September 22, 2021, 17:45 (GMT) |
Cleanup: add using declarations |
September 22, 2021, 17:45 (GMT) |
BLI: avoid warning when copying empty StringRef |
September 22, 2021, 17:44 (GMT) |
BLI: initialize MutableSpan in default constructor |
September 22, 2021, 17:38 (GMT) |
UV grid: Resolve merge conflicts Resolves merge conflicts that broke the subdividing and dynamic grid implementations |
September 22, 2021, 16:45 (GMT) |
Geometry Nodes: fix evaluating field to span |
September 22, 2021, 16:33 (GMT) |
Cleanup: Themes: Remove invalid theme option `font_kerning_style` was removed in rBa1e91fbef3dc9a5d5c8456cd9a887aac1bdb652c |
September 22, 2021, 16:12 (GMT) |
Fix T91608: Cycles crash with tile size 0 |
September 22, 2021, 16:09 (GMT) |
Fix T91598: Decreasing sample count causes viewport to reset Differential Revision: https://developer.blender.org/D12601 |
September 22, 2021, 15:37 (GMT) |
Merge branch 'master' into soc-2021-uv-editor-improvements |
September 22, 2021, 15:35 (GMT) |
UI: Add description for Batch rename Added description for Batch rename which pop-ups when hovering the mouse over "Batch rename" inside the edit menu. Fixes T91390 Reviewed By: Blendify Maniphest Tasks: T91390 Differential Revision: https://developer.blender.org/D12594 |
September 22, 2021, 15:30 (GMT) |
Fix T91592: Negative Cycles remaining render time For the default startup was showing -14:-08.-48 as a remaining time. Was an integer overflow when specifying total number of pixel-samples. |
September 22, 2021, 15:10 (GMT) |
Fix T91603: Cycles crash when volume becomes visible Making object which uses volume shader invisible will mark the shader as not having a volume, forcing re-compilation of the shader to bring it back to a consistent state. The compilation is happening as part of scene update, which needs to know kernel features. So there is a feedback loop. Use more relaxed way of knowing whether there is a volume in the shader for the kernel features, which doesn't require shader to be compiled first. Solves issues from the report, but potentially causes extra memory allocated if the volume part of graph is fully optimized out. This downside is solvable, but would need to split scene update into two steps (the one which requires on kernel, and the one which does not). It will be an interesting project to tackle, but for a bug fix is better to use simpler solution. |
September 22, 2021, 15:05 (GMT) |
Merge branch 'master' into asset-greasepencil |
September 22, 2021, 15:05 (GMT) |
Fix T91576: Cycles attribute node with name N for smooth normal no longer working There was an optimization to remove duplicate storage of normals as attributes when using normal maps. However for named attributes like this we still need to store the attribute. Don't request normal attribute from the normal map node now, instead of skipping it in the geometry code. |
September 22, 2021, 15:05 (GMT) |
GPencil: Fix unreported missing material panel for new Scene When a new scene is created, the paint pointers are not available before using them, so the python panel exits because the pointer was None. Now, the pointer is checked in order to display the materials panel as expected. |
September 22, 2021, 14:55 (GMT) |
Initial implementation of local ID re-use when appending. This commit adds to ID struct a new optional 'weak reference' to a linked ID (in the form of a blend file library path and full ID name). This can then be used on next append to try to find a matching local ID instead of re-making the linked data local again. Ref. T90545 NOTE: ID re-use will be disabled for regular append for the time being (3.0 release), and only used for assets. Therefore, this commit should not change anything user-wise. Differential Revision: https://developer.blender.org/D12545 |
September 22, 2021, 14:55 (GMT) |
Cleanup: make format |
September 22, 2021, 14:41 (GMT) |
Geometry Nodes: Curve Fillet Node This node can be used to fillet splines at control points to create a circular arc. The implementation roughly follows T89227's design. The node works in two main modes: Bezier and Poly * Bezier: Creates a circular arc at vertices by changing handle lengths (applicable only for Bezier splines). * Poly: Creates a circular arc by creating vertices (as many as defined by the Count fields input) along the arc (applicable for all spline types). In both modes, the radius of the created arc is defined by the Radius fields input. The Limit Radius attribute can be enabled to prevent overlapping when the defined radius exceeds the maximum possible radius for a given point. Reviewed By: Hans Goudey Differential Revision: https://developer.blender.org/D12115 |
September 22, 2021, 14:40 (GMT) |
Merge branch 'master' into temp-ui-tweaks |
September 22, 2021, 14:09 (GMT) |
Merge branch 'master' into soc-2021-knife-tools |
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Master Commits
MiikaHweb | 2003-2021