Blender Git Loki

Kaikki Blender Git kommitit.

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June 2, 2018, 19:16 (GMT)
Eevee: Hair: Make hairs visible even if the show emitter option is disabled.
June 2, 2018, 19:16 (GMT)
Eevee: Add support for hair random property.

Do note that it does not match cycles implementation.

Also we could precompute the hash per strand before rendering but that would
suggest it's not per engine specific.

If we make the random value internal to blender then it won't be a matter
because other renderers will have access to the same value.
June 2, 2018, 19:16 (GMT)
Eevee: CodeStyle: Fix naming and confusion about the hairs vectors.
June 2, 2018, 18:57 (GMT)
Indent typo in the node update
June 2, 2018, 18:56 (GMT)
Give the Absorption coefficient its own socket

Ref T54796
June 2, 2018, 18:54 (GMT)
Allow using the Color socket for all parametrizations except Direct coloring

Ref T54796
June 2, 2018, 18:34 (GMT)
Merge remote-tracking branch 'origin/master' into blender2.8
June 2, 2018, 18:29 (GMT)
--debug-gpu-shader: Dump GLSL shaders to disk

This is really convenient for development. Either for profiling the
generated shaders or to check if the generated code is correct.

It writes the shaders to the temporary blender session folder.

(ported over from blender2.8)
June 2, 2018, 18:05 (GMT)
Add separate sockets for managing melanin coefficients

This patch follows Arnold's nomenclature UI-side
(Melanin = Eumelanin, Melanin Redness = Pheomelanin)

This also disables the relevant sockets when changing parametrizations.

Ref T54796
June 2, 2018, 18:03 (GMT)
Collections: Initial support for animating/driving collection properties (T55233)

(Just committing this now to a temp branch so that I can continue working on this
from another machine later. This is a re-based+squashed, re-pushed version of what
I just pushed earlier, but now based on current 2.8 code, not from several days ago)

Rationale:
The Spring team needs a way to hide objects from the viewport, so that parts of
the rig can be enabled/disabled per shot. An example of this is how the cornea
meshes are typically hidden from the viewport so that the animators can see
the irises, and hence, where the character is looking.

(Another reason we may want this in future is to make it so that a bunch of
objects/rigs can be keyframed together in the same action, making it easier
to manage their actions)

Status:
* Currently all necessary data and animation editor support changes should be
in place and working. Hopefully I haven't missed any - the checklist may need
updating for 2.8

* Depsgraph support however is still incomplete. We still need to figure out what
needs to happen with the animated values to make objects actually appear/disappear
when triggered via the animation system, just like they do now from the UIwip
Revision 2f47b53 by Joshua Leung
June 2, 2018, 17:38 (GMT)
Collections: Initial support for animating/driving collection properties (T55233)

(Just committing this now to a temp branch so that I can continue working on this
from another machine later).

Rationale:
The Spring team needs a way to hide objects from the viewport, so that parts of
the rig can be enabled/disabled per shot. An example of this is how the cornea
meshes are typically hidden from the viewport so that the animators can see
the irises, and hence, where the character is looking.

(Another reason we may want this in future is to make it so that a bunch of
objects/rigs can be keyframed together in the same action, making it easier
to manage their actions)

Status:
* Currently all necessary data and animation editor support changes should be
in place and working. Hopefully I haven't missed any - the checklist may need
updating for 2.8

* Depsgraph support however is still incomplete. We still need to figure out what
needs to happen with the animated values to make objects actually appear/disappear
when triggered via the animation system, just like they do now from the UI
June 2, 2018, 16:34 (GMT)
Merge branch 'master' into ui_layout_gridflow
June 2, 2018, 16:11 (GMT)
transform_snap_object: Do not use occlusion test when X-Ray is enabled.
June 2, 2018, 15:27 (GMT)
Clarify one of the parameters

(RoughnessU and RoughnessV are still there because other nodes use them too.)

Ref T54796
June 2, 2018, 15:19 (GMT)
Fix inaccuracy of SCREEN_OT_area_split when snap to midpoint and adjacent.

By default when moving a edge of the screen it always snaps to an invisible grid with unit of 4 pixels.
This was also affecting the snap to the midpoint and adjacent.
The solution was to make the snap to areagrid optional and use values of `origmin` and `origsize` that match the transformations in screen_edit.c.
June 2, 2018, 12:53 (GMT)
Fix crash running in background mode
June 2, 2018, 11:10 (GMT)
Cleanup: quiet warnings w/o Python
June 2, 2018, 11:10 (GMT)
Fix crash if no tool is set
June 2, 2018, 11:09 (GMT)
Merge branch 'master' into blender2.8
June 2, 2018, 09:58 (GMT)
Cleanup: warning
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021