September 29, 2021, 14:59 (GMT) |
Cleanup: Enforce C linkage for internal File Browser header This will be used by C++ code in the upcoming asset catalog UI commit. |
September 29, 2021, 14:37 (GMT) |
Cycles: record large number of transparent shadow intersections on CPU So we can do fewer intersection calls, only on the GPU do we need to save memory and do this in small steps. Ref T87836 |
September 29, 2021, 14:37 (GMT) |
Fix Cycles use of uninitialized value in volume stack intersection on CPU Could cause an actual bug but probability is low in practice. |
September 29, 2021, 14:14 (GMT) |
Fix Cycles crash in certain hair configurations The issue was caused by hair shader setup setting normal to a non finite value, which then gets used to create a ray with non-finite direction, making BVH traversal to run out of stack memory. Happens with 150_0040_A.lighting.blend frame 112 of the Sprites project. Differential Revision: https://developer.blender.org/D12692 |
September 29, 2021, 14:14 (GMT) |
Fix Cycles crash in certain hair configurations The issue was caused by hair shader setup setting normal to a non finite value, which then gets used to create a ray with non-finite direction, making BVH traversal to run out of stack memory. Happens with 150_0040_A.lighting.blend frame 112 of the Sprites project. Differential Revision: https://developer.blender.org/D12692 |
September 29, 2021, 13:57 (GMT) |
Keymap: New preference to open folders on single click in file browser Introduce a new keymap preference to navigate into folders by clicking on them once instead of twice. Makes browsing folders faster albeit non-standard, so keeping this off by default for now. Does not affect Industry Compatible or other keymaps. It is still the possible to right-click to open context menu, hold Ctrl or Shift to select multiple items: {F10651030, size=full} ---- Keymap preference: {F10652759, size=full} Part of T91537 Reviewed By: fsiddi, campbellbarton Differential Revision: https://developer.blender.org/D12667 |
September 29, 2021, 13:48 (GMT) |
Cleanup: else-after-return |
September 29, 2021, 13:07 (GMT) |
Fix T89164: Sculpt "Smooth" brush crash with zero pressure Caused by {rB3e5431fdf439} Issue is that sculpting could start with using `SCULPT_smooth` and (because of the Pressure sensitivity dropping to zero) code would switch to `SCULPT_enhance_details_brush` at strength zero. Issue with this though is that this can be in the middle or end of a stroke and the necessary `ss->cache->detail_directions` are only initialized for the first brush step (see `SCULPT_stroke_is_first_brush_step` in `SCULPT_enhance_details_brush`). With these missing, it could only go downhill from there. Suggest to prevent the "mode-flip" from `SCULPT_smooth` to `SCULPT_enhance_details_brush` (happening solely because of pressure strength) by changing the condition. Now do `SCULPT_enhance_details_brush` only if strength is **below** zero and `SCULPT_smooth` else (flipping from enhance_details to regular smooth is fine). If inverting the brush in the middle of the stroke will be supported at some point, the codepath of `smooth` would have to inform the cache that invert changed and detail_directions would have to be initialized then (even if not at the start of the stroke). Maniphest Tasks: T89164 Differential Revision: https://developer.blender.org/D12676 |
September 29, 2021, 13:07 (GMT) |
Texts in Outliner dont activate Texts in Outliner dont activate on selecting (Text Editor did not change to selected text) which is a bit inconsistent to other ID types. ref T90862 Maniphest Tasks: T90862 Differential Revision: https://developer.blender.org/D12412 |
September 29, 2021, 13:02 (GMT) |
Assets: Expose option to reuse data-block data when appending With 794c2828af60 & f48a4aa0f915 it's possible to reuse possibly expensive, nested data of a data-block when appending. E.g. the texture of a material, or the mesh of an object. Without this it's easy to bloat memory and the file size. Duplicated textures also cause unnecessary shader recompilations. The feature was intended to be the new default behavior for the Asset Browser, but it wasn't actually added to the UI yet. This patch adds a new import type option to the Asset Browser. So from the menu in the header, you can now choose between: * Link * Append * Append (Reuse Data) The latter is the new default. Maniphest Task: https://developer.blender.org/T91741 Differential Revision: https://developer.blender.org/D12647 Reviewed by: Sybren St�vel, Bastien Montagne |
