Blender Git Commit Log

All Blender Git commits.

Page: 3510 / 8462

January 17, 2018, 09:33 (GMT)
Revert "Fix use-after free in DRW_shader_create_with_lib"

Caused an error entering edit-mode.

d60f26f37a & 2659500835
January 17, 2018, 08:51 (GMT)
Fix assert in mesh batch conversion
January 17, 2018, 08:23 (GMT)
Merge branch 'master' into blender2.8
January 17, 2018, 08:23 (GMT)
Fix use-after free in DRW_shader_create_with_lib

Limit scope to avoid future accidents
January 17, 2018, 08:16 (GMT)
Correct simple deform versioning from D2989
January 17, 2018, 03:01 (GMT)
Fix T53810: Crash removing a scene used in render

Header drawing accesses the scene too.
January 16, 2018, 23:23 (GMT)
Eevee: Update lightprobes when deleting or linking a new world datablock
January 16, 2018, 23:12 (GMT)
corrected some more special constraint breaking activation behavior (was activating too much)
January 16, 2018, 23:01 (GMT)
Eevee: SSS: Fix OpenGL error when enabling TRANSLUCENCY but not SSSS.

This was causing this error:
"Different sampler types for same sample texture unit in fragment shader"
January 16, 2018, 22:59 (GMT)
Fix T53810: Crash removing a scene used in render

Header drawing accesses the scene too.
January 16, 2018, 22:40 (GMT)
DRW: Codestyle refactor: Use macro to create shader libs.

This clears up the code from many DynStr usage. Easier to read.
January 16, 2018, 21:18 (GMT)
Eevee: SSR: Fix artifacts at object/background limits.

This should have a very small perf impact but it's needed.
January 16, 2018, 18:40 (GMT)
Eevee: Fix Hashed Alpha.

Now hashed alpha materials are stable when moving the camera/not using TAA.
It also converge to a noise free image when using TAA. No more numerical imprecision.

There still can be situations with multiple overlapping transparent surfaces that can lead to residual noise.
January 16, 2018, 17:22 (GMT)
Eevee: AO: Removes samples and denoise options.

This comes with a lot of code simplification that leads to a small performance improvement.
January 16, 2018, 17:22 (GMT)
Eevee: Add macro to sample noise in utilTex.

Avoid future coding error.
January 16, 2018, 17:22 (GMT)
Eevee: SSR: Derive the brdf bias from the trace quality.

Also change the range of the trace quality so that the trace actually covers the screen most of the time.
January 16, 2018, 17:22 (GMT)
Eevee: Fix SSRefraction noise.
January 16, 2018, 17:22 (GMT)
Eevee: SSR: Enhance the halfres raytrace.

This make the halfres raytrace actually converge to an antialiased image by jittering the source pixel.
January 16, 2018, 17:22 (GMT)
Eevee: SSR: Optimise Texture fetches and solve noise issue.

There was some remaining issue caused by neighbor re-use. Randomizing them every _prime_number_ of iterations fixes this.
January 16, 2018, 17:22 (GMT)
Eevee: SSR: Remove ray count and use integer texture for hit coord.

Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit.
The sign of the integer is used to 2 flags (has_hit and is_planar).
We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px).
The PDF is stored into another GL_R16F texture.

We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader).
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021