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021