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Week 9 (June 26th - 30th)

TBW

Commit
  • Fix shaders not working in Eevee 6f0b80425b8.
  • New scenes should use Eevee, not Blender Render 37593b6a42.
  • Fix T51913: Context tab for textures issue f11bcbed9d
  • Eevee: No need to free all the gpu materials when world changes 2c62493891.
  • No need to free all the shaders when appending or reloading libraries 98c8b5a6fb
  • Fix TT51721: OpenGL Detection is broken on Windows (patch cleanup and commit) b43cdc91ce
  • Fix TT51877: Deleting a scene uses freed memory 49a35033be.
Uncommitted
  • D2732: Alternative Fix T51877: Deleting a scene uses freed memory.
Reported Bugs
  • T51904: Eevee Depth of Field: Issues with opengl viewport render.
  • T51913: Context tab for textures issue.
  • T51920: Draw Manager: Set Origin is not updating mesh cache.
  • T51921: Gawain assert with heavy mesh when selecting vertices on edit mode.
  • T51922: Eevee: Probe and AO issues.
  • T51924: Eevee: Mysterious square shows up in spot lamp.
  • T51925: Eevee: Animated Eevee values slowdown.
  • T51931: Eevee: Tangent normal map refresh issue.
  • T51938: Draw Manager / Eevee: Sculpting mode doesn't have fancy shaders (UVs show black).
  • T51939: Eevee / Draw Manager: Tangent not available in sculpt mode.
  • cdb07ff30e: Eevee: broken default coordinate.
  • T51943: Depsgraph: world update happening eternally on background (set) scene
Next Week

TBW

Week 7 (June 16th)

TBW

Commit
  • Depsgraph: Traversing should be consistent for nodes and relationship 8ca497b911
  • Draw Manager: Fix memory issues when copying scene 109447d008
  • Fix T51777: Separating objects by selected vertices in Eevee causes crash 47b9d0d0403
  • Grease Pencil: Fix problems linking object with Pallete 8d3e2af877.
  • Fix T51463: Eevee motion blur not working (with AMD) 1a7099f3ec.
  • Fix duplication of scene, it was missing duplication of layer properties cd21236ea1
  • Expose World ID panel for Eevee 281a4540e2
  • Fix object selection doversion issue since Workspace 946bc4d3c1
Next Week

More 2.8, finish up render_to_image.

Week 4 (May 12th)

Info

Wrapped up the core of dupli objects, implemented append, master Cycles baking bugfixing, blog post and documentation writing, grease pencil meeting, and overall cleanups.

Also spent some time trying to get unittests to work again. One of Eevee and workspace commits made multiple layer related unittests to fail. Leading to crashes on hair among other issues.

Some time on reviewing 2.8/Eevee progress and reporting issues, such as T51464 and T51465.

Commits
Commits Master
  • Fix T49570: Cycles baking can't handle materials with no images 2cd7b80cae6
  • Baking: Add logic to get material from API regardless of Mesh/Object ownership 9cae631059c
Publications


Next Week

Finish Cycles dupli objects (or rather, review Sergey's work on it), investigate multi-window issues (clay/Eevee), render_to_image/render_to_view, and start to focus on usability, polish and finish up viewport mockups and designs. If time allows, I would like to stress test workspaces too, at least see if I can fix the crashes on the unittests.

Week 3 (May 19th)

Info

The original plan of bringing render_to_image and render_to_view to draw manager was not successful. I ended up spending most of the week on fixes and cleanups.

As far as new features goes we got Freestyle working for 2.8 (with Cycles). This way we can also remove the Freestyle derivedmesh related code and keep testing to make sure it still renders fine in Cycles (and in the future with the other draw manager).

Commits
  • Fix T51501: Cycles baking cancel affects baking script b60f80e9b3
  • Fix info header stats to iterator over layer instead of scene 1e31127933
  • Fix hair width changing e43597446e
  • Clay/Hair: Only show hair when in object mode b11168c8f1
  • Outliner: Bring back "activate" object when selecting from outliner 15317775c5e
  • Clay hair: use builtin reflect function fca52c42ae
  • Fixup on weightpaint shader after rB{{GitCommit|fabd55a5e9} c8e96a8b6b
  • Freestyle working for Blender2.8 c55c2dbfba c2191912ca
  • Fix crash when adding Torus in edit mode 4525357a3a
  • Fix crash when changing Clay "Edge Strength" 3af8f52752
  • Remove "Modern Viewport" 740f33d8a2
  • Remove viewport shading panel 781e22c2df
  • Correct core profile way of getting color depth bad8b91fd3
  • Remove reference to WITH_GL_PROFILE_CORE 60fc04fb9b
  • Remove reference to SUPPORT_LEGACY_MATRIX 3527739002
  • Remove reference to WITH_LEGACY_OPENGL 2383667a2e
  • Remove unused functions after WITH_LEGACY_OPENGL cleanup 8975ad7a88
Next Week

Since Clément is going to be here next week time will be spent on planning next steps for Eevee and the draw manager. Apart from that I still want to finish the render_to_image/render_to_view for draw manager.

The idea is to use F12 to always draw the current workspace with "render_to_image", and no extra engine/modes. Then to keep the "viewport render" (formerly known as OpenGL render) and also do a render_to_image, but including all the extra mode/engines being used.

Old

Fixed multi-view single camera mode in master and 2.8. This is the most common mode to use when working with multi-view, and had problems with selection, grease pencil, 3d cursor placement, and transform manipulators.

Expanded override interface to take arrays. That means color override properties are now supported.

Some time on reviewing Eevee progress and reporting issues, such as T51465 and T51464.

Addressed concerns and move the Override Manifesto to the wiki. And then I wrote a document on Draw Manager Possibilities, to guide mockup designers and developers.

Commits
Publications

Week 1 (May 4th)

Info

The main task of this week was to integrate Cycles with the draw manager. This means using Cycles and object engine (selection outline, object center), edit engine (mesh overlay), weight paint, ...

This can be seen on youtube: https://www.youtube.com/watch?v=UwarUj_Y6J0

On top of that, we now have a info system that can be used not only for cycles in the viewport, but also by any other engine at the same time.

Also I brought the pose bone drawing as part of the pose engine (so it works with the weightpaint engine as well).

The way we handle collection properties at read time was rethought. So now you can add new properties for any engine and get them automatically integrated into the existing elements. Without the need of version bumping for every elements.

And finally I implemented scene render settings. This means that engines can define their render settings in the scene level, and override them at the layer level. An example is the "samples" quality of clay shaders. Eevee is expected to use those as well.


Commits
Next week

More draw manager.

Sample

  • [D167] game engine: implement hitMaterial for collision and ray 67f1fd2