May 26, 2018, 21:51 (GMT) |
Pydocs: Expand bge.contraint docs Takes information from the manual and dumps it here. |
May 26, 2018, 21:50 (GMT) |
PyDoc: Merge manual docs for bge.texture https://docs.blender.org/manual/en/dev/game_engine/python_api/videotexture.html Had a few things that this file did not while this file having things the other did not. To fix, I merged both documents into the python api. |
May 26, 2018, 21:30 (GMT) |
Cleanup: add some comments, guard against NaNs in hair_ap. |
May 26, 2018, 21:28 (GMT) |
Workbench: Shadows: Add frustum check and camera occlusion test. If the object is manifold and the camera is in the shadow side, we can use the depth fail method to fix the inverted shadow glitch. Unfortunately this does not really work for non-manifold. Implementation details: We try to be as efficient as we can, we precompute camera near plane projected into 2D shadow space so we can test for intersection with the shadow boundbox easily. As the intersection test is done in 2D it's pretty fast. Unfortunately, this means the shadow bounds are all aligned to the same space and are not the smallest bound we could extract. |
May 26, 2018, 21:24 (GMT) |
Armature: Fix warning. |
May 26, 2018, 21:24 (GMT) |
DRW: Add new DRW_debug API. This new API aim to provide simple function that can be called by the draw engines during any phase of the draw pipeline. All calls are saved and issued after all engines have finished rendering. This removes the need of setuping special passes and shading groups for some simple debug drawing. |
May 26, 2018, 21:24 (GMT) |
Workbench: Codestyle |
May 26, 2018, 21:21 (GMT) |
Workbench: Shadow: Add shader variant for manifold case. Totally Manifold objects only require a single increment/decrement of the stencil value. This result in less geometry generated and less overdraw. |
May 26, 2018, 21:01 (GMT) |
Workbench: Shadow: Use depth fail method for manifold objects. Since this method have no failure case for manifold objects, use it. |
May 26, 2018, 20:35 (GMT) |
Threads: add spinlock hit for hyperthreading processors on Windows. Suggested by Percy Ross Tiglao. |
May 26, 2018, 20:28 (GMT) |
Armature: Make Custom bone have the same appearance as other bones. I had to correct some errors in the winding order of the normal bones. |
May 26, 2018, 20:28 (GMT) |
Armature: Fix missing bone edges in object mode. |
May 26, 2018, 20:28 (GMT) |
Armature: Modify Shape outline shader to use Line adjacency instead of tri. This is much faster and simpler. This is also to make it compatible with custom bone shape in the future. |
May 26, 2018, 16:09 (GMT) |
Use two variables to store azimuthal and longitudinal roughness It makes debugging those pesky NaNs far easier Ref T54796 |
May 26, 2018, 16:07 (GMT) |
Fix improper optimization in the trimmed logistic function This was the source of the noise that Ronan mentioned. Ref T54796 |
May 26, 2018, 13:14 (GMT) |
Add an offset to ensure hair guide curves start on the scalp in export caches. |
May 26, 2018, 12:06 (GMT) |
Implement guide curve generation for groom bundles. |
May 26, 2018, 11:38 (GMT) |
compile fixes done, need to fix linking now |
May 26, 2018, 11:15 (GMT) |
Cleanup: unused defines |
May 26, 2018, 11:12 (GMT) |
Cleanup: unused defines |
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