Revision e7895ba by Campbell Barton May 20, 2018, 20:39 (GMT) |
UI: support for custom keymaps for popovers |
Revision 46514cf by Inês Almeida May 20, 2018, 18:05 (GMT) |
COW Operators: Fix VIEW3D_OT_view_all and camera mode of VIEW3D_OT_viewnumpad Reviewers: sergey, aligorith Maniphest Tasks: T54829 Differential Revision: https://developer.blender.org/D3314 |
Revision 8e0953e by Inês Almeida May 20, 2018, 17:48 (GMT) |
COW Operators: Fix VIEW3D_OT_view_lock_to_active Reviewers: aligorith, sergey Maniphest Tasks: T54829 Differential Revision: https://developer.blender.org/D3365 |
Revision d3def53 by Clément Foucault May 20, 2018, 17:17 (GMT) |
Workbench: Shadow: Add support for completly manifold geom. If a mesh is known to be manifold, then it's not necessary to increment the stencil buffer 2 times anymore. But we still need to account properly for degenerate triangles. In this case, only generate a quad if the tri is facing the lamp. If there is a degenerate loop, the other edge will either cancel the increment (if it is also facing the light) or not produce a quad (if not facing). This will always give the correct count. |
Revision 4bbb1d4 by Clément Foucault May 20, 2018, 17:17 (GMT) |
DRW: Rename some DRW_STATE_* for more consistency. |
Revision 7a28dea by Clément Foucault May 20, 2018, 17:14 (GMT) |
Workbench: Shadow: Add Depth Fail method Also add new debug visualisation. Depth fail method is not used for the moment but has nice benefits. It will be used efficiently in the future. |
Revision 2c61062 by Clément Foucault May 20, 2018, 17:14 (GMT) |
Workbench: Precompute light direction in object space. Avoid 2 matrix multiplication in the shader. |
Revision ef90d46 by Clément Foucault May 20, 2018, 17:14 (GMT) |
Workbench: Shadow: Add geometry instancing extension. This give a very slight perf boost. (2ms gain over 67ms total in my test) |
Revision 24cc976 by Clément Foucault May 20, 2018, 17:14 (GMT) |
Workbench: Shadows: Fix corner case with degenerate triangles. Seems that degenerate tris are somewhat widely used in modeling. So we need to fix this. Test the edges in the geom shader since the adjacency info is only dependant on topology, not actual vertex placement. This fixes most of the remaining noise issues. Only a few artifacts appear on really weird models. So if you want to get rid of the artifacts, fix your model! |
Revision 687f09a by Clément Foucault May 20, 2018, 17:14 (GMT) |
Workbench: Optimize Shadows. This makes the shadows ~10 times faster in the general case. This only create extrusion geometry on the outline edges. Also we increment or decrement the stencil buffer by 2 for each manifold edge and only by 1 for non manifold. This make the algorithm robust yet less heavy than creating one prism for each triangles. |
Revision 883cb58 by Clément Foucault May 20, 2018, 17:14 (GMT) |
GWN: Add Line Adjacency primitive support. |
Revision 4308602 by Inês Almeida May 20, 2018, 15:44 (GMT) |
Fix: crash when rotating the view in pose mode |
Revision 8cb6ede by Campbell Barton May 20, 2018, 07:58 (GMT) |
UI: locate popover w/ active item under cursor Use when popover has no parent, useful for accessing the toolbar. |
Revision 7959617 by Campbell Barton May 20, 2018, 07:04 (GMT) |
Cleanup: line length |
Revision 12eb29f by Campbell Barton May 20, 2018, 06:52 (GMT) |
Cleanup: whitespace, duplicate includes |
Revision 96a3a62 by Joshua Leung May 19, 2018, 18:18 (GMT) |
Hacky Fix: Changing frames by setting Scene.frame_current directly didn't update rigs in 3D viewport Operators did not suffer from this problem as they were still just using notifiers directly. The "proper" fix is to use the new message bus system. But, we've got enough problems dealing with COW already as it is now... moving on. |
Revision 0492e56 by Joshua Leung May 19, 2018, 17:54 (GMT) |
Fix: When trying to transform animated bones, they would jump to and use random old values The transform code needed to use data from the "_eval" copy of the posebone instead of the main-db version, otherwise the initial/reset value would be wrong, causing the jumping. |
Revision aca8928 by Joshua Leung May 19, 2018, 17:54 (GMT) |
Add back temporary exception for pose bones in DEG_get_evaluated_rna_pointer() Without the exception, adding new poses to pose libraries took several seconds with only <= 4 bones selected. While we may still need this for other cases too, since bones are such a common use case, it makes sense to provide some level of optimisation for them. |
Revision 006b8e6 by Joshua Leung May 19, 2018, 17:54 (GMT) |
Cleanup: Remove temporary debugging code |
Revision 4a0dea8 by Joshua Leung May 19, 2018, 17:54 (GMT) |
WIP: Improved implementation of DEG_get_evaluated_rna_pointer() This now works by getting the RNA Path from the given PointerRNA to go from the ID block to the data it points to, then uses this path to find the new data relative to the COW ID. Note: This currently still has all the debug prints left in - As can be seen, I was testing this against the earlier PoseBone hack/special case. We may still need to bring such special cases back in future, since looking up RNA Paths like this can be slow. |
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