April 26, 2021, 14:14 (GMT) |
GPencil: Fix drawing for Bezier weight paint |
Revision 5df8d5a by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 26, 2021, 13:17 (GMT) |
EEVEE: Shadow: Add back shadow caster tracking Compared to previous implementation this does track dupli objects. There is a few optimizations left like using bitfield instead of bool arrays. |
April 26, 2021, 13:14 (GMT) |
More research inside test cases. |
April 26, 2021, 12:38 (GMT) |
Merge remote-tracking branch 'origin/master' into asset-browser-snap-dragging |
April 26, 2021, 11:35 (GMT) |
Use GPU calls for hair. |
April 26, 2021, 09:36 (GMT) |
Merge branch 'temp-gpu-compute-shaders' into temp-gpu-compute-shader-hair |
April 26, 2021, 09:34 (GMT) |
Use storage objects. |
April 26, 2021, 07:20 (GMT) |
LineArt: Offset strokes instead of In Front. |
April 26, 2021, 06:41 (GMT) |
GPencil: Enable cyclic stroke fitting This was overlooked during the last refactor. |
April 26, 2021, 06:41 (GMT) |
GPencil: Return true if handles were recalcualted |
April 26, 2021, 06:41 (GMT) |
GPencil: Subdivide curve segment factor Add a helper function to subdivide a curve segment at a specific factor |
April 26, 2021, 06:15 (GMT) |
Merge branch 'temp-gpu-compute-shaders' into temp-gpu-compute-shader-hair |
April 26, 2021, 06:12 (GMT) |
Fix issue where library glsl isn't included for compute shaders. |
April 26, 2021, 06:05 (GMT) |
Merge branch 'master' into temp-gpu-compute-shaders |
April 26, 2021, 06:02 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lineart-contained |
April 26, 2021, 04:29 (GMT) |
Splines: Cleanup, add comments, formatting |
April 26, 2021, 02:45 (GMT) |
Merge branch 'master' into geometry-nodes-curve-support |
April 26, 2021, 02:37 (GMT) |
Splines: Cleanup, add comment |
April 26, 2021, 02:26 (GMT) |
Splines: Rename DCurve to SplineGroup |
Revision 1d3de15 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 25, 2021, 23:44 (GMT) |
EEVEE: Shadow: Simplify the shadow module Now the shadows are linked to a `Light` object. The `Light` object is linked to an `ObjectKey` to ensure persistence and deletion tracking. The Uniform data are packed so that there is 1 `ShadowPunctualData` per light in a `LightBatch`. This means there is only a shadowmap limit to the number of `Shadow` in a scene. |
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