July 26, 2016, 12:31 (GMT) |
fix checking SC_VIEW_CLIP error - should check sc->view rather than sc->mode - de-duplicate counting tracking code, by making it get_single_track |
July 26, 2016, 12:19 (GMT) |
removed old liquid files (not needed anymore) |
July 26, 2016, 10:30 (GMT) |
Improvement of the SSS in the Disney shader * Now the bump normal is correctly used for the SSS. * SSS in Disney uses the Disney diffuse shader |
July 26, 2016, 10:23 (GMT) |
Better calculation of the Disney diffuse part Now the values for NdotL und NdotV are clamped to 0.0f for a better look when using normal maps |
July 26, 2016, 09:37 (GMT) |
fix trivial code format |
July 26, 2016, 09:23 (GMT) |
Margin computation Still need to quickly refactor PConvexHull to actually use margins |
July 26, 2016, 05:55 (GMT) |
check witness_clip->mode == SC_VIEW_CLIP otherwise the multiview mode has problem in 'Motion Tracking' layout, since dopsheet and graph are also counte when iterating through clips. |
July 26, 2016, 01:37 (GMT) |
Merge remote-tracking branch 'origin/master' into soc-2016-cycles_denoising |
July 26, 2016, 01:36 (GMT) |
Render API/Cycles: Add separate "keep highlights" parameter to the end_result function to fix Save Buffers with Denoising |
July 25, 2016, 22:57 (GMT) |
Curves: Offset operator |
Revision aaef431 by Martin Felke (fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) July 25, 2016, 21:08 (GMT) |
small enhancement for voronoi + bisect and solidify after FM use case if you use voronoi+bisect and solidify after FM, you can automerge now without having autohideable inner faces. This should have the same effect as autohide in regular use case has. |
July 25, 2016, 18:12 (GMT) |
renamed some tabs to match other 'fluid' tabs |
July 25, 2016, 17:33 (GMT) |
Merge branch 'asset-engine' into asset-experiments Conflicts: source/blender/blenloader/intern/readfile.c |
July 25, 2016, 15:53 (GMT) |
Merge branch 'master' into soc-2016-multiview |
July 25, 2016, 15:37 (GMT) |
Changed most of ID_IS_LINKED_foo checks as needed. Basically, due to new 'virtual' libraries & 'path' assets, we consider those 'virtualmy linked' IDs as: * Local for editing purpose (i.e. they are editable). * Linked for datablock management purposes (i.e. they can be made local, etc.). Note: all this is more like a quick hack to test 'file-based' asset repositories (like cloud) in comming weeks. I really do not think we should use that in the end, an full-featured 'overriding ID' system (as proposed in replacement of proxies for 2.8) would be much saner imho. |
July 25, 2016, 14:42 (GMT) |
Merge branch 'master' into asset-engine |
July 25, 2016, 14:26 (GMT) |
Now one can disable specular reflactions again by setting specular and metallic to 0 (cracked this in the previous commit) |
July 25, 2016, 14:11 (GMT) |
fixed the Disney SSS and cleaned the initialization of the Disney shaders |
July 25, 2016, 14:09 (GMT) |
fixed an error that was caused by the missing LABEL_REFLECT in the Disney diffuse shader |
July 25, 2016, 13:27 (GMT) |
And a quick fix for last commit. Reminder for myself to double check before commiting! |
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