May 3, 2017, 19:09 (GMT) |
Select new object bases using object's base flag This fixes object duplicate operator. |
May 3, 2017, 18:24 (GMT) |
Fix building on Windows and blenderplayer linking after weightpaint engine Those problems were introduced on 20f95de6ba2d32dcff553251ff4de2efd5b76955. |
May 3, 2017, 18:10 (GMT) |
Fix potential crash introduced by weightpaint engine when no active object |
May 3, 2017, 17:33 (GMT) |
Cleanup: line length |
May 3, 2017, 17:24 (GMT) |
improved liquid inflow / generating phi grid phiObs has to be subtracted from phi and not just from phiIn. otherwise when joining phi and phiIn, some obstacle areas in phi are not set to positive value, stay negative and hence show up as liquid |
May 3, 2017, 17:12 (GMT) |
Correct struct type (harmless) |
May 3, 2017, 16:58 (GMT) |
Merge branch 'master' into 28 |
May 3, 2017, 16:57 (GMT) |
Fix error in node flag check |
May 3, 2017, 16:57 (GMT) |
Weight painting with draw manager This implements weight rendering with the draw manager, with all drawing options (Shading, wire, face masking, vertex masking). This is part of T51208 Reviewers: campbellbarton Subscribers: dfelinto Differential Revision: https://developer.blender.org/D2654 |
May 3, 2017, 16:33 (GMT) |
Merge branch 'master' into blender2.8 |
May 3, 2017, 16:15 (GMT) |
Correct over-alloc struct declaration |
May 3, 2017, 16:06 (GMT) |
Draw Manager: Bring pose bones to the pose engine Note: We should test if the armature is the "armature modifier" parent of the object. If any good samaritan feels like tackling this, the function to change is: DRW_pose_mode_armature |
May 3, 2017, 15:32 (GMT) |
Move pose-bone colors into draw_data Also only allocate necessary number of bone segments. |
May 3, 2017, 15:05 (GMT) |
"Fix" root cause of T51260 Forward compatibility crash fter adding new IDProp type. We unfortunately cannot fix this for previous versions of Blender, but at least the issue (Blender crashing on unknown IDProp types) should now be addressed for future. Simply reset unknown IDProp types to integer one, and reset its value to zero. |
Revision 71366b9 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 3, 2017, 14:45 (GMT) |
Cleanup: make code more compact |
May 3, 2017, 14:44 (GMT) |
Render API/Cycles: Identify Render Passes by their name instead of a type flag Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago. However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images. Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification. Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes. To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available. To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers. To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated. From a user perspective, nothing should change with this commit. Differential Revision: https://developer.blender.org/D2443 Differential Revision: https://developer.blender.org/D2444 |
May 3, 2017, 14:43 (GMT) |
Error in last commit |
Revision 6ad29aa by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 3, 2017, 14:41 (GMT) |
Increase thickness limit parameter |
Revision f5f93bc by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 3, 2017, 14:31 (GMT) |
WIP: new method to calculate scale of the stroke thickness The previous scale method was not valid because only was affected by viewport, but not by GP object or Stroke location. Now, the pixel size is calculated depending of zdepth and used to scale the stroke thickness. Maybe there are other ways to do it, but this approach works, so we keep it before finding better methods |
May 3, 2017, 14:18 (GMT) |
Rename bPoseChannel's temp/cache pointer for DrawManager to draw_data. More generic name, this remains a temp solution anyway, until we have proper handling of temp data from 'magic DEG'! ;) |
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