Blender Git Commit Log

All Blender Git commits.

Page: 3776 / 8462

July 18, 2017, 11:11 (GMT)
Bugfix, parts now no longer disappear.
(Division by 0)
July 18, 2017, 10:21 (GMT)
Merge branch 'master' into asset-engine
July 18, 2017, 10:08 (GMT)
Add more BKE generic way to create an override, make Image mostly overridable, fix a bug in RNA.
July 18, 2017, 10:06 (GMT)
Add step parameter to Noise modifier

Now it is possible to define a number of frames between recalculate random noise. This allows to reduce the speed of change because before, sometimes was too fast.
July 18, 2017, 09:34 (GMT)
Minor bugfix, jagged lines on the right side of tubes.
Interpolation needs to be within 0...1
July 18, 2017, 09:16 (GMT)
Layer cleanup: get rid of one of the placeholder functions
July 18, 2017, 09:16 (GMT)
Context/Workspace: Get scene layer from workspace
July 18, 2017, 09:08 (GMT)
Merge branch 'id_copy_refactor' into id_override_static
July 18, 2017, 09:08 (GMT)
Merge branch 'master' into id_copy_refactor
July 18, 2017, 09:07 (GMT)
Merge branch 'master' into id_override_static
July 18, 2017, 08:50 (GMT)
Support several palettes in Tint modifier

When create a new set of color, support to have several colors with the same name in different palettes
July 18, 2017, 08:41 (GMT)
Fix bad loss of precision when manually editing values in numbuttons.

While drawing nice 'rounded' values is OK also for 'low precision'
editing like dragging and such, it's quite an issue when you type in a
precise value, validate, edit again the value, and find a rounded
version of it instead of what you typed in!

So now, *only when entering textedit of num buttons*, we always get the highest
reasonable precision for floats (and use exponential notation when
values are too low or too high, to avoid tremendous amounts of zero's).
July 18, 2017, 08:27 (GMT)
added setup for bubble particles

blender internal particle setup (not manta side), i.e. UI, particle system creation / deletion, particle IO.
July 18, 2017, 08:20 (GMT)
Fix T52100: Buffer stroke is not visible if paint over fill

If paint a stroke over a fill area, the drawing stroke was not visible while drawing and only when finish the stroke.

The drawing pass was mixing the with mix pass and now reuse the stroke mix. This solve the problem and increase the drawing speed because only one mix pass is necessary
July 18, 2017, 08:12 (GMT)
Eevee: Fix clip/hashed alpha prepass/shadow crash.
July 18, 2017, 08:12 (GMT)
Eevee: SSR: Encode Normal in buffer and add cubemap fallback.

Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
July 18, 2017, 08:12 (GMT)
Eevee: SSR: Output ssr datas to buffers.

Output in 2 buffers Normals, Specular Color and roughness.
This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
July 18, 2017, 08:12 (GMT)
Eevee: Ssr: Add ssr id to glossy nodes.

An id is given to each glossy node in order to determine which specular lobe is using ssr.
July 18, 2017, 08:05 (GMT)
Eevee: Avoid crash when using dupli objects.

This is waiting a for a better solution.
July 18, 2017, 08:05 (GMT)
Eevee: Fix transparency not drawing after volumetrics.

Fix T52089, Fix T52091
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021