Blender Git Loki

Blender Git "compositor-2016" branch commits.

Page: 8 / 19

June 8, 2016, 19:45 (GMT)
Fix for all OpenGL lights affecting Cycles viewport, regardless of their Enabled state

Was a regression since e1b8a5d.

Probably not very optimal fix, but better than a regression anyway.
June 8, 2016, 19:45 (GMT)
Fix: "Whole Character" Keying Set should not include Location on bones with "connected" joint
June 8, 2016, 19:45 (GMT)
fix: Import of meshes with holes is now reported as WARNING (unsupported)
improved: add support for bone tail export/import using Blender Collada profile

Differential Revision: https://developer.blender.org/D2031
June 8, 2016, 19:45 (GMT)
Revert part of 4adffde02c98f3bb058ffba5ea010a6b1045a7b1 to get Windows (MSVC2013) compiling again
June 8, 2016, 19:45 (GMT)
Cleanup - size_t is unsigned, so always >= 0!
June 8, 2016, 19:45 (GMT)
Code refactor: use shader pointers rather than shader indexes.
June 8, 2016, 19:45 (GMT)
Fix T48547: Shrinkwrap fails w/ auxiliary target

Error in 0b5a0d84
June 8, 2016, 19:45 (GMT)
Code refactor: store ShaderNode enums as enum rather than ustring.
June 8, 2016, 19:45 (GMT)
Depsgraph: Russian electric tape bodge to have multiple proxies work

Makes behavior of proxy_from backlink working similar to the old dependency graph.

it's nasty, but needed here in the studio to get proxies fixes ASAP.
June 8, 2016, 19:45 (GMT)
Revert "Docs: smoke typo corrections"

This reverts commit b13bc48932761dd813597507b1a1dc86d951ebff.

Wasn't only typo fixes, broke compiling
June 8, 2016, 19:45 (GMT)
fixed some incompatible definitions (to make this work also on linux)
June 8, 2016, 19:45 (GMT)
Support Musgrave texture for Cycles GLSL viewport

Only for non-OSX viewport!
June 8, 2016, 19:45 (GMT)
Code refactor: add separate RGB to BW node and rename some sockets.
June 8, 2016, 19:45 (GMT)
Depsgraph: Fix rest pose still using bone constraints
June 8, 2016, 19:45 (GMT)
Depsgraph: Accidentally removed one line too much
June 8, 2016, 19:45 (GMT)
Support voronoi texture in GLSL shading

It gives some slight differences on the plane corners, but can't
really figure out source of the issue here yet.

It's still better than fully white texture for the previews anyway.

At this point we should perhaps ifdef chunks of the code in order
to have faster GLSL compilation and probably even faster compiled
code. Will look into this shortly.
June 8, 2016, 19:45 (GMT)
Code refactor: nodify object and mesh, but not used for XML yet.

Differential Revision: https://developer.blender.org/D2016
June 8, 2016, 19:45 (GMT)
Revert "Correct invalid pointer-pair compare check"

This reverts commit d5e0e681cea846facb4f2777921f6612be3ee193.

Tsk, these functions return false on a match.
June 8, 2016, 19:45 (GMT)
Support Vertex Color in GLSL viewport for Cycles

The title says it all actually.

Added special custom data type, because we don't know in advance
whether we're referencing UV or Color layer. Also made it so vertex
attributes are normalized.

TODO: Border render in viewport ignores the normalization of the
attribute array for some reason, will be looked into still.

Reviewers: mont29, brecht, campbellbarton

Reviewed By: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D2022
June 8, 2016, 19:45 (GMT)
Fix wrong vertex colors in edit mode
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021