Revision 216d786 by Clément Foucault August 18, 2020, 19:30 (GMT) |
GPUShader: GL backend isolation |
Revision df28d2c by Clément Foucault August 18, 2020, 19:30 (GMT) |
Cleanup: GPU: Replace Batch uniform by shader uniform using macro This is a first step into removing uniforms from GPU_batch and Imm. |
Revision d5b5b22 by Clément Foucault August 18, 2020, 19:29 (GMT) |
UI: Fix protential stray GPU state preventing correct drawing Fix potential issue with nodetree introduced in rB47c6f41b8926. |
Revision b8b56ee by Germano Cavalcante August 18, 2020, 17:08 (GMT) |
BLI_kdopbvh: Adjust epsilon according to the axis This corrects the overlap detection for cloths since in this case kdop26 is used and epsilon represents the distance. |
Revision 80face1 by Jacques Lucke August 18, 2020, 15:40 (GMT) |
Depsgraph: simplify DEG_evaluate_* API This mainly removes the bmain argument, which can be retrieved from the graph itself. Also, I removed some outdated/unnecessary comments. Reviewers: sergey, sybren Differential Revision: https://developer.blender.org/D8614 |
Revision c2f0522 by Pablo Dobarro August 18, 2020, 15:16 (GMT) |
Sculpt: Enable Cloth Simulation Target for Pose and Boundary This adds a new brush property called "Deformation Target" which controls how the brush deformations is going to affect the mesh data. By default is set to Geometry, which makes the brushes displace the vertices. When set to Cloth Simulation, the deformation of the brush is applied to the cloth solver constraints, so the simulation is responsible to apply the final deformation. This allows to add cloth simulation effects to other sculpt tools with minor modifications to their code. This patch enables Cloth Simulation deformation target for Pose and Boundary brushes, which are tools that are already designed to work in low poly counts and produce large deformations. This allows creating the most common cloth effects, like bending and compressing folds, without relying on collisions. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8578 |
Revision bedd6f9 by Pablo Dobarro August 18, 2020, 15:04 (GMT) |
Sculpt: Erase Displacement Mesh Filter Same concept as the Multires Displacement Eraser Brush but implemented as a mesh Filter. This allows to delete the displacement of an entire area uniformly. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8608 |
Revision 0957189 by Pablo Dobarro August 18, 2020, 14:56 (GMT) |
Sculpt: Enhance Details Mesh Filter Exact same operation as D8509, implemented as a Mesh Filter. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8510 |
Revision 55087b8 by Clément Foucault August 18, 2020, 14:15 (GMT) |
Cleanup: Node: Use checker shader for preview background Removes many drawcalls which might have slowdown the UI. |
Revision 3e5431f by Pablo Dobarro August 18, 2020, 14:14 (GMT) |
Sculpt: Invert Smooth to Enhance Details This enables the invert mode in the smooth brush as Enhance Details. The operation is similar to the Sharpen Filter intensify details parameter, which consist in applying the laplacian smooth displacement in the opposite direction calculated using the original coordinates. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8509 |
Revision 872efd8 by Clément Foucault August 18, 2020, 14:04 (GMT) |
Merge branch 'blender-v2.90-release' # Conflicts: # source/blender/editors/space_node/node_draw.c # source/blender/editors/space_sequencer/sequencer_draw.c |
Revision b3b67a6 by Antonio Vazquez August 18, 2020, 13:59 (GMT) |
Fix compiler error in MSVSC Introduced in: rB20a8edaa725ddbae16179d2f7cea88c097c61615 It broke building on windows, initializing a static may not be done with a function in C. |
Revision 5195d34 by Sybren A. Stüvel August 18, 2020, 13:53 (GMT) |
Fix T79714: Projecting texture from camera fails The evaluated mesh is now only recomputed when the required data layers are missing. Previously the evaluated mesh was re-evaluated incorrectly, which caused the stippled result and the failing assert. Since now only the evaluated mesh is used, and never a temporary mesh, there is also no more need to keep track of whether the mesh needs freeing or not. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8574 |
Revision 6a4f5e6 by Jacques Lucke August 18, 2020, 13:51 (GMT) |
Depsgraph: simplify build API Reviewers: sergey, sybren Differential Revision: https://developer.blender.org/D8611 |
Revision 47c6f41 by Clément Foucault August 18, 2020, 13:50 (GMT) |
Fix T77564: VSE (and compositor background) lost stereoscopy preview Issue introduced on fe045b2b77dc6d7f0b552619fe824b496d34db6c. Since the stereoscopy compositing (anaglyph, ...) is only done for viewports the VSE preview and compositor need to use viewports. Reviewed by: dfelinto Differential Revision: https://developer.blender.org/D8472 |
Revision d9f7cbb by Jacques Lucke August 18, 2020, 13:45 (GMT) |
Cleanup: remove bmain argument from BKE_scene_graph_update_for_newframe Reviewers: sergey Differential Revision: https://developer.blender.org/D8613 |
Revision f653a4f by Jacques Lucke August 18, 2020, 13:41 (GMT) |
Cleanup: remove outdated comments |
Revision 2922f9b by Jacques Lucke August 18, 2020, 13:40 (GMT) |
Cleanup: remove TimeSourceNode->cfra which is never read |
Revision 2e90815 by Clément Foucault August 18, 2020, 13:39 (GMT) |
Fix T77564: VSE (and compositor background) lost stereoscopy preview Issue introduced on fe045b2b77dc6d7f0b552619fe824b496d34db6c. Since the stereoscopy compositing (anaglyph, ...) is only done for viewports the VSE preview and compositor need to use viewports. Reviewed by: dfelinto Differential Revision: https://developer.blender.org/D8472 |
Revision 63998d3 by Jacques Lucke August 18, 2020, 13:32 (GMT) |
Cleanup: remove unused TimeSourceNode->offset |
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