Revision efe78d8 by Sergey Sharybin February 28, 2017, 13:08 (GMT) |
Fix/workaround T48549: Crash baking high-to-low-poly normal map in cycles For now only prevent crash. |
Revision a581b65 by Sergey Sharybin February 28, 2017, 11:41 (GMT) |
Fix T49936: Cycles point density get's it's bounding box from basis shape key |
Revision 2de9bf1 by Mike Erwin February 28, 2017, 09:38 (GMT) |
skip OpenGL debug logic on Apple ifdef out most debugging code since Apple does not implement any debug extensions. We can revisit this if they ever do (don't expect that). Changed output message so Mac users don't think --debug-gpu is broken. |
Revision 811e90c by Mike Erwin February 28, 2017, 09:05 (GMT) |
OpenGL: enable use of AMD_debug_output This extension is the best we have on some older supported GPU + OS combinations. All the code was in place, just disabled. |
Revision 08e6549 by Mike Erwin February 28, 2017, 08:19 (GMT) |
OpenGL: remove GPU_state_print function I was removing deprecated/obsolete state from this function. About halfway through I started questioning the need for the whole thing. GPU_state_print is not called anywhere, but is (was) available as a development aid. External GL debugging tools are really good these days! We should use those to examine state & not roll our own. |
Revision 6a3dd21 by Mike Erwin February 28, 2017, 08:09 (GMT) |
OpenGL: remove obsolete GL_POINT_SMOOTH Was only used in one place, to show the 3D mouse rotation center. |
Revision 8a76049 by Mike Erwin February 28, 2017, 07:18 (GMT) |
rename built-in point shaders, SMOOTH --> AA Updated shader names and code that uses them. All of these shaders produce round points that are anti-aliased and blended against the background. These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)). Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased". |
Revision e7d5762 by Mike Erwin February 28, 2017, 06:21 (GMT) |
OpenGL: keyframe shape fixes - Size parameter is total size of the shape, not its radius (half size). Updated hard-coded sizes to match this. - Shader expands size to include outline. - Fixed fringe between outline color and transparent background. |
Revision 6d1ac79 by Aaron Carlisle February 28, 2017, 00:33 (GMT) |
Cleanup: Grey --> Gray |
Revision 5138fe3 by Julian Eisel February 27, 2017, 21:24 (GMT) |
Outliner: "All Collections" mode showing the master collection hierarchy Reordering is disabled for now. Link, unlink and override operators are only available while in "Active Layer" mode, not in "All Collections". |
Revision c24b4e0 by Julian Eisel February 27, 2017, 20:15 (GMT) |
Outliner: Rename "Collections" display mode to "Active Render Layer" |
February 27, 2017, 19:08 (GMT) |
Merge branch 'master' into blender2.8 |
Revision bf24375 by Dalai Felinto February 27, 2017, 17:31 (GMT) |
Revision b5dd04b by Dalai Felinto February 27, 2017, 16:57 (GMT) |
February 27, 2017, 16:49 (GMT) |
Surface Deform Modifier (SDef) Implementation of the SDef modifier, which allows meshes to be bound by surface, thus allowing things such as cloth simulation proxies. User documentation: https://wiki.blender.org/index.php/User:Lucarood/SurfaceDeform Reviewers: mont29, sergey Subscribers: Severin, dfelinto, plasmasolutions, kjym3 Differential Revision: https://developer.blender.org/D2462 |
Revision cd5c853 by Sergey Sharybin February 27, 2017, 16:46 (GMT) |
Fix memory leak when making duplicates real and parent had constraints Thanks Bastien for help! |
Revision 416bd1b by Clément Foucault February 27, 2017, 16:41 (GMT) |
Clay Engine: Edit Mesh overlay fix jaggy edges. We do a strip of triangles around the triangle of interest and modify the variying vars to "trick" the fragment shader into rendering what we need. This keeps the compatibility for both shaders. Vertex still get half displayed when angle at the vertex is very acute. This patch is only for the simple, no vert clipped case. This is 2.5x slower than without the trick (on my hardware with 1million tris). |
Revision 2342cd0 by Sergey Sharybin February 27, 2017, 15:27 (GMT) |
Fix/workaround T50677: Shrinkwrap constraint don't get updated when target mesh gets modified Do a "full" update on leaving sculpt mode, so we are sure scene will be brought to a consistent state. Ideally we'll only do that when there are objects which depends on geometry without re-calculating self geometry, but that's a bit tricky currently. |
Revision 691ffb6 by Sergey Sharybin February 27, 2017, 15:19 (GMT) |
Similar to previous commit, but for object constraints |
Revision bf7006c by Sergey Sharybin February 27, 2017, 15:00 (GMT) |
Depsgraph: Shrinkwrap constraint actually depends on geometry |
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