July 16, 2021, 12:53 (GMT) |
Fix T89875: False dependency cycle on particle systems `POINT_CACHE_RESET` pointed to `GEOMETRY_EVAL_INIT` while `GEOMETRY_EVAL_INIT` pointed to `POINT_CACHE_RESET`. Now `POINT_CACHE_RESET` points to the same nodes pointed to by `GEOMETRY_EVAL_INIT` thus avoiding the dependency cycle. |
July 16, 2021, 12:48 (GMT) |
Cleanup: preview rendering, update assumptions in comment The `action_preview_render()` function used to just render, but now it also temporarily applies the pose. Its comment is now updated for this. No functional changes. |
July 16, 2021, 12:37 (GMT) |
Cycles X: Support shadow catcher behind transparent object Seems to be rather straightforward. Think initially it was less obvious to do, until we've started to count number of samples for the shadow catcher pass. Note that this is only about support of Transparent BSDF. Glass BSDF can not be supported as it refracts light, which is not possible to store as a shadow catcher pass. Differential Revision: https://developer.blender.org/D11946 |
July 16, 2021, 12:36 (GMT) |
Rename UI error message on attributes panel for name collisions * Name Collisions > Name collisions * Info icon > Error icon |
July 16, 2021, 12:32 (GMT) |
Cycles X: Support Transparent Glass for shadow catcher Improves support of Glass BSDF in front of a shadow catcher. |
July 16, 2021, 12:29 (GMT) |
Updated the path for geometry_nodes folder |
July 16, 2021, 12:08 (GMT) |
Polishing script, checking for verbose use cases |
July 16, 2021, 12:03 (GMT) |
Added curve fillet support for Poly Splines |
July 16, 2021, 11:50 (GMT) |
Polishing script: WIP |
July 16, 2021, 11:44 (GMT) |
Fix fully transparent shadow catcher pass without catchers Makes it so behavior of a shadow catcher pass is always predictable: it is always possible to multiply it with a backdrop, regardless of presence of shadow catcher object in the scene. The downside it that this change makes it so extra memory is allocated to store empty shadow catcher, and will make it so denoiser will an extra work. Is possible to avoid, but it ends up in tricky checks, and the situation is unlikely to be that common to justify making code more complex. Differential Revision: https://developer.blender.org/D11945 |
July 16, 2021, 09:39 (GMT) |
Merge branch 'master' into tracking_tools |
July 16, 2021, 09:33 (GMT) |
MCE: Trying to add mask handle props into toolbar I tried implementing this https://developer.blender.org/P1923 To get the properties to do anything, I would need to change add_vertex_slide to just add_vertex. add_vertex_slide is a macro, and apparently the properties of MASK_OT_add_vertex do not have any influence on the tool if it is set to use the macro. But even then it only updates the handle type when activating the tool (after switching to a different tool before). So some update thingy is still missing. |
July 16, 2021, 09:28 (GMT) |
bli: float2x2: initial implementation |
July 16, 2021, 08:43 (GMT) |
Rename the ED_node_link_intersect_test function for clarity. |
July 16, 2021, 07:51 (GMT) |
Disable the virtual group extension socket by default. |
July 16, 2021, 07:47 (GMT) |
Fix T89861: Checking face selection breaks UV stitch operator |
July 16, 2021, 07:28 (GMT) |
Compute edge factors on the GPU again. |
July 16, 2021, 07:07 (GMT) |
Merge branch 'master' into node-group-single-socket-nodes |
July 16, 2021, 06:58 (GMT) |
July 16, 2021, 06:53 (GMT) |
Add back some of the delay in node edge panning. |
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Master Commits
MiikaHweb | 2003-2021