Revision 3f6fac9 by Clément Foucault May 4, 2018, 17:09 (GMT) |
Eevee: Fix Cascaded shadow map calculation. The first one was done correctly but the second was wrong due to the matrix being overwritten. |
Revision bb063ec by Clément Foucault May 4, 2018, 17:09 (GMT) |
DRW: Add DRW_viewport_far/near_distance_get functions. |
Revision 9cb3972 by Campbell Barton May 4, 2018, 17:03 (GMT) |
Fix crash selecting edit-mesh The base and the vert/edge/face could be out of sync. |
Revision d9c5a35 by Joshua Leung May 4, 2018, 15:30 (GMT) |
Fix: Fire notifiers on pose properties changed While testing UI_OT_reset_default_button, discovered that using Reset to Default Values on bone locations didn't work. Turns out to be missing update on this property. So, this is probably dependent on the property used. |
Revision a73c02a by Jeroen Bakker May 4, 2018, 15:26 (GMT) |
Workbench: Color selector when in single color mode |
Revision 26d87bd by Germano Cavalcante May 4, 2018, 14:58 (GMT) |
Merge branch 'master' into blender2.8 |
Revision b27b474 by Germano Cavalcante May 4, 2018, 14:57 (GMT) |
BKE: bvhuils: remove member `sphere_radius`. This member currently doubles the value of `ray->radius` or is not even used. |
Revision eccbca9 by Sergey Sharybin May 4, 2018, 14:37 (GMT) |
Depsgraph: Fix several ID blocks added multiple times to depsgraph Ideally, we need to get rid of whole bmain iteration in depsgraph construction, but then it's not clear which movie clips and such to evaluate. |
Revision d85fd8f by Jeroen Bakker May 4, 2018, 14:27 (GMT) |
T54953: Use OCIO for display color management |
Revision 50c5e2a by Jeroen Bakker May 4, 2018, 14:27 (GMT) |
Workbench: Random color generation Now the colors are determined from the name and library name of the object. This should make more consistent random colors |
Revision 3b25b25 by Germano Cavalcante May 4, 2018, 14:25 (GMT) |
Merge branch 'master' into blender2.8 |
Revision d0c6e2b by Sergey Sharybin May 4, 2018, 14:23 (GMT) |
Fix grid fill crash with copy on write |
Revision 02788a9 by Germano Cavalcante May 4, 2018, 14:22 (GMT) |
Fix erroe in previous commit. |
Revision 39050f6 by Clément Foucault May 4, 2018, 14:22 (GMT) |
Eevee: Shadows: Compute Octahedron size from CubeMap size. This was the otherway around before. But since we can have a different size* for cube texture now, we can compute the correct-ish texture size. This will give us on average the same texture appearance when we will add support for real cubemap shadows. |
Revision e6ce788 by Clément Foucault May 4, 2018, 14:22 (GMT) |
Eevee: Cap Shadow resolution to 4096px^2. As much as I want to give freedom to the user, 1.5G of vram for a single shadow is a big of a stability issue. So limiting to 4096 for now, we may remove this limit in the future. |
Revision f48e53f by Clément Foucault May 4, 2018, 14:22 (GMT) |
Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array. This mean we can now have different shadow resolutions for both. However each shadow type keep the same size accross all lamps because of future "real" Cube Shadowmaps limitation and to save texture sampler slots. That said the cascade shadow resolution could (in the future) still be changed to be adjustable per sun lamp. |
Revision d4dd872 by Clément Foucault May 4, 2018, 14:22 (GMT) |
Eevee: Simplify shadow test code with macros. |
Revision 2439ac2 by Germano Cavalcante May 4, 2018, 14:16 (GMT) |
Merge branch 'master' into blender2.8 |
Revision e78ef82 by Germano Cavalcante May 4, 2018, 14:15 (GMT) |
BKE: bvhutils: Unifies static functions oh bvhtrees creation. |
Revision 5016378 by Bastien Montagne May 4, 2018, 13:44 (GMT) |
Static Override: fix stupid ;istake in moving autooverride to own struct flag. |
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