Revision 15ad75f by Clément Foucault November 6, 2018, 11:05 (GMT) |
Eevee: Correctly handle Sharp glossy/refraction BSDF nodes This is a quick workaround, but I don't see the point of making the lighting functions more complex than it is now in order to optimize this rather not so common case. |
Revision 5ccd60e by Antonio Vazquez November 6, 2018, 10:10 (GMT) |
GP: Fix Time Offset for frames before range |
Revision 0f1390c by Antonio Vazquez November 6, 2018, 10:10 (GMT) |
GP: Rename variable |
Revision 32dca36 by Sergey Sharybin November 6, 2018, 08:57 (GMT) |
Cleanup: Use annotation for the new class |
Revision 798cdae by Alexander Gavrilov November 6, 2018, 07:56 (GMT) |
Implement an Armature constraint that mimics the modifier. The main use one can imagine for this is adding tweak controls to parts of a model that are already deformed by multiple other major bones. It is natural to expect such locations to deform as if the tweaks aren't there by default; however currently there is no easy way to make a bone follow multiple other bones. This adds a new constraint that implements the math behind the Armature modifier, with support for explicit weights, bone envelopes, and dual quaternion blending. It can also access bones from multiple armatures at the same time (mainly because it's easier to code it that way.) This also fixes dquat_to_mat4, which wasn't used anywhere before. Differential Revision: https://developer.blender.org/D3664 |
Revision a817613 by Campbell Barton November 6, 2018, 07:21 (GMT) |
Cleanup: remove unused brushes |
Revision 80109c9 by Campbell Barton November 6, 2018, 07:06 (GMT) |
Brush: split out vertex paint tool & blend mode - Vertex & weight paint now use the 'blend' setting. - Weight paint now has it's own tool setting, since weight paint doesn't deal with color - we'll likely support different tools eventually. |
Revision 900c562 by Campbell Barton November 6, 2018, 02:06 (GMT) |
Cleanup: rename fast-heap -> heap-simple In general prefer API names don't start with adjectives since it causes grouping of unrelated API's for completion. |
Revision d805a4a by Campbell Barton November 6, 2018, 01:52 (GMT) |
Cleanup: move fast heap into own source & header |
Revision a90bcdf by Campbell Barton November 6, 2018, 01:39 (GMT) |
Tool System: use tool type enum to access brushes Previously the brush names were used which had the limit that: - Brush names that were deleted wouldn't show up in the toolbar. - Naming collisions between user defined brushes and existing tools broke tool selection. Now brushes are created as needed when tools are selected. Note, vertex/weight paint combine tool and blend modes, this should be split out into a separate enum. |
Revision 29dfe9a by Campbell Barton November 6, 2018, 01:39 (GMT) |
Cleanup: style |
Revision a22167b by Bastien Montagne November 5, 2018, 19:42 (GMT) |
Fix/Updated Object API example. Was still 2.7x code... ;) |
Revision 5ae853d by Bastien Montagne November 5, 2018, 19:29 (GMT) |
Fix (unreported) potential race condition in view_layer_bases_hash_create(). When you check for undone work before acquiring a lock that ensures you are the only one actually doing the work, you have to redo the check *after* acquiring said lock. Otherwise, there is room for nasty random race condition issues... |
Revision 46060d5 by Antonio Vazquez November 5, 2018, 18:52 (GMT) |
GP: Limit internally Time offset to something logic If the offset is greater than frame range, the offset could gets some unlogic values, so now the value is normalized in the range. |
Revision a8e9959 by Jacques Lucke November 5, 2018, 18:28 (GMT) |
API Docs: gpu api introduction + examples |
Revision abbe4df by Antonio Vazquez November 5, 2018, 18:10 (GMT) |
GP: More tweaks to Time Offset |
Revision fee6ab1 by Alexander Gavrilov November 5, 2018, 17:49 (GMT) |
BLI_heap: implement a limited but faster version of heap. If the user only needs insertion and removal from top, there is no need to allocate and manage separate HeapNode objects: the data can be stored directly in the main tree array. This measured a 24% FPS increase on a ~50% heap-heavy workload. Reviewers: brecht Differential Revision: https://developer.blender.org/D3898 |
Revision a120b12 by Antonio Vazquez November 5, 2018, 17:35 (GMT) |
GP: Fix Time Offset bug when use range The frames greater than frame range were wrongly calculated. |
Revision b4dfe00 by Clément Foucault November 5, 2018, 15:31 (GMT) |
Wireframe: Extend Xray slider range This makes it possible to bypass the depth dithering effect at the cost of less accurate depth perception. |
Revision 946f9d8 by Clément Foucault November 5, 2018, 15:31 (GMT) |
Eevee: Fix "Show Irradiance/cubemap" icons |
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