June 2, 2018, 19:16 (GMT) |
Eevee: Hair: Make hairs visible even if the show emitter option is disabled. |
June 2, 2018, 19:16 (GMT) |
Eevee: Add support for hair random property. Do note that it does not match cycles implementation. Also we could precompute the hash per strand before rendering but that would suggest it's not per engine specific. If we make the random value internal to blender then it won't be a matter because other renderers will have access to the same value. |
June 2, 2018, 19:16 (GMT) |
Eevee: CodeStyle: Fix naming and confusion about the hairs vectors. |
June 2, 2018, 18:57 (GMT) |
Indent typo in the node update |
June 2, 2018, 18:56 (GMT) |
June 2, 2018, 18:54 (GMT) |
June 2, 2018, 18:34 (GMT) |
Merge remote-tracking branch 'origin/master' into blender2.8 |
June 2, 2018, 18:29 (GMT) |
--debug-gpu-shader: Dump GLSL shaders to disk This is really convenient for development. Either for profiling the generated shaders or to check if the generated code is correct. It writes the shaders to the temporary blender session folder. (ported over from blender2.8) |
June 2, 2018, 18:05 (GMT) |
Add separate sockets for managing melanin coefficients This patch follows Arnold's nomenclature UI-side (Melanin = Eumelanin, Melanin Redness = Pheomelanin) This also disables the relevant sockets when changing parametrizations. Ref T54796 |
June 2, 2018, 18:03 (GMT) |
Collections: Initial support for animating/driving collection properties (T55233) (Just committing this now to a temp branch so that I can continue working on this from another machine later. This is a re-based+squashed, re-pushed version of what I just pushed earlier, but now based on current 2.8 code, not from several days ago) Rationale: The Spring team needs a way to hide objects from the viewport, so that parts of the rig can be enabled/disabled per shot. An example of this is how the cornea meshes are typically hidden from the viewport so that the animators can see the irises, and hence, where the character is looking. (Another reason we may want this in future is to make it so that a bunch of objects/rigs can be keyframed together in the same action, making it easier to manage their actions) Status: * Currently all necessary data and animation editor support changes should be in place and working. Hopefully I haven't missed any - the checklist may need updating for 2.8 * Depsgraph support however is still incomplete. We still need to figure out what needs to happen with the animated values to make objects actually appear/disappear when triggered via the animation system, just like they do now from the UIwip |
Revision 2f47b53 by Joshua Leung June 2, 2018, 17:38 (GMT) |
Collections: Initial support for animating/driving collection properties (T55233) (Just committing this now to a temp branch so that I can continue working on this from another machine later). Rationale: The Spring team needs a way to hide objects from the viewport, so that parts of the rig can be enabled/disabled per shot. An example of this is how the cornea meshes are typically hidden from the viewport so that the animators can see the irises, and hence, where the character is looking. (Another reason we may want this in future is to make it so that a bunch of objects/rigs can be keyframed together in the same action, making it easier to manage their actions) Status: * Currently all necessary data and animation editor support changes should be in place and working. Hopefully I haven't missed any - the checklist may need updating for 2.8 * Depsgraph support however is still incomplete. We still need to figure out what needs to happen with the animated values to make objects actually appear/disappear when triggered via the animation system, just like they do now from the UI |
June 2, 2018, 16:34 (GMT) |
Merge branch 'master' into ui_layout_gridflow |
June 2, 2018, 16:11 (GMT) |
transform_snap_object: Do not use occlusion test when X-Ray is enabled. |
June 2, 2018, 15:27 (GMT) |
Clarify one of the parameters (RoughnessU and RoughnessV are still there because other nodes use them too.) Ref T54796 |
June 2, 2018, 15:19 (GMT) |
Fix inaccuracy of SCREEN_OT_area_split when snap to midpoint and adjacent. By default when moving a edge of the screen it always snaps to an invisible grid with unit of 4 pixels. This was also affecting the snap to the midpoint and adjacent. The solution was to make the snap to areagrid optional and use values of `origmin` and `origsize` that match the transformations in screen_edit.c. |
June 2, 2018, 12:53 (GMT) |
Fix crash running in background mode |
June 2, 2018, 11:10 (GMT) |
Cleanup: quiet warnings w/o Python |
June 2, 2018, 11:10 (GMT) |
Fix crash if no tool is set |
June 2, 2018, 11:09 (GMT) |
Merge branch 'master' into blender2.8 |
June 2, 2018, 09:58 (GMT) |
Cleanup: warning |
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