Blender Git Loki

Kaikki Blender Git kommitit.

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June 4, 2018, 15:25 (GMT)
Fix rename missing in previous commit

These fields were not renamed in previous commit.
June 4, 2018, 15:18 (GMT)
DPIX implemented and running.
June 4, 2018, 15:07 (GMT)
Remove deprecated data and move to new file conversion tools

These tools are included inside a file with DNA_DEPRECATED_ALLOW
June 4, 2018, 14:41 (GMT)
Tool System: refresh tools after undo
June 4, 2018, 14:22 (GMT)
Cleanup: Hopefully more clear name
June 4, 2018, 14:16 (GMT)
Lift max value in Melanin sockets

I honestly don't know how d'Eon's mapping work.
I'll ask him then come back to this bit of code.

Ref T54796
June 4, 2018, 14:04 (GMT)
DRW: Fix leak from the wireframe drawing.
June 4, 2018, 14:04 (GMT)
Wireframe: Lower line thickness and front color blending.
June 4, 2018, 14:03 (GMT)
Cleanup: redundant headers
June 4, 2018, 13:49 (GMT)
Weight paint: Use helper function to get original mesh

Makes it one line to get needed mesh, no code duplication. And can easily
update asserts and tighten the nuts.
June 4, 2018, 13:48 (GMT)
Add utility functions to get different "levels" of evaluated/original mesh
June 4, 2018, 13:34 (GMT)
Merge branch 'blender2.8' into greasepencil-object
June 4, 2018, 13:24 (GMT)
Depsgraph: Only store original mesh pointer for mesh object
June 4, 2018, 13:18 (GMT)
Fix weight paint crash

The PBVH was referencing runtime custom data which was freed on refresh.
June 4, 2018, 13:17 (GMT)
Fix crash when making objects to share same mesh

Make it more reliable and predictable way of getting pointer to
an original mesh which came from copy-on-write engine.

Related change: made it (hopefully) more clear name for flags.
June 4, 2018, 13:15 (GMT)
GPU: Fix missing case of new radeon on xorg.

This was causing issue with shader compilation.
June 4, 2018, 13:15 (GMT)
Workbench: Shadows: Fix the remaining fail case.

Non-manifold geom was producing inverted result when the camera was inside
the shadow volume.

When rendering non manifold geometry with the depth fail method, we need to
emit the cap as if it was the same geometry with a virtual thickness.

Another way to view it is to imagine having a set of non-manifold geometry
all facing the light.

So for every tri we emit a front cap oriented toward the light and the
back cap pointing away from it (whatever the actual orientation of the tri).

Extrusion pass stay the same as the depth pass method (double the increment
if it's a manifold edge).
June 4, 2018, 13:03 (GMT)
Move bind data from bundle to region.
June 4, 2018, 12:14 (GMT)
Cleanup: Use proper type for original ID pointer

Helps debugging, no need to cast in a debugger.
June 4, 2018, 12:05 (GMT)
Move the selection flag from bundle to region.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021