April 26, 2017, 09:19 (GMT) |
Revert "Fixup for "always use selection in core"" This reverts commit 535cf2c71409893748c21d00a7da32907fe54622. |
April 26, 2017, 09:13 (GMT) |
Fixup for "always use selection in core" In my previous commit [1] I forgot one of the if() calls. Handled it differently now. [1] dc1f491a506deafbd80f13b20783e477ef5f99fd |
April 26, 2017, 09:05 (GMT) |
Pass depsgraph via Context to selection code |
April 26, 2017, 08:42 (GMT) |
Selection: Always use new selection code when building with using core profile |
April 26, 2017, 08:42 (GMT) |
Depsgraph and selection: Flush selcol on Depsgraph Selection code needs to iterate over DEG_OBJECT_ITER otherwise we won't get modifiers, dupli objects, ... Also make selection respect selectability flag. Review by: Sergey Sharybin |
April 26, 2017, 08:42 (GMT) |
Alembic: shortened CacheFile.filepath to 1024 bytes again As per discussion on 3128600a8ab2badd9ea39c80133f15f766794ec6 |
April 26, 2017, 08:42 (GMT) |
Alembic: fixed C++98 compatibility |
April 26, 2017, 08:42 (GMT) |
Alembic import: added unit test for mesh deformation. |
April 26, 2017, 08:11 (GMT) |
Merge branch 'master' into blender2.8 |
April 26, 2017, 08:08 (GMT) |
Remove show_backface_culling check in select engine May add back so selection engine can read backface cull state from from different engines. |
April 26, 2017, 08:00 (GMT) |
Cycles: Fix access undefined macro on non-MSVC compiler Also rremove trailing whitespace. |
April 26, 2017, 07:42 (GMT) |
Cleanup: draw engine - use DRW_engine prefix for engine types. - use engine suffix for files that define a draw engine. - remove engines from include path (they're only referenced once) |
April 26, 2017, 07:25 (GMT) |
Draw Manager: add select engine This does very little currently, but allows changing behavior for selection drawing in the future. |
April 26, 2017, 06:52 (GMT) |
Allow new selection in eevee & blender draw modes |
April 26, 2017, 06:12 (GMT) |
Draw Manager: armature editmode selection |
April 25, 2017, 21:51 (GMT) |
Eevee: World default shader. - Use uniform color world for the world probe. - Refactored the Fresnel expression to be better with Area Lights. - Squared the roughness for default materials. |
April 25, 2017, 21:51 (GMT) |
Eevee: Disable shadow rendering until we get proper update scheduling. Performance is quickly getting poor when you have lights otherwise. |
April 25, 2017, 21:51 (GMT) |
Eevee: Fix Square light with non uniform scale. |
Revision 28edc3f 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) April 25, 2017, 21:10 (GMT) |
Remove duplicate character on previous commit |
Revision d80b343 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) April 25, 2017, 21:09 (GMT) |
Cleanup: remove evil context for toolsettings |
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