Revision 7a868d1 by Sergey Sharybin January 30, 2018, 15:11 (GMT) |
Fix blender player (tm) |
Revision dbed11d by Dalai Felinto January 30, 2018, 15:07 (GMT) |
Fix FOREACH_OBJECT_RENDERABLE using stack data Since 30a966a7262308 when I removed the recursion, the code was still relying on stack data. This would crash in release often, and it should crash always. Big thanks to Sergey Sharybin for spotting the issue. |
Revision 7261d67 by Brecht Van Lommel January 30, 2018, 14:05 (GMT) |
Fix Cycles incorrect principled BSDF mixing with some parameter variatons. Spotted by Ha Hyung-jin, thanks! |
Revision 0d64857 by Sergey Sharybin January 30, 2018, 13:32 (GMT) |
Merge branch 'master' into blender2.8 |
Revision b5cbc8b by Dalai Felinto January 30, 2018, 13:27 (GMT) |
Fix FOREACH_OBJECT_RENDERABLE going over the same object twice Which is really silly because we were already tagging the ids, but simply never checking them back. |
Revision b3c4a2a by Sergey Sharybin January 30, 2018, 13:20 (GMT) |
Fix T52520: Metaballs in edit mode causes infinite Cycles viewport reset The issue was introduced by eb016eb as a fix for T41258, which added depsgraph tagging with zero flag. The comment was saying that it's to make derived caches to be updated, however bot sure how that could possibly work: tagging ID for update with 0 flag only sets updated tags in bmain in old dependency graph. In the new depsgraph, where object data is a part of depsgraph, doing such a tag forces object to be updated, which re-triggers viewport rendering, which is causing such an infinite viewport render rest. Can not reproduce any crashes here, so maybe it's fine to move on with this change. |
Revision 30a966a by Dalai Felinto January 30, 2018, 12:53 (GMT) |
Fix FOREACH_OBJECT_RENDERABLE recursion going over the roof This was leading to so much recursion that it was failing here. How to test it: Open wanderer.blend and try to render (F12). Note: This won't fix F12 rendering for wanderer with Eevee. Something else is going wrong there. |
Revision c80b1f5 by Campbell Barton January 30, 2018, 10:02 (GMT) |
Cleanup: warning, spelling |
Revision d0f63d4 by Campbell Barton January 30, 2018, 09:33 (GMT) |
Fix T53943: Weight paint crash in new scene |
Revision b0af44f by Campbell Barton January 30, 2018, 03:31 (GMT) |
Revision e83cbf4 by Campbell Barton January 30, 2018, 02:36 (GMT) |
Fix crash drawing light probe |
Revision 58c92f9 by Campbell Barton January 30, 2018, 02:15 (GMT) |
Fix light probe callbacks Even though this wasn't crashing here, the arg types were wrong. |
Revision 3e8c96a by Clément Foucault January 29, 2018, 21:27 (GMT) |
DRW / Render: Make render result show when using final render with eevee. |
Revision 1fe2b4b by Clément Foucault January 29, 2018, 21:00 (GMT) |
Eevee: Remove unused variable. |
Revision 376d423 by Clément Foucault January 29, 2018, 21:00 (GMT) |
Eevee: Add Z pass render result. |
Revision 0f93d67 by Clément Foucault January 29, 2018, 21:00 (GMT) |
Eevee: Display render button in render panel |
Revision f107af3 by Clément Foucault January 29, 2018, 21:00 (GMT) |
Eevee: Add support for TAA/SuperSampling for final render. |
Revision 8cce339 by Clément Foucault January 29, 2018, 21:00 (GMT) |
Eevee: Add new "render samples" properties. |
Revision ba9a4de by Clément Foucault January 29, 2018, 21:00 (GMT) |
Eevee: Initial Final Render support. TAA / multiple samples is not working at the moment. |
Revision 847613c by Clément Foucault January 29, 2018, 21:00 (GMT) |
Render: Abort operator if there is no render_to_image() function |
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