Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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November 19, 2018, 21:15 (GMT)
Keymap: remove 3ds and maya keymaps

These aren't well maintained and as far as we know
never gained wide adoption.

Remove, we can focus efforts on other key-maps, see: T54963.
November 19, 2018, 21:11 (GMT)
WM: remove interaction presets

These only exposed a few options, which didn't end up helping
much to make Blender's key-map fit the behavior of other applications.
November 19, 2018, 20:38 (GMT)
Cleanup: gpu docs
November 19, 2018, 18:33 (GMT)
Image Empties: Option to not display the backside of image empties

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3964
November 19, 2018, 18:19 (GMT)
Fix T57554: texture bake object to active error after recent changes.
November 19, 2018, 18:19 (GMT)
UI: hide scene / layer in properties context in some cases, for compactness.
November 19, 2018, 17:35 (GMT)
Fix handling of B-Bone custom handle references in Edit mode undo.

Correct a couple of places that should process the handle pointers.
November 19, 2018, 17:05 (GMT)
Workbench: Use non-negative lighting evaluation

This makes the lighting a bit more diffuse but don't produce negative
values.

Add a bias of 1.5f to make the lighting a bit more directionnal.

The implementation is based on:
https://github.com/kayru/Probulator/blob/master/Source/Probulator/SphericalHarmonics.h#L136
which is derived from:
http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf

The shader implementation is optimized and has the same runtime cost
as previous method:
* no sh eval : 0.13ms
* prev sh eval : 0.14ms
* new sh eval : 0.22ms
* new sh eval opti : 0.14ms
November 19, 2018, 17:05 (GMT)
Workbench: Performance: Fix performance drop caused by specular lighting

In my test, the composite pass went from 1.52ms to 0.24ms when specular
lighting is enabled.
November 19, 2018, 15:28 (GMT)
Remove note about Blender Internal
November 19, 2018, 14:48 (GMT)
DRW: Make profiling more precise on certain drivers.

This makes the whole rendering slower (because of sync point) but the
numbers displayed by the draw manager profiler is more precise on some
buggy drivers. They seems to issue the query before the last one ends.
November 19, 2018, 14:48 (GMT)
Studio Lights: Big Cleanups

* Less Lengthy enum/macro names.
* Optimize computation of Spherical Harmonics.
* Reduce radiance cubemap size a bit. Higher resolution is not necessary.
* Remove STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED (was not used).
* Do windowing on each component separately instead of using luminance.
* Use ITER_PIXELS to iterate on each pixels, using pixel center coords.
* Remove gpu_matcap_3components as it is only needed when creating the gputex.
* Fix a lot of confusion in axis denomination/swizzle.

These changes should not affect functionallity.
November 19, 2018, 13:32 (GMT)
Py API Docs: use new bind context manager in gpu examples
November 19, 2018, 12:39 (GMT)
STUDIOLIGHT: leave a comment of why `STUDIOLIGHT_SPHERICAL_HARMONICS_WINDOWING` was commented.
November 19, 2018, 12:28 (GMT)
Revert "BKE object: Correct bound box of bezier curve objects not matching the object viewed."

This reverts commit 24677cf77bbd97827bb5789bc1e4d883732a59da.
November 19, 2018, 12:16 (GMT)
PyAPI: GPUOffscreen: Add context manager for the `bind` method to work with the `with` statement.

Differential Revision: https://developer.blender.org/D3918
November 19, 2018, 11:31 (GMT)
Themes: Remove deprecated themes.

Most themes have missing/wrong settings due to the new editors in 2.8

A Call-for-content has been made at devtalk.blender.org for the community to contribute new ones.
November 19, 2018, 11:05 (GMT)
LOOKDEV: disable STUDIOLIGHT_SPHERICAL_HARMONICS_WINDOWING

This option is causing the texture to become full of nan(ind)s.
I don't know how it worked before.

Until this is resolved, this feature (which improves the quality of LOOKDEV's irradiance texture) will be disabled.
November 19, 2018, 11:05 (GMT)
EEVEE: Cleanup: default_world_frag.glsl
November 19, 2018, 11:05 (GMT)
EEVEE: Cleanup remove unused shader.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021