Revision eb75973 by Campbell Barton July 13, 2017, 09:23 (GMT) |
Correct error from texface removal Missed stencil layer |
Revision a3240df by Campbell Barton July 13, 2017, 09:02 (GMT) |
Always using full shading for eevee + sculpt mode Also disable for dyntopo & multires since its currently not supported. |
Revision 86b7698 by Campbell Barton July 13, 2017, 07:17 (GMT) |
Merge branch 'master' into blender2.8 |
Revision e656dcd by Campbell Barton July 13, 2017, 04:29 (GMT) |
Revision d3f7b04 by Campbell Barton July 13, 2017, 04:08 (GMT) |
Fix T51100: Vertex pick fails after extrude |
Revision ffea772 by Germano Cavalcante July 12, 2017, 23:45 (GMT) |
Merge branch 'master' of git@git.blender.org:blender.git into blender2.8 |
Revision 2771f60 by Germano Cavalcante July 12, 2017, 23:43 (GMT) |
Snap System: remove unused function |
Revision b4988d0 by Campbell Barton July 12, 2017, 15:53 (GMT) |
DwM: Option to use final material over mode shading Support using full material shading in sculpt & paint modes mode. Access 'Full Shading' from the display panel when in paint modes. |
Revision 95a7a0a by Campbell Barton July 12, 2017, 15:48 (GMT) |
Gawain: add GWN_vertbuf_clear Needed to clear the buffer without freeing. |
Revision 5ee5c59 by Campbell Barton July 12, 2017, 13:12 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 457596d by Campbell Barton July 12, 2017, 13:05 (GMT) |
BMesh: move safe loop-normal-calc to own function This makes sense when we want to avoid float precision error for near co-linear edges. OTOH, this is an arbitrary decision, so keep functions separate. |
Revision 59b9312 by Bastien Montagne July 12, 2017, 09:49 (GMT) |
Merge branch 'master' into blender2.8 |
Revision e5ee6cb by Sergey Sharybin July 12, 2017, 09:08 (GMT) |
Depsgraph: Remove meaningless comment We are already on the new depsgraph only for quite some time now. |
Revision 8716411 by Mai Lavelle July 12, 2017, 08:40 (GMT) |
Cycles: Enable SSS from Principled BSDF only when actually in use This gives speed up for the split kernel in scenes using the principled BSDF but without subsurface scattering. |
Revision 8603424 by Campbell Barton July 12, 2017, 03:53 (GMT) |
Cleanup: unused vars |
Revision 0837d19 by Campbell Barton July 12, 2017, 03:53 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 1f933c9 by Mai Lavelle July 12, 2017, 03:41 (GMT) |
Cycles: Fix comparison in principled BSDF Could have lead to black pixels. |
Revision 29ec0b1 by Brecht Van Lommel July 11, 2017, 20:39 (GMT) |
Fix T52027: OSL getattribute() crash, when optimizer calls it before rendering. |
Revision ac76a3c by Germano Cavalcante July 11, 2017, 20:06 (GMT) |
Merge branch 'master' of git@git.blender.org:blender.git into blender2.8 |
Revision 3f39719 by Germano Cavalcante July 11, 2017, 20:03 (GMT) |
Fix [T51595]: Snap to edge does not work with high zoom level That problem occurs because of the imprecision of `short int` (16 bits). The 3d coordinates are converted to 2d, and when they are off the screen, their values can exceed 32767! (max short int value) One quick solution is to use float instead of short The snap code is actually a little tricky. I want to make some arithmetic simplifications in it |
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