September 10, 2017, 01:09 (GMT) |
Eevee: Expose Shadow filter size. |
September 10, 2017, 01:09 (GMT) |
Eevee: Add Variance Shadow Mapping This is an alternative to ESM. It does not suffer the same bleeding artifacts. |
September 10, 2017, 01:09 (GMT) |
Eevee: Shadows: Add UI buttons for size and method Only one method is available right now. VSM and PCF are comming. |
September 10, 2017, 01:09 (GMT) |
Eevee: Refactor Shadow System - Use only one 2d texture array to store all shadowmaps. - Allow to change shadow maps resolution. - Do not output radial distance when rendering shadowmaps. This will allow fast rendering of shadowmaps when we will drop the use of geometry shaders. |
Revision d1768b6 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) September 9, 2017, 14:17 (GMT) |
Apply lattice modifer in each frame The lattice must be evaluated in each frame, not in the location of the first frame only. |
September 9, 2017, 12:56 (GMT) |
Resolve T52687: Add node label shows as 'Unknown' Add type access method, need to extend to other types for now just get node UI working properly again. |
September 9, 2017, 01:05 (GMT) |
PyAPI: Fix mathutils freeze allowing owned data |
September 9, 2017, 01:02 (GMT) |
Docs: mathutils docstrings |
September 9, 2017, 00:44 (GMT) |
Cleanup: mathutils vector comments Use doxy markup & correct outdated info. |
September 9, 2017, 00:10 (GMT) |
Correct last commit |
September 9, 2017, 00:03 (GMT) |
Cleanup: Simplify SWIZZLE macro - Use indices instead of character args. - Use numbered macros instead of variadic args. Parsing using rtags used over 11gb of memory. While this should be resolved upstream (report as #1053), the extra complexity didn't give any real advantage. |
Revision a62a1e4 by Dalai Felinto September 8, 2017, 21:43 (GMT) |
Expose scene > engine in the UI (render panel) |
Revision f46edd0 by Dalai Felinto September 8, 2017, 21:43 (GMT) |
Use workspace -> engine in the opengl render |
Revision 6537660 by Dalai Felinto September 8, 2017, 21:43 (GMT) |
Use workspace -> engine in the viewport Not yet for OpenGL render. |
Revision f0ccf03 by Dalai Felinto September 8, 2017, 21:43 (GMT) |
Collection Panel: Get mode from workspace Those overrides will change, and this panel may not exist in the future. But meanwhile let's make things work as tey were supposed to. |
Revision fda4f87 by Dalai Felinto September 8, 2017, 21:43 (GMT) |
Context: Expose "engine" for Python and add BKE_render_engine_get() |
Revision f14c7a7 by Dalai Felinto September 8, 2017, 21:43 (GMT) |
Properties Editor: Add Workspace and organize context path We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) We use Scene or Workspace depending on workspace.use_scene_settings. Also, we no longer expose the object in the collection context. Since this should go away (and at the very least we should get the mode from the workspace). |
September 8, 2017, 20:24 (GMT) |
[msvc/make.bat] mention the msvc-2017 option in the make.bat help text. |
Revision 60081b0 by Dalai Felinto September 8, 2017, 19:42 (GMT) |
Workspace: Add (render) engines We still need to change the viewport so it uses this instead of scene.rd.engine. |
Revision a2a3e04 by Dalai Felinto September 8, 2017, 19:42 (GMT) |
Workspace: SETLOOPER should get render layer from workspace Right now we are still passing NULL instead of the workspace in most of those cases. That shouldn't matter much since this will simply bring back the previous behaviour. Also, most of those calls (gpu_material.c, view3d_draw_legacy.c, render_internal.c) are from deprecated areas of Blender anyways. The areas that will need to be addressed are: * physics (collision.c) * particles (pointcache.c) * sound (sound.c) And of course: * game engine (BL_BlenderDataCoversion.cpp) It's not clear to me, however, why some of those areas are using the SET_LOOPER in the first place. SET_LOOPER acts on top of bases so we want to iterate over the SceneLayer objects, not all of scene ones. However in some cases it seems that the original design was expecting to loop over all the objects (+ the set objects). |
|
|
|


Master Commits
MiikaHweb | 2003-2021