Revision 987d14a by Clément Foucault July 15, 2020, 17:09 (GMT) |
DRW: Shader: Fix const correctness and print better debug output |
Revision 8e16873 by Clément Foucault July 15, 2020, 17:09 (GMT) |
DRW: Shader: Add DRW_shader_create(_fullscreen)_with_shaderlib Some convenience function for using DRWShaderLibrary. |
Revision cd8f3c9 by Clément Foucault July 15, 2020, 17:09 (GMT) |
DRW: Add glsl math libraries Copied from eevee bsdf_common_lib.glsl |
Revision 2c1edcf by Clément Foucault July 15, 2020, 17:09 (GMT) |
EEVEE: Fix undefined behavior in world output |
Revision 37a8c6d by Clément Foucault July 15, 2020, 17:09 (GMT) |
Cleanup: EEVEE: Remove unused IRRADIANCE_CUBEMAP |
Revision 47885ab by Clément Foucault July 15, 2020, 17:09 (GMT) |
Workbench: Replace viewvecs caculation by DRWView |
Revision d4d810f by Clément Foucault July 15, 2020, 17:09 (GMT) |
Cleanup: EEVEE: Remove concentric samples. |
Revision f1104c2 by Pablo Dobarro July 15, 2020, 16:55 (GMT) |
Fix T78369: Sculpt Vertex Colors not rendering in EEVEE The vertex colors node was using the M_COL attribute type but Sculpt Vertex Colors use CD_PROP_COLOR Now the Vertex Color node also fallbacks to legacy vertex colors if Scultp Vertex Colors are not enabled as experimental. Reviewed By: brecht Maniphest Tasks: T78369 Differential Revision: https://developer.blender.org/D8185 |
Revision eb54624 by Bastien Montagne July 15, 2020, 16:17 (GMT) |
LibOverride: make outliner's 'override hierarchy' use same logic as 3DView operator. So now one can create a 'full', 'complete' override of a character from the outliner as well. |
Revision 5057b28 by Bastien Montagne July 15, 2020, 16:17 (GMT) |
LibOverride: move most of 'complete override creation' from ED_object to BKE_lib_override. This code is fairly complex and can be used in more places, better not duplicate that logic and just have it in BKE area. |
Revision ba100c8 by Bastien Montagne July 15, 2020, 16:17 (GMT) |
BKE collection: add util to add a collection using another collection as 'template'. Similar to what we already had using an object as 'template'. |
Revision a082e49 by Bastien Montagne July 15, 2020, 16:17 (GMT) |
Cleanup: remove debug prints. |
Revision cda6da4 by Jacques Lucke July 15, 2020, 16:14 (GMT) |
Fix error in recent commit Obviously a copy paste error of mine... |
Revision ae4098e by Antonio Vazquez July 15, 2020, 15:26 (GMT) |
GPencil: Fix unreported error baking mesh animation When the mesh is linked, the materials can not be available or be the same assigned to mesh. Now, if the mesh is linked, a simple two materials conversion is used. To get the full list of materials, the mesh must not be linked. Also checked some indexes to be sure never get a wrong value and that materials are not created again and again. |
Revision 36e836d by Sebastián Barschkis July 15, 2020, 15:04 (GMT) |
Fluid: Adjusted Mantaflow version number Version number was increased after recent OpenVDB IO changes. |
Revision 19d17b2 by Jacques Lucke July 15, 2020, 14:48 (GMT) |
Particles: use CD_PROP_FLOAT3 instead of CD_LOCATION `CD_LOCATION` was only used temporarily due to the lack of a better alternative. This also removes the name from `CD_LOCATION` again, because at most one layer of this type should exist. |
Revision 57ec1f3 by Jacques Lucke July 15, 2020, 14:42 (GMT) |
CustomData: add float2 and float3 data types This adds `CD_PROP_FLOAT2` and `CD_PROP_FLOAT3`. Reviewers: brecht Differential Revision: https://developer.blender.org/D8251 |
Revision e06a346 by Pablo Dobarro July 15, 2020, 14:33 (GMT) |
Fix T78747: Fix mesh boundary detection and automasking This issue was produced by a hack in the sculpt mode code from 2.80 when the sculpt API for connectivity info was not available. The smooth brush was the only brush that needed connectivity info, so there were 3 different smooth functions with the connectivity queries implemented for dyntopo, meshes and grids. The mesh version of smoothing was checking the number of connected faces to a vertex to mask the mesh boundaries, which was not covering all cases and was hardcoded in the smooth function itself. This patch removes all those legacy functions and unifies all smooth functions into a single one using the new API and the automasking system. In order to achieve this, there were needed some extra changes: - The smooth brush now does not automasks the boundaries by default, so its default preset needs to be updated to enable automasking - The mesh boundary info is extracted once and cached in a bitmap, similar to the disconnected elements IDs. This makes boundary detection work as expected in all cases, solving a lot of known issues with the smooth brush. In multires, this info is extracted and cached only at the base mesh level, so it is much more memory efficient than the previous automasking system. - In order to keep the brushes responsive as they were before, the automasking system can now skip creating the cache when it is not needed for the requested options. This means that for high poly meshes and simple automasking options the brushes won't lag on start. Reviewed By: sergey Maniphest Tasks: T78747 Differential Revision: https://developer.blender.org/D8260 |
Revision 10cacbb by Pablo Dobarro July 15, 2020, 14:15 (GMT) |
Fix T77417: Topology Automasking not working with individual vertices The flood fill operation was setting the mask using to_v, so in the first iteration when the floodfill callback was using the active vertex as from_v and any other neighbor as to_v, the mask for the active vertex was never set. Now the mask is set using from_v and it checks if it should continue propagating to the next neighbor using to_v. Reviewed By: sergey Maniphest Tasks: T77417 Differential Revision: https://developer.blender.org/D8294 |
Revision 613d314 by Campbell Barton July 15, 2020, 13:20 (GMT) |
UV: support region fill for path select This matches edit-mesh region selection (Ctrl-Shift-Select). |
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