Commit Graph

62923 Commits

Author SHA1 Message Date
Bastien Montagne
3733be8731 Cleanup: nuke G.main from BKE's particle_system.c 2018-06-29 12:48:12 +02:00
Bastien Montagne
3eff6f7a5e Cleanup: some moar DM kicking, in armature edit code. 2018-06-29 12:48:12 +02:00
Jeroen Bakker
04f8929271 Workbench: Transparent textures
Worknemch now supports transparent textures.
As the main engine is a deferred shading only a cutoff is supported
(draw or don't draw this pixel)
2018-06-29 12:05:23 +02:00
Jeroen Bakker
15ebe30bc5 Workbench: remove runtime warnings
Added feature check when uploading material uniforms
2018-06-29 09:59:37 +02:00
Jeroen Bakker
3169160a97 Workbench: TAA optimalization
First frame of the TAA is just a regular copy of the previous buffer. so
we write directly to the final buffer and skip the taa shader. We do
init the history buffer via blit so it will be initialized for the other
iterations.
2018-06-29 09:26:58 +02:00
Campbell Barton
18d87e79e9 Merge branch 'master' into blender2.8 2018-06-29 09:25:40 +02:00
Campbell Barton
b372766816 Cleanup: trailing newlines 2018-06-29 09:23:51 +02:00
Jeroen Bakker
899d100dd4 Workbench: Use less GPU memory
When AA was enabled a new buffer was created. As the composite pass is
already done, we can reuse earlier buffers.

For the deferred rendering we reuse the color_buffer_tx and for the
forward rendering we reuse the transparect_accum_tx.
2018-06-29 08:42:56 +02:00
Jeroen Bakker
d34b0faa65 Workbench: Removed MaterialData UBO
Most of the times the materials differ due to the object_id. This was an
overhead and resulted in instabilities on Intel graphical cards. This
commit will revert the Material Data UBO and replace it with normal
uniform.
2018-06-29 08:27:14 +02:00
Campbell Barton
9bd0c63382 Merge branch 'master' into blender2.8 2018-06-29 08:05:38 +02:00
Campbell Barton
af36dd4664 Cleanup: trailing newlines 2018-06-29 08:02:49 +02:00
Severin
be983295ea Fix: Moving area edge could corrupt screen in very specific case
Caused by ca8f787349. This issue is in master actually. Fixing it there
would cause conflicts so won't do that unless needed ;)

Steps to recreate were:
* Split properties editor into two (default startup.blend)
* Move both properties editors to the bottom, so only their headers are visible
* Move the upper edge of the upper properties editor up and down
Although it doesn't happen everytime, you may see the edge between the timeline
and the 3D view move, while the region drawing doesn't update.

What happened is area edge snapping allowed to snap the edge outside of window
bounds (we snap to a 4px grid by default), which screen_vertices_scale
interpreted as window scaling and thus run area size updates.
2018-06-29 02:23:59 +02:00
Campbell Barton
4d39da1060 Merge branch 'master' into blender2.8 2018-06-28 23:57:00 +02:00
Campbell Barton
46dceefc35 WM: Remove Screen Cast
This feature is better handled by specialized tools.
2018-06-28 23:40:51 +02:00
Severin
4d1c5f1ec5 Change earlier fix to work with hiDPI
Referring to ca8f787349. Thought in this case the simple `+ 1` would be
correct, but we need to make the same pixel adjustment as we do in other places.
2018-06-28 21:07:30 +02:00
Severin
c7954df96c Fix: Moving area edge could make areas overlap status-bar
Simply moving the properties editor of the default startup.blend all the way to
the bottom could trigger this. Calculating limits for area edge moving would use
screen bounds instead of entire window bounds (screen + global bars).

