April 22, 2021, 13:53 (GMT) |
GPencil: More work on weights transfer |
April 22, 2021, 13:23 (GMT) |
Fix T87701: debug assert generating scene preview render |
April 22, 2021, 13:09 (GMT) |
Fix missing include |
April 22, 2021, 13:05 (GMT) |
Geometry Nodes: Get attribute domain and type without allocation Because we use virtual classes (and for other reasons), we had to do a small allocation when simply retrieving the data type and domain of an existing attribute. This happened quite a lot actually-- to determine these values for result attributes. This patch adds a simple function to retrieve this meta data without building the virtual array. This should lower the overhead of every attribute node, though the difference probably won't be noticible unless a tree has very many nodes. Differential Revision: https://developer.blender.org/D11047 |
April 22, 2021, 13:04 (GMT) |
Fix missing include |
April 22, 2021, 12:58 (GMT) |
Merge branch 'blender-v2.93-release' |
April 22, 2021, 12:57 (GMT) |
Fix T87615: No snapping to objects instanced by Geometry nodes The code of the snapping system to interact the objects in the scene only considers instances what comes from "DUPLI" objects. This commit adds instances coming from Geometry nodes. Differential Revision: https://developer.blender.org/D11020 |
April 22, 2021, 12:26 (GMT) |
Merge branch 'blender-v2.93-release' |
April 22, 2021, 12:16 (GMT) |
Fix T87090: VSE scrubbing locks up blender Speed effect caused, that some raw frames are re-used for multiple final frames. When cached final frame is freed due to memory being full, it tried to free also lower level cached frames that were used during compositing. Some lower level cached frames were already freed by different final frame and `BLI_ghash_remove()` failed. Check if key still exists in hash or if linked keys were overwritten before removing them. Reviewed By: sergey Differential Revision: https://developer.blender.org/D10909 |
April 22, 2021, 10:49 (GMT) |
Merge branch 'blender-v2.93-release' |
April 22, 2021, 10:48 (GMT) |
Fix: geometry nodes logs incorrect preview data Under some circumstances, modifiers are evaluated more than once. One time to compute the actual output geometry and another time with `MOD_APPLY_ORCO`. This design probably has to be revisited at some point in the context of geometry nodes. However, that would be much more involved than a bug fix. The issue was that during the second evaluation, the node tree is evaluated based on a slightly different input geometry. The data generated during the second evaluation overwrote the cached data from the first evaluation, resulting in incorrect data that is shown in the spreadsheet. The fix for now is to simply not log any data in the second evaluation. |
April 22, 2021, 10:32 (GMT) |
Fix compilation error with strict flags It could be seen as too much of a boiler plate code to explicitly mention all kernels, but when one does not constantly work with the related code it is a bit hidden to see where modifications are to be made when new kernel is added. Having compiler to nag about places where modification might be needed is personally found to be very helpful. |
April 22, 2021, 10:32 (GMT) |
Cycles: Refactor of OptiX queue - Use early output instead of indented if-else block. - Use nullptr instead of NULL. Should be no functional changes, just making code a bit more modern and easier to follow. |
April 22, 2021, 10:32 (GMT) |
Cycles: Use best suitable BVH layout for OptiX Restore back the decision between fast-to-trace and fast-to-update BVH types. Based on the BVH type which is available via the BVH parameters. The BVHType is now moved from render/ to bvh/ so that the device can easily access the enum values. |
April 22, 2021, 10:19 (GMT) |
Cleanup: doversion for 3.0 is using FileData |
April 22, 2021, 10:03 (GMT) |
Basic snapping support for dropping objects Uses the same snapping logic as the placement plane from the Add Object tool, which means it matches the plane that we already draw as a preview. This is quite primitive at this point - you can't change options for the snapping like the up-axis or the snapping target - but it already feels quite great. Another limitation is that it uses the origin of the dropped object to place it, the bounding box should give better results in practice. This is something we can add. |
Revision fc4ac7d by Sybren A. Stüvel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt) April 22, 2021, 09:09 (GMT) |
Merge remote-tracking branch 'origin/master' into asset-browser-poselib I had to manually add a `bContext *` parameter to a `node_geometry_add_attribute_search_button()` call to fix a compiler error. |
April 22, 2021, 08:33 (GMT) |
Animation: add "LocRotScaleCProp" keying set Add a keying set that includes location, rotation, scale, and custom properties. The keying set is intentionally not based on the "Whole Character" keying set. Instead, it is generic enough to be used in both object and pose animation, making it possible to quickly switch between animating characters and props without switching keying sets. This is, according to @rikkert, what the Blender Studio animators need 99.9% of the time. |
April 22, 2021, 08:23 (GMT) |
Fix: Deactivate audio settings when output is None |
April 22, 2021, 08:15 (GMT) |
Merge branch 'master' into asset-browser-snap-dragging |
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Master Commits
MiikaHweb | 2003-2021