Revision dba6e17 by Sybren A. Stüvel April 26, 2017, 08:42 (GMT) |
Alembic import: added unit test for mesh deformation. |
Revision 3dc6528 by Bastien Montagne April 26, 2017, 08:11 (GMT) |
Merge branch 'master' into blender2.8 |
Revision ab168f6 by Campbell Barton April 26, 2017, 08:08 (GMT) |
Remove show_backface_culling check in select engine May add back so selection engine can read backface cull state from from different engines. |
Revision 9623d93 by Sergey Sharybin April 26, 2017, 08:00 (GMT) |
Cycles: Fix access undefined macro on non-MSVC compiler Also rremove trailing whitespace. |
Revision 3f91567 by Campbell Barton April 26, 2017, 07:42 (GMT) |
Cleanup: draw engine - use DRW_engine prefix for engine types. - use engine suffix for files that define a draw engine. - remove engines from include path (they're only referenced once) |
Revision bfc2043 by Campbell Barton April 26, 2017, 07:25 (GMT) |
Draw Manager: add select engine This does very little currently, but allows changing behavior for selection drawing in the future. |
Revision de0d3ec by Campbell Barton April 26, 2017, 06:52 (GMT) |
Allow new selection in eevee & blender draw modes |
Revision 5634763 by Campbell Barton April 26, 2017, 06:12 (GMT) |
Draw Manager: armature editmode selection |
Revision 82686f0 by Clément Foucault April 25, 2017, 21:51 (GMT) |
Eevee: World default shader. - Use uniform color world for the world probe. - Refactored the Fresnel expression to be better with Area Lights. - Squared the roughness for default materials. |
Revision bb75b0b by Clément Foucault April 25, 2017, 21:51 (GMT) |
Eevee: Disable shadow rendering until we get proper update scheduling. Performance is quickly getting poor when you have lights otherwise. |
Revision 7bc637a by Clément Foucault April 25, 2017, 21:51 (GMT) |
Eevee: Fix Square light with non uniform scale. |
Revision 0f2d0ff by Ray molenkamp April 25, 2017, 20:21 (GMT) |
workaround for T50176 This works around a long outstanding issue T50176 with cycles on msvc2015/x86 . root cause is still unknown though,feels like a game of whack'a'mole Reviewers: sergey, dingto Subscribers: Blendify Tags: #cycles Differential Revision: https://developer.blender.org/D2573 |
Revision d8e8351 by Campbell Barton April 25, 2017, 18:59 (GMT) |
Draw Manager: support for selection using engines Needed to remove old draw code entirely. Object mode selection support, pose and armature still need to be added. Enabled when 'use_modern_viewport' is set. |
Revision e91dc3a by Hristo Gueorguiev April 25, 2017, 18:10 (GMT) |
Cycles: use safe compiler flags for OpenCL. Using -cl-fast-relaxed-math assumes no NaN/Inf values in any expression. This causes problems on overflow, division by zero, square root of negative number. Comparisons with NaN or infinite value are affected as well. This patch causes <2% slowdown on benchmark scenes. Fix T50985: Rendering volume scatter with GPU OpenCL comes to an halt after a few seconds |
Revision 9d26e32 by Hristo Gueorguiev April 25, 2017, 18:08 (GMT) |
Workaround for AMD GPU OpenCL compiler. |
Revision 041a502 by Clément Foucault April 25, 2017, 16:47 (GMT) |
Eevee: Make default shaders works. - Added New Batch cache routine to get the split mesh for each material. (optimization needed) - Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish) |
Revision 00f5c62 by Dalai Felinto April 25, 2017, 16:44 (GMT) |
Outliner: Re-build depsgraph when reordering collections Otherwise if we create a new collection, and drag a collection into it we either get a crash, or at the very least we dont get the visibility flags correct. |
Revision 973f494 by Dalai Felinto April 25, 2017, 16:03 (GMT) |
Render API: Rename render > render_to_image; view_draw > render_to_view This is part of the new draw manager design. Any engine (even clay, eevee, ...) should be able to draw to the viewport, as well as render to an image directly. Changing the API names to conform to that. |
Revision 4122eeb by Dalai Felinto April 25, 2017, 16:03 (GMT) |
Cycles: Use depsgraph instead of layers |
Revision 05243a6 by Dalai Felinto April 25, 2017, 16:03 (GMT) |
Depsgraph: Store Scene in depsgraph struct This way we can retrieve the scene from depsgraph that were not created from a G.main (e.g., when doing material thumbnail preview render). |
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