May 18, 2017, 15:42 (GMT) |
Fix UI button text for Eevee "Use Nodes" |
May 18, 2017, 15:34 (GMT) |
Freestyle is back for 2.8 It works with Cycles and Blender Internal for now. The Blender Internal support will disappear, but we should be able to integrate it with the Draw manager and use it with Clay, Eevee, ... |
May 18, 2017, 14:53 (GMT) |
May 18, 2017, 14:53 (GMT) |
Rename Iterator struct to BLI_Iterator |
May 18, 2017, 14:50 (GMT) |
Draw Manager: Fix buffer reuse. |
May 18, 2017, 14:14 (GMT) |
Use the correct depsgraph for freestyle Freestyle itself is still not working, but that's to be addressed separately. |
May 18, 2017, 14:05 (GMT) |
Draw Manager: Fix instancing. Again. |
May 18, 2017, 14:05 (GMT) |
GPUMaterial: Add support for tangent node. |
May 18, 2017, 13:49 (GMT) |
Cycles: Fix crash loading single channel texture Was typo in recent isfinite check. |
May 18, 2017, 12:48 (GMT) |
Make sure external engines also render fine with depsgraph + freestyle wip There is still a crash when using freestyle and Cycles, but the changes here present are harmless |
May 18, 2017, 12:33 (GMT) |
Correct own error using u32 for back-buffer select |
May 18, 2017, 11:48 (GMT) |
Correct last commit VERT_VISIT was used in a nested function. |
May 18, 2017, 11:18 (GMT) |
Fix T51408: Cycles - Principled BSDF Shader - Transparency is not working as expected Renamed the "Transparency" input of the Principled BSDF to "Transmission" and "Refraction Roughness" to "Transmission Roughness". |
May 18, 2017, 11:07 (GMT) |
Fix T51539: BMesh boolean crash In some cases the vertex visit queue would exceed its max length, visiting the same vertex multiple times. |
May 18, 2017, 10:43 (GMT) |
DwM: Support flat-shaded w/ clay & eevee engines Needed for sculpt mode drawing w/ engines, see: T51497 |
May 18, 2017, 10:13 (GMT) |
DwM: Armature: Cleanup envelope bone code a bit. Mainly adding 'wire' suffix to wire/distance drawing func and shader. Also, match wire vertex shader behavior with solid one regarding head/tail only drawing (i.e. alwas expect head bone mat, never tail one, and assume that if a radius is negative, then we only draw on the other end of the bone). |
May 18, 2017, 10:13 (GMT) |
DwM: Armature: add solid envelope bone drawing. Envelope bones are now pretty much identical to old drawing code. Note that currently new DwM drawing code does not seem to care about wire/solid drawing modes at all, guess this is still TODO... For now we hence just get both wire and solid for envelope bones, this can be refined later. |
May 18, 2017, 10:13 (GMT) |
DwM: Armature: refine drawing condition of envelope distance outline. Should match better original 2.7x behavior now. |
Revision 875bbab 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) May 18, 2017, 08:11 (GMT) |
Separate zdepth to function to use in future Now, the value is fixed but need to be calculated. |
May 18, 2017, 04:53 (GMT) |
Re-use vertex position VBO in weight-paint mode |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021