Revision ca0d4d9 by Hans Goudey (property-search-ui-v2) September 2, 2020, 16:15 (GMT) |
Merge branch 'master' into property-search-ui-v2 |
September 2, 2020, 15:34 (GMT) |
UI: Use property split layout for add torus operator Continuing the work from D8326, this commit adds a property split layout to the add torus operator. It also puts the properties common to all object add operators at the bottom for consistency. Differential Revision: https://developer.blender.org/D8748 |
September 2, 2020, 15:32 (GMT) |
Fix unused variable warning on Windows with WITH_INPUT_IME disabled |
September 2, 2020, 15:19 (GMT) |
Cycles: Support WITH_CYCLES_NATIVE_ONLY with MSVC This change enables the developer option `WITH_CYCLES_NATIVE_ONLY` for MSVC. This allows a developer to just build the cycles CPU kernel for their specific system rather than all kernels, speeding up development. Other platforms have had this option for years, but MSVC lacks the compiler switch to target the host architecture hence it always build all kernels. This change uses a small helper program to detect the required flags. Only AVX/AVX2 are tested, for the following reasons - SSE2 is enabled by default and requires no flags - SSE3/4 have no specific build flags for msvc - AVX512 is not yet supported by cycles Differential Revision: https://developer.blender.org/D8775 Reviewed by: brecht, sergey |
September 2, 2020, 15:19 (GMT) |
Cleanup: Clang-format |
September 2, 2020, 14:39 (GMT) |
UI: Keep track of button's relationship with label buttons This is needed for property search where we want to highlight a button's label if it matches the search filter. Otherwise the button itself is highlighted but it has no idea what label to highlight. This is especially important because of the use of property split layouts where the label is almost always outside of the button in a separate column. The additional logic in the layout code isn't ideal, but I think this is generally a good thing to keep track of. For example, another use for this could be adding a highlight to a buttons label on mouseover. Differential Revision: https://developer.blender.org/D8783 |
September 2, 2020, 14:31 (GMT) |
Cleanup: Correction to previous cleanup commit I somehow undid these changes again before committing, sorry for the noise... |
September 2, 2020, 14:26 (GMT) |
Cleanup: Correct argument names in comment Names were changed in 66b12ef4ab94, but the comment wasn't updated. |
September 2, 2020, 13:03 (GMT) |
Fix T80159: Custom Normals Averaging crash after clearing custom split normals data Clearing custom split normals would get rid of the CD_CUSTOMLOOPNORMAL layer - but editing data `lnor_spacearr` would be kept. Adding a CD_CUSTOMLOOPNORMAL layer (if none exists yet) should be done in `edbm_average_normals_exec` / `BKE_editmesh_lnorspace_update` / `BM_lnorspace_update` / `BM_lnorspacearr_store`. The thing is that if the editing data `lnor_spacearr` would still be valid after `Clear Custom Split Normals Data`, blender would happily call `BM_lnorspace_rebuild` instead. Doing that without a CD_CUSTOMLOOPNORMAL layer is asking for trouble. Now clear lnor_spacearr on `Clear Custom Split Normals Data` as well. Thx @mont29 for feedback here. Maniphest Tasks: T80159 Differential Revision: https://developer.blender.org/D8730 |
September 2, 2020, 13:00 (GMT) |
Fix crash accessing image space properties without an active window |
September 2, 2020, 12:59 (GMT) |
PY API doc: fix doc for new override option of properties. Reported by Demeter Dzadik (@Mets) on blender.chat, thanks. Candidate to be backported to a potential 2.90.1. |
September 2, 2020, 12:58 (GMT) |
Fix T77900: File Browser in macOS fullscreen crashes When Blender is started in fullscreen mode from the command line, or if the fullscreen state is saved in the startup file, all temporary windows will also open in fullscreen mode. When closing the fullscreen File Browser, Blender would either crash or parent window becomes black. This does not happen if the Blender switches to full screen manually. `NSWindowCollectionBehaviorFullScreenPrimary` should be set for windows that can enter full-screen mode. Otherwise macOS will turn the wrong window into full-screen. Similar fix: rB4b39de677d20 Differential Revision: https://developer.blender.org/D8708 Reviewed by: Julian Eisel |
September 2, 2020, 12:57 (GMT) |
Fix Outliner allowing to enter Pose Mode on linked armature If a different object was active, clicking on a linked armature's pose in the Outliner would enter Pose Mode for it. This would actually cause a failed assert, but in release builds the armature would just enter pose mode. Steps to reproduce were: * Link in armature object * Activate a different object * In the Outliner, un-collapse the armature object * Activate Pose Mode by clicking on its pose there |
September 2, 2020, 12:56 (GMT) |
Fix T80104: Crash on making material local. Problem is again with the embedded data, we want to make those local together with their owner ID, but sometimes we are actually dealing with copies here, which are inheritently already local. Code did not considered that possibility before, leading to access to a NULL `lib` pointer. This should also be back-ported to 2.83 LTS release. Maniphest Tasks: T80104 Differential Revision: https://developer.blender.org/D8731 |
September 2, 2020, 12:54 (GMT) |
Fix T80078: Overrides: Crash with animated IK control on linked armature. Issue was with our dear posebones again... when applying overrides we keep the same address/pointer for the IDs themselves, (which avoids us the need to remap their usages), but their inner data is often re-allocated. Therefore, we need once again to go over armature objects and invalidate their posebone pointers. This should also be back-ported to Blender LTS 2.83. Maniphest Tasks: T80078 Differential Revision: https://developer.blender.org/D8734 |
Revision 74a9ffc by Bastien Montagne / Jeroen Bakker (blender-v2.83-release, tmp-2.83-cycles-rtx3-kernels) September 2, 2020, 12:53 (GMT) |
Revision 7071daa by Campbell Barton / Jeroen Bakker (blender-v2.83-release, tmp-2.83-cycles-rtx3-kernels) September 2, 2020, 12:53 (GMT) |
September 2, 2020, 12:20 (GMT) |
Make rigidbody simulation handle animated objects gracefully The animated objects was not updated for each internal substep for the rigidbody sim. This would lead to unstable simulations or very annoying clipping artifacts. Updated the code to use explicit substeps and tie it to the scene frame rate. Fix T47402: Properly updating the animated objects fixes the reported issue. Reviewed By: Brecht, Jacques Differential Revision: https://developer.blender.org/D8762 |
September 2, 2020, 11:03 (GMT) |
EEVEE: Shader tests for Depth of Field This patch moves the EEVEE depth of field shaders to eevee_shaders.c and adds them to the eevee shaders test suite. Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D8771 |
September 2, 2020, 09:33 (GMT) |
Cleanup: improve internal function name in 'ngon_tessellate' |
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