April 6, 2020, 14:27 (GMT) |
Fix user counting when ungrouping a node group. Existing code for ungrouping did not correctly handle user counters: - counter for the group was not decremented - counters for containing nodes were not incremented The latter resulted in losing some nodes after orphan cleaning or several save/reload cycles. The bug did not have destructive consequences until recently, because it was compensated by another bug (fixed in rBe993667a46c2). Maniphest Tasks: T74665, T74682 Differential Revision: https://developer.blender.org/D7332 |
April 6, 2020, 13:43 (GMT) |
GPUVertexFormat: Add Rename function This is needed for motion blur. |
April 6, 2020, 13:37 (GMT) |
Keymap: sort exported key-maps This makes the resulting key-maps easier to compare. |
April 6, 2020, 13:22 (GMT) |
bring back a break |
April 6, 2020, 13:22 (GMT) |
Cleanup: keep parameter docs above the function body |
April 6, 2020, 13:20 (GMT) |
handle node tree in lib_query.c |
April 6, 2020, 13:18 (GMT) |
Libmv: Use static scheduler for threading For a real-world distortion the payload is quite uniformly distributed across scanlines. Surely, in the corners more iterations of minimizer is needed, but that happens in threads without scheduling overhead. |
April 6, 2020, 13:18 (GMT) |
Tracking: Fix (un)distortion happen in single thread Need to communicate available number of threads to the camera intrinsics implementation, otherwise default value of 1 is used. Must have been single-threaded for a very long time. |
April 6, 2020, 13:13 (GMT) |
Fix T75444: typo in tooltip |
April 6, 2020, 13:06 (GMT) |
GPUVertBuf: Add duplication function |
April 6, 2020, 12:11 (GMT) |
allow using shader texture nodes in simulation node tree |
April 6, 2020, 11:57 (GMT) |
Fix T74111: Animation Playback Delayed With Time Remapping And AV-Sync When setting the current playback time in BKE_sound_play_scene we didn't account for the frame length. So the current frame/time would be wrong when we asked the audio playback what time it was. This would lead to playback being offset when using time remapping and AV sync. Reviewed By: Richard Antalik and Sybren A. St�vel Differential Revision: https://developer.blender.org/D7248 |
April 6, 2020, 11:52 (GMT) |
Add emitters, events, forces and control flow socket types This is part of T73324. The shapes and colors of the sockets will most likely change later on. This script can be used to create a node with the new socket types: ``` import bpy class MyCustomNode(bpy.types.Node): bl_idname = 'CustomNodeType' bl_label = "Custom Node" def init(self, context): self.inputs.new('NodeSocketEmitters', "Emitters") self.inputs.new('NodeSocketEvents', "Events") self.inputs.new('NodeSocketForces', "Forces") self.inputs.new('NodeSocketControlFlow', "Control Flow") self.outputs.new('NodeSocketEmitters', "Emitters") self.outputs.new('NodeSocketEvents', "Events") self.outputs.new('NodeSocketForces', "Forces") self.outputs.new('NodeSocketControlFlow', "Control Flow") bpy.utils.register_class(MyCustomNode) if len(bpy.data.simulations) == 0: bpy.data.simulations.new("Simulation") sim = bpy.data.simulations[0] sim.node_tree.nodes.new("CustomNodeType") ``` Differential Revision: https://developer.blender.org/D7349 |
April 6, 2020, 11:42 (GMT) |
GPencil: Use BKE function to get mesh_eval |
April 6, 2020, 11:39 (GMT) |
Fix T74889 Baking to current action doesn't work properly Before this commit, baking an action would only insert keys that are necessary (i.e. using `INSERTKEY_NEEDED`). When baking to the current Action, if there are no constraints that influence the final animation, there are no additional keys necessary. This makes it appear as if nothing happened. However, when baking to a new Action every additional frame is necessary and thus a key is added for every frame. @mont29 and I agreed that this behaviour is confusing, so this commit changes the behaviour such that baking to the current action and to a new action result in the same baked animation (that is, keyed on every frame). |
April 6, 2020, 11:27 (GMT) |
Fix T75418: Outliner Blender File view has UNKNOWN category for armatures Typo in rB57daecc2cf88. Maniphest Tasks: T75418 Differential Revision: https://developer.blender.org/D7346 |
April 6, 2020, 11:23 (GMT) |
New Object and Image socket types The main difficulty with adding these types is that they are the first sockets types that reference ID data in their `default_value`. That means that I had to add some new logic in a few places to deal with reference counting. I hope I found all the places... It seems to work fine in my tests. For now these socket types can only be created using a script like the one below: ``` import bpy class MyCustomNode(bpy.types.Node): bl_idname = 'CustomNodeType' bl_label = "Custom Node" def init(self, context): self.inputs.new('NodeSocketObject', "Object") self.inputs.new('NodeSocketImage', "Image") bpy.utils.register_class(MyCustomNode) if len(bpy.data.simulations) == 0: bpy.data.simulations.new("Simulation") sim = bpy.data.simulations[0] sim.node_tree.nodes.new("CustomNodeType") ``` After running the script, go to the simulation editor and select the newly created simulation. --- We might want to change `readfile.c` so that linked objects/images are only loaded, when the socket is not connected. Otherwise it can be tricky to figure out why certain id data blocks are still referenced by the node tree later on. Differential Revision: https://developer.blender.org/D7347 |
April 6, 2020, 10:55 (GMT) |
Remove emboss around modifier remove button. |
April 6, 2020, 10:19 (GMT) |
Fix (unreported) wrong hair vertex colors This was already fixed in rB985f33719ce9 once. But resurfaced after rB7070e4c15e6c [which just reverted a bit too much ;)]. Spotted while looking into T75263. Differential Revision: https://developer.blender.org/D7308 |
April 6, 2020, 10:16 (GMT) |
Tracking: Fix slow undistored display TH distortion model was not cached properly, making it so frame is undistorted on every redraw. |
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