June 28, 2019, 19:38 (GMT) |
Add basic support for instanced mesh |
June 28, 2019, 19:01 (GMT) |
GPencil: Use separate pass to merge depth buffers together This uses a fullscreen pass to resolve 2 depth buffers. We do this to avoid doing depth test inside the blend color pass. |
June 28, 2019, 17:56 (GMT) |
Merge remote-tracking branch 'origin' into soc-2019-cycles-procedural |
June 28, 2019, 17:36 (GMT) |
Add 1D, 2D, and 4D noise to OSL. SVM is still in the works, though I have updated the 3D version to work for now. |
June 28, 2019, 17:16 (GMT) |
Sequencer: Assign Refresh All to Ctrl-R. This is needed based on studio feedback to make it quicker to refresh the sequencer clips. |
June 28, 2019, 17:03 (GMT) |
[Fast import/export] Fixed small memory leak and apply object transform to mesh |
June 28, 2019, 16:45 (GMT) |
[Fast import/export] Fixed two off by one bugs and writing UVs indexes even though none are available |
June 28, 2019, 16:36 (GMT) |
USD: Start of hair export support Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. |
June 28, 2019, 16:02 (GMT) |
Fix audio not updating when snapping strips in sequencer |
June 28, 2019, 15:47 (GMT) |
Cycles: add back control to render first N bounces with path termination It's found in the Sampling > Advanced panel and 0 by default. This helps to reduce noise in some scenes, while making others slower. |
June 28, 2019, 15:42 (GMT) |
Fix Cycles OSL assert when running tests |
Revision 21dfdbc by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) June 28, 2019, 15:42 (GMT) |
Merge branch 'master' into functions |
June 28, 2019, 15:41 (GMT) |
GPencil: Rework Layer Blending Layer blending is now done by the hardware and uses dual source blending. This patch breaks a few things: - The depth of the blended strokes are not merged anymore. - The layer masking is broken. Theses will be for a different patch. I'm not sure if overlay fading (based on alpha) is handle correctly but it does fade to neutral. |
Revision 7e767d0 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) June 28, 2019, 15:41 (GMT) |
initial experimental vector adaptor data structure |
June 28, 2019, 15:16 (GMT) |
Revert "DRW: Add RGBA16 support for framebuffers" This reverts commit ad8b8c07bf1aa565a65f1698796d879cee539db1. |
June 28, 2019, 15:15 (GMT) |
GPencil: Revert RGBA16 to RGBA16F |
June 28, 2019, 14:47 (GMT) |
Previews: delay icon preview renders a bit for smoother interaction With Eevee the user interface, 3D viewport and small icon materials previews are rendered on the same GPU. This can lead to some choppy interaction when dragging sliders. Delaying the icon preview render until the user is done with that helps a bit, though it's no guarantee. |
Revision 3be92ce by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) June 28, 2019, 14:41 (GMT) |
function to simulate a block |
Revision 231dbd5 by Julian Eisel (soc-2019-openxr, temp-vr-draw-thread, vamr-openxr-module, vr_scene_inspection) June 28, 2019, 14:24 (GMT) |
Support Window-less (offscreen) VR session on Windows Uses the new wmSurface type (non-window drawable container) to manage the OpenGL, DirectX and GPU module contexts. The draw callback of the XR surface calls the GHOST_Xr session drawing routines. What you should see when starting a VR session now (using the WMR runtime): The Windows Mixed Reality Portal pops up, and a blue background is drawn on the HMD. This is from the blue color clear call we do in the drawing preparations of the GHOST_Xr session drawing. |
June 28, 2019, 13:50 (GMT) |
[Fast import/export] Removed clang-format overrides |
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