September 2, 2019, 18:48 (GMT) |
Mantaflow: Fix for versioning issue Fixes crash with old fluid (Elbeem) modifier |
September 2, 2019, 18:47 (GMT) |
Mantaflow: Fix for noise density issue Emission values for noise need to be upscaled with upres factor |
Revision 410599d by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) September 2, 2019, 17:01 (GMT) |
reorganize where interfaces are declared |
Revision 551ca28 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) September 2, 2019, 16:13 (GMT) |
remove unused parameter |
Revision 147d2df by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) September 2, 2019, 16:08 (GMT) |
don't pass particle allocator using BlockStepData |
Revision 1d15c51 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) September 2, 2019, 15:58 (GMT) |
use annotation for properties |
Revision 0d700d2 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) September 2, 2019, 15:56 (GMT) |
remove ParticleSet and ParticleSets abstraction |
September 2, 2019, 15:01 (GMT) |
Fix possible crash when opening files saved with new file browser open |
September 2, 2019, 14:41 (GMT) |
EEVEE: Remove softness parameters from RNA & UI Keep it in DNA for backward compatibility |
September 2, 2019, 14:41 (GMT) |
EEVEE: Fix sunlight when sun angle is 180 degrees |
September 2, 2019, 14:41 (GMT) |
EEVEE: Shadow: Add back shadow bias This is needed in some corner case (shadow acne due to aliasing and depth disparity). This is a simple bias added to default bias. It should not be needed most of the time but we leave it at 1 by default. |
September 2, 2019, 14:41 (GMT) |
EEVEE: Fix spotlight shadow optimization Spot light can be non-uniform and scale in one direction. This fix makes sure both directions are taken into account before skipping cubemap faces. |
September 2, 2019, 14:41 (GMT) |
UI: Make cascaded shadowmap panel on top of contact shadow This make more sense as cascade parameters are more important. |
September 2, 2019, 14:41 (GMT) |
EEVEE: Shadow: Add temporal sampling to shadowmaps If soft shadows is enabled, we randomize the shadowmap sample position to reduce aliasing artifacts (jagged edge shadows). |
September 2, 2019, 14:41 (GMT) |
Cleanup: EEVEE: Split eevee_lights.c into smaller files Also have some const correctness fix and some header cleanup. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadow: Refactor / Cleanup of shadow update - Replace EEVEE_lightbits by BLI_bitmap - Replace EEVEE_BoundSphere by BoundSphere - Support for dupli light shadows - Detect unecessary update of soft shadows (i.e: moving the view) - Remove Object references |
September 2, 2019, 14:41 (GMT) |
Eevee: Light: Refactor shadow tagging to allow dupli shadow casters Dupli objects can now cast shadows. This also replace the custom lightbits by BLI_bitmap. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadows: Add texel border on shadow cube for better edge filtering Unfortunately, this seems to be imprecise on lower cube resolution. But the result is still most of the time more pleasant than no border filtering. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadow: Speedup: Only render shadow cube face needed This reduce the number of face to render to 5 in the case of area lights and 5 or 1 for spotlights. Spotlights that have a spot size less than 90 degrees only need 1 face and are the fastest. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadows: Make shadowmap follow light orientation This is in preparation of an optimization |
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Master Commits
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