April 18, 2017, 03:54 (GMT) |
Fix UI: double separator in Movie Clip Editor's view menu |
April 18, 2017, 03:42 (GMT) |
Fix brush menu broken before adding uv and texture data To reproduce: 1) go to texture paint mode 2) go into the brush menu Pointed out by @lijenstina on IRC also fix is authored by him. |
April 17, 2017, 22:45 (GMT) |
disabling fractions in liquid for now can be enabled again once setObstacleVelocity() supports them |
April 17, 2017, 20:33 (GMT) |
Fix T51150: user_remap on itself changes users to 0. Remapping to itself is nonsense here (was triggering an assert in BKE_library code actually), just make it a bail out early in RNA callback in that case. |
April 17, 2017, 20:31 (GMT) |
OpenGL: Fix crash on start with Mesa drivers glFramebufferTexture() is only available from OGL 3.2, it is also not part of the ARB_framebuffer_object extension. I don't know if there is a better way to check for mesa drivers or if using the 2D version will have issues with f2f16a256, but so far I had no problems |
April 17, 2017, 15:35 (GMT) |
Fix T51176: Cache file location can be blank and prevent fluid simulation from reading baked data Sanitize a bit how cache path is handled by fluidsim (there is much more to be done here though :( ), and forbid empty path (we reset to default path relative to current .blend file in case it's empty). If people really, really want to use current OS-wise directory, they can at least use '.' as path. ;) |
April 17, 2017, 15:35 (GMT) |
BLI: make BLI_make_existing_file() return true on success, and false on failure... |
April 17, 2017, 15:35 (GMT) |
Fluidsim cleanup: get rid of magic numbers! |
April 17, 2017, 10:41 (GMT) |
Fix build error on Windows introduced in D2425 |
April 17, 2017, 08:01 (GMT) |
Gawain: fix for last commit Follow-up to 3bc6b831d82724578fc8150d863b54f334db2bf4 Initial code was getting the number of ShaderInterfaces that could fit between two pointers (which makes no sense). I really meant number of bytes. Surprised it worked on Mac, glad I tested on Windows before bed :D |
April 17, 2017, 05:45 (GMT) |
Gawain: shrink ShaderInterface name buffer ShaderInterface stores names of custom uniforms and all attributes in an internal buffer, but it doesn't know how large to make this buffer until all inputs are scanned. This commit shrinks the buffer to the exact size needed. |
April 17, 2017, 05:19 (GMT) |
Gawain: look up uniforms by name quicker ShaderInterface_uniform searches custom uniforms first, then builtin uniforms if needed. This reduces the amount of string matching since you're almost certainly looking for one of those custom uniforms. Otherwise you would've called ShaderInterface_**builtin**_uniform. |
April 16, 2017, 21:50 (GMT) |
Object.raycast: more minor improvements ... - if it is to check a bool, let it be local; - removes gotos; |
April 16, 2017, 19:11 (GMT) |
OpenGL: tweak GPU_texture_create_nD - test for 2D textures first since it's the most common case - declare variables close to where they're used - fix compiler warning for proxy (uninitialized use) - safe return if n != 1, 2, 3 (should never happen) - white space |
April 16, 2017, 19:04 (GMT) |
OpenGL: fix GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR The fragment shader expects a normal, but the vertex shader was not providing one. Fix: added a new vertex shader that has normals + smooth color interpolation. I also split gpu_shader_3D_vert in two: - one with just position - one with position + normal For each of the builtin shaders, we should be able to look at the GLSL and tell exactly what it's doing. Using #defines and #ifdefs for rendering options makes the shaders hard to read and easy to break. |
April 16, 2017, 17:57 (GMT) |
fix mistake from last commit I didn't build this BGE-related code before pushing. My bad! fix for af61b5eb0c1bef93e8df1434b174944e2b40445d |
April 16, 2017, 17:44 (GMT) |
cleanup use of immUniformColor - use best function for the job - don't specify alpha if 100% - 'f' for floating point literals |
April 16, 2017, 17:33 (GMT) |
Gawain: add immUniformColor3ubvAlpha Convenience function for specifying colors with separate RGB and alpha. Alpha ranges from 0 to 255. |
April 16, 2017, 16:25 (GMT) |
use immUniformColor instead of immUniform("color" The specialized color functions are better in every way: - faster lookup (don't have to match "color" string) - flexible inputs (RGB with separate alpha) - automatic alpha = 1.0 if not specified Sort of related to T49043 |
April 16, 2017, 15:52 (GMT) |
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