Blender Git Loki

Kaikki Blender Git kommitit.

Page: 2894 / 8462

November 6, 2018, 14:46 (GMT)
Cleanup: No need to save/restor frame buffer twice
November 6, 2018, 14:36 (GMT)
build_deps: Made sure Embree is being found on case sensitive file systems.
November 6, 2018, 14:24 (GMT)
GPU: frame buffer stack

Reviewers: fclem

Differential Revision: https://developer.blender.org/D3903
November 6, 2018, 14:24 (GMT)
Mantaflow: Improved allocation of fluid outflow objects

Similarly to flow and obstacle objects, the outflow grid now only gets allocated when outflow objects are actually present. Commit also includes improved vector (mesh, particles) cleanup (fixes issue with particles being visible although domain is empty in simulation).
November 6, 2018, 14:17 (GMT)
Mantaflow: Added fluid wrapper files

Wrapper files manage communication between /source/blender C code and Mantaflow Cpp/Python code (preprocessed files)
November 6, 2018, 14:15 (GMT)
Embree: Set max ISA to AVX2 to get consistent builds across compilers.
November 6, 2018, 13:32 (GMT)
UI: Tooltip for context properties too verbose.

"Type of active data to display and edit" is a bit too descriptive and takes
away from reading which context we're actually viewing. Also minor tweaks to
context description.
November 6, 2018, 13:22 (GMT)
Mantaflow: Updated Manta pp files

includes critical fix for outflow at domain borders and fixes crash when using secondary particles with open domain borders
November 6, 2018, 12:08 (GMT)
GP: Fix unreported error moving material slots
November 6, 2018, 11:40 (GMT)
Multires: Refactor propagation to the higher levels

Now it is forumlated in terms of deltas, and consists of the
following steps:

- Original displacement at the reshape level are being backed up.
- New displacement is being written by the reshape routines.
- Delta of the displacement is calculated.
- Deltas are propagated to the higher levels, which also includes
their interpolation/
- Original displacement is restored.
- New interpolated displacements are added to the original ones.

This is a base ground for the upcoming change related on using
Catmull-Clark smoothing for the deltas instead of linear
interpolation. Currently is no changes for artists, just preparing
for upcoming work.
November 6, 2018, 11:05 (GMT)
Eevee: Make nodegroup fix recursive.
November 6, 2018, 11:05 (GMT)
Eevee: Fix broken shader if only using an Ambient Occlusion node

This quick fix does generate some invalid uniform. Will fix that later on.
November 6, 2018, 11:05 (GMT)
Eevee: Fix missing UBO bound if using a muted Shader to RGB node with SSS

This is a nasty bug. Because the node does not get properlly tagged as SSS
(sss_id is 0) but is still evaluated (so tagging the GPUMaterial as having
SSS). The sssProfile UBO is still declared and we need to bind something
to it.
November 6, 2018, 11:05 (GMT)
Eevee: Correctly handle Sharp glossy/refraction BSDF nodes

This is a quick workaround, but I don't see the point of making the
lighting functions more complex than it is now in order to optimize this
rather not so common case.
November 6, 2018, 10:37 (GMT)
Cycles: Added Embree to `make deps` script and changed CMake build files to find and fetch static Embree libs from the build location.
November 6, 2018, 10:10 (GMT)
GP: Fix Time Offset for frames before range
November 6, 2018, 10:10 (GMT)
GP: Rename variable

November 6, 2018, 09:10 (GMT)
fix for python ui
November 6, 2018, 08:57 (GMT)
Cleanup: Use annotation for the new class
November 6, 2018, 07:56 (GMT)
Implement an Armature constraint that mimics the modifier.

The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.

This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)

This also fixes dquat_to_mat4, which wasn't used anywhere before.

Differential Revision: https://developer.blender.org/D3664
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021