Lubos Lenco
44f08a16ae
Merge pull request #2141 from MoritzBrueckner/instancing-fix
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Fix writing to gl_Position before instancing code
2021-03-27 09:03:08 +01:00
Moritz Brückner
de8073732a
Replace ' and " characters in asset names
2021-03-27 00:30:05 +01:00
Moritz Brückner
420033c86d
Add API to set Nishita density parameters
2021-03-26 20:59:26 +01:00
Moritz Brückner
845d2aff93
Use switch/case for uniform links
2021-03-26 15:39:18 +01:00
Lubos Lenco
8118733474
Merge pull request #2139 from Naxela/master
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Add map range node, vector rotate node, missing math operations and blackbody node
2021-03-26 08:24:41 +01:00
Moritz Brückner
8d812548c4
Use 2D LUT for Nishita skies
2021-03-25 23:29:34 +01:00
Moritz Brückner
05c14238f2
shader.py: add API to set texture params
2021-03-25 23:03:08 +01:00
Moritz Brückner
24093d15df
Fix writing to gl_Position before instancing code
2021-03-25 22:02:59 +01:00
Alexander Kleemann
930b2968fa
Include cycles glsl functions for vector rotation
2021-03-24 10:20:05 +01:00
Alexander Kleemann
6e0bfa272c
Remove float parsing
2021-03-24 10:13:46 +01:00
Alexander Kleemann
dfe1a49f85
Implement the remaining 16 math node operations
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Math node is now fully supported
2021-03-23 22:02:25 +01:00
Alexander Kleemann
0cc2ea4491
Add map range and vector rotate to node parser dictionary
2021-03-23 21:58:46 +01:00
Alexander Kleemann
5c1f8fe128
Implement vector rotate node
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Should now be fully supported
2021-03-23 21:56:14 +01:00
Alexander Kleemann
07741abc55
Implement map range node
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Map range node should now be fully supported
2021-03-23 21:53:24 +01:00
Alexander Kleemann
362fffa408
Reimplement blackbody node from python to GLSL
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Should now work with changing values
2021-03-23 21:51:28 +01:00
Lubos Lenco
fb56d85d02
Merge pull request #2138 from Naxela/blender2.9
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[Blender 2.9] Fix material translucency in Blender 2.9+
2021-03-23 12:30:34 +01:00
Alexander Kleemann
eb6d23fab3
Fix material translucency in Blender 2.9+
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The extra input node in the principled is now taken into consideration
2021-03-22 20:26:01 +01:00
Lubos Lenco
dc81aca823
Merge pull request #2137 from N8n5h/tangent-error
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Show error in the UI for tangent calculation error instead of just crashing to blender UI
2021-03-22 08:39:12 +01:00
Lubos Lenco
d88d2320ed
Merge pull request #2135 from N8n5h/physics-2
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Expose the exported rigid body type to the UI to make rb less confusing
2021-03-21 13:03:34 +01:00
N8n5h
7851abc491
Clear error count after building again
2021-03-20 21:26:05 -03:00
Lubos Lenco
54fcd49c27
Merge pull request #2134 from QuantumCoderQC/patch-1
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Make description of logic node more precise
2021-03-20 09:58:36 +01:00
Lubos Lenco
451e3484f0
Merge pull request #2133 from Naxela/blender2.9
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[Blender 2.9] Ready lightmapper for the transition to the next Blender LTS
2021-03-20 09:58:04 +01:00
Lubos Lenco
8df7f66872
Merge pull request #2131 from N8n5h/physics
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Modified UI for collision filter props_collision_filter_mask
2021-03-19 19:07:33 +01:00
N8n5h
57660631b5
Log errors and show them in the blender UI
2021-03-19 11:39:06 -03:00
N8n5h
d4463a3611
Catch tangent n-gon error to properly show it to the user
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Instead of just letting it crash whenever the users hits play.
2021-03-19 10:22:01 -03:00
N8n5h
a778460d28
Expose the exported rigid body type to the UI to make rb less confusing
2021-03-18 22:52:08 -03:00
QuantumCoderQC
255921b9ee
Make description of logic node more precise
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The OnVolumeTrigger node does not required a RigidBody.
2021-03-18 21:34:59 +01:00
Alexander Kleemann
5fe816d16a
Add in-menu option for OpenCV installation
2021-03-18 19:25:02 +01:00
Alexander Kleemann
ef8fb21536
Update lightmapper to Blender 2.9+
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Finalized update to support Blender 2.9+ as well as new features, fixes and more stability
2021-03-18 18:49:30 +01:00
Lubos Lenco
4b593af4ee
Merge pull request #2129 from knowledgenude/master
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Fix clamp node
2021-03-18 11:49:15 +01:00
N8n5h
ca2c3e151a
Modified UI for collision filter props_collision_filter_mask
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* Moved to collision filter mask panel under armory props to keep UI
more tidy.
