Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-06-04 | Tool System: refresh tools after undo | Campbell Barton | |
2018-06-04 | Cleanup: Hopefully more clear name | Sergey Sharybin | |
2018-06-04 | DRW: Fix leak from the wireframe drawing. | Clément Foucault | |
2018-06-04 | Wireframe: Lower line thickness and front color blending. | Clément Foucault | |
2018-06-04 | Cleanup: redundant headers | Campbell Barton | |
2018-06-04 | Weight paint: Use helper function to get original mesh | Sergey Sharybin | |
Makes it one line to get needed mesh, no code duplication. And can easily update asserts and tighten the nuts. | |||
2018-06-04 | Add utility functions to get different "levels" of evaluated/original mesh | Sergey Sharybin | |
2018-06-04 | Depsgraph: Only store original mesh pointer for mesh object | Sergey Sharybin | |
2018-06-04 | Fix weight paint crash | Campbell Barton | |
The PBVH was referencing runtime custom data which was freed on refresh. | |||
2018-06-04 | Fix crash when making objects to share same mesh | Sergey Sharybin | |
Make it more reliable and predictable way of getting pointer to an original mesh which came from copy-on-write engine. Related change: made it (hopefully) more clear name for flags. | |||
2018-06-04 | GPU: Fix missing case of new radeon on xorg. | Clément Foucault | |
This was causing issue with shader compilation. | |||
2018-06-04 | Workbench: Shadows: Fix the remaining fail case. | Clément Foucault | |
Non-manifold geom was producing inverted result when the camera was inside the shadow volume. When rendering non manifold geometry with the depth fail method, we need to emit the cap as if it was the same geometry with a virtual thickness. Another way to view it is to imagine having a set of non-manifold geometry all facing the light. So for every tri we emit a front cap oriented toward the light and the back cap pointing away from it (whatever the actual orientation of the tri). Extrusion pass stay the same as the depth pass method (double the increment if it's a manifold edge). | |||
2018-06-04 | Cleanup: Use proper type for original ID pointer | Sergey Sharybin | |
Helps debugging, no need to cast in a debugger. | |||
2018-06-04 | UI: use subpanels for Cycles, render, scene, object, particle, curves. | William Reynish | |
2018-06-04 | Merge branch 'master' into blender2.8 | Bastien Montagne | |
2018-06-04 | Fix T55260: load Text File with Python from GUI Button results in 0 User | Bastien Montagne | |
Let's just always ensure user_one when loading text from operator... | |||
2018-06-04 | Fix selecting bones | Campbell Barton | |
Own error w/ recent USE_OBJECT_MODE_STRICT | |||
2018-06-04 | Merge branch 'master' into blender2.8 | Campbell Barton | |
2018-06-04 | Cleanup: strip trailing space in editors | Campbell Barton | |
2018-06-04 | Merge branch 'master' into blender2.8 | Campbell Barton | |
2018-06-04 | Cleanup: strip trailing space in GPU module | Campbell Barton | |
2018-06-04 | Merge branch 'master' into blender2.8 | Campbell Barton | |
2018-06-04 | Cleanup: strip trailing space in Python module | Campbell Barton | |
2018-06-04 | Cleanup: strip trailing space in bmesh module | Campbell Barton | |
2018-06-03 | UI: add subpanel support. | Brecht Van Lommel | |
In the Python API, any panel becomes a subpanel by setting bl_parent_id to the name of the parent panel. These subpanels can contain advanced or less commonly used settings. | |||
2018-06-03 | Merge branch 'master' into blender2.8 | Campbell Barton | |
2018-06-03 | Cleanup: correct variable name, doxy sections | Campbell Barton | |
2018-06-03 | DRW: Hair: Add additionnal subdivision smoothing support. | Clément Foucault | |
Only use catmull-rom interpolation for now. It's smoother and does not exhibit artifacts. | |||
2018-06-03 | GPUTexture: Fix memleak in orphaned texture management. | Clément Foucault | |
2018-06-03 | Merge branch 'master' into blender2.8 | Campbell Barton | |
2018-06-03 | Workbench: Fix memleaks. | Clément Foucault | |
2018-06-03 | Wireframe: Optimization for intel GPUs. | Clément Foucault | |
Intel GPU take more advantage of the geometry shader than other vendors. Using a simple geom shader approach in this case is more performant. | |||
2018-06-03 | Cleanup: add argument names to screen callbacks | Campbell Barton | |
2018-06-03 | DRW: Fix hair disapearing if emitter is culled. | Clément Foucault | |
2018-06-03 | Workbench: Rework hair support. | Clément Foucault | |
Now hairs are shaded properly in workbench and support texturing. I also added a 10% random normal direction per hair to have a bit more variation in the shading. This is hardcoded for now. | |||
2018-06-03 | Merge branch 'master' into blender2.8 | Campbell Barton | |
2018-06-03 | Cleanup: remove blockscale & handler | Campbell Barton | |
Replace with link_flag, currently unused, needed for dynamic space types which is planned. | |||
2018-06-02 | Cleanup: -Wswitch warning | Campbell Barton | |
2018-06-02 | GPU: Fix texture being freed in threads without ogl context bound. | Clément Foucault | |
This is a dirty fix. A bit more cleaner approach would be to check if a context is bound and delay the deletion only in this case. Also we may want to do this orphan deletion at some other places than wm_window_swap_buffers. | |||
2018-06-02 | DRW: Add uniform name recording in debug mode. | Clément Foucault | |
2018-06-02 | DRW: Make the Procedural hair update part of the drawmanager. | Clément Foucault | |
Instead of relying on the engine integration which is redundant. | |||
2018-06-02 | Eevee: Hair: Make SSR works with hairs. | Clément Foucault | |
2018-06-02 | Eevee: Cleanup unused Ghash | Clément Foucault | |
2018-06-02 | Eevee: Add shadow support for hairs. | Clément Foucault | |
2018-06-02 | Eevee: Hair: Make hairs visible even if the show emitter option is disabled. | Clément Foucault | |
2018-06-02 | Eevee: Add support for hair random property. | Clément Foucault | |
Do note that it does not match cycles implementation. Also we could precompute the hash per strand before rendering but that would suggest it's not per engine specific. If we make the random value internal to blender then it won't be a matter because other renderers will have access to the same value. | |||
2018-06-02 | Eevee: CodeStyle: Fix naming and confusion about the hairs vectors. | Clément Foucault | |
2018-06-02 | --debug-gpu-shader: Dump GLSL shaders to disk | Dalai Felinto | |
This is really convenient for development. Either for profiling the generated shaders or to check if the generated code is correct. It writes the shaders to the temporary blender session folder. (ported over from blender2.8) | |||
2018-06-02 | transform_snap_object: Do not use occlusion test when X-Ray is enabled. | Germano | |
2018-06-02 | Fix inaccuracy of SCREEN_OT_area_split when snap to midpoint and adjacent. | Germano | |
By default when moving a edge of the screen it always snaps to an invisible grid with unit of 4 pixels. This was also affecting the snap to the midpoint and adjacent. The solution was to make the snap to areagrid optional and use values of `origmin` and `origsize` that match the transformations in screen_edit.c. |