Revision 93de6ca by Clément Foucault May 30, 2018, 10:25 (GMT) |
DRW: Instance selection id: use Batch buffers instead of DRWInstanceData This is motivated by the refactor of DRWInstanceData to be actual non contiguous mempools. |
Revision 0488b72 by Clément Foucault May 30, 2018, 10:25 (GMT) |
Eevee: Add support for the Hair info node. Only the random output is not supported for the moment. |
Revision 10f6450 by Clément Foucault May 30, 2018, 10:25 (GMT) |
Eevee: Add support for new Hair geometry system. This now can shade actual poly strips that mimics cylinders. This makes hair coverage exact compared to the line method and result in smoother fading hair. This does make the sampling a bit more exact but needs more samples to converge properly. |
Revision 501c0b1 by Clément Foucault May 30, 2018, 10:25 (GMT) |
GPUMaterial: Add support for hair vertex color, uvs and orco. |
Revision 328f8dc by Clément Foucault May 30, 2018, 10:25 (GMT) |
DRW: Add new GPU hair system. This new system use transform feedback to compute subdivided hair points position. For now no smoothing is done between input points. This new system decouple the strands data (uv, mcol) with the points position, requiring less update work if only simulation is running. In the future, we can have compute shader do the work of the feedback transform pass since it's really what it's meant to. Also we could generate the child particles during this pass, releasing some CPU time. draw_hair.c has been created to handle all of the Shading group creations as well as subdivision shaders. We store one final batch per settings combination because multiple viewport or render could use the same particle system with a different subdivision count or hair shape type. |
Revision 2faef34 by Clément Foucault May 30, 2018, 10:25 (GMT) |
Cycles: Use new internal hair shape properties. The do_version actually copy the existing custom properties to the internal ones, because theses properties are straight port from cycles. |
Revision e0e3038 by Clément Foucault May 30, 2018, 10:25 (GMT) |
Hair Particles: DNA: Add properties for new GPU hairs. Hair Particles shape properties are ported from cycles. Thoses properties have the same defaults and have a do_version of their own. Cycles will use theses properties instead of its custom ones. Some realtime engine specific settings are also added to scene->r because it's much easier to control as global values. Bumping Version number so cycles can do its own do_version on top of the default settings. |
Revision ec6da3d by Clément Foucault May 30, 2018, 10:25 (GMT) |
DRW: Add new per drawcall option to bypass culling. |
Revision 201952a by Clément Foucault May 30, 2018, 10:25 (GMT) |
GPUTexture: Add support for GL_RGBA16 texture format. |
Revision 3bc0cb0 by Clément Foucault May 30, 2018, 10:25 (GMT) |
DRW: Add DRW_CALL_PROCEDURAL DRWCall type. This mimics the behaviour of DRW_shgroup_empty_tri_batch_create and will replace it eventually. The advantage is that it's compatible with transform feedback. |
Revision 7b9a0ed by Clément Foucault May 30, 2018, 10:25 (GMT) |
BLI: Utils: Add Macro that compute the number of digits in integers type. Usefull if you want to create char chains to contains hashes of a certain type. |
Revision 08d3258 by Campbell Barton May 30, 2018, 10:18 (GMT) |
Keymap: add back sculpt keys Shouldn't have been removed in recent keymap edits. |
Revision 72f4ac9 by Bastien Montagne May 30, 2018, 10:04 (GMT) |
Cleanup/fix wrong modifiers targets handling in COW context. Modifiers stack only get COW/evaluated IDs, so no need to go auery again DEG for those. Further more, now unified handling of EditBMesh case (was done on case-by-case basis in a few modifiers, not all for some reason). We are still missing the ability to get final and cage deformed meshes when in Edit mode though, this is to be defined/implemented in depsgraph. |
Revision e55c1a9 by Sergey Sharybin May 30, 2018, 10:02 (GMT) |
Depsgraph: Add TODO about backing up evaluated state of ID |
Revision edc1e65 by Sergey Sharybin May 30, 2018, 09:49 (GMT) |
Add deformed evaluated mesh to object This is a first step to have correspondence of legacy derivedDeform within a new formulation. Only base ground for now to support file reading, copy-on-write remapping and such. |
Revision 6afa0a7 by Sergey Sharybin May 30, 2018, 09:26 (GMT) |
Fix T55253: Camera lens can't be edited after keyframing it Bring back animation channel exception for tag flag=0. |
Revision 9abbf73 by Sergey Sharybin May 30, 2018, 09:11 (GMT) |
Cleanup: Wrap object runtime eval members into own struct |
Revision a01244c by Campbell Barton May 30, 2018, 08:29 (GMT) |
Outliner: support toggling non-active edit/pose mode objects Support switching non-active objects in/out of a mode from the outliner. - This allows users to change which objects are in a mode w/o having to exit the mode and change seleciton. - Changing the mode of the active object applies to all other objects. - By convention setting a mode selects, removing de-selects, this is done for convenience so switching to a mode from object mode maintains the set of objects in the current mode. See: T55246 |
Revision 47a8d3b by Campbell Barton May 30, 2018, 08:29 (GMT) |
UI: Show outliner icon highlight w/ non-active edit-mode objects |
Revision e054b7f by Campbell Barton May 30, 2018, 08:29 (GMT) |
BKE_object: Add BKE_object_data_is_in_editmode |
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