Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

Page: 1511 / 5574

October 15, 2018, 05:01 (GMT)
Mesh: remove DerivedMesh for displist conversion
October 15, 2018, 04:31 (GMT)
Mesh: mostly remove DerivedMesh for vertex parent

The exception is for subdivision surface which still uses derived mesh.
October 15, 2018, 04:12 (GMT)
Mesh: remove DerivedMesh for face-map drawing
October 15, 2018, 03:29 (GMT)
Mesh: remove DerivedMesh from various places
October 15, 2018, 02:40 (GMT)
Cleanup: remove DerivedMesh bvhtree_from_mesh_get
October 15, 2018, 02:38 (GMT)
Bake: remove derived mesh for bake API

Multires baking still uses DerivedMesh.
October 14, 2018, 17:48 (GMT)
Depsgraph: Add proper API functions for CustomDataMask dependencies.

There were a few copies of the same few lines in depsgraph build code,
so it seems to be logical to introduce a function for it, and make it
accessible from C code for completeness.

As an example, register the mask needs of the Data Transfer modifier.
October 14, 2018, 17:07 (GMT)
Fix T55961: Anomalous edges cage on some AMD buggy drivers.

Reviwed on irc by @fclem.
October 14, 2018, 10:21 (GMT)
GP: Fix several issues in blur FX

There were some problems with the z-depth and especially when tries to blur a pixel outside the viewport.
October 13, 2018, 21:55 (GMT)
Edit Mesh: Optimize the overlay triangle geometry shader

On my test it's 30% faster than before.

Test case : Suzanne, subsurf lvl3, 64K tris, Edge select mode for fair
comparison.

0.95ms before optimization
0.64ms after optimization

Note that this only optimize the "nicest" display of edit mesh overlays,
not the one when rotating the view where half of the border edges are
missing.
October 13, 2018, 21:48 (GMT)
Edit Mesh: Do not use barycentric coord in EDGE_FIX shader and ...

... display vertex even when occluded.

Add back the vertex display because occluded vertex are not visible when
the triangle is almost parallel to the view.

The problem with the barycentric coord is that they are hard to work with
and their derivatives not enough precise to compute the vertex positions.

So we need to pass the vertices scree positions down to the fragment shader.
October 13, 2018, 21:48 (GMT)
Edit Mesh: Fix and increase the depth bias on vertices
October 13, 2018, 18:34 (GMT)
GP: Remove Layer order userprefs parameter

After a lot of discussion about this option (see 18f117594004) we have decided set always the order of GP layers in 2D mode (Top->Down) and remove the parameter from User Preferences screen.

Internally all works equal, but in the UI the list is inverted.

The filter buttons to reverse the list or sort alphabetically have been removed because these buttons are not logic in this context.
October 13, 2018, 17:36 (GMT)
node_shader_utils: several fixes, improvements and cleanups.

Fix broken behavior in case of texcoords mapping (we do need texcoords
node in all cases, then, even for UV coords...).

Use nodes by default when generating new write-allowed wrapper around a
material.

Do not try to find nodes in existing tree all the time, do it only once,
even for lazy-initialized nodes (through accessors).

Fix ugly spacing in property accessors (since it looks like some people
do not like a single 'block' with both getters, setters and prop
definition, at least use one sep line everywhere (and two sep lines to
separate properties)...
October 13, 2018, 16:28 (GMT)
GP: Improve qualitty in Wave when alpha is extreme
October 13, 2018, 16:24 (GMT)
GP: Add more blur samples to some FX
October 13, 2018, 16:21 (GMT)
GP: Improve Blur FX quality in transparency.
October 12, 2018, 22:53 (GMT)
ED_pose_recalculate_paths: Run only for active object

New iterator CTX_DATA_BEGIN_FOR_ID, to restrict the loop to the specified object only.
This is not super efficient, but it should be fine for now.

I will talk to other developers. A more elegant solution would be to
have something like "active_object_selected_pose_bones" in the context.
October 12, 2018, 22:51 (GMT)
Multi-Objects: POSELIB_OT_pose_add

Make it work only for the active object bones
October 12, 2018, 22:34 (GMT)
Revert "Multi-Object Pose: POSE_OT_select_parent by Harsha"

This reverts commit dcf1210c44cb1e46bf387f326c5ee9daa2a53004.

In 2.79x select parent would only work for the active bone.
There is no reason to have it working for multi-objects.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021