Revision d005515 by Sergey Sharybin March 14, 2018, 15:02 (GMT) |
Fix T54319: Crash after double-clicking baked F-curve |
Revision 342593f by Campbell Barton 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. |
Revision 9521b67 by Sergey Sharybin 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. |
Revision 5c30121 by Clément Foucault 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. |
Revision 3530ee2 by Clément Foucault March 14, 2018, 11:55 (GMT) |
GPUViewport: Fix offscreen multisample syncing. |
Revision b4209b1 by Clément Foucault 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). |
Revision e22bc55 by Clément Foucault March 14, 2018, 11:41 (GMT) |
DRW: Add DRW_viewport_invert_size_get for more ease of use. |
Revision f7f3b08 by Clément Foucault March 14, 2018, 11:41 (GMT) |
GPUTexture: Unlock GL_R16I format. |
Revision e7c3c46 by Dalai Felinto 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. |
Revision 59aa8d2 by Bastien Montagne March 14, 2018, 10:47 (GMT) |
Cleanup: use flags instead of collection of bools to get RNA override status. |
Revision c22c2ff by Sybren A. Stüvel 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. |
Revision b76471c by Sybren A. Stüvel 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. |
Revision d430d12 by Campbell Barton March 14, 2018, 07:03 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 8803c5c by Campbell Barton March 14, 2018, 06:49 (GMT) |
Cleanup: use sections for editmesh tools/select |
Revision 7314904 by Clément Foucault 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. |
Revision f5d529b by Clément Foucault 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. |
Revision bba3b43 by Clément Foucault 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. |
Revision c169454 by Bastien Montagne 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. |
Revision 585208e by Campbell Barton March 13, 2018, 15:10 (GMT) |
Merge branch 'master' into blender2.8 |
Revision bf8f5f5 by Campbell Barton March 13, 2018, 15:03 (GMT) |
Cleanup: doxygen comments |
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