Blender Git Commit Log

All Blender Git commits.

Page: 3275 / 8462

May 16, 2018, 15:45 (GMT)
Particle edit: Use proper modifier to get evaluated derived mesh from
May 16, 2018, 15:45 (GMT)
Particle edit: Fix disappearing child particles when toggling edit mode

Going to object edit mode and back to particle edit mode used to loose all
children from being displayed.
May 16, 2018, 15:38 (GMT)
Merge branch 'blender2.8' into greasepencil-object
May 16, 2018, 15:35 (GMT)
Fix memleak with meshes having IDProps in modifier stack evaluation.

*Always* use BKE_library API to handle IDs allocation and freeing,
unless you have a very, very, very good reason not to do so - and
perfectly know what you are doing.
May 16, 2018, 15:25 (GMT)
Fix again bloody locked proxy bones...

No idea why that was working this morning, now we do not get CoW tag
anymore (which kind of makes sense since it's set *after* copying
happens...), so just resorting to using the NO_MAIN flag instead.
May 16, 2018, 15:22 (GMT)
Add missing realloc for weights in RNA api

Fixed wrong weight field name too.
May 16, 2018, 15:18 (GMT)
Fix ruler weights array allocation
May 16, 2018, 15:14 (GMT)
Add missing weights array memory copy
May 16, 2018, 14:58 (GMT)
Eevee: Fix missing Ambient Occlusion node in add node menu.
May 16, 2018, 14:58 (GMT)
Armature: Fix T55070: Bones relationship lines are offsetted

Was missing object matrix multiplication.
May 16, 2018, 14:58 (GMT)
GPUShader/DRW: Add Transform Feedback support.

This is a usefull feature that can be used to do a lot of precomputation on
the GPU instead of the CPU.

Implementation is simple and only covers the most usefull case.

How to use:
- Create shader with transform feedback.
- Create a pass with DRW_STATE_TRANS_FEEDBACK.
- Create a target Gwn_VertBuf (make sure it's big enough).
- Create a shading group with DRW_shgroup_transform_feedback_create().
- Add your draw calls to the shading group.
- Render your pass normaly.

Current limitation:
- Only one output buffer.
- Cannot pause/resume tfb rendering to interleave with normal drawcalls.
- Cannot get the number of verts drawn.
May 16, 2018, 14:58 (GMT)
Eevee: Add support for Ambient Occlusion node.
May 16, 2018, 14:58 (GMT)
Eevee: Change normal buffer texture format for more precision.

This means more accurate SSR with less faceted artifacts.
May 16, 2018, 14:58 (GMT)
Shader Node Editor: Add Closure to RGB convertion node.

Patch D3205 by Kanzaki Wataru

Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.

Use an emission shader to convert the color back to a closure.

Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
May 16, 2018, 14:47 (GMT)
Missing allocN line in previous commit
May 16, 2018, 14:45 (GMT)
Fix add primitive operator

The weight array was not reallocated.
May 16, 2018, 14:43 (GMT)
Workbench: World based studio lighting

Disabled shadows for now as the calculation of the light direction is
still to bogus.
May 16, 2018, 14:40 (GMT)
Add initialization code for weights array

Cleanup unused code too.

Warning: This code is disabled, but add the fix for future use.
May 16, 2018, 14:34 (GMT)
Define RNA properties for stroke weights
May 16, 2018, 14:31 (GMT)
Particle System: ported most DerivedMesh ? Mesh

There are a few places where DerivedMesh is still used, most notably
when calling the (not yet ported) cloth simulation. There is also still
the use of Object.derivedDeform and Object.derivedFinal. Those places are
marked with a TODO.

Some functions in the editors module were copied to accept Mesh. Those
already had 'mesh' in the name; the copies are suffixed with '__real_mesh'
for easy renaming later when the DM-based functionality is removed.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021