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November 3, 2020, 13:35 (GMT)
Materials: add custom object properties as uniform attributes.

This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.

The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.

In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.

The back-end Cycles code is already refactored and committed by Brecht.

Differential Revision: https://developer.blender.org/D2057
November 3, 2020, 13:35 (GMT)
Cycles: immediately store the used_shader list in Blender interface.

Uniform attributes require immediate access to the shader list
in object update code, so setting the field can't be deferred
to a background task. This required adding a parameter to the
clear method of Geometry.

Ref D2057
November 3, 2020, 13:35 (GMT)
Materials: support true float4 attributes in the Attribute node.

Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.

The Cycles code is already refactored and committed by Brecht.

Ref D2057
November 3, 2020, 13:04 (GMT)
Docs: add comments to some surface deform internal structures
November 3, 2020, 13:01 (GMT)
Fix T82074: Volume to Mesh normals are inverted

OpenVDB seems to have a different winding order convention.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D9434
November 3, 2020, 13:01 (GMT)
Cleanup: doxy param syntax
November 3, 2020, 12:59 (GMT)
Cleanup: spelling
November 3, 2020, 12:31 (GMT)
Fix sequence tests writing HTML report to wrong directory

It was missing from tests/report.html that gathers all tests reports.
November 3, 2020, 12:22 (GMT)
Merge branch 'blender-v2.91-release'
November 3, 2020, 12:21 (GMT)
Fluid: Fix crash with viewport display options

Overlay extras should not be drawn outside of the fluid domain cache range.
Revision c32bee0 by Julian Eisel
November 3, 2020, 11:27 (GMT)
Cleanup: Use recently added helper function to find File Browser UI data

`ED_fileselect_handler_area_find()` was added in a750acab78cf and makes this
case more readable and avoids code duplication as well.
November 3, 2020, 11:09 (GMT)
Fix T71759: Sculpt/Vertex/Weight Paint Brush Size Gets Undone After Undoing a Stroke.

Add code preserving scene's toolsettings accross undo.

IDPointers are dealt with special care, we try to keep existing ones for
some (like brushes) when possible.

Note that this covers ToolSettings, Brushes and Palettes currently.

I'm not especially happy about how this new code mixes with existing
'foreach_id' one, in particular in scene. But cannot think of a better,
more generic way to do it currently.

Maniphest Tasks: T71759

Differential Revision: https://developer.blender.org/D9311
November 3, 2020, 10:40 (GMT)
Add a callback to `IDTypeInfo` to allow preservation of some data accross memfile undos

This is essentially adding that new callback, and using it only for already
existing Scene's 3DCursor.

Note that the place where this is called has been moved again, after all
have been lib-linked, such that those callbacks may also work on ID pointers.

Maniphest Tasks: T71759

Differential Revision: https://developer.blender.org/D9237
November 3, 2020, 09:54 (GMT)
Merge branch 'blender-v2.91-release'
November 3, 2020, 09:54 (GMT)
Merge branch 'blender-v2.91-release'
November 3, 2020, 09:52 (GMT)
Fix T81988: Surface Deform "Bind" causes vertices to spike

Surface deform weight calculation assigned weights in a non-uniform
way that caused vertices to deform upon binding.

This was caused by the face-corner angle being used in
calculations which where squared & scaled.
Causing a triangle fan of many thin faces to have a much greater
influence compared to the same shape made from a single triangle.

Change the calculation of the weight so each face-corner is scaled
by it's angle.
November 3, 2020, 09:44 (GMT)
DrawManager: Cleanup unneeded memory allocation

`tris_per_mat` is only valid for the final buffer cache. It was
allocated for every buffer cache.
November 3, 2020, 05:59 (GMT)
Merge branch 'blender-v2.91-release'
November 3, 2020, 05:56 (GMT)
Fix T77161: Outliner - Hiding a Collection does not gray out children objects

Ensure that When checking "Hide in Viewport" option for a collection
that child objects are drawn grayed out for consistency with the
"Disable in Viewports" toggle.

For checking an object visibility in the viewport the flag
BASE_VISIBLE_VIEWLAYER should be used instead of BASE_VISIBLE_DEPSGRAPH
because the latter ignores viewport visibility.

Manifest Task: T77161

Differential Revision: https://developer.blender.org/D7904
November 3, 2020, 05:09 (GMT)
Outliner: Add "Selectable" object filter

This addition to the filters allows the user to enable the
outliner tree to restrict the listing to only Selectable objects.

Differential Revision: https://developer.blender.org/D7310
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