Blender Git Commit Log

All Blender Git commits.

Page: 718 / 8462

April 18, 2021, 23:45 (GMT)
Fix typo in previous commit

`has_loose_edge` -> `has_loose_vert`
April 18, 2021, 23:25 (GMT)
Merge branch 'master' into geometry-nodes-curve-support
April 18, 2021, 23:20 (GMT)
Geometry Nodes Curves: Add more structure for the sample points node
April 18, 2021, 23:07 (GMT)
Cleanup: Use utility to init userdata in 'transfrom_snap_object.c'

This deduplicates the code making it easier to edit.
April 18, 2021, 23:07 (GMT)
Transform Snap Object: Improve code that detects updates

The previous code had unclear hacks to avoid updating while transforming,
it was also duplicated in two functions causing an inconsistent
initialization of the looptris bvhtree (which could even generate
unpredictable snapping results).

Now, detection update and inicializatiom of common members are contained in
`snap_object_data_mesh_get` and `snap_object_data_editmesh_get`.

Also, the "Hack to avoid updating while transforming" is more evident.
April 18, 2021, 23:06 (GMT)
Merge branch 'blender-v2.93-release'
April 18, 2021, 23:04 (GMT)
Fix snap mixed with vertices ignored for meshes with vertices only

The logic assumed that there were only 3 basic snapping modes.
April 18, 2021, 22:14 (GMT)
Geometry Nodes Curves: Fixes for curve trim node

The remaining issue is interpolation and recalculation of bezier handles.
Other than that the node should work fine.
April 18, 2021, 20:13 (GMT)
Merge branch 'master' into soc-2020-io-performance
April 18, 2021, 19:59 (GMT)
Create test OBJ files in temporary place.
April 18, 2021, 19:27 (GMT)
Merge branch 'master' into cycles_procedural_api
April 18, 2021, 18:20 (GMT)
Geometry nodes curves: Mostly working version of a curve trim node

This still needs some more fixes, but the basics are there now.
April 18, 2021, 18:10 (GMT)
Sculpt: Add area normal test to clay strips for better front faces detection
April 18, 2021, 17:36 (GMT)
Fix wrong visibility flush with Face Sets
April 18, 2021, 17:00 (GMT)
Fix neighbor connectivy with hidden edges
Revision 9a69653 by Hans Goudey (master)
April 18, 2021, 16:59 (GMT)
Merge branch 'blender-v2.93-release'
Revision 06888a8 by Hans Goudey (master)
April 18, 2021, 16:58 (GMT)
Fix compile warning

The order of the two parameters was incorrect.
April 18, 2021, 16:14 (GMT)
Fix Scene project brush after merge
April 18, 2021, 16:04 (GMT)
Merge branch 'master' into sculpt-dev
April 18, 2021, 15:30 (GMT)
EEVEE: Light: 2.5D Culling: Initial implementation

This follows closely the implementation of 2.5D tiled light
culling described in the presentation:
"Improved Culling for Tiled and Clustered Rendering"
from Michal Drobot
http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf

I chose the tile + Z binning approach for its high depth range support
and low CPU overhead & low memory consumption compared to the cluster
based culling. The cons is that the culling is a bit less precise in
some aspect but it is quite balanced.

The culling is done by the `Culling` object which is templated to easily
be reused for light probes cullg.

The Z-binning process is described starting from slide 20 in the
reference pdf.

I also implemented a debug pass to visualize false negative (light
culled when they shouldn't) and light evaluation density.
This is useful to detect failure case and hotspot. This could be exposed
as a developper only render pass in the future.

Some optimization of the reference implementation requires extensions
not yet added to GPU module and will be added later.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021