Revision 2103296 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) June 22, 2017, 10:25 (GMT) |
Cleanup compiler warnings |
June 22, 2017, 10:25 (GMT) |
added the non-occluded mode |
Revision 71b4834 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) June 22, 2017, 09:19 (GMT) |
Merge branch 'blender2.8' into greasepencil-object |
June 22, 2017, 08:48 (GMT) |
Indicate to users when manual conversion of Eevee materials is needed We now shows a report error when user opens a file that need fixing. It's fine(ish) to not do doversion. It's not fine to not communicate that. |
Revision 6635284 by Bastien Montagne (asset-engine, asset-engine--archived, id_copy_refactor, id_override_static) June 22, 2017, 08:44 (GMT) |
Merge branch 'master' into id_copy_refactor |
June 22, 2017, 08:40 (GMT) |
Merge branch '28' into custom-manipulators |
June 22, 2017, 08:36 (GMT) |
Manipulator: target property definitions Changes from custom-manipulator branch. - use property type definitions. - add property free callback. - move properties into the wmManipulator struct (over alloc). - use array length from property types instead of arg passing. |
June 22, 2017, 08:29 (GMT) |
Fix T51867: Insert Keyframe I - L / I - R / I - S key combos are broken. Reorder keyingsets registration order, since it also afects order of I menu options, better show most used ones first, pure alphabetical order is not great here... Will likely break some muscle memory though. :| Based on D2720 by Carlo Andreacchio (@candreacchio), thanks. |
June 22, 2017, 08:25 (GMT) |
Fix T51863: CompositorNodeSwitchView have the wrong rna API Although the original report was about the docs, the real issue was in the API. My original commit started from a copy-paste from the Switch Node. However I don't use custom1 for thew Switch View node. The docs is slightly incomplete since it would be nice to mention the views here. Or maybe even expose them via Python. But honestly they are generated depending on the scene multi-view settings. |
June 22, 2017, 08:22 (GMT) |
Remove counter of set properties, just check when needed |
June 22, 2017, 08:13 (GMT) |
Merge branch '28' into custom-manipulators |
June 22, 2017, 08:01 (GMT) |
RNA/Python API for defining py-manipulator callbacks |
June 22, 2017, 04:04 (GMT) |
Cleanup: remove redundant user_data arg This is already accessible from the property |
June 22, 2017, 03:57 (GMT) |
Remove unneeded length arg Was also missing assignment to wmManipulatorProperty.type |
June 22, 2017, 01:51 (GMT) |
Eevee: Ambient Occlusion: Enable Multibounce approximation and Change influence factor. Making the influence a power for easy tuning. Works like a contrast knob. |
June 22, 2017, 01:51 (GMT) |
Eevee: Ambient Occlusion: Initial implementation. Implement GTAO (Ground Truth Ambient Occlusion) which is a special case of Horizon Based Ambient Occlusion that is more physically accurate. Also add a bent normal option to sample indirect irradiance (diffuse lighting) with the least occluded direction. |
June 22, 2017, 01:51 (GMT) |
Eevee: Improve material variation managment. - Unify variations between default shaders and material shader. - Only create default shader passes if needed. Downside is that we have a big array of passes and shading grp in the vedata ... And it will double in size each time a new variation flag is added. |
June 22, 2017, 01:51 (GMT) |
Eevee: Ambient Occlusion: Add UI properties. |
June 22, 2017, 01:51 (GMT) |
Eevee: Minmax Depth Pyramid. This commit introduce the computation of a depth pyramid containing min and max depth values of the original depth buffer. This is useful for Clustered Light Culling but also for raytracing on the depth buffer (SSR). It's also usefull to have to fetch higher mips in order to improve texture cache usage. As of now, 1st mip (highest res) is half the resolution of the depth buffer, but everything is already done to be able to make a fullres copy of the depth buffer in the 1st mip instead of downsampling. Also, the texture used is RG_32F which is a too much but enough to cover the 24bits of the depth buffer. Reducing the texture size would make things quite faster. |
June 22, 2017, 01:51 (GMT) |
GPUFramebuffer: Add recursive downsampling function. This special case function enables rendering to a miplevel while using the miplevels above as texture input. This is needed for some algorithm (i.e. creating a min-max depth pyramid texture). |
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