Revision 0ef4c4e by Campbell Barton October 15, 2018, 05:01 (GMT) |
Mesh: remove DerivedMesh for displist conversion |
Revision 62a3dfe by Campbell Barton October 15, 2018, 04:31 (GMT) |
Mesh: mostly remove DerivedMesh for vertex parent The exception is for subdivision surface which still uses derived mesh. |
Revision 5b86899 by Campbell Barton October 15, 2018, 04:12 (GMT) |
Mesh: remove DerivedMesh for face-map drawing |
Revision f9f67e0 by Campbell Barton October 15, 2018, 03:29 (GMT) |
Mesh: remove DerivedMesh from various places |
Revision 881334c by Campbell Barton October 15, 2018, 02:40 (GMT) |
Cleanup: remove DerivedMesh bvhtree_from_mesh_get |
Revision 2a2db39 by Campbell Barton October 15, 2018, 02:38 (GMT) |
Bake: remove derived mesh for bake API Multires baking still uses DerivedMesh. |
Revision cd48d45 by Alexander Gavrilov October 14, 2018, 17:48 (GMT) |
Depsgraph: Add proper API functions for CustomDataMask dependencies. There were a few copies of the same few lines in depsgraph build code, so it seems to be logical to introduce a function for it, and make it accessible from C code for completeness. As an example, register the mask needs of the Data Transfer modifier. |
Revision 9a38a91 by Germano Cavalcante October 14, 2018, 17:07 (GMT) |
Revision ac61eb3 by Antonio Vazquez October 14, 2018, 10:21 (GMT) |
GP: Fix several issues in blur FX There were some problems with the z-depth and especially when tries to blur a pixel outside the viewport. |
Revision 55e3c17 by Clément Foucault October 13, 2018, 21:55 (GMT) |
Edit Mesh: Optimize the overlay triangle geometry shader On my test it's 30% faster than before. Test case : Suzanne, subsurf lvl3, 64K tris, Edge select mode for fair comparison. 0.95ms before optimization 0.64ms after optimization Note that this only optimize the "nicest" display of edit mesh overlays, not the one when rotating the view where half of the border edges are missing. |
Revision de76a80 by Clément Foucault October 13, 2018, 21:48 (GMT) |
Edit Mesh: Do not use barycentric coord in EDGE_FIX shader and ... ... display vertex even when occluded. Add back the vertex display because occluded vertex are not visible when the triangle is almost parallel to the view. The problem with the barycentric coord is that they are hard to work with and their derivatives not enough precise to compute the vertex positions. So we need to pass the vertices scree positions down to the fragment shader. |
Revision 4e168e0 by Clément Foucault October 13, 2018, 21:48 (GMT) |
Edit Mesh: Fix and increase the depth bias on vertices |
Revision b8327ee by Antonio Vazquez October 13, 2018, 18:34 (GMT) |
GP: Remove Layer order userprefs parameter After a lot of discussion about this option (see 18f117594004) we have decided set always the order of GP layers in 2D mode (Top->Down) and remove the parameter from User Preferences screen. Internally all works equal, but in the UI the list is inverted. The filter buttons to reverse the list or sort alphabetically have been removed because these buttons are not logic in this context. |
Revision dd6bf3f by Bastien Montagne October 13, 2018, 17:36 (GMT) |
node_shader_utils: several fixes, improvements and cleanups. Fix broken behavior in case of texcoords mapping (we do need texcoords node in all cases, then, even for UV coords...). Use nodes by default when generating new write-allowed wrapper around a material. Do not try to find nodes in existing tree all the time, do it only once, even for lazy-initialized nodes (through accessors). Fix ugly spacing in property accessors (since it looks like some people do not like a single 'block' with both getters, setters and prop definition, at least use one sep line everywhere (and two sep lines to separate properties)... |
Revision b115153 by Antonio Vazquez October 13, 2018, 16:28 (GMT) |
GP: Improve qualitty in Wave when alpha is extreme |
Revision 78673e5 by Antonio Vazquez October 13, 2018, 16:24 (GMT) |
GP: Add more blur samples to some FX |
Revision 7b9049f by Antonio Vazquez October 13, 2018, 16:21 (GMT) |
GP: Improve Blur FX quality in transparency. |
Revision 605fbad by Dalai Felinto October 12, 2018, 22:53 (GMT) |
ED_pose_recalculate_paths: Run only for active object New iterator CTX_DATA_BEGIN_FOR_ID, to restrict the loop to the specified object only. This is not super efficient, but it should be fine for now. I will talk to other developers. A more elegant solution would be to have something like "active_object_selected_pose_bones" in the context. |
Revision c462c43 by Dalai Felinto October 12, 2018, 22:51 (GMT) |
Multi-Objects: POSELIB_OT_pose_add Make it work only for the active object bones |
Revision cf74a6d by Dalai Felinto October 12, 2018, 22:34 (GMT) |
Revert "Multi-Object Pose: POSE_OT_select_parent by Harsha" This reverts commit dcf1210c44cb1e46bf387f326c5ee9daa2a53004. In 2.79x select parent would only work for the active bone. There is no reason to have it working for multi-objects. |
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