May 15, 2017, 15:27 (GMT) |
Use better prng algo and fix randomness UI |
May 15, 2017, 15:27 (GMT) |
Implement matcaps for hair |
Revision 7a18ee6 by Clément Foucault May 15, 2017, 14:24 (GMT) |
Gawain: Fix memory manager. |
Revision c28a4eb by Clément Foucault May 15, 2017, 14:14 (GMT) |
Eevee: fix some glsl for low quality lamps. |
Revision e053fad by Clément Foucault May 15, 2017, 14:14 (GMT) |
Mesh Batch Cache: get rid of the ORCO VBO data, and reconstruct it in shader. With only one MADD instruction we recover the orco data and reduce both the storage and the fetching cost of an attrib layer. |
Revision ae9da37 by Clément Foucault May 15, 2017, 14:14 (GMT) |
Gawain: Add assert for maximum attribute name. |
Revision 1ff97bb by Clément Foucault May 15, 2017, 14:14 (GMT) |
Gawain: Better metric for VRAM usage. |
Revision 38125d0 by Clément Foucault May 15, 2017, 14:14 (GMT) |
Mesh Batch Cache: Define Compressed format for shading data. Deactivated by default. All shading attribs can be packed to take less VRAM at the cost of precision (not noticable in this case). UVs can be packed into I16 but that limits their positions into the [-1, +1] range. This could be a setting option in the future. |
Revision f83a244 by Clément Foucault May 15, 2017, 14:14 (GMT) |
Mesh Batch Cache: Optimization, make use of gawain attrib aliases. |
Revision cfbfa94 by Clément Foucault May 15, 2017, 14:14 (GMT) |
Gawain: Add support for multiple attrib names. This adds the possibility to give multiple name to the same attrib. This allow multiple binding points depending on the shader. |
Revision acc5d02 by Clément Foucault May 15, 2017, 14:14 (GMT) |
Edit Mode Engine: Fix loose edges/verts not displaying. |
Revision 5a37752 by Clément Foucault May 15, 2017, 14:14 (GMT) |
Mesh Batch Cache: Split Edit Mesh mode Vertex Buffers for faster update. |
Revision b3e62a8 by Clément Foucault May 15, 2017, 14:14 (GMT) |
Gawain: add short vector conversion to 10_10_10 |
Revision 1c21e08 by Sergey Sharybin May 15, 2017, 13:59 (GMT) |
Fix T50109: Blender crash when a "Render Result" as a Texture This commit fixes crash, but user feedback can be improved here to inform artist that one can't use Render Result as a texture since that will cause feedback loop. |
Revision ef8ad66 by Sergey Sharybin May 15, 2017, 13:45 (GMT) |
Fix T49324: True displacement crashes when shader returns NaN |
Revision 1f96dd2 by Sergey Sharybin May 15, 2017, 11:52 (GMT) |
Fix T51348: Node highlighting is broken This feature was disabled in the code but not in the interface. Removing the code, since it needs full re-implementation anyway. |
Revision b60f80e by Dalai Felinto May 15, 2017, 11:04 (GMT) |
Fix T51501: Cycles baking cancel affects baking script Basically upon invoking cycles baking we could canell it which would leave G.is_break hanging as true. Since we were not setting is_break to false before exec baking, it would misbehave. |
Revision b43f66b by Campbell Barton May 15, 2017, 07:56 (GMT) |
Add show-weights to edit-mode UI |
Revision df94f2f by Campbell Barton May 15, 2017, 06:53 (GMT) |
Revision 0d65dda by Campbell Barton May 15, 2017, 05:51 (GMT) |
Merge branch 'master' into blender2.8 |
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