Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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March 14, 2018, 15:02 (GMT)
Fix T54319: Crash after double-clicking baked F-curve
March 14, 2018, 14:48 (GMT)
Cleanup: rename BLI_array_count -> len

Match naming convention used everywhere else.
Count should only be used when this isn't directly accessible.
March 14, 2018, 14:21 (GMT)
Depsgraph: Fix missing updates with drivers

The issue was only visible with copy-on-write enabled, and related to the
fact, that dependency graph builder binds original FCurves.

For now use smallest patch possible to make things to work and to make
draguu happy.

Need to think of a smarter way to deal with drivers, bones and view layers.
March 14, 2018, 13:52 (GMT)
Clay: Add FXAA.

I tried to use real multisampling but the main problem is the outline detection that needs to have matching depth samples.

So adding FXAA instead. Always on for now, may add a parameter for it later.

One thing to note is that we need to copy the final output once again to the main color buffer because we cannot swap the dtxl textures (they can be referenced elsewhere like GPUOffscreen).

We could improve upon this and add TAA on top if viewport is still.
March 14, 2018, 11:55 (GMT)
GPUViewport: Fix offscreen multisample syncing.
March 14, 2018, 11:41 (GMT)
Clay: Refactor: Port clay to a deferred pipeline.

This means that rendering clay with AO only needs 1 geometry pass.
Thus greatly improving performance of poly heavy scene.

This also fix a self shadow issue in the AO, making low sample count
way better.

We also do not need to blit the depth anymore since we
are doing a fullscreen shading pass.

The constant cost of running the a deferred shading pass is negligeable.
This include quite a bit of code cleanup inside clay_engine.c.

The deferred pipeline is only enabled if at least one material needs it.
Multisampling is not supported yet.

Small hacks when doing deferred:
- We invert the normal before encoding it for precision.
- We put the facing direction into the sign of the mat_id.
- We dither the normal to fight the low bitdepth artifacts of the normal
buffer (which is 8bits per channel to reduce bandwidth usage).
March 14, 2018, 11:41 (GMT)
DRW: Add DRW_viewport_invert_size_get for more ease of use.
March 14, 2018, 11:41 (GMT)
GPUTexture: Unlock GL_R16I format.
March 14, 2018, 11:13 (GMT)
Fix make single user crash

How to reproduce the crash:
* Factory startup
* 'u'key (make single user)

It comes with a simple unittest to reproduce the original issue.
March 14, 2018, 10:47 (GMT)
Cleanup: use flags instead of collection of bools to get RNA override status.
March 14, 2018, 10:42 (GMT)
Updated bpy.props getter/setter example

- The common name in computer science are 'getters' and 'setters', so by
adding these names to the documentation (while 'get' and 'set are still
also mentioned) we improve findability. Having 'Getters/Setters' as a
title also makes it clearer that this example is not just about
getting or setting the property value.
- Added a little prefix to each printed value, so that print statement,
expected output, and real output can be matched easier.
March 14, 2018, 10:31 (GMT)
Fix T54286: bpy.props operator example misses property access

The old example had two downsides:

- It promoted a blocking UI design, where the user is shown a popup
before actually executing the operator.
- It didn't show how to actually use the property values.

The new code avoids these mistakes. The properties are also shown in the
redo panel in the 3D view.

Note that I also changed the bl_idname, as this is an example about
properties, not about dialogue boxes, and changed the class name to use
the standard operator naming convention.

I also extended the example to include a panel that sets multiple
properties of the operator, since I see questions about this relatively
frequently.
March 14, 2018, 07:03 (GMT)
Merge branch 'master' into blender2.8
March 14, 2018, 06:49 (GMT)
Cleanup: use sections for editmesh tools/select
March 14, 2018, 02:29 (GMT)
Eevee: Fix sequencer rendering.

Sequencer rendering can use multisample render targets. Be sure to sync
thoses after rendering.

Also disable the sample loop when not needed.

Do note that currently the color correction is broken with the sequencer.
March 14, 2018, 02:29 (GMT)
GPUViewport: Fix offscreen multisample rendering.

Multisample rendering needs to have both a multisample and a regular color/depth target for engines that does not support MSAA.
March 14, 2018, 02:29 (GMT)
GPUTexture: Save sample count inside texture struct.

This adds a quick way to know if a texture is a multisample texture and its sample count.
March 13, 2018, 18:49 (GMT)
API generating script: give better version for releases builds.

Was giving '2.62.1 <sha1>' even for releases, now rather giving nicer
'2.62a <sha1>' in that case.
March 13, 2018, 15:10 (GMT)
Merge branch 'master' into blender2.8
March 13, 2018, 15:03 (GMT)
Cleanup: doxygen comments
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021