Revision a2db16b by Campbell Barton April 12, 2016, 01:22 (GMT) |
CMake: add missing headers |
April 11, 2016, 22:08 (GMT) |
Cycles microdisplacement: UI tweak to use split column Reviewed By: brecht, dingto Differential Revision: https://developer.blender.org/D1917 |
April 11, 2016, 21:50 (GMT) |
Cycles microdisplacement: refactor to move some tesselation code from SubdMesh to Mesh Reviewed By: brecht Differential Revision: https://developer.blender.org/D1915 |
April 11, 2016, 21:13 (GMT) |
Cycles microdisplacement: change use subdivision bool to subdivision type enum This is only the UI change, there is no underlying code change in this commit. Reviewed By: brecht Differential Revision: https://developer.blender.org/D1910 |
April 11, 2016, 21:12 (GMT) |
Cycles microdisplacement: perform subdivision dicing in raster space NOTE: this is only the first of many patches towards completing the subdivison and displacement system in Cycles. These patches will be reviewed and committed one by one over the coming weeks. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D1909 |
Revision 7d03371 by Sergey Sharybin April 11, 2016, 16:00 (GMT) |
Cycles: Cleanup, make some comments easier to read on split editors |
Revision ac00c17 by Sergey Sharybin April 11, 2016, 15:18 (GMT) |
Cycles: Remove hair support from volume BVH traversal There are couple of reasons: - Volume shader on hair does behave really weird anyway and it's not something considered a bug really. - Volume BVH traversal were only used by camera-in-volume check, which doesn't really make sense to take hair into account since it'll be rendered wrong anyway. Such a removal makes both code easier to extend further (as in, no need to worry about those traversal for hair bvh) and also reduces stress on GPU compilers. |
Revision e4cdda5 by Sergey Sharybin April 11, 2016, 15:18 (GMT) |
Cycles: Remove unused SAH from BVH pack |
Revision 6cd13a2 by Sergey Sharybin April 11, 2016, 15:18 (GMT) |
Cycles: Rename tri_woop to tri_storage It's no longer a pre-computed data and just a storage of triangle coordinates which are faster to access to. |
Revision e5a2790 by Campbell Barton April 11, 2016, 13:04 (GMT) |
Fix T48084: Solidify uses alternate quad-direction This prevents twisted quads from self-intersecting. This change makes the duplicate surface match the first vertex in the face, so the diagonal indices match in the face copy. |
Revision 90271e7 by Campbell Barton April 11, 2016, 10:27 (GMT) |
Fix T48082: Unwrap overwrites face selection Sync selection option made adding a new UV layer select all edit-mesh faces. Now just select the UV's, ignoring sync-select option. |
Revision 45a089c by Sergey Sharybin April 11, 2016, 08:54 (GMT) |
Fix T48103: Wrong renders on AMD OpenCL when Light Falloff node is used |
Revision 2050ecc by Porteries Tristan April 10, 2016, 21:57 (GMT) |
BGE: Fix T48071: Global logic manager Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager, this request to always update it before run any python script and allow call function like ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global m_sCurrentLogicManager is not updated with the proper scene logic manager. Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add a similar line. The following patch propose a different way: - Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and scene merging. - Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the KX_Scene::FindCamera function. Reviewers: moguri Differential Revision: https://developer.blender.org/D1913 |
Revision 3a80d5e by Sergey Sharybin April 10, 2016, 19:18 (GMT) |
Cycles: Fix rare dead-locks on TaskScheduler::exit() When the Moon is full it was possible to have a dead-lock in task scheduler's exit() method. Similar problem was fixed in Blender's task scheduler 3 years ago in bae2a2c. |
Revision 50f9681 by Campbell Barton April 10, 2016, 12:46 (GMT) |
Docs: comment on line-sphere intersection |
Revision 019ce36 by Bastien Montagne April 9, 2016, 20:46 (GMT) |
Cleanup a bit particle distribution code. Also do proper intial/final checks to avoid adding particle on zero-weight extreme items, instead of using cheap tricks like 'small offset'... |
Revision 950acb0 by Bastien Montagne April 9, 2016, 16:59 (GMT) |
Fix T47983, Take II: Particles - Emit from Verts emits double on one vert. Previous fix made another issue even more visible, leading to +1 particle on first vert and none on last one. This commit should fix both original and new issues. |
Revision d09a372 by Brecht Van Lommel April 8, 2016, 22:25 (GMT) |
Fix T48078: incorrect OS X command for retrieving number of CPUs on in Makefile. |
Revision c1d1c1d by Bastien Montagne April 8, 2016, 14:26 (GMT) |
Fix T48088: Reproducible crash: Edges + Array Mod + Hair Particles. Code did not consider the possibility to have no face at all! :P |
Revision a5dcda8 by Alexander Romanov April 8, 2016, 09:20 (GMT) |
Fix broken by D1880 line stipple deactivation |
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