Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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October 20, 2021, 15:50 (GMT)
Cycles: make ambient occlusion pass take into account transparency again

Taking advantage of the new decoupled main and shadow paths. For CPU we
just store two nested structs in the integrator state, one for direct light
shadows and one for AO. For the GPU we restrict the number of shade surface
states to be executed based on available space in the shadow paths queue.

This also helps improve performance in benchmark scenes with an AO pass,
since it is no longer needed to use the shader raytracing kernel there,
which has worse performance.

Differential Revision: https://developer.blender.org/D12900
October 20, 2021, 15:50 (GMT)
Cleanup: some renaming to better distinguish main and shadow paths
October 20, 2021, 15:50 (GMT)
Cycles: more accurately count main paths for adding work tiles

Easy now thanks to the main and shadow path decoupling. Doesn't help
in an benchmark scene except Spring, where it reduces render time by
maybe 2-3%.

Ref T87836
October 20, 2021, 15:50 (GMT)
Fix T92367: missing Subsurface Anisotropy and IOR sockets with factory startup
October 20, 2021, 15:45 (GMT)
Geometry Nodes: Add Checker Texture

Port checker shader to GN

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12762
Revision 334a8d9 by Hans Goudey
October 20, 2021, 15:25 (GMT)
Geometry Nodes: Fields version of Curve to Points node

This commit adds an updated version of the curve to points that
supports fields. Only the position and radius are transferred
by default now, which should improve performance. The other outputs
like tangent and rotation are outputted with anonymous attributes.

I took the opportunity to change a few other small things:

- Name geometry sockets "Curve" and "Points" like other nodes.
- Remove the radius multiple of 0.1, which was confusing.

Thanks to @Johnny Matthews (guitargeek) for an initial patch.

Differential Revision: https://developer.blender.org/D12887
October 20, 2021, 15:21 (GMT)
Fix T89771: Cloth disk cache is not read on library overrides when original linked data is already set to use 'Disk Cache'

Yet another try at that hairy issue... See comment in commit for
details, essentially this extend the workaround introduced in Objects'
`lib_override_apply_post` callback to try to also properly 're-use'
`OUTDATED` and `BAKED` flags from old source liboverride into new
destination one.
Revision 990b912 by Hans Goudey
October 20, 2021, 14:57 (GMT)
Cleanup: Add check whether to remove an anonymous atttribute

Add a higher level check that can be used instead of checking whether
the attribute ID is anonymous and checking whether it has any strong
references.
Revision 494c3fb by Julian Eisel
October 20, 2021, 14:33 (GMT)
Fix T92368: LMB mouse events (Selecting, doubleclicks etc) are broken
October 20, 2021, 13:22 (GMT)
Fix T92347: Append function excludes Collections that do not contain Objects directly.

Collections directly selected by the user should always be
instantiated.

Regression from recent append code refactor.
October 20, 2021, 13:04 (GMT)
Cleanup: silence Warnings

Warning C4100 unreferenced formal parameter
Warning C4242 conversion from 'int' to 'short', possible loss of data
October 20, 2021, 13:00 (GMT)
Cleanup: use an array for wmEvent cursor position variables

Use arrays for wmEvent coordinates, this quiets warnings with GCC11.

- `x, y` -> `xy`.
- `prevx, prevy` -> `prev_xy`.
- `prevclickx, prevclicky` -> `prev_click_xy`.

There is still some cleanup such as using `copy_v2_v2_int()`,
this can be done separately.

Reviewed By: campbellbarton, Severin

Ref D12901
October 20, 2021, 12:56 (GMT)
Cleanup: unused parameters, `nullptr` instead of `NULL` in cpp code...
October 20, 2021, 12:50 (GMT)
Fix T91243: Object modes are not loaded correctly in inactive scenes.

Do not try to preserve edit modes of objects in non-active scenes (at
least for now), except for Pose mode.

Code was also slitghly refactored (reducing indent levels), and
comments about expected behaviors and known limitations were added.
October 20, 2021, 12:19 (GMT)
Cleanup: unused function
October 20, 2021, 12:07 (GMT)
Fix crash when reloading with placement tool enabled

Paint Cursors are already released at this stage.
Revision ba4e227 by Sayak Biswas / William Leeson
October 20, 2021, 12:04 (GMT)
HIP device code cleanup and fix for high VRAM usage

This patch cleans up code for HIP device and makes it more consistent with the CUDA code.
It also fixes the issue with high VRAM usage on AMD cards using HIP allowing better performance and usage on cards like 6600XT.
Added a check in intern/cycles/kernel/bvh/bvh_util.h to prevent compiler error with hipcc

Reviewed By: brecht, leesonw

Maniphest Tasks: T92124

Differential Revision: https://developer.blender.org/D12834
Revision d28aaf6 by Julian Eisel
October 20, 2021, 11:38 (GMT)
Asset Browser: Show current file assets in other asset libraries if contained

If the current file is saved within an asset library, showing that asset
library in the Asset Browser will also display the assets from this current
file now. In fact, it's the latest state of the open file, including all
unsaved modifications.
These assets will show a little Blender icon in the preview image, which is our
usual icon for current file data.

Note that this means an important design change: The "Current File" asset
library isn't the only place to edit assets from anymore. From now on assets
from the current file can also be edited in the context of the full asset
library. See T90193 for more info.

Technical info:
Besides just including the assets from the current `Main`, this requires
partial clearing and reading of file-lists, so that asset operations (e.g.
removing an asset data-block) doesn't require a full reload of the asset
library.

Maniphest Task: https://developer.blender.org/T90193
October 20, 2021, 11:34 (GMT)
Fix T62325, T91990: changing Cycles presets does not update the Blender UI
October 20, 2021, 11:28 (GMT)
View3D: Cursor Snap Refactor

Make the snap system consistent with the placement tool and leak-safe.

**Changes:**
- Store `SnapCursorDataIntern` in a `static` variable;
- Initialize (lazily) `SnapCursorDataIntern` only once (for the keymap).
- Move setup members of `V3DSnapCursorData` to a new struct `V3DSnapCursorState`
- Merge `ED_view3d_cursor_snap_activate_point` and `ED_view3d_cursor_snap_activate_plane` into `state = ED_view3d_cursor_snap_active()`
- Merge `ED_view3d_cursor_snap_deactivate_point` and `ED_view3d_cursor_snap_deactivate_plane` into `ED_view3d_cursor_snap_deactive(state)`
- Be sure to free the snap context when closing via `ED_view3d_cursor_snap_exit`
- Use RNA properties callbacks to update the properties of the `"Add Primitive Object"` operator
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021