May 4, 2018, 14:22 (GMT) |
Fix erroe in previous commit. |
May 4, 2018, 14:22 (GMT) |
Eevee: Shadows: Compute Octahedron size from CubeMap size. This was the otherway around before. But since we can have a different size* for cube texture now, we can compute the correct-ish texture size. This will give us on average the same texture appearance when we will add support for real cubemap shadows. |
May 4, 2018, 14:22 (GMT) |
Eevee: Cap Shadow resolution to 4096px^2. As much as I want to give freedom to the user, 1.5G of vram for a single shadow is a big of a stability issue. So limiting to 4096 for now, we may remove this limit in the future. |
May 4, 2018, 14:22 (GMT) |
Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array. This mean we can now have different shadow resolutions for both. However each shadow type keep the same size accross all lamps because of future "real" Cube Shadowmaps limitation and to save texture sampler slots. That said the cascade shadow resolution could (in the future) still be changed to be adjustable per sun lamp. |
May 4, 2018, 14:22 (GMT) |
Eevee: Simplify shadow test code with macros. |
May 4, 2018, 14:16 (GMT) |
Merge branch 'master' into blender2.8 |
May 4, 2018, 14:15 (GMT) |
BKE: bvhutils: Unifies static functions oh bvhtrees creation. |
Revision 3a605ed by Joshua Leung (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 4, 2018, 14:13 (GMT) |
Fix print about removed properties * show_only_render has been removed. Instead, this is now handled through the overlays popovers. Therefore, we no longer need (or should have) a dedicated button for this. * Removed also the lock camera button. This shouldn't be here in the first place, as it was a dedicated workflow-specific hack added for the Hero production workflow only. |
Revision 8d3684c by Joshua Leung (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 4, 2018, 14:03 (GMT) |
Cleanup: Remove the now unnecessary modifier_index parameter from Modifier->generateStrokes() |
Revision 38718a6 by Joshua Leung (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 4, 2018, 13:48 (GMT) |
Merge branch 'blender2.8' into greasepencil-object |
Revision 0a28eb6 by Joshua Leung (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 4, 2018, 13:48 (GMT) |
Fix compiler warnings after merge * Adapted various DRW_* identifiers that got cleaned up in 2.8 * BKE_gpencil_frame_color_duplicate() - should be removed * File versioning code for GP annotation datablocks - knock this out for now (since it's causing compiling problems due to the view layer stuff being deprecated). We need to review whether we do this type of patching automatically, since we don't really want GP annotations to show up on Cycles renders for example. |
May 4, 2018, 13:44 (GMT) |
Static Override: fix stupid ;istake in moving autooverride to own struct flag. |
May 4, 2018, 13:36 (GMT) |
Merge branch 'blender2.8' into tmp-static-override-insertion |
May 4, 2018, 13:32 (GMT) |
Static Override: Add overridable flag to drivers' ID pointer. |
May 4, 2018, 13:26 (GMT) |
Merge branch 'blender2.8' into tmp-static-override-insertion |
May 4, 2018, 13:21 (GMT) |
Merge branch 'master' into blender2.8 |
May 4, 2018, 13:18 (GMT) |
Cleanup: Remove G.main from framechange_poses_clear_unkeyed() |
May 4, 2018, 13:18 (GMT) |
Transform: use bool when local matrix is needed Existing code checked pose/edit mode to check for transforming in an objects local space. This added many similar checks all over the code, which leads to confusion. Multi-edit caused a regression in UV transform since where UV's had the object matrix applied by accident. Now there is a boolean to use a local matrix, this allows for any mode to have a 4x4 matrix applied w/o adding mode specific checks everywhere. |
May 4, 2018, 13:18 (GMT) |
Fix mistake in boundbox center |
May 4, 2018, 13:12 (GMT) |
Merge branch 'master' into blender2.8 |
|
|
|


Master Commits
MiikaHweb | 2003-2021