Revision d38f0d9 by Jacques Lucke (simulation-tree) February 17, 2020, 14:51 (GMT) |
extract function to create simple socket type |
Revision 3e0a167 by Jacques Lucke (simulation-tree) February 17, 2020, 14:50 (GMT) |
add userdata to bNodeSocketType |
February 17, 2020, 14:49 (GMT) |
Fix T73817: Shape key users not properly mapped when duplicating their obdata. Once again those crappy weirdos IDs with their crappy weirdos 'loopback' pointers... This is a quick hack for now, think id_copy needs to be reworked a bit to supported re-entrant sub-ID copying (also an issue with nodes I bet). |
February 17, 2020, 14:47 (GMT) |
ColorManagement: Dithering Improvement - Unlock property range. - Use triangular noise to keep perceptual noise error more uniform. Remap range to preserve perceptual intensity. - Center noise distribution around 0 for GPU implementation because of rounding. - Do dithering after merging overlays. Effect of using triangular noise is not really noticeable if you don't use really low bitdepth. But doing a test in the shader were we artificially reduce the bitdepth (`col = (col * 16) / 16;`) reveals the real difference. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6850 |
February 17, 2020, 14:37 (GMT) |
Cleanup: Remove period from RNA description. |
Revision d4f7ae4 by Jacques Lucke (simulation-tree) February 17, 2020, 14:32 (GMT) |
Merge branch 'functions' into simulation-tree |
Revision 6399bfc by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) February 17, 2020, 14:32 (GMT) |
add missing include |
Revision 1415d34 by Jacques Lucke (simulation-tree) February 17, 2020, 14:17 (GMT) |
first socket defined in C++ |
Revision b4a6eba by Jacques Lucke (simulation-tree) February 17, 2020, 14:08 (GMT) |
Merge branch 'functions' into simulation-tree |
Revision 7f35aa9 by Jacques Lucke (builtin-simulation-nodes, functions, particle-solver-dev, simulation-tree) February 17, 2020, 14:07 (GMT) |
Merge branch 'master' into functions |
February 17, 2020, 14:07 (GMT) |
Cleanup: add extern "C" to UI_interface.h |
February 17, 2020, 14:03 (GMT) |
Fix T68749: BPY: Deprecate height of popup `invoke_props_dialog` and `invoke_popup` had a width and a height field. The height field was ignored as the height is determined based on the content. This change removes the field from the BPY + WM_api Reviewed By: Campbell Barton, Jacques Lucke Differential Revision: https://developer.blender.org/D6694 |
February 17, 2020, 13:59 (GMT) |
Fix T73518: Normal Overlay This change will not render the normals for faces that are hidden. Before we had instance drawing the hidden faces were registered in the index buffer. During the overlay refactoring the rendering was migrated to instance rendering. Instance rendering does not use the index buffer so the data was ignored. This patch stored the normal visibility in the .w part of the normal or for face normals it will set the normal to zero. The shader looks at this and renders the normals fully transparent when detected. Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D6798 |
February 17, 2020, 13:44 (GMT) |
UI: Create quads > Create Quads |
February 17, 2020, 13:30 (GMT) |
Merge branch 'master' into greasepencil-object |
February 17, 2020, 13:27 (GMT) |
Cycles: Add support for adaptive kernel compilation to OptiX device This modifies the common CUDA implementation for adaptive kernel compilation slightly to support both CUBIN and PTX output (the latter which is then used in the OptiX device). It also fixes adaptive kernel compilation on Windows. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6851 |
February 17, 2020, 13:09 (GMT) |
Fix OpenCL issue after recent code cleanup Thanks Patrick Mours for finding it. |
Revision 456cb21 by Jacques Lucke (simulation-tree) February 17, 2020, 13:00 (GMT) |
initial C++ node builder |
February 17, 2020, 12:24 (GMT) |
Cleanup: compiler warning |
February 17, 2020, 12:24 (GMT) |
Shading: add direction modes and phase offset to wave texture node * Direction mode X, Y and Z to align with axes rather than diagonal or spherical as previously. X is the new default, existing files will use diagonal or spherical for compatibility. * Phase offset to offset the wave along its direction, for purposes like animation and distortion. https://developer.blender.org/D6382 |
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