September 29, 2021, 13:01 (GMT) |
Merge branch 'master' into tracking_tools |
September 29, 2021, 12:55 (GMT) |
Masking: Add masking tools to image editor Clip and Image editor are using the same masking tools when in MASKEDIT mode. To make that work in the keymap I have set the space_type to 'EMPTY', similar to the annotation tools. This seems to work well, though I am not sure it is the right approach. |
September 29, 2021, 12:50 (GMT) |
Merge branch 'master' into soc-2021-curves |
September 29, 2021, 12:43 (GMT) |
Blender 2.83.19-rc |
September 29, 2021, 12:34 (GMT) |
VSE: Add color tags to strips This patch adds color tags to VSE strips, an overlay option to toggle the colors on and off, a section in the theme settings to define the 9 possible colors and two ways of changing the color tag through the UI. You can change the color through the right-click context menu, or in the strip side panel next to the strip name. Color tags are defined in user preferences and they can be disabled in overlay settings. Reviewed By: campbellbarton, ISS Differential Revision: https://developer.blender.org/D12405 |
September 29, 2021, 12:31 (GMT) |
Cycles: Ensure finite displacement and background evaluation Avoids possible numerical issues in the path tracing kernel, which is most important for displacement as non-finite values in BVH can lead to infinite node recursion during traversal. Differential Revision: https://developer.blender.org/D12690 |
September 29, 2021, 12:06 (GMT) |
Cycles: Ensure finite displacement and background evaluation Avoids possible numerical issues in the path tracing kernel, which is most important for displacement as non-finite values in BVH can lead to infinite node recursion during traversal. Differential Revision: https://developer.blender.org/D12690 |
September 29, 2021, 12:05 (GMT) |
Cycles: Make sure GPU transfer is finished prior display update Noticed while looking into flickering issues in viewport. Doesn't seem to solve the flicker issue for me, but is something what is supposed to be happening anyway. Differential Revision: https://developer.blender.org/D12673 |
September 29, 2021, 11:18 (GMT) |
Support loading catalogs in the Current File asset library When the Asset Browser shows the "Current File" asset library, now it also attempts to load an asset catalog definition file from location of the current .blend file. This happens as follows: * First, see if the file is inside of an asset library that is "mounted" in the Preferences. Load the catalogs from there if so. * Otherwise, if the file is saved, load the catalogs from the directory the file is saved in. * If the file is not saved, no catalogs will be loaded. Unit tests are being worked on in D12689. Creating catalogs from the "Current File" asset library still doesn't work, as the asset catalog service doesn't construct an in-memory catalog definition file in that case yet. Differential Revision: https://developer.blender.org/D12675 |
September 29, 2021, 11:09 (GMT) |
Add an option to silence bpy.ops.anim.keyframe_delete_v3d when used in Addons The issues: 1.) When we want to remove keyframes from a range of frames in an action, then we can use bpy.ops.anim.keyframe_delete_v3d to remove the keys frame by frame. However, whenever the operator hits a frame with no keyframes, then it generates an error. While when it hits a frame with keyframes, then it reports the numbner of removed keys. This creates a lot of unnecessary noise in the Blender console. 2.) Furthermore a related issue is that WM_event_add_notifier() is called also when no frames where removed. This seems to significantly slow down the removal of keyframes in a range of frames at least when i use vscode for debugging. A proposal for improvement: This patch adds an attribute 'confirm_success' which controls if the operator reports back what it did (or did not) while executing. Silent mode would then be called like this: bpy.ops.anim.keyframe_delete_v3d(confirm_success=False) Note: confirm_success is True by default so this patchj does not change the behavior of Blender, it only gives the option to scripts. 3.) Personal note: I have chosen the attribute name to be equal as it is used in other related operators. However i rather would rename the attribute to "verbose" (preferred) or "with_confirm". But i let this to be decided by the reviewers. Thanks for your time to review! Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D12629 |
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