September 6, 2020, 08:42 (GMT) |
Viewport: support dropping object-data to create instances This allows orphan object data for example (meshes, curves, etc) to be dropped into the 3D View from the outliner, creating a new object instance. Previously the only way to do this was to add the same type of object then swap it's data through the ID selector drop-down. |
September 5, 2020, 20:01 (GMT) |
Fix T75827, boolean of non-manifold objects leaves stray edges. Well, this only fixes the example if one uses the new Exact mode, but since that is available, seems fair to call this fixed. Since these were not closed-volume operands, the Exact mode needed some adjustment to the threshold used for "inside-outside" tests for the case of deciding if the cutter is inside the other shape for a Difference. |
September 5, 2020, 16:50 (GMT) |
GLState: Use unsigned long long instead of unsigned long for shifts This fix a compilation warning on msvc. |
September 5, 2020, 16:21 (GMT) |
Cleanup: clang-format |
September 5, 2020, 16:19 (GMT) |
Cleanup: spelling |
September 5, 2020, 16:19 (GMT) |
Makefile: update spell checking targets Update check_spelling targets to match changes to the utility, take an optional CHECK_SPELLING_CACHE argument. |
September 5, 2020, 16:16 (GMT) |
Fix T67265: Status bar is overlapped by workspace layout The issue was that the screen geometry calculations scaled down the areas, but the header would become too small. So it would be upscaled again towards the lower screen edge (where the status-bar is at). Now we do another pass over the geometry calculations, until all areas fit into the screen, or until some rather arbitrary maximum is reached. This fixes the issue for common cases. Extreme cases, with many vertically stashed editors and a too small window to show all, are still not too well supported. Blender keeps working but the status-bar is still overlapped. We could deal with this better but what's there now should be good enough. |
September 5, 2020, 16:16 (GMT) |
Cleanup: Add const to BKE screen function |
September 5, 2020, 16:16 (GMT) |
GLState: Fix compilation warning on MSVC |
September 5, 2020, 16:13 (GMT) |
GLTexture: Fix undefined behavior when binding textures the first time |
September 5, 2020, 15:49 (GMT) |
GLDebug: Trim NVidia debug output These buffer detailed infos are not needed unless going deep into perf. profiling, in which case you can still disable this compile option. This makes user report log much more readable. |
September 5, 2020, 15:49 (GMT) |
GLTexture: Add Feedback loop check The check is better than before as we take into consideration the attached mip level. |
September 5, 2020, 15:49 (GMT) |
Cleanup: GPUFramebuffer: Remove unused variable |
September 5, 2020, 15:49 (GMT) |
GLTexture: Add direct state access support |
September 5, 2020, 15:49 (GMT) |
GLState: Add texture multibind and remove redundant binds |
September 5, 2020, 15:49 (GMT) |
Math Utils: Add bitscan 64bit version |
September 5, 2020, 15:49 (GMT) |
GPUTexture: OCIO: Workaround new missing bind error checking We cannot change the texture bind point since the interface count 4/5 textures to bind. Changing the uniform to avoid one bind make the system thinks one texture is missing. Avoid this by creating a dummy texture and binding it to the empty slot. |
September 5, 2020, 15:49 (GMT) |
GPUDebug: Only enable resource checking in debug mode |
September 5, 2020, 15:49 (GMT) |
Cleanup: GPUTexture: Move debug messages outside of creation function # Conflicts: # source/blender/gpu/intern/gpu_framebuffer.cc |
September 5, 2020, 15:49 (GMT) |
GPUTexture: Change texture creation API This is to modernize the API: - Add meaningful name to all textures (except DRW textures). - Remove unused err_out argument: only used for offscreen python. - Add mipmap count to creation functions for future changes. - Clarify the data usage in creation functions. This is a cleanup commit, there is no functional change. # Conflicts: # source/blender/gpu/GPU_texture.h |
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