* Moved the `arm_rb_collision_filter_mask` property out of the
props_collision_filter_mask to be with the rest of the properties.
* Changed name and description of collision filter mask to be more
consistent with the existing rigid body UI.
2021-03-17 20:28:26 -03:00
knowledgenude
1ad1d564bd
Fix clamp node
2021-03-16 18:27:42 -03:00
Lubos Lenco
7d78e01bb4
Merge pull request #2128 from N8n5h/light-fix-2
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Fix shadows not working when there are lights present with cast_shadow=false
2021-03-16 08:28:19 +01:00
Lubos Lenco
95af8f2f77
Merge pull request #2127 from N8n5h/light-fix-mobile
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Fix shadow rendering for point and spot lights for deferred and forward mobile
2021-03-16 08:24:49 +01:00
Lubos Lenco
71a5ac6f6e
Merge pull request #2126 from MoritzBrueckner/trait-props
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Make `@prop` recognition more robust
2021-03-15 13:45:02 +01:00
N8n5h
c7211542b4
Make pointLightData work with lights with cast_shadow=false
2021-03-14 23:21:02 -03:00
N8n5h
7463de6140
Add cast_shadow to lightArray data
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This was done to undo the hardcoded nature of "receiveShadows", which
doesn't play nice when you have multiple lights of the same type and
one or several have cast_shadow set to false.
By simply "passing" the cast_shadow parameter within the lightArray it
was possible to detect lights that don't cast shadows before actually
wasting gpu cycles to render shadows with garbage data.
Support for deferred desktop and mobile, and forward was added.
2021-03-14 23:20:57 -03:00
N8n5h
efcef7dd25
Fix shadow rendering for deferred and forward mobile
2021-03-14 22:04:47 -03:00
Lubos Lenco
26c29fe15e
Merge pull request #2125 from N8n5h/light-fix-2
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Fix light visual artifact when close to the camera
2021-03-14 16:44:43 +01:00
Moritz Brückner
b7fef30b70
Further improve handling of final trait props
2021-03-14 15:50:27 +01:00
Moritz Brückner
4ad68304e5
Improve @prop
warning messages
2021-03-13 21:22:42 +01:00
Moritz Brückner
7d9c6ce7c7
Make @prop recognition much more robust
2021-03-13 21:12:12 +01:00
N8n5h
404a1248a1
Make clusterNear be the same as in LightObject
2021-03-13 13:30:25 -03:00
N8n5h
8e972f75fd
Fix light visual artifact when close to the camera
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This fixes a current problem with lights that occurs when getting too
close to the camera. The issue is related to the clustering algorithm
and cluster near.
Cluster near explanation:
Because of the logarithmic nature of how the Z slice is calculated,
clusters slices get "burned" too quickly at the start of the frustum,
which is not ideal. To aid this, and offset is applied to the start of
the cluster frustum, and that is clusterNear.
Cluster near solves that problem but creates another one: There is a gap
between the near plane and the cluster near offset that gets completely
ignored when calculating. And this results in the visual artifact of
slices not being affected by light whatsoever.
The proposed solution is make the gap resolve to the first slice of Z
clusters.
2021-03-13 13:30:19 -03:00
Moritz Brückner
5f55b00710
Begin with Nishita LUT implementation for better performance
2021-03-11 23:16:44 +01:00
Lubos Lenco
b1a412cfc7
Merge pull request #2124 from Naxela/master
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Fix for material NoneType and fix for Blender exit error
2021-03-11 14:03:49 +01:00
Alexander Kleemann
e5d6c47e3e
Fix Blender exit error (Keymap winman hangs)
2021-03-10 20:49:51 +01:00
Alexander Kleemann
4009d9d3fe
Fix for an error with NoneType materials
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Solves an error where an unallocated material slot caused a bug
2021-03-10 20:48:46 +01:00
Lubos Lenco
7c56ee9304
Merge pull request #2122 from N8n5h/light-fix
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Fix forward+single atlas failing to compile with just 1 light
2021-03-03 08:26:38 +01:00
Lubos Lenco
70c46407c3
Merge pull request #2120 from N8n5h/light-fix-2
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Fix shadow artifacts for HTML5 with shadow map atlas
2021-03-03 08:24:04 +01:00