Revision 784a3cc by Brecht Van Lommel June 4, 2018, 15:36 (GMT) |
Fix hang rendering with motion blur. |
Revision 101c277 by Clément Foucault June 4, 2018, 15:33 (GMT) |
Workbench: Shadows: Fix cap being clipped by far plane. This was the last remaining problem with shadow volumes (that I know of). Only extrude until we hit the far plane. |
Revision 349d416 by Campbell Barton June 4, 2018, 14:41 (GMT) |
Tool System: refresh tools after undo |
Revision 18e8350 by Sergey Sharybin June 4, 2018, 14:22 (GMT) |
Cleanup: Hopefully more clear name |
Revision bda0175 by Clément Foucault June 4, 2018, 14:04 (GMT) |
DRW: Fix leak from the wireframe drawing. |
Revision 5708048 by Clément Foucault June 4, 2018, 14:04 (GMT) |
Wireframe: Lower line thickness and front color blending. |
Revision 4b5670a by Campbell Barton June 4, 2018, 14:03 (GMT) |
Cleanup: redundant headers |
Revision 3b4c7a8 by Sergey Sharybin June 4, 2018, 13:49 (GMT) |
Weight paint: Use helper function to get original mesh Makes it one line to get needed mesh, no code duplication. And can easily update asserts and tighten the nuts. |
Revision 0e8edbb by Sergey Sharybin June 4, 2018, 13:48 (GMT) |
Add utility functions to get different "levels" of evaluated/original mesh |
Revision 2b22a61 by Sergey Sharybin June 4, 2018, 13:24 (GMT) |
Depsgraph: Only store original mesh pointer for mesh object |
Revision 52f9023 by Campbell Barton June 4, 2018, 13:18 (GMT) |
Fix weight paint crash The PBVH was referencing runtime custom data which was freed on refresh. |
Revision 07f0046 by Sergey Sharybin June 4, 2018, 13:17 (GMT) |
Fix crash when making objects to share same mesh Make it more reliable and predictable way of getting pointer to an original mesh which came from copy-on-write engine. Related change: made it (hopefully) more clear name for flags. |
Revision 1dc31f5 by Clément Foucault June 4, 2018, 13:15 (GMT) |
GPU: Fix missing case of new radeon on xorg. This was causing issue with shader compilation. |
Revision e47e60a by Clément Foucault June 4, 2018, 13:15 (GMT) |
Workbench: Shadows: Fix the remaining fail case. Non-manifold geom was producing inverted result when the camera was inside the shadow volume. When rendering non manifold geometry with the depth fail method, we need to emit the cap as if it was the same geometry with a virtual thickness. Another way to view it is to imagine having a set of non-manifold geometry all facing the light. So for every tri we emit a front cap oriented toward the light and the back cap pointing away from it (whatever the actual orientation of the tri). Extrusion pass stay the same as the depth pass method (double the increment if it's a manifold edge). |
Revision 736a84e by Sergey Sharybin June 4, 2018, 12:14 (GMT) |
Cleanup: Use proper type for original ID pointer Helps debugging, no need to cast in a debugger. |
Revision acb5bbf by William Reynish / Brecht Van Lommel June 4, 2018, 11:44 (GMT) |
UI: use subpanels for Cycles, render, scene, object, particle, curves. |
Revision a46ced5 by Brecht Van Lommel June 4, 2018, 11:41 (GMT) |
Fix missing collection instance motion blur settings. |
Revision f430f14 by Bastien Montagne June 4, 2018, 10:48 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 7277f89 by Bastien Montagne June 4, 2018, 10:46 (GMT) |
Fix T55260: load Text File with Python from GUI Button results in 0 User Let's just always ensure user_one when loading text from operator... |
Revision c2ff374 by Campbell Barton June 4, 2018, 10:39 (GMT) |
Fix selecting bones Own error w/ recent USE_OBJECT_MODE_STRICT |
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