Revision 474971f by Campbell Barton May 27, 2018, 09:06 (GMT) |
Cleanup: unused var |
Revision bc3727a by Campbell Barton May 27, 2018, 09:01 (GMT) |
Recently added IES conflicts w/ EEVEE |
Revision 198be6f by Clément Foucault May 27, 2018, 08:50 (GMT) |
Grid: Fix T51813: Opaque grid on OSX. |
Revision 06cb460 by Campbell Barton May 27, 2018, 08:34 (GMT) |
3D View: minor change to NDOF view orbit This change is needed for 2.8, where the NULL check isn't a reliable way of testing if dynamic offset is needed. |
Revision 12a9e9a by Campbell Barton May 27, 2018, 08:28 (GMT) |
Fix restrict error in BLI_str_format_byte_unit Don't use sprintf to append a string to it's self. Also correct BLI_str_rstrip_float_zero's return value. |
Revision 7a0699d by Ray molenkamp May 27, 2018, 01:20 (GMT) |
make.bat : Fix builtime.txt being written in the wrong folder. |
Revision 48155c2 by Lukas Stockner May 26, 2018, 23:24 (GMT) |
Cycles: Add Support for IES files as textures for light strength This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources. The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp. Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried. Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file. The user interface of the node is similar to the script node, the user can either select an internal Text or load a file. Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot. The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light, rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport. Reviewers: #cycles, dingto, sergey, brecht Reviewed By: #cycles, dingto, brecht Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey Differential Revision: https://developer.blender.org/D1543 |
Revision aefc793 by Clément Foucault May 26, 2018, 22:10 (GMT) |
Workbench: Shadow: Refine camera in shadow test. Test if all nearplane points are not in front of the shadow BBox. |
Revision 60ddea7 by Clément Foucault May 26, 2018, 21:28 (GMT) |
Workbench: Shadows: Add frustum check and camera occlusion test. If the object is manifold and the camera is in the shadow side, we can use the depth fail method to fix the inverted shadow glitch. Unfortunately this does not really work for non-manifold. Implementation details: We try to be as efficient as we can, we precompute camera near plane projected into 2D shadow space so we can test for intersection with the shadow boundbox easily. As the intersection test is done in 2D it's pretty fast. Unfortunately, this means the shadow bounds are all aligned to the same space and are not the smallest bound we could extract. |
Revision 975828e by Clément Foucault May 26, 2018, 21:24 (GMT) |
Armature: Fix warning. |
Revision 8df99a5 by Clément Foucault May 26, 2018, 21:24 (GMT) |
DRW: Add new DRW_debug API. This new API aim to provide simple function that can be called by the draw engines during any phase of the draw pipeline. All calls are saved and issued after all engines have finished rendering. This removes the need of setuping special passes and shading groups for some simple debug drawing. |
Revision c883f09 by Clément Foucault May 26, 2018, 21:24 (GMT) |
Workbench: Codestyle |
Revision 975eac0 by Clément Foucault May 26, 2018, 21:21 (GMT) |
Workbench: Shadow: Add shader variant for manifold case. Totally Manifold objects only require a single increment/decrement of the stencil value. This result in less geometry generated and less overdraw. |
Revision 0c9974c by Clément Foucault May 26, 2018, 21:01 (GMT) |
Workbench: Shadow: Use depth fail method for manifold objects. Since this method have no failure case for manifold objects, use it. |
Revision ef50285 by Brecht Van Lommel May 26, 2018, 20:35 (GMT) |
Threads: add spinlock hit for hyperthreading processors on Windows. Suggested by Percy Ross Tiglao. |
Revision 44935fd by Clément Foucault May 26, 2018, 20:28 (GMT) |
Armature: Make Custom bone have the same appearance as other bones. I had to correct some errors in the winding order of the normal bones. |
Revision 2241a61 by Clément Foucault May 26, 2018, 20:28 (GMT) |
Armature: Fix missing bone edges in object mode. |
Revision 6b38fa8 by Clément Foucault May 26, 2018, 20:28 (GMT) |
Armature: Modify Shape outline shader to use Line adjacency instead of tri. This is much faster and simpler. This is also to make it compatible with custom bone shape in the future. |
Revision 581b021 by Campbell Barton May 26, 2018, 11:15 (GMT) |
Cleanup: unused defines |
Revision c9c95ed by Campbell Barton May 26, 2018, 11:12 (GMT) |
Cleanup: unused defines |
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