Revision 2b628ba by Antonio Vazquez September 24, 2018, 20:10 (GMT) |
GP: Disable AA for material previews This is not visible and it's using a lot of GPU memory |
Revision a6b125b by Germano Cavalcante September 24, 2018, 17:50 (GMT) |
Remove unused files |
Revision 342e73f by Brecht Van Lommel September 24, 2018, 16:48 (GMT) |
Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz. Differential Revision: https://developer.blender.org/D3719 |
Revision 9682e43 by Germano Cavalcante September 24, 2018, 16:12 (GMT) |
BGL: Wrap glBlitFramebuffer |
Revision dd01b28 by Brecht Van Lommel September 24, 2018, 16:11 (GMT) |
Merge branch 'master' into blender2.8 |
September 24, 2018, 16:09 (GMT) |
Fix T56861: freestyle + BI + full sample AA not working correct. |
Revision 253dce0 by Brecht Van Lommel September 24, 2018, 15:42 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 0cff044 by Brecht Van Lommel September 24, 2018, 15:28 (GMT) |
Spelling fixes in comments and descriptions, patch by luzpaz. Differential Revision: https://developer.blender.org/D3719 |
September 24, 2018, 15:14 (GMT) |
Modifiers: use Mesh instead of DerivedMesh for dynamic paint. Differential Revision: https://developer.blender.org/D3720 |
Revision 19f46c6 by Jacques Lucke September 24, 2018, 15:10 (GMT) |
Weight Paint: Multiply overlay on the mesh Use the multiply blending mode for the weight paint overlay. To support the opacity slider, we need a new shader. Otherwise this combination of multiplication and mixing does not seem to be supported by glBlendFunc. Reviewers: brecht Differential Revision: https://developer.blender.org/D3727 |
Revision 809be00 by Antonio Vazquez September 24, 2018, 14:36 (GMT) |
GP: Some changes in Appearance panel |
Revision ea61700 by Sergey Sharybin September 24, 2018, 14:26 (GMT) |
Tracking: Use pixel aspect from clip Don't force square pixel, since on a more real pipeline expected delivery is same anamorphic as an input footage. |
Revision 29602bb by Sergey Sharybin September 24, 2018, 13:57 (GMT) |
Depsgraph: Always respect visibility flag when building object Before it was only doing this for directly linked objects. This was initially needed to solve fps issues in some of the shots. Now this fps drop i can no longer reproduce. Was likely needed prior to modifiers dependencies "inheriting" visibility from the "parent". This commit makes it so objects which are linked indirectly to the scene via collections are properly considered visible (or, rather, evaluatable) by dependency graph. Solves missing eyelashes and braids issues with 01_035_A. |
Revision 736f91a by Sergey Sharybin September 24, 2018, 13:55 (GMT) |
Depsgraph: Tweak to visibility flush Make flush ready for component forced to be affecting visible things from builder. |
Revision 65c71fc by Sergey Sharybin September 24, 2018, 13:55 (GMT) |
Depsgraph: Provide more information about component |
Revision 8008cda by Sergey Sharybin September 24, 2018, 13:55 (GMT) |
Depsgraph: Cleanup, spelling in comment |
Revision a7c96a7 by Sergey Sharybin September 24, 2018, 13:55 (GMT) |
Cleanup: Spelling |
Revision 8dfdd24 by Brecht Van Lommel September 24, 2018, 13:48 (GMT) |
Fix T56895: crash loading template with Load UI unchecked. |
Revision 8f51308 by Brecht Van Lommel September 24, 2018, 13:48 (GMT) |
Build: allow overriding DEPS_BUILD_DIR and DEPS_INSTALL_DIR for make deps. |
Revision 9201730 by Jacques Lucke September 24, 2018, 13:44 (GMT) |
Fix: insert missing break in switch statement (second try) |
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