May 17, 2017, 15:27 (GMT) |
Fix typo in hair shader view vector |
Revision c4d122e by Sergey Sharybin May 17, 2017, 15:26 (GMT) |
Cycles: Optimize expansion of headers in the source Use smarter check of where the file is coming from instead of attempting to replace same source twice with different settings. Brings down processing time from 3.6sec to 1.8sec. |
Revision 9a91044 by Sergey Sharybin May 17, 2017, 15:23 (GMT) |
May 17, 2017, 14:42 (GMT) |
Fix T51535: View vector inverting in pespective/ortho |
Revision 1d49205 by Sergey Sharybin May 17, 2017, 13:29 (GMT) |
Fix T51529: Black boxes on a denoising render when using a .exr image as a environmental texture It is caused by NaN value in the input texture. Now we check for all the pixels having proper finite values. Should also help here in the studio, |
Revision a56c80c by Clément Foucault May 17, 2017, 13:06 (GMT) |
Eevee: fixed Material UI. |
Revision cc2755b by Sergey Sharybin May 17, 2017, 13:06 (GMT) |
Revert "Cycles: Fix wrong shading on GPU when background has NaN pixels and MIS enabled" This reverts commit 581c81901363176b1ce775472ea7c9f97ee504a9. Seems we do need to do finite check early on, this is incoming. |
Revision 47f8459 by Sergey Sharybin May 17, 2017, 12:51 (GMT) |
Fix T51388: Mask moves when zoom is changed in the movie clip editor Incorrect matrix space for stabilization. |
Revision 1693d7d by Bastien Montagne May 17, 2017, 12:37 (GMT) |
Fix annoying warning about unused debug var in release builds. |
Revision d0ceb18 by Bastien Montagne May 17, 2017, 12:33 (GMT) |
DwM: Armature: fix bone distance outline drawing. This indeed needed its own draw pass, thank to @fclem for the hints! Also fixes a stupid mistake in bones head/tail coloring. |
Revision 3c799ba by Bastien Montagne May 17, 2017, 10:34 (GMT) |
DwM: Armature: Add distance outline and wire drawing of envelope bones. This is not complete, it does not implement 3D solid drawing of envelope bones. 2D wire is hence always drawn for now. Some notes: I did not try to implement the 'capsule' approach suggested by @fclem, because: 1. I spent enough time on this already, and finally got something working. 2. I managed to get rid of geometry shader completely. 3. Current approach allows us to use same shader for distance outline and envelope wire. It's working fine, except for one glitch - superpositions of envelope outlines do not work as expected, not sure what's wrong here, tried to disable zbuff, enable GL_BLEND, no luck so far... I think we need our own 'background' drawpass to get them working (also to avoid them drawing over the wire lines). |
Revision f674bc9 by Campbell Barton May 17, 2017, 10:31 (GMT) |
BMesh: remove duplicate argument for wireframe op |
Revision 40e6f65 by Hristo Gueorguiev May 17, 2017, 10:24 (GMT) |
Fix T50937: baking with OpenCL and CPU have slightly different brightness OpenCL baking with SSS and Volume are not supported. |
Revision c104b7b by Campbell Barton May 17, 2017, 09:21 (GMT) |
DWM: reuse position VBO for vpaint select overlay |
May 17, 2017, 09:19 (GMT) |
Fix particle system batch_cache on object duplication |
Revision a769c4a by Campbell Barton May 17, 2017, 09:08 (GMT) |
Fix weight-painting out of facemask mode w/ hidden faces Own error in recent commit |
Revision c8e96a8 by Dalai Felinto May 17, 2017, 08:35 (GMT) |
Fixup on weightpaint shader after rBfabd55a5e9 |
Revision 24676b5 by Sergey Sharybin May 17, 2017, 08:22 (GMT) |
Revision fca52c4 by Dalai Felinto May 17, 2017, 08:21 (GMT) |
Clay hair: use builtin reflect function |
Revision fabd55a by Campbell Barton May 17, 2017, 08:09 (GMT) |
DWM: hide hidden verts in weight-paint mode |
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