Revision da39f10 by Campbell Barton October 8, 2018, 20:49 (GMT) |
Fix T57103: Subdivide smooth results in NAN verts |
Revision 7aaeb06 by Lukas Stockner October 8, 2018, 20:22 (GMT) |
Cycles: Clean up extra minus in previous commit Forgot to add that change, sorry for the noise. |
Revision 0234de7 by Lukas Stockner October 8, 2018, 20:17 (GMT) |
Cycles: Reuse existing buffer in the NLM denoising kernels on CPU |
Revision 15e9d80 by Lukas Stockner October 8, 2018, 20:13 (GMT) |
Cycles: Use existing shared temporary memory in reconstruction step of the denoiser Previously the code allocated its own temporary memory, but it's possible to just use the existing shared one instead. |
Revision e1293da by Brecht Van Lommel October 8, 2018, 17:46 (GMT) |
Splash: add themes to first time setup in splash screen. * Add default theme as Blender Dark. * Rename Flatty Light to Blender Light. * When setting theme, reset to default first for consistent results. |
Revision 6a41691 by William Reynish / Brecht Van Lommel October 8, 2018, 17:46 (GMT) |
UI: layout tweaks for headers. * Move all copy & paste operators into the menus. There was no real reason why these particular operators should be in the header and not in the menus, like all other operators * Move ?Update Automatically? toggle from UV/Image Editor header into menu. * Move the pin toggle next to the ID blocks, because it is related. * Move OpenGL render from sequence header into View menu. * Sequence editor display mode and channels are now not expanded. |
Revision cf8e71d by Brecht Van Lommel October 8, 2018, 17:46 (GMT) |
UI: add icon color coding for different data types in the outliner. For now we have categories collection, object, object data, modifiers & constraints, and shading. The icons can be categorized by adding e.g. DEF_ICON_OBJECT() in UI_icons.h. Light themes will need to be updated to use darker colors to keep icons visible in the outliner. |
Revision 2ac65f6 by Brecht Van Lommel October 8, 2018, 17:46 (GMT) |
UI: new icon set by Andrzej Ambroz. This is a monochrome icon set, with a more modern look and icons for various features that did not have a proper icon before. |
Revision 192a99f by Brecht Van Lommel October 8, 2018, 17:45 (GMT) |
Fix incorrect alpha blending for icon drawing outside buttons. This was not so noticeable for old icons with black outline, but with white outline it's problematic. |
Revision 14d0aa7 by Dalai Felinto October 8, 2018, 17:15 (GMT) |
Fix tool panel not refreshing when updating color |
Revision b8a0434 by Antonio Vazquez October 8, 2018, 16:33 (GMT) |
GP: New automatic adaptative UVs parameter Now by default the UVs are calculated with a fixed size and this makes easier to add patterns for drawings like Manga. Before, the texture changed depending of the stroke size. |
Revision e5c7c21 by Clément Foucault October 8, 2018, 15:20 (GMT) |
Workbench: Smoke: Port back Flame display The appearance is a bit different than 2.79 where the flame was just added on top of the smoke without correct blending. Now it's much more realistic and using volumetric integration. You can see the smoke actually masking the flame. The other difference is that the flame color was not using proper color managed blending. Now with the use of filmic it shows bright yellow. This could be adjusted and displayed as a user parameter in the future. |
Revision 8c4a759 by Clément Foucault October 8, 2018, 15:20 (GMT) |
Revision eea22dd by Clément Foucault October 8, 2018, 15:20 (GMT) |
Workbench: Smoke: Fix display Includes the following fixes - Fix smoke texture creation: data was interpreted as Byte instead of Floats. - Fix Velocity texture not being free after draw: also was causing crashes. - Fix display_thickness not being copied during COW. - Fix Blending and general volume rendering algorithm. - Add Volume Shadowing support. |
Revision ba3ef44 by Alexander Gavrilov October 8, 2018, 11:15 (GMT) |
Implement display of weight isoline contours in the fragment shader. Add an option to display contour lines tracing through points with the same interpolated weight value in weight paint mode. This can be useful for working on gentle gradients over a relatively high resolution mesh, where the difference in color between adjacent vertices is very small. The contour grid has 3 levels of detail going down to step 0.001, which automatically fade in or out based on the weight gradient. Fade out works by capping both screen space and weight space line width, and reducing alpha when the screen space width becomes too small for moire and noise-less rendering. Reviewers: fclem Differential Revision: https://developer.blender.org/D3749 |
Revision d12e781 by Antonio Vazquez October 8, 2018, 08:32 (GMT) |
Revision 7d38654 by Philipp Oeser October 8, 2018, 07:15 (GMT) |
use keyword argument for template_node_socket() |
Revision 772c4d6 by Campbell Barton October 8, 2018, 06:31 (GMT) |
Edit Mesh: basic show in edit mode support Note this is just using the derived-mesh data at the moment, to support this properly we'll need to remove derived-mesh. |
Revision 215c235 by Campbell Barton October 8, 2018, 01:18 (GMT) |
Edit Mesh: use deformed mesh w/ face-dot & normals |
Revision df82d35 by Campbell Barton October 8, 2018, 01:04 (GMT) |
Cleanup: extract cache calculation from derived-mesh |
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