Blender Git Loki

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February 16, 2020, 18:53 (GMT)
IC keymap: Activate tools with MMB immediately on press rather than drag

There seems to have been no particular great reason why we were activating tools using a tweak event with MMB.

This change makes it so tools are activated with a press event instead.
February 16, 2020, 18:38 (GMT)
Fix volume object showing voxels in wireframe mode
February 16, 2020, 18:27 (GMT)
Volumes: add wireframe display using OpenVDB tree nodes

With display option for none / bounds / coarse / fine wireframe. This is
particularly useful in heavy scenes, where you might not want to load any
voxel data for the viewport.
February 16, 2020, 18:26 (GMT)
Support forcing continuous gizmo redraws
February 16, 2020, 18:12 (GMT)
Volumes: more fiddling with transforms in Eevee and workbench

Still not quite right, but needed for wireframes to work.
February 16, 2020, 17:38 (GMT)
BPY/Windows: Do not bundle the CRT for a bpy build

- Doesn't work
- If it worked, having a different CRT than the rest of
the process would not be a good thing.
February 16, 2020, 13:07 (GMT)
Fix T73880: error rendering UDIM in Eevee after recent refactor
February 16, 2020, 12:05 (GMT)
GPencil: Disable Glow Blend mode when Glow Under mode is set
February 16, 2020, 11:45 (GMT)
remove UNUSED_FUNCTION_NDEBUG macro again
February 16, 2020, 11:41 (GMT)
remove unused code
February 16, 2020, 11:39 (GMT)
bring back more correct duplicate removal
February 16, 2020, 11:22 (GMT)
GPencil: Remove Mask invert icons
February 16, 2020, 10:29 (GMT)
Volumes: improve openvdb grid access API, split off render utilities
February 15, 2020, 23:20 (GMT)
Fix Eevee volume tests failures due to wrong transforms
February 15, 2020, 23:18 (GMT)
Volume: support arbitray number of grids for Eevee shaders
February 15, 2020, 21:44 (GMT)
Cleanup: Transform: Rearrange definitions and declarations
February 15, 2020, 21:25 (GMT)
Volumes: use VDB transform matrix for Eevee

Still only from the first grid, not multiple transforms.
February 15, 2020, 21:25 (GMT)
Smoke: put density/color in separate textrues, fixes for workbench shader

This is more in line with standard grids and means we don't have to make as
many special exceptions in the shading code.

The workbench shader was also changed to fix bugs where squared density was
used, and the smoke color would affect the density.
February 15, 2020, 20:42 (GMT)
Volumes: better integration into workbench drawing

* Respect workbench object/material/single/random color
* Add viewport display panel, with density scale setting
* Memory usage: half float and only needed channels for OpenGL textures
* Various bugfixes
February 15, 2020, 20:40 (GMT)
Merge branch 'master' into new-object-types
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021