Revision c558d8f by Dalai Felinto April 17, 2018, 10:25 (GMT) |
bpy blf api example update With changes from Campbell Barton as well. |
Revision 2408a48 by Bastien Montagne April 17, 2018, 10:12 (GMT) |
Merge branch 'master' into blender2.8 |
Revision aff71a7 by Bastien Montagne April 17, 2018, 09:59 (GMT) |
Fix (unreported) RNA sometimes trying to get named sub-props from non-Group IDProp. Why exactly this happens remains unclear, found that in the autumn.blenrig file of Spring production while working on static overrides... Tons of ugly IDProps in that rig. xD |
Revision 963b1c8 by Campbell Barton April 17, 2018, 09:23 (GMT) |
Pose: fix wpaint + pose mode pick & linked select |
Revision ad797ed by Brecht Van Lommel April 17, 2018, 09:01 (GMT) |
Fix blenderplayer and collada build. |
Revision c9d1082 by Campbell Barton April 17, 2018, 08:22 (GMT) |
Pose: multi-object hide/reveal support |
Revision a04b551 by Campbell Barton April 17, 2018, 08:22 (GMT) |
BKE_object: utility functions for pose access Pose objects may be from the active object, or from the weight paint mesh. Since this is such a common check move this to a function call. |
Revision be3392e by Mai Lavelle April 17, 2018, 07:41 (GMT) |
Make particle edit mode work again This is just to have hair rendering and editing mostly working as in master. A better fix is probably needed, there seems to be some missing depsgraph relations for particle edit settings, and particle edit code doesn't rebuild caches after applying edits. But at least you can see and interact with hair now until those things can be sorted out. |
Revision 1dbe9c2 by Campbell Barton April 17, 2018, 06:30 (GMT) |
View3D: Check all objects w/ view-selected |
Revision f92e92b by Clément Foucault April 16, 2018, 20:49 (GMT) |
Object Mode: Outlines: Use textureGather extension if available. This has very little impact (only had 12.5% perf improvment on Nvidia for this specific pass). But it's an improvement nontheless! |
Revision ae0c36f by Clément Foucault April 16, 2018, 20:49 (GMT) |
Object Mode: Outline: Perf: Only do outlines detection if needed. |
Revision af1c220 by Campbell Barton April 16, 2018, 18:45 (GMT) |
Fix for building w/o open-subdiv |
Revision c7d6aa4 by Jeroen Bakker April 16, 2018, 18:35 (GMT) |
Merge branch 'blender2.8' into blender2.8-workbench |
Revision 34ab90f by Brecht Van Lommel April 16, 2018, 17:55 (GMT) |
Depsgraph: remove EvaluationContext, pass Depsgraph instead. The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152 |
Revision 0c49500 by Campbell Barton April 16, 2018, 17:42 (GMT) |
Fix multi-object edit crash Border select assumed all objects had pose bones. |
Revision 45f04ba by Clément Foucault April 16, 2018, 17:38 (GMT) |
DRW: Fix outdated code. |
Revision 7f5d76b by Clément Foucault April 16, 2018, 17:38 (GMT) |
Object Mode: Rework outline drawing. This changes quite a few things. - Outline is now per object. - No more outline at object intersection (fix hairs problem). - Simplify the code quite a bit. We use a R16UI buffer to save one id per object outline. We convert this id to color when detecting the outline. Added textureGatherOffsets to the code but could not test on current hardware so leaving it commented for now. |
Revision c2d4ba2 by Clément Foucault April 16, 2018, 17:38 (GMT) |
GPU/DRW: Add GPU_R16UI format. |
Revision dccda1f by Clément Foucault April 16, 2018, 17:38 (GMT) |
DRW/GWN: Add callId builtin uniform. This uniforms can be used to have a unique id for each drawcall of a shgrp. This only works for standard shgroups and is an exception for the outline drawing. |
Revision 2b0b413 by Germano Cavalcante April 16, 2018, 17:34 (GMT) |
DRW: Culling: Fix algorithm for asymmetric perspective frustum reconstruction. |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021