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Revision cd8909f by Luca Rood
May 17, 2017, 15:27 (GMT)
Fix typo in hair shader view vector
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.
May 17, 2017, 15:23 (GMT)
Fix compilation error in Cycles

Was caused by recent fix with finite checks.

Fixes T51536.
Revision f628cfd by Luca Rood
May 17, 2017, 14:42 (GMT)
Fix T51535: View vector inverting in pespective/ortho
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,
May 17, 2017, 13:06 (GMT)
Eevee: fixed Material UI.
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.
May 17, 2017, 12:51 (GMT)
Fix T51388: Mask moves when zoom is changed in the movie clip editor

Incorrect matrix space for stabilization.
May 17, 2017, 12:37 (GMT)
Fix annoying warning about unused debug var in release builds.
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.
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).
May 17, 2017, 10:31 (GMT)
BMesh: remove duplicate argument for wireframe op
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.
May 17, 2017, 09:21 (GMT)
DWM: reuse position VBO for vpaint select overlay
Revision 11c167f by Luca Rood
May 17, 2017, 09:19 (GMT)
Fix particle system batch_cache on object duplication
May 17, 2017, 09:08 (GMT)
Fix weight-painting out of facemask mode w/ hidden faces

Own error in recent commit
May 17, 2017, 08:35 (GMT)
Fixup on weightpaint shader after rBfabd55a5e9
May 17, 2017, 08:22 (GMT)
Fix T49981: When camera is on inactive layer, it does not evaluate constraints

Second round of fix, was broken by 843be91.
May 17, 2017, 08:21 (GMT)
Clay hair: use builtin reflect function
May 17, 2017, 08:09 (GMT)
DWM: hide hidden verts in weight-paint mode
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