Added assert that should help debugging further issues like this.
2018-06-28 20:54:33 +02:00
Severin
ca8f787349 Fix T55298: Failing assert when splitting areas vertically
There are more related glitches for which I have fixes. Will test them some more
and push in a followup commit.
2018-06-28 19:51:39 +02:00
Ray Molenkamp
dbbea2fc22 Fix: build error with msvc
introduced by rBd2757d149bf2d9ac604da6fb7f4742ee77e68d2d
2018-06-28 09:07:10 -06:00
Clément Foucault
aacd15e8a9 Overlay: Make overlay engine rebder on top of paint modes.
This puts the wireframe on top of the weight in weight paint mode,
sculpt mode ...

Wireframe should be colored differently if the object is in paint mode
but it's not there yet.
2018-06-28 16:12:24 +02:00
Campbell Barton
8caedc27d9 Correct mistake checking version 2018-06-28 16:01:18 +02:00
Sybren A. Stüvel
e65d7665f1 Removed most calls to modifier_deformVerts_DM_deprecated()
None of those calls actually passed a DerivedMesh.
2018-06-28 16:01:02 +02:00
Cédric Paille
aa6247a385 Alembic: speed up export of packed UV islands.
Differential Revision: https://developer.blender.org/D3510
2018-06-28 15:46:05 +02:00
Sybren A. Stüvel
d2757d149b Make stdout unbuffered
Unbuffered stdout makes stdout and stderr better synchronised, and helps
when stepping through code in a debugger (prints are immediately
visible). We don't output much to stdout anyway, so this isn't likely to
cause any performance issues.
2018-06-28 15:32:19 +02:00
Sybren A. Stüvel
747843516f Draw relationship lines for rigid body constraints 2018-06-28 15:32:19 +02:00
Jeroen Bakker
2b4c7600b7 Workbench: Anti-aliasing refactor
- TAA is also enabled for Forward rendering
- Uses less GPU memory (removed one history buffer)
- TAA is done after the color management
- consolidated the aa code between forward and deferred rendering
(workbench_effects_aa.c)
2018-06-28 14:39:15 +02:00
Jeroen Bakker
daa47e5e80 Workbench: Removed unused code in cavity shader 2018-06-28 14:39:15 +02:00
Bastien Montagne
d2745986c8 Static Override: add support to override items (objects/sub-collections) in Collection IDs.
Was kind of a PITA to get working, but simple tests seem to pass well...
2018-06-28 14:28:31 +02:00
Bastien Montagne
3c37354c97 Static Override: fix diffing logic for ietms ID pointers case.
I.e. we can now use REPLACE operation directly on items of an RNA
collection, when those items are ID pointers.

Again, mandatory to support new Collection's objects/children override.
2018-06-28 14:28:31 +02:00
Bastien Montagne
e35d956860 Static Override: RNA apply code: pass extra 'item_ptr' to apply callbacks.
This is unused currently, but is mandatory for incomming support to
Collections objects and children items override support.
2018-06-28 14:28:31 +02:00
Sybren A. Stüvel
4626ca47b9 Prevented depsgraph errors when RigidBody Constraint is incomplete 2018-06-28 14:20:11 +02:00
Sybren A. Stüvel
98a0bcd425 Prevent copying too much in the Rigid Body simulation
To prevent the pointcache from being copied-on-write too (and requiring
copying back), the cache is now shared between the original and
evaluated scenes. Reading from the cache is always allowed; running the
sim and writing to the cache is only allowed when the depsgraph is
active.

Some pointers have moved from RigidBodyWorld (RBO) to
RigidBodyWorldShared (RBOS). writefile.c copies some pointers back from
RBOS to RBO so that the file can still be opened on older Blenders
without crashing on a segfault.

The RigidBodyWorldShared struct is written to the blend file, because it
refers to the PointCache ID block.

The RigidObjectShared struct is runtime-only, and thus not saved to the
blend file.

An RNA getter-function is used to hide the new 'shared' pointer. As a
result the Python API hasn't changed.

