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Blenderin Git "master"-kehityshaaran kommitit.

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January 11, 2018, 21:58 (GMT)
Fix T53764: vertical line glitch for collections with objects and collections

The code for vertical line was assuming that we necessarily neeeded vertical
lines for all the elements. Which is not true since we are not drawing
vertical and horizontal lines for collections.

Patch made in contribution with Philippe Schmid (@Quetzal).
January 11, 2018, 21:30 (GMT)
Fix Cycles bevel normal baking having some random incorrect pixels.

The bevel and SSS code could result in NaNs in some cases, tweak the
formulas so this can't happen.
January 11, 2018, 21:30 (GMT)
Build: auto detection of libraries built by "make deps" on Linux.

Use the libraries if they exist in ../lib/linux_x86_64 or similar, so
that you can run "make deps && make full" to get a full static build.
Note that install_deps.sh is still the only officially supported way to
build Blender dependencies on Linux, but this may be useful to some.

Differential Revision: https://developer.blender.org/D2980
January 11, 2018, 20:28 (GMT)
Edit Mode Overlay Shaders: remove loose comment left by last commit
January 11, 2018, 20:07 (GMT)
Fix error weird sliding vertices appearing in edit mode with some Intel GPUs

Appear when zooming
January 11, 2018, 19:19 (GMT)
Merge branch 'master' into blender2.8

Conflicts:
source/blender/blenkernel/intern/multires.c
January 11, 2018, 19:17 (GMT)
Cleanup commented out OMP command.
January 11, 2018, 19:14 (GMT)
Nuke OMP from multires.c: forgot that one in previous commit.

Gives same kind of speedup too, 8.7ms with old OMP code, 2.7ms with new
one, with same level-4 multires monkey head.
January 11, 2018, 18:39 (GMT)
Nuke OMP usage in multires.c.

New code is over three times quicker than old one here (e.g. Suzanne
subdiv level 4, 250k tris, threaded part is now 1.4ms instead of 4.5ms
with OMP).
January 11, 2018, 18:35 (GMT)
DRW: Fix T53583 Armature instances not drawing.

Was due to the fact that the instances don't have a "static" obmat that can be referenced to use as a uniform.
Solution : precompute the full matrix for each bone and pass it as instance data. (theses are copied into a buffer and can be discarded right away)

Note: this could be optimized further and make only one drawcall (shgroup) to draw all bone instance of one type (vs. one call per armature).
January 11, 2018, 18:03 (GMT)
Fix T53340: Outliner collections collapsing when UNDO

This is not the original reported issue, but it is a second issye mentioned
that, the only one reminding.
January 11, 2018, 17:58 (GMT)
Fix T51576: Blender crash when change to edit mode with some Intel GPUs

Differential Revision: D2995
January 11, 2018, 16:56 (GMT)
Preparation step for nuking OMP from multires code.

Remove the critical OMP sections used to protect mem allocation.

First one can be done in a separate loop before main, parallelized one.

Second one only affect 'private' data, so we only need to ensure
guardedalloc thread safety is enabled.

This is committed as separated step to ease troubleshooting in case
bisecting becomes necesary.
January 11, 2018, 16:55 (GMT)
Cleanup typo in comment.
January 11, 2018, 15:50 (GMT)
Eevee: DoF: Fix most color artifacts in render.

Use full 32bit floats buffers. This increase render time but also color fidelity.
January 11, 2018, 15:50 (GMT)
Eevee: Fix Depth of Field.

It was using a wrong blending function.
January 11, 2018, 15:50 (GMT)
Eevee: Lamps: Optimize lamps CPU/Memory usage.

Tests on my system with ~1200 objects with 128 shadow casting lamps (current max) show a significant perf improvment (cache timing : 22ms -> 9ms)
With a baseline with no shadow casting light at 6ms this give a reduction of the overhead from 16ms to 3ms.

This remove pretty much all allocations during the cache phase. Leading to a big improvement for scene with a large number of lights & shadowcasters.
The lamps storage has been replace by a union to remove the need to free/allocate everyframe (also reducing memory fragmentation).

We replaced the linked list system used to track shadow casters by a huge bitflag.
We gather the lights shadows bounds as well as the shadow casters AABB during the cache populate phase and put them in big arrays cache friendly.

Then in the cache finish phase, it's easier to iterate over the lamps shadow SphereBounds and test for intersection.

We use a double buffer system for the shadow casters arrays to detect deleted shadow casters.
Unfortunatly, it seems that deleting an object trigger an update for all other objects (thus tagging most shadow casting lamps to update), defeating the purpose of this tracking.
This needs further investigation.
January 11, 2018, 14:45 (GMT)
Fix poll and name of collection link/unlink operators

Reported via IRC by Pablo Vazquez (venomgfx).
January 11, 2018, 14:14 (GMT)
Merge branch 'master' into blender2.8
January 11, 2018, 14:06 (GMT)
Subsurf: Allow partial threading over geometry arrays

This helps avoiding threading overhead when having lots of system threads..
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021