Revision 628dad4 by Dalai Felinto May 3, 2017, 18:24 (GMT) |
Fix building on Windows and blenderplayer linking after weightpaint engine Those problems were introduced on 20f95de6ba2d32dcff553251ff4de2efd5b76955. |
Revision 62189a5 by Dalai Felinto May 3, 2017, 18:10 (GMT) |
Fix potential crash introduced by weightpaint engine when no active object |
Revision 8c2b98f by Campbell Barton May 3, 2017, 17:33 (GMT) |
Cleanup: line length |
Revision d96171a by Campbell Barton May 3, 2017, 17:12 (GMT) |
Correct struct type (harmless) |
Revision b9451c0 by Campbell Barton May 3, 2017, 16:58 (GMT) |
Merge branch 'master' into 28 |
Revision 6abcd6c by Campbell Barton May 3, 2017, 16:57 (GMT) |
Fix error in node flag check |
May 3, 2017, 16:57 (GMT) |
Weight painting with draw manager This implements weight rendering with the draw manager, with all drawing options (Shading, wire, face masking, vertex masking). This is part of T51208 Reviewers: campbellbarton Subscribers: dfelinto Differential Revision: https://developer.blender.org/D2654 |
Revision 82e242c by Lukas Stockner May 3, 2017, 16:33 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 2564d92 by Campbell Barton May 3, 2017, 16:15 (GMT) |
Correct over-alloc struct declaration |
Revision 673e6fc by Dalai Felinto May 3, 2017, 16:06 (GMT) |
Draw Manager: Bring pose bones to the pose engine Note: We should test if the armature is the "armature modifier" parent of the object. If any good samaritan feels like tackling this, the function to change is: DRW_pose_mode_armature |
Revision 3bf31c6 by Campbell Barton May 3, 2017, 15:32 (GMT) |
Move pose-bone colors into draw_data Also only allocate necessary number of bone segments. |
Revision 15189ba by Bastien Montagne May 3, 2017, 15:05 (GMT) |
"Fix" root cause of T51260 Forward compatibility crash fter adding new IDProp type. We unfortunately cannot fix this for previous versions of Blender, but at least the issue (Blender crashing on unknown IDProp types) should now be addressed for future. Simply reset unknown IDProp types to integer one, and reset its value to zero. |
Revision 4cf7fc3 by Lukas Stockner May 3, 2017, 14:44 (GMT) |
Render API/Cycles: Identify Render Passes by their name instead of a type flag Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago. However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images. Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification. Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes. To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available. To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers. To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated. From a user perspective, nothing should change with this commit. Differential Revision: https://developer.blender.org/D2443 Differential Revision: https://developer.blender.org/D2444 |
Revision 1f16703 by Campbell Barton May 3, 2017, 14:43 (GMT) |
Error in last commit |
Revision 827818d by Bastien Montagne May 3, 2017, 14:18 (GMT) |
Rename bPoseChannel's temp/cache pointer for DrawManager to draw_data. More generic name, this remains a temp solution anyway, until we have proper handling of temp data from 'magic DEG'! ;) |
Revision 6824ee0 by Bastien Montagne May 3, 2017, 14:18 (GMT) |
Fix bad scaling of BBone single-segment bones in new Armature drawing code. Reported by @campbellbarton over irc, thanks. |
Revision 3c91fbf by Campbell Barton May 3, 2017, 14:16 (GMT) |
Draw Manager: Use color-sets for solid pose-bones |
Revision e0722a2 by Campbell Barton May 3, 2017, 13:56 (GMT) |
Draw Manager: use pose bone theme and constraint colors |
Revision 6bf4115 by Hristo Gueorguiev May 3, 2017, 13:30 (GMT) |
Cycles: Split kernel - sort shaders Reduce thread divergence in kernel_shader_eval. Rays are sorted in blocks of 2048 according to shader->id. On R9 290 Classroom is ~30% faster, and Pabellon Barcelone is ~8% faster. No sorting for CUDA split kernel. Reviewers: sergey, maiself Reviewed By: maiself Differential Revision: https://developer.blender.org/D2598 |
Revision 2bec7c6 by Dalai Felinto May 3, 2017, 12:32 (GMT) |
Code Style: Don't add padding in a function call |
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