Reviewed by: campbellbarton

Differential Revision: https://developer.blender.org/D3508
2018-06-28 14:20:11 +02:00
Brecht Van Lommel
9b050b736b Fix assert to due missing GPU blend mode. 2018-06-28 13:46:30 +02:00
Brecht Van Lommel
89e0d9848a UI: keep some operator text in headers.
Key shortcuts and explanation about how to use the tool should go to the
status bar, but other info can in the header so it's near where the user
is working. This distinction has not been made yet for all operators.
2018-06-28 13:04:28 +02:00
Sybren A. Stüvel
af9fcb6a33 Give RigidBodyWorld constraints collection a fake user
This prevents it from disappearing when the blend file is saved.
2018-06-28 12:31:44 +02:00
Campbell Barton
d2851b78f0 Manipulator: regression from removing keymaps
Keymaps were used to check which tool was active.
2018-06-28 12:26:33 +02:00
Bastien Montagne
fddfc416ef RNA path: add way to get both valid ptr/prop pair, and final item ptr.
This will be much useful in some cases, at least in override area it is
needed (avoids searching again for the overriden item in a collection).
2018-06-28 11:58:15 +02:00
Campbell Barton
de30c47513 Merge branch 'master' into blender2.8 2018-06-28 11:10:09 +02:00
Campbell Barton
f22ef1706d Fix T55662: Crash on text autocomplete
Regression from undo system upgrade.
2018-06-28 11:09:09 +02:00
Bastien Montagne
3f74a5c5fd Proper fix for RNA path evaluation of collection items.
Following RNA pointer way - only return evaluated item if asked for.
2018-06-28 11:06:31 +02:00
Bastien Montagne
33306cabbe RNA_access: path parsing: fix broken code for collections.
When RNA path was for a collection item, we'd falsly get NULL final
property (and wrong final RNA pointer too).

Own stupid mistake in some previous commit, iirc.
2018-06-28 11:06:31 +02:00
Bastien Montagne
0bf33a1e33 Cleanup: Nuke DM out of particle edit code.
Note that this commit also fixes serious memory leaks, temp Mesh
generated out of Main from the DM were never freed here!
2018-06-28 11:06:31 +02:00
Bastien Montagne
d125e777b3 Cleanup: remove some DM from editor's Object vgroup code. 2018-06-28 11:06:31 +02:00
Bastien Montagne
ed0ca7258e Cleanup: more DM include removal, use BAREMESH cddata mask in constraint code. 2018-06-28 11:06:31 +02:00
Jeroen Bakker
54beb7b433 Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-06-28 11:00:26 +02:00
Campbell Barton
f3065ed365 Merge branch 'master' into blender2.8 2018-06-28 10:50:04 +02:00
Campbell Barton
d5a8c0c414 UI: use two dot ellipses
Use less space for sign used when we don't have enough.
2018-06-28 10:45:39 +02:00
Jeroen Bakker
071ec6b397 Workbench: Fix crash editing in texture modes without uv layer
When meshes has no uv layer, but has a texture assigned there was a uv
layer allocated which was corrupt. When no uv layer is available now
there won't be a vbo created. This might impact performance as the draw
cache does not cache this result.
2018-06-28 10:40:19 +02:00
Jeroen Bakker
f09480b212 Hair drawing: respect the amount of layers.
Current implementation works with at most of 3 layers, but was not
checked during hair drawing leading to reading from uninitialized
memory.

This commit limits it to the number of layers that is used during
compilation of blender.
2018-06-28 10:40:19 +02:00
Jeroen Bakker
3f2bde5a39 Workbench: Materials Texture hash
only hash the texture if it exists. Really minor improvement
2018-06-28 10:40:19 +02:00
Jeroen Bakker
20880d8744 Workbench: Fix Texture drawing
textures were not always drawn as the material did not always include
the image in the hash. Not sure if this will solve all cases, but it
definitely works better with this change.
2018-06-28 09:20:46 +02:00