May 14, 2020, 15:44 (GMT) |
cleanup |
May 14, 2020, 15:44 (GMT) |
cleanup |
May 14, 2020, 15:44 (GMT) |
optimization |
May 14, 2020, 15:44 (GMT) |
initial version |
May 14, 2020, 15:42 (GMT) |
BLI: deduplicate address sanitizer code Reviewers: brecht, campbellbarton Differential Revision: https://developer.blender.org/D7731 |
May 14, 2020, 15:41 (GMT) |
Fix T76168 Workbench: Shadows behind a culled backface are inverted |
Revision 9976bd7 by sPlopM (xr-world-navigation) May 14, 2020, 15:39 (GMT) |
fixed device detection |
May 14, 2020, 15:39 (GMT) |
Fix T73984: unnecessary Cycles viewport updates with object texture coordinates Remove old code that added extra updates for shaders that have a dependency on objects. The dependency graph can now tell Cycles when a material is affected by an object transform. |
May 14, 2020, 15:14 (GMT) |
Merge remote-tracking branch 'origin/blender-v2.83-release' |
May 14, 2020, 15:13 (GMT) |
Update RNA Manual References after camera fix There was no link to the base camera* properties (e.g., lens). |
May 14, 2020, 14:55 (GMT) |
EEVEE: Fix assert during default shader compilation The default shader could have been requested as deferred and then as non defered. This could make the shader compilation assert. |
May 14, 2020, 14:55 (GMT) |
Cleanup: DRW: Remove unused DRW_shgroup_hair_create/DRW_shgroup_material_hair_create |
May 14, 2020, 14:55 (GMT) |
Cleanup: EEVEE: Remove EEVEE_material_default_render_pass_ubo_get |
May 14, 2020, 14:55 (GMT) |
Cleanup: EEVEE: Move shader related function to eevee_shaders.c |
May 14, 2020, 14:55 (GMT) |
Cleanup: EEVEE: Split LUT generation code from eevee_material.c |
May 14, 2020, 14:55 (GMT) |
Cleanup: EEVEE: Remove Unused variable after refactor. |
May 14, 2020, 14:53 (GMT) |
EEVEE: Rewrite Passes and Material handling Passes of the same type are now chained together and reusing the same shgroup when possible. Materials are now always handled as a nodetree compiled shader (GPUMaterial) even for default materials. Render passes use a ubo reference to change output pass type instead of creating a lot of DRWPasses. # Conflicts: # source/blender/draw/engines/eevee/eevee_materials.c |
May 14, 2020, 14:49 (GMT) |
Merge branch 'blender-v2.83-release' |
May 14, 2020, 14:47 (GMT) |
Sculpt: Render Face Sets always as flat shading This removes the smooth shading rendering from the face set overlay when smooth shading is enabled. Reviewed By: jbakker Maniphest Tasks: T74906, T74622, T75331, T76530 Differential Revision: https://developer.blender.org/D7105 |
May 14, 2020, 14:46 (GMT) |
EEVEE: Rename / merge passes using new DRWPass chaining/instancing Now calling DRW_pass_draw on material_ps will draw all opaque passes. Same for depth_ps for opaque prepass. |
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Master Commits
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