May 13, 2018, 08:01 (GMT) |
Tool System: tools are now set by name This avoids having to store the tool definition in the operator properties (on redraw). Now just set the name, note this means we can't show the keymap in the tool-tip anymore. This will eventually be shown in the status bar. |
May 13, 2018, 07:34 (GMT) |
WM: utility to create tool keybindings |
May 13, 2018, 07:03 (GMT) |
May 13, 2018, 06:32 (GMT) |
Cleanup: indentation |
May 13, 2018, 06:13 (GMT) |
Cleanup: add function to get class from space type |
May 13, 2018, 06:07 (GMT) |
Cleanup: call toolsystem static methods directly Note, may move these static methods into their own module. |
May 13, 2018, 05:29 (GMT) |
Versioning: default scene to mean center pivot |
May 13, 2018, 05:20 (GMT) |
Transform: fix regression in bound-box calculation Error in multi-object merge. |
May 13, 2018, 04:56 (GMT) |
Merge branch 'master' into blender2.8 |
May 13, 2018, 04:44 (GMT) |
Cleanup: trailing space |
May 13, 2018, 04:38 (GMT) |
Fix 3D view axis align flag Missed from recent pivot-point move to scene. |
May 13, 2018, 02:39 (GMT) |
Cleanup: Remove unused member. |
May 12, 2018, 22:43 (GMT) |
BKE_bvhutils: allow caching NULL bvh_trees. This prevents zero-leafs bvhtrees from being recalculated multiple times. |
May 12, 2018, 22:39 (GMT) |
transform_snap_object: perf: Check the distance of the bound_box of objects of type armature and curve first. And remove unused variables. |
May 12, 2018, 22:10 (GMT) |
Cleanup: transform_snap_object: Remove unused variables and reuse the precalc used to test the distance to the projected bound_box. |
May 12, 2018, 21:28 (GMT) |
Eevee: Fix Dof shader compilation. |
May 12, 2018, 21:28 (GMT) |
Eevee: Depht Of Field: Merge Scatter passes together. This means only one texture to draw to and only one sprite per pixel. The texture is twice as large and near and far planes are side by side. The sprite choose the biggest coc to expand to and is redirected to the area (layer) it belongs to. The fragment shader discard every pixel that does not belong to the correct layer. |
May 12, 2018, 21:28 (GMT) |
Eevee: Depth of field: Code style fixes. |
May 12, 2018, 21:28 (GMT) |
Eevee: Depth of field: Smooth out bokeh shape. Due to the scatter operation being done at half resolution, undersampling is visible at bokeh shape edges (because of the hard cut). This commit adds a smoothing function to minimize the problem. Also optimize the bokeh shape parametrization by precomputing a lot of constants. |
May 12, 2018, 21:28 (GMT) |
Eevee: Depth of field: Change final blending. This new blending allows background to fill the gaps left by forground objects. However this has a drawback, background objects that should be partially occluded in this case can be seen through the blurred objects. This does not fix the problem of blurred foreground over sharp background. Also cleanup code to be simpler and remove unused geometry shader. |
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Master Commits
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