Revision 6fdcca8 by Alexander Gavrilov 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 |
Revision 91d320e by Alexander Gavrilov 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 |
Revision 9bc177d by Alexander Gavrilov 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 |
Revision da93da4 by Campbell Barton November 3, 2020, 13:04 (GMT) |
Docs: add comments to some surface deform internal structures |
Revision 3c953a1 by Jacques Lucke 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 |
Revision 7ceb622 by Campbell Barton November 3, 2020, 13:01 (GMT) |
Cleanup: doxy param syntax |
Revision f278d81 by Campbell Barton November 3, 2020, 12:59 (GMT) |
Cleanup: spelling |
Revision b1efea9 by Brecht Van Lommel 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. |
Revision c21ba10 by Sebastián Barschkis November 3, 2020, 12:22 (GMT) |
Merge branch 'blender-v2.91-release' |
Revision df2a0cd by Sebastián Barschkis 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. |
Revision bc0a6b0 by Bastien Montagne 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 |
Revision 5610ccd by Bastien Montagne 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 |
Revision da03eb8 by Campbell Barton November 3, 2020, 09:54 (GMT) |
Merge branch 'blender-v2.91-release' |
Revision e035757 by Campbell Barton November 3, 2020, 09:54 (GMT) |
Merge branch 'blender-v2.91-release' |
Revision fc9f1b1 by Campbell Barton 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. |
Revision d93a6cd by Jeroen Bakker 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. |
Revision 093dfdf by Nathan Craddock 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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