June 8, 2016, 19:45 (GMT) |
Fix for all OpenGL lights affecting Cycles viewport, regardless of their Enabled state Was a regression since e1b8a5d. Probably not very optimal fix, but better than a regression anyway. |
June 8, 2016, 19:45 (GMT) |
Fix: "Whole Character" Keying Set should not include Location on bones with "connected" joint |
June 8, 2016, 19:45 (GMT) |
fix: Import of meshes with holes is now reported as WARNING (unsupported) improved: add support for bone tail export/import using Blender Collada profile Differential Revision: https://developer.blender.org/D2031 |
June 8, 2016, 19:45 (GMT) |
Revert part of 4adffde02c98f3bb058ffba5ea010a6b1045a7b1 to get Windows (MSVC2013) compiling again |
June 8, 2016, 19:45 (GMT) |
Cleanup - size_t is unsigned, so always >= 0! |
June 8, 2016, 19:45 (GMT) |
Code refactor: use shader pointers rather than shader indexes. |
June 8, 2016, 19:45 (GMT) |
June 8, 2016, 19:45 (GMT) |
Code refactor: store ShaderNode enums as enum rather than ustring. |
June 8, 2016, 19:45 (GMT) |
Depsgraph: Russian electric tape bodge to have multiple proxies work Makes behavior of proxy_from backlink working similar to the old dependency graph. it's nasty, but needed here in the studio to get proxies fixes ASAP. |
June 8, 2016, 19:45 (GMT) |
Revert "Docs: smoke typo corrections" This reverts commit b13bc48932761dd813597507b1a1dc86d951ebff. Wasn't only typo fixes, broke compiling |
June 8, 2016, 19:45 (GMT) |
fixed some incompatible definitions (to make this work also on linux) |
June 8, 2016, 19:45 (GMT) |
Support Musgrave texture for Cycles GLSL viewport Only for non-OSX viewport! |
June 8, 2016, 19:45 (GMT) |
Code refactor: add separate RGB to BW node and rename some sockets. |
June 8, 2016, 19:45 (GMT) |
Depsgraph: Fix rest pose still using bone constraints |
June 8, 2016, 19:45 (GMT) |
Depsgraph: Accidentally removed one line too much |
June 8, 2016, 19:45 (GMT) |
Support voronoi texture in GLSL shading It gives some slight differences on the plane corners, but can't really figure out source of the issue here yet. It's still better than fully white texture for the previews anyway. At this point we should perhaps ifdef chunks of the code in order to have faster GLSL compilation and probably even faster compiled code. Will look into this shortly. |
June 8, 2016, 19:45 (GMT) |
Code refactor: nodify object and mesh, but not used for XML yet. Differential Revision: https://developer.blender.org/D2016 |
June 8, 2016, 19:45 (GMT) |
Revert "Correct invalid pointer-pair compare check" This reverts commit d5e0e681cea846facb4f2777921f6612be3ee193. Tsk, these functions return false on a match. |
June 8, 2016, 19:45 (GMT) |
Support Vertex Color in GLSL viewport for Cycles The title says it all actually. Added special custom data type, because we don't know in advance whether we're referencing UV or Color layer. Also made it so vertex attributes are normalized. TODO: Border render in viewport ignores the normalization of the attribute array for some reason, will be looked into still. Reviewers: mont29, brecht, campbellbarton Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D2022 |
June 8, 2016, 19:45 (GMT) |
Fix wrong vertex colors in edit mode |
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