Revision d9051c4 by Jeroen Bakker April 18, 2018, 06:25 (GMT) |
Merge branch 'blender2.8-workbench' into blender2.8 |
Revision b7f50f6 by Campbell Barton April 18, 2018, 06:23 (GMT) |
Cleanup: unused var |
Revision ee11c85 by Campbell Barton April 18, 2018, 06:21 (GMT) |
CMake: make recent bad level include explicit This isn't something we should do, each instance should be noted and removed. |
Revision ccb104b by Jeroen Bakker April 18, 2018, 06:20 (GMT) |
Workbench: Basic Solid Studio Currently uses static lighting. Will become HDRI lighting. Added do_versions to set default drawtype_solid and drawtype_texture to OB_LIGHTING_STUDIO. When View3D space is created drawtype_solid and drawtype_texture are also set to OB_LIGHTING_STUDIO. Current studio lighting uses a dot product to simulate static lighting. Will need to be changed in the future with different lighting models. |
Revision bc9e055 by Julian Eisel April 17, 2018, 22:29 (GMT) |
Fix makesdna not respecting C++ comments Tab after C++ comment broke parsing and didn't remove the line at all. Was there since 2002 at least, probably confused some peeps. This means commented out code was actually written to SDNA. |
Revision 38399c0 by Clément Foucault April 17, 2018, 20:20 (GMT) |
Object Mode: Outlines: Fix precision issue on intel GPU. |
Revision b40f5be by Clément Foucault April 17, 2018, 20:20 (GMT) |
Eevee: Use textureGather for minmaxZbuffer downsampling. I haven't noticed any performance improvement but it could be more important for other hardware. At least it's not slower! |
Revision 3f762dd by Jeroen Bakker April 17, 2018, 20:11 (GMT) |
Workbench: clean up the viewport shading code - added the drawtype_solid, drawtype_wireframe, drawtype_texture to View3D - enabled workbench panels for important render engines - merged workbench_materials to solid_flat_mode. All draw modes will get its own fast implementation in the workbench |
Revision dd8d55b by Campbell Barton April 17, 2018, 18:02 (GMT) |
Cleanup: unused vars, long lines |
Revision 9b8e271 by Clément Foucault April 17, 2018, 17:37 (GMT) |
UI: Perf: Improve Dopesheet performance. |
Revision 5559abf by Clément Foucault April 17, 2018, 17:37 (GMT) |
GWN: IMM: Add util function to batch several immRecti/immRectf |
Revision de6289e by Dalai Felinto April 17, 2018, 16:46 (GMT) |
Remove player from buildbot part II |
Revision 1f24a60 by Dalai Felinto April 17, 2018, 16:42 (GMT) |
Remove player from buildbot |
Revision 41748b6 by Brecht Van Lommel April 17, 2018, 16:37 (GMT) |
Cleanup: remove modules that were only used by the game engine. |
Revision f06272a by Clément Foucault April 17, 2018, 16:26 (GMT) |
DRW: Perf: Early out empty passes. |
Revision 49f7ca3 by Bastien Montagne April 17, 2018, 16:07 (GMT) |
Add overridable control to 'edit' feature of custom props. |
Revision 1913322 by Bastien Montagne April 17, 2018, 16:07 (GMT) |
Add generic bpy API to check if a property is overridable, and to set overridable status of custom props. |
Revision 75f82ac by Bastien Montagne April 17, 2018, 16:07 (GMT) |
Update/improve handling of 'overridable' status of properties. Main new thing in this commit is ability for real IDProps (aka custom properties) to be set as overridable or not, they are not by default. |
Revision fad7c06 by Dalai Felinto April 17, 2018, 15:56 (GMT) |
Remove Shift+F2 and other related BGE keymaps Reported by Pablo Vazquez (venomgfx) |
Revision fb24813 by Dalai Felinto April 17, 2018, 15:51 (GMT) |
Remove game properties in image editor The following properties were used by the Blender Game Engine and no longer need to be around: * Animated * Tiles * Clamp * Mapping |
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