September 11, 2021, 09:55 (GMT) |
Fix: Deselecting edges in sticky vertex mode Fixes the bug where deselecting an UV edge in sticky vertex mode would deselect the UV vertices as well. |
September 11, 2021, 09:13 (GMT) |
LineArt: Better smoothing algo. |
September 11, 2021, 06:27 (GMT) |
Fix memory leak in non primitive collision shape - The previous commit didn't fix the leak as the mesh data was not being freed every draw call - Now the mesh is generated during evaluation along with the physics shape. - The collisions shape draw data mesh is stored in the shared struct, along with the physics references |
September 11, 2021, 05:09 (GMT) |
Merge branch 'temp-lineart-contained' into lineart-shadow |
September 11, 2021, 05:08 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lineart-contained |
September 10, 2021, 23:40 (GMT) |
Attempt fix T90952 |
September 10, 2021, 19:36 (GMT) |
Support opening and collapsing tree-view items For this to work, we need to support tree-view items with state that is persistent over redraws. This is achieved by matching tree items to tree items of a previous redraw, and copying the state if needed. This is done in the tree-view API, so except for more advanced cases (with custom item state or custom ways to match items), API users shouldn't have to deal with this. |
September 10, 2021, 16:46 (GMT) |
Merge branch 'master' into soc-2021-curve-fillet |
September 10, 2021, 16:35 (GMT) |
Fix crash denoising shadow catcher in Cycles X |
September 10, 2021, 16:26 (GMT) |
Fix missing render progress on Windows in Cycles X The issue is caused by `::wglShareLists()` returning an error if the shared context is currently in use, so that the OpenGL context for GPUDisplay did fail to be created. After a lot of experimentation all the non-intrusive changes to support OpenGL context creation with shared textures has failed. The easiest way to have reliable OpenGL context creation is to do it on the main thread. For the offline rendering this is done in the pipeline.c. This change takes advantage of this and uses the Render::gl_context for the GPU display implementation for offline rendering. For the viewport rendering we don't have Render, but the engine is created from the main thread, so we can create context from the Cycles side. Not really happy with such approach, but this seems to be easiest and safest way to go for now to get other bits of Cycles X finished. In the future Vulkan should make things easier for the context creation and multi-threaded applications. Differential Revision: https://developer.blender.org/D12439 |
September 10, 2021, 16:20 (GMT) |
Merge branch 'master' into soc-2021-curve-fillet |
September 10, 2021, 15:48 (GMT) |
Append loose lines to buffer in a compute shader. |
September 10, 2021, 15:41 (GMT) |
Merge branch 'master' into cycles-x |
September 10, 2021, 15:41 (GMT) |
Fix error in last random walk bugfix |
September 10, 2021, 15:36 (GMT) |
Merge branch 'master' into subdivision_work |
September 10, 2021, 15:35 (GMT) |
Fix loose elements rendering when modifier is applied on cage. |
September 10, 2021, 14:21 (GMT) |
Merge branch 'master' into asset-greasepencil |
September 10, 2021, 14:02 (GMT) |
Curve fillet fields implementation |
September 10, 2021, 13:55 (GMT) |
Fix T90010: Cycles X random walk discontinuity between low and zero albedo |
September 10, 2021, 13:44 (GMT) |
Merge branch 'master' into temp-asset-browser-catalogs-ui |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021