August 18, 2020, 11:53 (GMT) |
GPU: Avoid invalid GL API usage Drawing with 0 sized buffer is prohibited. |
August 18, 2020, 11:53 (GMT) |
Fix T79782 GPU: Crash cause by shadow batch reference After drawing, the batch could be reset and draw again using other parameters. Avoid having to track references by setting the batch pointer to NULL after drawing. |
August 18, 2020, 11:48 (GMT) |
Migrated overlay2d to overlay |
August 18, 2020, 11:28 (GMT) |
Sculpt: Option to limit the forces axis in the Cloth Filter This uses the same concept of the Mesh Filter but for applying the cloth filter forces, so now it can be limited to a specific axis. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8567 |
August 18, 2020, 11:17 (GMT) |
Cleanup: redraw info editor only when needed Introduce ND_SPACE_INFO_CLOG tag. |
August 18, 2020, 11:11 (GMT) |
Multires: Base Mesh Sculpting This adds an option to the Multires modifier to sculpt directly on the base mesh while previewing the displacement of a higher subdivisions level. What this does it considering Multires as a regular modifier without exposing the grid displacement to sculpt mode. This allows to see the propagation happening in real time, which enables to use complex tools like Cloth or Pose in much higher resolutions and without surface noise and artifacts. Reviewed By: sergey, Severin Differential Revision: https://developer.blender.org/D8555 |
August 18, 2020, 11:06 (GMT) |
Cleanup: use Span instead of separate pointer and length Reviewers: sergey Differential Revision: https://developer.blender.org/D8605 |
August 18, 2020, 10:58 (GMT) |
Mesh: merge `mesh_create_eval_final_{view,render}` functions Functions `mesh_create_eval_final_view()` and `mesh_create_eval_final_render()` were doing the exact same thing, except for a hack introduced in d3eb9dddd6b4 (2012-10-08, Better fix for T32846: dupligroup messes up particle instancing on rendering) that appears to be no longer necessary. Besides that, these functions had confusing names. Their functionality changed over time, and whether to do for-render or for-viewport evaluation is now actually determined by the depsgraph evaluation mode. This means that the `..._render` function could evaluate a mesh with viewport settings, and vice versa. The functions are now merged into `mesh_create_eval_final()`, and the hack has been removed. The `OB_NO_PSYS_UPDATE` flag has been removed entirely (instead of keeping it around as deprecated flag), because it was always only temporarily set on objects during mesh evaluation and thus not saved to the blend file. No expected functional changes as far as users are concerned. |
August 18, 2020, 10:48 (GMT) |
Cleanup: rename bdata to boundary Reviewed By: sergey Differential Revision: https://developer.blender.org/D8556 |
August 18, 2020, 10:46 (GMT) |
Merge branch 'blender-v2.90-release' into master |
August 18, 2020, 10:43 (GMT) |
Fix IDProps definition still being editable in liboverrides. One should be able to edit overridable IDProps values, but never their settings/definitions. Note that being able to add new IDProps to overrides is still a TODO. Reported by Josephbburg (@Josephbburg) over blenderchat, thanks. |
August 18, 2020, 10:37 (GMT) |
Auto refresh info editor when new log arrives CLOG is a separate library so it can not directly use window manager notifications. Now it can be done by setting custom write callback. Also remove todos and cleanup comments. |
August 18, 2020, 10:36 (GMT) |
Fix Cloth Brush Grab deform types not working with spacing Even the Cloth Brush grab works like a regular grab brush, it makes sense to support spacing just in this brush in order to prevent creating more brush steps that update the simulation. This way, it is possible to create grab brushes that update the simulation constantly while grabbing (using the dots stroke mode) or brushes that only update the simulation when the cursor moves (using spacing). Reviewed By: sergey Differential Revision: https://developer.blender.org/D8568 |
August 18, 2020, 10:35 (GMT) |
Cleanup: Remove unused code in the Paint Cursor This code was left here after the refactor, it was doing nothing and it was causing an assert. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8579 |
August 18, 2020, 10:33 (GMT) |
Fix Face Set Visibility operator using wrong active Face Set The Face Set visibility operator was using the last active Face Set updated by the paint cursor, so when the paint cursor is not used (when using a filter or a transform tool), the active Face Set was not updating and it was hidding the wrong Face Set based on the last cursor position with a brush tool active. Now the Face Set Visitility operator has an invoke callback wich forces a active vertex and face set update regardless of the active tool, so it should always work correctly. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8580 |
August 18, 2020, 10:32 (GMT) |
Fix Mesh Filter deformation axis UI layout This uses a single row for the three axis instead of a row per axis. Reviewed By: sergey, Severin Differential Revision: https://developer.blender.org/D8581 |
August 18, 2020, 10:32 (GMT) |
Cleanup: use const, remove single use variables. |
August 18, 2020, 10:31 (GMT) |
Fix overlapping nodes in the nodetree. Fix filepath being wrong in cases like `-bm 0 filepath`. Use fallback value in out of range exception. |
August 18, 2020, 10:26 (GMT) |
Fix T79568 EEVEE: Film transparent not working Since world shader use the same standard output and are considered opaque, we need to set alpha as holdout. |
August 18, 2020, 10:20 (GMT) |
Fix Mask Slice deleting the Face Sets This was a TODO in the code. Previously the Face Set datalayer was deleted and recreated with a constant ID of 0. Now the datalayer is preserved and set to the SculptSession after slicing the mask and a new ID is calculated for the new faces that the slicing operation produced, so they can be easily isolated for further tweaking. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8583 |
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