March 11, 2020, 19:35 (GMT) |
Cycles: add internal default volume shader, to be used for new volume object This is mostly straightforward, but required some refactoring to ensure that the default volume material does not always turn on the volume feature for GPU rendering. |
March 11, 2020, 19:35 (GMT) |
Cleanup: remove foreach include from header, conflicts with OpenVDB |
March 11, 2020, 19:35 (GMT) |
Fix Optix build error on Linux with some compilers |
March 11, 2020, 19:26 (GMT) |
Cleanup: Fix build warning on windows. printf is called for a size_t (64 bit on x64) type but the formatter is `%lu` (32 bit) leading to a warning with MSVC. `%zu` is the appropriate formatter. |
March 11, 2020, 19:25 (GMT) |
Fix possible error with base pose object on undo or Load UI disabled |
March 11, 2020, 19:14 (GMT) |
Fix missing IDProperty freeing for View3DShading settings |
March 11, 2020, 18:32 (GMT) |
Cleanup, naming, comments, etc |
March 11, 2020, 18:25 (GMT) |
undo-experiments: Fix dummy crash when using old undo system. |
March 11, 2020, 17:52 (GMT) |
EEVEE: Fix test crashing Probe counting now needs to have proper gl capabilities initialised to run correctly. |
March 11, 2020, 17:50 (GMT) |
Cleanup: Fix unused debug var warning. |
March 11, 2020, 17:02 (GMT) |
GPencil: Change default hardeness for Airbrush |
March 11, 2020, 16:38 (GMT) |
Depsgraph: Fix crash deleting Viewer image from Outliner Was happening when having compositor open with Viewer node attached directly to Render Layers output. There were two things involved here: 1. The code which was storing CoW-ed versions of IDs was checking all IDs for whether they are expanded or not. This was causing access of freed memory for deleted IDs which do not need CoW (such as IM). Simple fix: store ID type as a scalar and use early check before doing more elaborate check based on accessing fields of id_cow. 2. The code which was ensuring view layer pointer is doing CoW for scene. This isn't an issue on its own, but scene might have an embedded ID such as compositor which was actually traversed by the ID remap routines. This was causing remapping procedure to go into non-updated copy of compositor, accessing freed Viewer image ID. Solved by not recursing into embedded IDs for datablocks as those are supposed to have own copy-on-write operations which takes care of re-mapping. Reported my Bastien, and also pair-coded with him. |
March 11, 2020, 16:35 (GMT) |
Fix Cycles crash in BVH8 build due to out of bounds memory access Differential Revision: https://developer.blender.org/D7114 |
March 11, 2020, 16:33 (GMT) |
Windows: Clean-up linker warnings regarding MSVCRT.lib For debug builds we link the against the release mode libs for C based libraries, which are technically linked against a different CRT, which the linker will implicitly try to link. Which results in a linker warning about mixing the debug/release CRT. This patch prevents the implicit linking of the release CRT in debug configurations for sub projects that had issues with it. |
March 11, 2020, 16:30 (GMT) |
Merge branch 'uuid-undo-experiments' into uuid-undo-experiments-swap-reread-datablocks |
Revision 39d6d73 by Bastien Montagne (uuid-undo-experiments, uuid-undo-experiments-swap-reread-datablocks) March 11, 2020, 16:29 (GMT) |
Merge branch 'master' into uuid-undo-experiments |
March 11, 2020, 16:29 (GMT) |
Cleanup: Typo in comments. |
March 11, 2020, 16:26 (GMT) |
LibQuery: Add option to NOT process embedded IDs. Request from depsgraph department, which does basically consider those embedded IDs as any other data-block (unlike any BKE ID management code). |
March 11, 2020, 16:12 (GMT) |
EEVEE: Replace octahedron reflection probe by cubemap array We implement cubemap array support for EEVEE's lightcache reflection probes. This removes stretched texels and bottom hemisphere seams artifacts caused by the octahedral projection previously used. This introduce versioning code for the lightcache which will discard any lightcache version that is not compatible. Differential Revision: https://developer.blender.org/D7066 |
March 11, 2020, 16:12 (GMT) |
Workbench Simplification Refactor This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060 |
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Master Commits
MiikaHweb | 2003-2021