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AgeCommit message (Collapse)Author
2018-06-04Tool System: refresh tools after undoCampbell Barton
2018-06-04Cleanup: Hopefully more clear nameSergey Sharybin
2018-06-04DRW: Fix leak from the wireframe drawing.Clément Foucault
2018-06-04Wireframe: Lower line thickness and front color blending.Clément Foucault
2018-06-04Cleanup: redundant headersCampbell Barton
2018-06-04Weight paint: Use helper function to get original meshSergey Sharybin
Makes it one line to get needed mesh, no code duplication. And can easily update asserts and tighten the nuts.
2018-06-04Add utility functions to get different "levels" of evaluated/original meshSergey Sharybin
2018-06-04Depsgraph: Only store original mesh pointer for mesh objectSergey Sharybin
2018-06-04Fix weight paint crashCampbell Barton
The PBVH was referencing runtime custom data which was freed on refresh.
2018-06-04Fix crash when making objects to share same meshSergey 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.
2018-06-04GPU: Fix missing case of new radeon on xorg.Clément Foucault
This was causing issue with shader compilation.
2018-06-04Workbench: 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).
2018-06-04Cleanup: Use proper type for original ID pointerSergey Sharybin
Helps debugging, no need to cast in a debugger.
2018-06-04UI: use subpanels for Cycles, render, scene, object, particle, curves.William Reynish
2018-06-04Merge branch 'master' into blender2.8Bastien Montagne
2018-06-04Fix T55260: load Text File with Python from GUI Button results in 0 UserBastien Montagne
Let's just always ensure user_one when loading text from operator...
2018-06-04Fix selecting bonesCampbell Barton
Own error w/ recent USE_OBJECT_MODE_STRICT
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04 Cleanup: strip trailing space in GPU moduleCampbell Barton
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in Python moduleCampbell Barton
2018-06-04Cleanup: strip trailing space in bmesh moduleCampbell Barton
2018-06-03UI: 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.
2018-06-03Merge branch 'master' into blender2.8Campbell Barton
2018-06-03Cleanup: correct variable name, doxy sectionsCampbell Barton
2018-06-03DRW: Hair: Add additionnal subdivision smoothing support.Clément Foucault
Only use catmull-rom interpolation for now. It's smoother and does not exhibit artifacts.
2018-06-03GPUTexture: Fix memleak in orphaned texture management.Clément Foucault
2018-06-03Merge branch 'master' into blender2.8Campbell Barton
2018-06-03Workbench: Fix memleaks.Clément Foucault
2018-06-03Wireframe: 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.
2018-06-03Cleanup: add argument names to screen callbacksCampbell Barton
2018-06-03DRW: Fix hair disapearing if emitter is culled.Clément Foucault
2018-06-03Workbench: 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.
2018-06-03Merge branch 'master' into blender2.8Campbell Barton
2018-06-03Cleanup: remove blockscale & handlerCampbell Barton
Replace with link_flag, currently unused, needed for dynamic space types which is planned.
2018-06-02Cleanup: -Wswitch warningCampbell Barton
2018-06-02GPU: 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.
2018-06-02DRW: Add uniform name recording in debug mode.Clément Foucault
2018-06-02DRW: Make the Procedural hair update part of the drawmanager.Clément Foucault
Instead of relying on the engine integration which is redundant.
2018-06-02Eevee: Hair: Make SSR works with hairs.Clément Foucault
2018-06-02Eevee: Cleanup unused GhashClément Foucault
2018-06-02Eevee: Add shadow support for hairs.Clément Foucault
2018-06-02Eevee: Hair: Make hairs visible even if the show emitter option is disabled.Clément Foucault
2018-06-02Eevee: 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.
2018-06-02Eevee: CodeStyle: Fix naming and confusion about the hairs vectors.Clément Foucault
2018-06-02--debug-gpu-shader: Dump GLSL shaders to diskDalai 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)
2018-06-02transform_snap_object: Do not use occlusion test when X-Ray is enabled.Germano
2018-06-02Fix 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.