Revision 41a81fe by Dalai Felinto March 29, 2018, 23:03 (GMT) |
Collections: API to select all scene collection objects |
Revision 5349162 by Dalai Felinto March 29, 2018, 23:03 (GMT) |
Select Grouped: Collection Part I Use Shift+G > Collection. If there is only one collection, it just selects it, if there are multiple ones user get to pick which one to select. This is the same behaviour we have for groups. Note, we only select objects directly in the collection, not the ones in any nested collection. Feature suggested by Pablo Vazquez (venomgfx) |
Revision 0243951 by Dalai Felinto March 29, 2018, 23:03 (GMT) |
Fix typo in outliner Select Objects tooltip |
Revision 156b548 by Dalai Felinto March 29, 2018, 23:03 (GMT) |
Collections: API to get collection from index |
Revision 1251043 by Dalai Felinto March 29, 2018, 23:03 (GMT) |
Collections: API to check if object is in collection |
Revision ee2aa31 by Aaron Carlisle March 29, 2018, 22:02 (GMT) |
PyDoc: Merge manual docs for bge.texture https://docs.blender.org/manual/en/dev/game_engine/python_api/videotexture.html Had a few things that this file did not while this file having things the other did not. To fix, I merged both documents into the python api. |
Revision b882257 by Clément Foucault March 29, 2018, 19:32 (GMT) |
BLF: Reduce the size of the buffer requested to IMM. There is no point to not call strlen if the number of char is large. |
Revision 7144fdf by Clément Foucault March 29, 2018, 19:32 (GMT) |
BLF: Perf: Divide by 6 the amount of verts sent to the GPU. This means smaller imm buffer usage. This does not reduce the number of drawcalls. This uses geometry shader which is slow for the GPU but given we are really CPU bound on this case, it should not matter. A perfect implementation would: - Set the glyph coord in a bufferTexture and just send the glyph ID to the GPU to read the bufferTexture. - Use GWN_draw_primitive and draw 2*strllen triangle and just retrieve the glyph ID and color based on gl_VertexID / 6. - Stream fixed size buffer that the Driver can discard quickly but this is the same as improving IMM directly. |
Revision c48b6fa by Clément Foucault March 29, 2018, 19:32 (GMT) |
GWN: Add immVertex4f. |
Revision 354dfda by Aaron Carlisle March 29, 2018, 18:26 (GMT) |
UI: Edit mode move edge data tool into a menu UI: Edit mode move edge data tool into a menu See also: - D1741 - T46853 Reviewers: Severin, meta-androcto, campbellbarton Subscribers: mont29, #user_interface Tags: #user_interface Differential Revision: https://developer.blender.org/D2259 |
Revision 0f6d52c by Aaron Carlisle March 29, 2018, 18:25 (GMT) |
PyDocs: Adde link to Wikipedia page for mathutils.Euler class This update adds a link to the Wikipedia article "Euler angles" to the description of the mathutils.Euler class. I initially was not sure what a "Euler" represented in Blender API, but found the Wikipedia article helpful. I believe others will find the link helpful too if it appears in the class documentation. This is similar to the Wikipedia links that appear in the mathutils.Matrix class, e.g: https://docs.blender.org/api/blender_python_api_current/mathutils.html?highlight=euler#mathutils.Matrix.adjugate Author: @justasb Reviewers: campbellbarton, trumanblending, Blendify Reviewed By: Blendify Subscribers: Blendify Tags: #bf_blender Differential Revision: https://developer.blender.org/D3077 |
Revision b3ef5a0 by Julian Eisel March 29, 2018, 15:21 (GMT) |
Cleanup: Use uppercase UI_ prefix for external functions Using uppercase prefixes is our convention for external functions. "External" as in functions exposed to the outside of interface/ directory. |
Revision 973eeff by Julian Eisel March 29, 2018, 15:15 (GMT) |
Fix Blenderplayer compile error |
Revision 8b45fd8 by Clément Foucault March 29, 2018, 14:46 (GMT) |
UI: Fix out of bound read catched by asan. |
Revision d93e7e6 by Clément Foucault March 29, 2018, 14:36 (GMT) |
UI: Perf: Group fill/border/emboss batches together. This roughly halves the number of drawcalls from widgetbase_draw. |
Revision 26b9c50 by Dalai Felinto March 29, 2018, 13:36 (GMT) |
Merge remote-tracking branch 'origin/master' into blender2.8 Fix for T54437: Sequencer preview uses last updated scene The fix started in master, moving EvaluationContext initialization before we leave `deg_evaluate_on_refresh()`. Upon merging master we can fix the actual issue which was to set the EvaluationContext depsgraph even if the depsgraph was already updated. |
Revision 1113097 by Dalai Felinto March 29, 2018, 13:36 (GMT) |
Merge commit 'origin/master^' into blender2.8 |
Revision 9f60c85 by Dalai Felinto March 29, 2018, 12:56 (GMT) |
Depsgraph: initialize EvaluationContext even if nothing to update This is required to T54437 (sequencer preview uses last updated scene). Although the fix itself needs to be in 2.8, for the 2.8 specific initialization code. |
Revision f6ad538 by Clément Foucault March 29, 2018, 12:22 (GMT) |
UI: Perf: widgetbase: Replace imm usage by a batch cache. Introduce a UI batch cache. For the moment it's only used by widgetbase so leaving it interface_widgets.c. If it grows, it can have its own file. Like all preset batches (batches used by UI context), vaos must be refreshed each time a new window context is binded. This still does 3 GWN_batch_draw in the worst cases but at least it does not use the IMM api. I will continue and batch the 3 calls together since we are really CPU bound, so shader complexity does not really matters. I cannot spot any difference on all the widgets I could test. I did not use any unit tests so I cannot tell if there is really any defects. This is not a complete rewrite but it adresses the top bottleneck found after a profilling session. |
Revision ba9c274 by Clément Foucault March 29, 2018, 12:22 (GMT) |
GPUShader: Add specialized widget base shader. This vertex shader let us draw widgets with batches instead of imm calls. |
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