Revision c8e2436 by Campbell Barton April 11, 2017, 01:01 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 532b278 by Campbell Barton April 11, 2017, 00:47 (GMT) |
Remove redundant glColor call |
Revision ef816f9 by Lukas Stockner April 10, 2017, 23:07 (GMT) |
Cycles: Fix the AO replacement option in the split kernel Currently the code for it was inside the hair-specific part, so it wouldn't be enabled in hairless renders. |
Revision 8b0fbb9 by Aaron Carlisle April 10, 2017, 22:37 (GMT) |
UI: Add missing UV tools in the UV/Image Editor Window > Tools tab Original Author: @xrg Changes By @blendify Image of patch: {F284237} |
Revision 8ac7510 by Aaron Carlisle April 10, 2017, 21:44 (GMT) |
UI: Do not put walk navigation settings inside an if statement The issue here is that the preferences are still used because both can be accessed from the 3D View, view menu. In the future, it is likely that the old mode will be removed (maybe 2.8?) but for now we want to keep both operational. Differential revision: https://developer.blender.org/D2320 |
Revision 016790b by Clément Foucault April 10, 2017, 20:23 (GMT) |
Object Engine: Fix Selected Group Objects color. |
Revision 4f063dc by Clément Foucault April 10, 2017, 20:23 (GMT) |
Object Engine: Ported Force Field object drawing. |
Revision fb1ecbc by Mike Erwin April 10, 2017, 20:20 (GMT) |
Gawain: remove PRIM_QUADS_XXX Thanks @mont29 for finishing off the last few QUADS in blender. |
Revision f0404c3 by Bastien Montagne April 10, 2017, 19:21 (GMT) |
Get rid of last PRIM_QUAD usage, in blf_font.c/blf_glyph.c. |
Revision c9685a1 by Bastien Montagne April 10, 2017, 18:33 (GMT) |
Nuke three remaining uages of PRIM_QUAD in drawobject.c This was slightly less obvious, especially particle billboard drawing. That one now requires 1.5 times more space in VBOs and ParticleDrawData buffers, since we have to draw two triangles per particle, instead of a single quad... And diagonal of each quad is now drawn in wire mode, not sure how much we consider this an issue (as in, will this particle draw code change a lot in future?). From quick check on the web seems there is no other way to do anyway. :/ |
Revision 490fea6 by Bastien Montagne April 10, 2017, 16:52 (GMT) |
Minor cleanup/fix for own rB45f3150c9844326 merge. |
Revision d8fa3dd by Campbell Barton April 10, 2017, 16:32 (GMT) |
GL: use imm* module for 2D cage manipulator |
Revision 304935e by Campbell Barton April 10, 2017, 16:05 (GMT) |
GL/playanim: use immediate mode wrapper, replace glDrawPixels |
Revision 45f3150 by Bastien Montagne April 10, 2017, 15:34 (GMT) |
Merge branch 'master' into blender2.8 Conflicts: source/blender/editors/space_view3d/drawobject.c |
Revision 2ad1124 by Bastien Montagne April 10, 2017, 15:31 (GMT) |
Fix stereoscopic camera volume drawing. Not sure how we got to that point, but code was drawing twice one side of the camera volume, and not at all another side! |
Revision 5f70116 by Clément Foucault April 10, 2017, 14:59 (GMT) |
OpenGL: Fix textureXd deprecated calls. |
Revision 01bd6da by Clément Foucault April 10, 2017, 14:59 (GMT) |
Draw Manager: Add Manipulator Back. |
Revision 9a38a6b by Bastien Montagne April 10, 2017, 14:54 (GMT) |
GPencil 2D Drawing: get rid of PRIM_QUAD_XXX. Here we can easily use a PRIM_TRIANGLE_STRIP instead! |
Revision 346964e by Bastien Montagne April 10, 2017, 14:53 (GMT) |
Merge branch 'master' into blender2.8 Conflicts: source/blender/editors/gpencil/drawgpencil.c |
Revision c8e764c by Sergey Sharybin April 10, 2017, 14:53 (GMT) |
Cycles: Fix race condition in shader attribute for real now Ended up moving lock in the more centralized space since multiple shaders can access this map. |
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