Revision 148e2ac by Gaia Clary February 27, 2018, 16:02 (GMT) |
Collada: removed unnecessary dup[licate matrix conversion in matrix data exporter |
Revision 0ea110f by Gaia Clary February 27, 2018, 16:02 (GMT) |
Collada exporter: Replaced numbers 0/1 by boolean values fasle/true for better reading |
Revision 91f3cfe by Gaia Clary February 27, 2018, 16:02 (GMT) |
Collada Shape key export can create huge datafiles and may need some optimization. Disable export by default, user can still enable on demand |
Revision 20c5131 by Gaia Clary February 27, 2018, 16:02 (GMT) |
Collada enable Export of animation data by default |
Revision 158a1de by Clément Foucault February 27, 2018, 14:50 (GMT) |
DRW: Fix multithreading conflict with material previews. |
Revision ec0ecbe by Clément Foucault February 27, 2018, 13:50 (GMT) |
DRW: Refactor / Cleanup Builtin uniforms. -Make the view and object dependant matrices calculation isolated and separated, avoiding non-needed calculation. -Adding a per drawcall matrix cache so that we can precompute these in advance in the future. -Replaced integer uniform location of only view dependant builtins by DRWUniforms that are only updated once per shgroup. |
Revision fe80d8e by Clément Foucault February 27, 2018, 13:50 (GMT) |
DRW: Do not recreate the common uniform buffer every frame. |
Revision be284c8 by Clément Foucault February 27, 2018, 13:50 (GMT) |
GWN: Query builtin uniform at shader creation. This avoids having non null entries in shaderface->builtin_uniforms and a redundant check. |
Revision 3cc4070 by Campbell Barton February 27, 2018, 13:08 (GMT) |
Fix T54179: Assert changing layers in 2nd window |
Revision 12c8fef by Dalai Felinto February 27, 2018, 12:31 (GMT) |
Eevee preview materials Now that Eevee has support for offline rendering (F12) we can use it for the Material previews. Note: This makes the duplicated UI issue one panel worse. That happens when Cycles if your scene engine, and Eevee is your workspace engine. |
Revision 6aadd61 by Campbell Barton February 27, 2018, 11:02 (GMT) |
Cleanup: remove unused duplicate code |
February 27, 2018, 10:23 (GMT) |
MSVC 2013 Compile Fix/Workaround for "static thread_local" vars Apparently MSVC 2013 has trouble with stuff that's been declared "static thread_local" (and/or maybe even the "thread_local" keyword). https://stackoverflow.com/questions/29399494/what-is-the-current-state-of-support-for-thread-local-across-platforms |
Revision 5a1a63a by Sergey Sharybin February 27, 2018, 10:16 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 26f4ce4 by Sergey Sharybin February 27, 2018, 10:14 (GMT) |
Collada: Remove unused vector of flaot[4][4] values Was in fact causing issues on macOS, something to do with a destructor. |
Revision 2026179 by Sergey Sharybin February 27, 2018, 10:14 (GMT) |
Collada: Use floating point version of abs() Avoids implicit cast of float to int. |
Revision aa592cc by Campbell Barton February 27, 2018, 09:45 (GMT) |
Merge branch 'master' into blender2.8 |
Revision a7ef312 by Campbell Barton February 27, 2018, 09:44 (GMT) |
GPU_select: correction to select-pick-finalize Would run twice, harmless at the moment but could cause issues later. |
Revision 50d03de by Campbell Barton February 27, 2018, 09:32 (GMT) |
Fix error in depth picking caused by GL contexts Depth picking needs to read the depth buffer after drawing since GPU_select_end runs in a different OpenGL context reading the depth buffer wasn't working. This caused the last object to be unelectable. |
Revision efef0ee by Campbell Barton February 27, 2018, 09:24 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 4de50d7 by Campbell Barton February 27, 2018, 09:16 (GMT) |
GPU_select: utility function to finalize selection Needed for depth picking in 2.8 |
|