December 8, 2021, 06:53 (GMT) |
Fix T84710: Instances with only mesh edges or vertices are invisible Wire-only meshes have a special case in the overlay drawing to give the wire shader a special color (which avoids the lines being dashed, somehow). The fast path for duplis didn't have that special case. Differential Revision: https://developer.blender.org/D13196 |
December 8, 2021, 06:53 (GMT) |
Fix: Add tooltip translation marker to disabled hints This was overlooked, as it seems there's no way for these strings to be translated currently. Generally it's not that clear whether `N_` or `TIP_` should be used in this case, but `TIP_` seems more consistent. To avoid the cost of the translation lookup when the UI text isn't necessary, we could allow the disabled hint argument to be optional. Differential Revision: https://developer.blender.org/D13141 |
December 8, 2021, 06:53 (GMT) |
Cleanup: Rename curve struct fields These existing names were unhelpful at best, actively confusing at worst. This patch renames them to be consistent with the terms used to refer to the values in the UI. - `width` -> `offset` - `ext1` -> `extrude` - `ext2` -> `bevel_radius` Differential Revision: https://developer.blender.org/D9627 |
December 8, 2021, 06:53 (GMT) |
Fix T92268: Group input and output nodes have inconsistent padding The group output node did not have the same size padding as the group input, leading to the node looking different and actually being smaller. Differential Revision: https://developer.blender.org/D13092 |
December 8, 2021, 06:53 (GMT) |
UI: Fix scaling of HSV cursor when zooming The small circle used to choose the hue/saturation and value in the color widget was drawn with a fixed screen space size. Now scale the circle used as cursor in the color widget based on the zoom. This could have been part of a9642f8d6130 but the implementation is different. Based on a fix provided by Erik Abrahamsson Differential Revision: https://developer.blender.org/D13444 |
December 8, 2021, 06:53 (GMT) |
Cleanup: FIx build with USD after recent refactor rB218360a89217f4e8321319035bf4d9ff97fb2658 missed a couple renames in USD code paths. |
December 8, 2021, 06:53 (GMT) |
Fix T93410: Crash hiding a region from Python used by a popover Close all active buttons when hiding a region as this can be called from Python a popover is open from that region. Failure to do this causes the popover to read from the freed button. Also rename UI_screen_free_active_but to UI_screen_free_active_but_highlight since it only frees highlighted buttons. |
December 8, 2021, 06:53 (GMT) |
Cleanup: spelling in comments |
December 8, 2021, 06:53 (GMT) |
Fix T93555: crash when muting nodes with multiple internal links The crash happened because I was incorrectly and inconsistently assuming that a socket is part of at most one internal link. However, this is not the case. In geometry nodes, an input socket can be internally linked to multiple output sockets. In the general case, an output could also be linked to multiple input sockets, even though we don't have that in Blender yet. |
December 8, 2021, 06:53 (GMT) |
Cleanup: Readfile: Remove deprecated `BLO_library_link_copypaste`. Rewrite of ID paste code in rB3f08488244c0 made this function useless, ID pasting is now handled by the BKE_blendfile_link_append module too. |
December 8, 2021, 06:53 (GMT) |
Blendread: Remove all instantiation logic from `BLO_library_link_` code. Instantiation is now fully handled by BKE_blendfile_link_append module. Note that this also allows removal of the `BLO_LIBLINK_NEEDS_ID_TAG_DOIT` flag. Part of T91414: Unify link/append between WM operators and BPY context manager API, and cleanup usages of `BKE_library_make_local`. |
December 8, 2021, 06:51 (GMT) |
December 8, 2021, 06:51 (GMT) |
Fix some shortcut keys not working on macOS with Japanese input Differential Revision: https://developer.blender.org/D13414 |
December 8, 2021, 06:51 (GMT) |
Cleanup: clarify material copying for hair and pointclouds No functional change, just more clear this way it comes from src. |
December 8, 2021, 06:51 (GMT) |
Cycles: fix bugs in point and spot light multiple importance sampling * Spot lights are now handled as disks aligned with the direction of the spotlight instead of view aligned disks. * Point light is now handled separately from the spot light, to fix a case where multiple lights are intersected in a row. Before the origin of the ray was the previously intersected light and not the origin of the initial ray traced from the last surface/volume interaction. This makes both strategies in multiple importance sampling converge to the same result. It changes the render results in some scenes, for example the junkshop scene where there are large point lights overlapping scene geometry and each other. Differential Revision: https://developer.blender.org/D13233 |
December 8, 2021, 06:51 (GMT) |
Cleanup: compiler warning |
December 8, 2021, 06:51 (GMT) |
Cleanup: Move node_shader_util.c to C++ This will allow using a function I've declared in a C++ header. |
December 8, 2021, 06:51 (GMT) |
Fix errors in user preferences after 2.8 hack removal How to reproduce it: * Open User Preferences. * Got to Add-ons tab. Issue introduced on d723e331f155 Reported via chat by Pedro Alcaide (povmaniac). |
December 8, 2021, 06:51 (GMT) |
Cleanup: Use int8 type rather than char for buffer Indicates that this is just a buffer with an element size of 8 bit, not a displayable/printable string buffer. |
December 8, 2021, 06:51 (GMT) |
Fix T92561: unstable particle distribution with Alembic files When enabling or disabling a Mesh Sequence Cache modifier of an Object with a hair particle system, the hair would switch positions. This is caused because original coordinates in Blender are expected to be normalized, and toggling the modifier would cause the usage of different orco layers: one that is normalized, and the other which isn't. This bug exposes a few related issues: - if the Alembic file did not have orco data, `MOD_deform_mesh_eval_get`, used by the particle system modifier, would add an orco layer without normalization - `MOD_deform_mesh_eval_get` would also ignore the presence of an orco layer (e.g. one that could have been read from Alembic) - if the Alembic file did have orco data, the data would be read unnormalized To fix those various issues, original coordinates are normalized when read from Alembic and unnormalized when written to Alembic; and a new utility function `BKE_mesh_orco_ensure` is added to add a normalized orco layer if none exists on the mesh already, this function derives from the code used in the particle system. Reviewed By: brecht Maniphest Tasks: T92561 Differential Revision: https://developer.blender.org/D13306 |
|
|
|


Master Commits
MiikaHweb | 2003-2021