October 8, 2018, 20:58 (GMT) |
Cleanup: style |
October 8, 2018, 20:49 (GMT) |
Fix T57103: Subdivide smooth results in NAN verts |
October 8, 2018, 20:22 (GMT) |
Cycles: Clean up extra minus in previous commit Forgot to add that change, sorry for the noise. |
October 8, 2018, 20:17 (GMT) |
Cycles: Reuse existing buffer in the NLM denoising kernels on CPU |
October 8, 2018, 20:13 (GMT) |
Cycles: Use existing shared temporary memory in reconstruction step of the denoiser Previously the code allocated its own temporary memory, but it's possible to just use the existing shared one instead. |
Revision f8d633f by Sebastian Parborg (greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) October 8, 2018, 17:50 (GMT) |
Fix FB split uv bug and treat cusps more like in the paper |
October 8, 2018, 17:46 (GMT) |
Splash: add themes to first time setup in splash screen. * Add default theme as Blender Dark. * Rename Flatty Light to Blender Light. * When setting theme, reset to default first for consistent results. |
October 8, 2018, 17:46 (GMT) |
UI: layout tweaks for headers. * Move all copy & paste operators into the menus. There was no real reason why these particular operators should be in the header and not in the menus, like all other operators * Move ?Update Automatically? toggle from UV/Image Editor header into menu. * Move the pin toggle next to the ID blocks, because it is related. * Move OpenGL render from sequence header into View menu. * Sequence editor display mode and channels are now not expanded. |
October 8, 2018, 17:46 (GMT) |
UI: add icon color coding for different data types in the outliner. For now we have categories collection, object, object data, modifiers & constraints, and shading. The icons can be categorized by adding e.g. DEF_ICON_OBJECT() in UI_icons.h. Light themes will need to be updated to use darker colors to keep icons visible in the outliner. |
October 8, 2018, 17:46 (GMT) |
UI: new icon set by Andrzej Ambroz. This is a monochrome icon set, with a more modern look and icons for various features that did not have a proper icon before. |
October 8, 2018, 17:45 (GMT) |
Fix incorrect alpha blending for icon drawing outside buttons. This was not so noticeable for old icons with black outline, but with white outline it's problematic. |
October 8, 2018, 17:15 (GMT) |
Fix tool panel not refreshing when updating color |
October 8, 2018, 16:33 (GMT) |
GP: New automatic adaptative UVs parameter Now by default the UVs are calculated with a fixed size and this makes easier to add patterns for drawings like Manga. Before, the texture changed depending of the stroke size. |
October 8, 2018, 15:20 (GMT) |
Workbench: Smoke: Port back Flame display The appearance is a bit different than 2.79 where the flame was just added on top of the smoke without correct blending. Now it's much more realistic and using volumetric integration. You can see the smoke actually masking the flame. The other difference is that the flame color was not using proper color managed blending. Now with the use of filmic it shows bright yellow. This could be adjusted and displayed as a user parameter in the future. |
October 8, 2018, 15:20 (GMT) |
October 8, 2018, 15:20 (GMT) |
Workbench: Smoke: Fix display Includes the following fixes - Fix smoke texture creation: data was interpreted as Byte instead of Floats. - Fix Velocity texture not being free after draw: also was causing crashes. - Fix display_thickness not being copied during COW. - Fix Blending and general volume rendering algorithm. - Add Volume Shadowing support. |
October 8, 2018, 11:15 (GMT) |
Implement display of weight isoline contours in the fragment shader. Add an option to display contour lines tracing through points with the same interpolated weight value in weight paint mode. This can be useful for working on gentle gradients over a relatively high resolution mesh, where the difference in color between adjacent vertices is very small. The contour grid has 3 levels of detail going down to step 0.001, which automatically fade in or out based on the weight gradient. Fade out works by capping both screen space and weight space line width, and reducing alpha when the screen space width becomes too small for moire and noise-less rendering. Reviewers: fclem Differential Revision: https://developer.blender.org/D3749 |
October 8, 2018, 08:32 (GMT) |
October 8, 2018, 07:15 (GMT) |
use keyword argument for template_node_socket() |
October 8, 2018, 06:31 (GMT) |
Edit Mesh: basic show in edit mode support Note this is just using the derived-mesh data at the moment, to support this properly we'll need to remove derived-mesh. |
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Master Commits
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