Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
are being added to the bases of the not evaluated view_layer.
But I'm not sure if the flags `BA_WAS_SEL`,` BASE_SELECTED` and `BA_SNAP_FIX_DEPS_FIASCO`(lol XD) should be added to the bases of the not evaluated `view_layer`. This needs to be discussed.
|
|
Although the default behavior is for these objects to be ignored during the snap operation, this should not crash.
|
|
It's not necessary anymore since we assume it's always high quality.
|
|
Was due to non initialized gpu_dof.ratio
|
|
|
|
For some reason 32c5972653041a3423122b5a5ae791ef536b87ed broke display of
solid meshes in workbench.
After some investigation, it seems that the vertex coordinate output is
degenerated even if the input is correct and the matrix too.
Removing dead code seems to fix the problem. So maybe the GLSL preprocessor
is not doing what it should?
|
|
This reverts commit 81a93df6d22c2f148667b9a6e8308e083a4cec39, it is not safe
to handle initialization for startup.blend differently. Instead fix the root
issue of the preview icon data structures not being initialized in time.
|
|
|
|
|
|
|
|
|
|
|
|
This puts the motion path in the same location as the transform gizmo,
which is less confusing especially if you have a custom bone shape where
the tail is not visible.
|
|
|
|
|
|
|
|
Previously it was ptex faces which were subdividing to the same
resolution. This was looking like more details for non-quad faces,
but was also causing discontinuity in the edge where quad touches
non-quad polygon.
Now ptex faces which are coming from non-quad faces are subdivided
at a half of resolution, matching old behavior and solving
discontinuity problem.
|
|
|
|
Move running jobs to the beginning of the row.
Thanks @sergey for reporting
|
|
|
|
Note: Moved doversion of VSE strips uniquename to 2.8 versionning area,
and raised accordingly current file subversion, since that bug also
affected previous 2.8 .blend files...
Conflicts:
source/blender/blenkernel/BKE_blender_version.h
|
|
... or when loading a file when having more windows opened than the file
itself.
|
|
This option is not necessary as it uses as much memory as the mono-chromatic
transmistance.
|
|
We actually still had cases of Meta strip duplication resulting in
non-unique strip names. Quiet surprising this went unoticed for so long. :(
Fixed that bug, and think it was last one (at least, no other case of
SEQ_DUPE_UNIQUE_NAME usage should be broken, I think...), and raised
subversion and updated doversion to run uniquename check on strips on
all previous fileversions.
Note: will have to do that again when merging in 2.8...
|
|
GPU_LINEAR is there for shadow font blurring, the real issue was lack of
rounding for the batch offset.
|
|
multiple objects.
- Use the object referenced in `BMEditMesh` as the `ghash` key to save the bvhtrees in cache;
- Create a boundbox around edit_mesh to test the snap before creating bvhtree;
- Save the `edit_mesh`s bvhtree in the mesh bvh_cache;
This is a part of the D3504.
|
|
|
|
|
|
|
|
Changed code to follow master behavior closer: ignore draw-as checks
when particles are evaluating for rendering.
|
|
The issue was caused by Render Single Layer option enabled, which is
very handy for artists work, so they can hit F12 and see view layer
they are currently working in a final rendered state. This saves a lot
of time since all the "non-interesting" objects are ignored for such
iterations.
However, for the render farm we need to render view layers which are
explicitly set for render, and ignore active view layer.
Reasonable solution seems to be to ignore the Render Single Layer
option when rendering from the command line. It is really something
more like UI behavior option.
|
|
We can not support animation of those flags reliably in the pipeline, so just
mark them as non-animatable.
|
|
|
|
Alt+E to include.
|
|
|
|
pointed out by anchpop on irc.
|
|
Match Cycles behaviour of scalling the SSS radius and don't interpolate
between diffuse and SSS result.
|
|
|
|
We just reset the temporal sampling and avoid using the previous frame
for SSR at all.
|
|
|
|
|
|
|
|
The id was free after each size.
We now only free after the job has finished.
|
|
|
|
Like in cycles it's a bit more slower than linear but it's smoother.
Works for all projection type.
|
|
Add placeholder for cubic and smart filtering for now.
|
|
Blending was done in srgb space and was not matching cycles.
Optimized by using less branches and more vector operations.
|