Blender Git Commit Log

All Blender Git commits.

Page: 4154 / 8462

November 8, 2016, 09:40 (GMT)
Fix T49937: Blender is crashing because of Lamp Data Node

Lamp Data node requires shadow sample array which is only enabled when
Shadows are enabled in the shading settings.

This commit prevents crash but might not give expected render results
in such a configuration.
Revision 66d7f01 by Mike Erwin (master)
November 8, 2016, 04:28 (GMT)
Gawain: less error checking in release builds

Gawain does very strict runtime checking to help us catch coding errors. Final release should disable most of these checks, so I'm disabling now for all non-debug builds.

When writing Blender code that uses Gawain, always make debug builds and test there! "make lite debug" is my favorite.
Revision de101fe by Mike Erwin (master)
November 8, 2016, 04:22 (GMT)
OpenGL: mesh edit mode uses edge overlays

Legacy GL uses GL_LINES, modern GL uses the good stuff.

Edit mode still has a long way to go...
Revision 0b83680 by Mike Erwin (master)
November 8, 2016, 04:06 (GMT)
OpenGL: support for edge overlays

Has some obvious opportunities for improvement. This is my second attempt. First attempt used MLoopTri and sort of worked...
November 7, 2016, 20:26 (GMT)
fix, let the FM shards respond to animated gravity in scene
November 7, 2016, 20:03 (GMT)
BMesh: remove redundant edge-split loop initialize

Would always set both first1 and first2.
November 7, 2016, 19:59 (GMT)
Forgot this in last commit. (Brick GLSL).
November 7, 2016, 19:55 (GMT)
Fix Brick Texture GLSL, broken after Mortar Smooth addition.
November 7, 2016, 19:49 (GMT)
BMesh: remove redundant array size

Correct unhelpful comment & some comment edits.

Rename 'disk_is_flagged' -> 'bm_vert_is_manifold_flagged',
since the check is quite specific.
November 7, 2016, 19:49 (GMT)
BMesh: minor improvement to edge-split assignment
Revision 016aca7 by Mike Erwin (master)
November 7, 2016, 19:32 (GMT)
OpenGL: fade other objects during edit mode

Right now this only affects other objects in wireframe. The idea is to do something similar for other draw modes, and keep focus on the edit object.

As seen at #bcon16
Revision a3277ae by Mike Erwin (master)
November 7, 2016, 19:24 (GMT)
OpenGL: simple mesh edit mode for new viewport

Very very simple. Needs a lot of work to reach "legacy viewport" capabilities.
Revision 5abf1a4 by Mike Erwin (master)
November 7, 2016, 19:07 (GMT)
OpenGL: enable fancy wireframes

Most of this was already in place, just enabling & adding comments.

One fix was needed to make batch uniforms stick between multiple draws.

Added comments to selection outline; no functional changes there.
Revision 1cd754a by Mike Erwin (master)
November 7, 2016, 19:07 (GMT)
OpenGL: simple batch of all mesh triangles

Can be used for drawing basic surfaces, hit testing, depth pre-pass, ...
November 7, 2016, 17:10 (GMT)
corrected centroid calculation by using exact center of mass centroid
November 7, 2016, 14:46 (GMT)
Merge branch 'master' into blender2.8

Conflicts:
intern/cycles/blender/addon/properties.py
November 7, 2016, 14:37 (GMT)
Merge branch 'master' into multi_previews_id
November 7, 2016, 14:29 (GMT)
Merge branch 'master' into asset-engine
November 7, 2016, 13:47 (GMT)
Fix compilation error when CUDA toolkit is not installed

After CUDA dynload changes having CUDA toolkit became required
in order to compile Cycles. This only happened due to wrong
default value to the option.
November 7, 2016, 13:29 (GMT)
Buildbot: Update copy of buildbot master configuration
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021