Blender Git Loki

Kaikki Blender Git kommitit.

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July 1, 2019, 15:29 (GMT)
avoid stepping when the emitter is moving quickly
July 1, 2019, 15:19 (GMT)
Tests: Point ffmpeg data to a new folder
July 1, 2019, 15:12 (GMT)
cleanup
July 1, 2019, 15:02 (GMT)
minor cleanup
July 1, 2019, 14:57 (GMT)
cleanup bounce code a little
July 1, 2019, 14:53 (GMT)
Revert "Rename operator 'Join Shapes' to 'Transfer Mix'."

This reverts commit 741967079c393a9eb6babd60c92a716fafa5d3e9.
We are in UI and API freeze, and this changes both.
July 1, 2019, 14:53 (GMT)
Linux: add initial 2.80 release information in appdata
July 1, 2019, 14:53 (GMT)
Docs: for release builds, link to specific manual version
July 1, 2019, 14:49 (GMT)
Revert "Fix T65798: Incorrect auto-tex space for Curves"

The fix broke a lot of Cycles regression tests. Reverting for now.

This reverts commit 6b9c41719bdf7514b9f9ca88e8fb09d3270cf1f2.
July 1, 2019, 14:35 (GMT)
Theme: minor tweaks to state colors

Use full saturation (since some intensity is lost when blending),
Set blend back to 0.5, made color look dull which isn't good when
some of the colors are similar (faded orange/yellow).
July 1, 2019, 14:29 (GMT)
DRW: replace edge hash with an edge aligned bitmap
July 1, 2019, 14:26 (GMT)
Fix: widget states had too low contrast

It was very hard to read the sliders when they had states such as animated or changed.
Slightly increase contrast to alleviate this.
July 1, 2019, 14:15 (GMT)
Fix T60289: changing gizmo properties causes excessive redraws
July 1, 2019, 13:57 (GMT)
Initial HMD viewport rendering (DirectX only first)

Finally: This makes it possible to render a viewport to an HMD via
OpenXR. Pure OpenGL rendering will need some more tweaks to work.
To my great delight, performance is quite good for reasonably sized
scenes.

Had to do some hacks and marked some TODOs. Nothing too bad though.

Here are a couple of notes:
* Current initial pose is pretty useless, think it just looks downwards
from world origin. Will change that soon.
* The rendered viewport has some issues: Too dark (bad lighting?), grid
doesn't show up even though I told it to, lighting seems to change with
view position/rotation, etc. Needs some polish.
* Ideally we'd just use the D3D11 Texture given to us via the OpenXR
swapchain and blit the OpenGL framebuffer into that. However the
NV_DX_interop extension fails doing this. Seems like this is a NVidia
Optimus only issue, but I'm missing the hardware to confirm.
So instead, we blit into the D3D11 back buffer first and then into the
Texture.
* The draw-manager uses its own offscreen context so we have to get the
render result from the draw-manager context to the VR session's
context first. Luckily I've already added code to support blitting from
one OpenGL context into another. But it requires blitting twice.
Blitting should be very cheap, but still...
Draw-manager could get a context to use passed instead.
July 1, 2019, 13:53 (GMT)
remove comments that are more confusing than helpful
July 1, 2019, 13:50 (GMT)
Merge branch 'master' into greasepencil-object
July 1, 2019, 13:47 (GMT)
cleanup event handling code
July 1, 2019, 13:47 (GMT)
Fix T66277: Pinning Fluid Domain properties causes bake error

Reviewers: brecht

Maniphest Tasks: T66277

Differential Revision: https://developer.blender.org/D5161
July 1, 2019, 13:46 (GMT)
DRW: Fix Crash in DRW_draw_depth_object when object batch cache is not init

This can happen if the viewport is not redrawn before calling an operator
(frequent in python scripting).

Related to T64805
July 1, 2019, 13:40 (GMT)
comment on time span
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021