Blender Git Commit Log

All Blender Git commits.

Page: 836 / 8462

March 13, 2021, 00:59 (GMT)
Cleanup: Compiler warnings with COM_TM_NOTHREAD active.
March 13, 2021, 00:59 (GMT)
Cleanup: document `FileSelectAssetLibraryUID::type`

No functional changes.
March 13, 2021, 00:59 (GMT)
LibOverride: Add a new operation to Outliner to enforce resync of hierarchies.

This is basically done by ignoring override operations from old override
affecting ID pointer properties, when the new (destination) one is not
NULL.

Fix T86501: New object added to overridden collection doesn't show up in linking file on Resync.

This is more of a work-around actually, since there is no real way to
fix the issue in a fully automated and consistent way, it is caused by
older blender files being saved with 'broken' overrides.

WARNING: This cannot ensure that some purposedly edited/overridden ID
pointer properties won't be lost in the process.
March 13, 2021, 00:59 (GMT)
Fix first part of T86501: Crash during resync process.

Code would end up freeing some of the newly created overrides, which
were assigned to the matching linked ID's `newid` pointer, accessed
again further down the code.

Note that this is not a normal expected situation, and it won't give a
proper resync result anyway, but it might happen in some complicated
corner cases, and also quite often when dealing with older .blend files.
March 13, 2021, 00:59 (GMT)
IDRemap: Add option to also remap internal runtime ID pointers.

In some cases (advanced, low-level), we also want to remap pointers like
`ID.newid` or `ID.orig_id`.

Only known case currently is `id_delete`, to avoid leaving potential access to freed memory. See next commit and T86501.
March 13, 2021, 00:59 (GMT)
LibQuery: Add an option to process internal runtime ID pointers.

In some cases (advanced, low-level code) we also want to process ID
pointers like `ID.newid` or `ID.orig_id`.
March 13, 2021, 00:59 (GMT)
Fix T86455: vertex color baking issue with sculpt vertex colors

Baking to Vertex Colors would always bake to sculpt vertex colors (if
such a layer is present) even if those are not enabled in the
experimental preferences. This would bake without an error but leave the
user without a result to look in the viewport.

Now check if sculpt vertex colors are enabled and only bake to them in
that case.

Maniphest Tasks: T86455

Differential Revision: https://developer.blender.org/D10692
March 13, 2021, 00:59 (GMT)
Cleanup: remove workaround for MSVC PyTypeObject declarations

This is no longer needed for MSVC-2017.
March 13, 2021, 00:59 (GMT)
Cleanup: set the window manager to the updated context on load

While this happened to be corrected by code that runs afterwards,
leaving this in an invalid state could cause problems in the future.
March 13, 2021, 00:59 (GMT)
Cleanup: make_source_archive.py minor changes & comments

- Add notes on portability.
- Use encoding argument for all file IO.
- Use integer math to calculate major/minor version, while float
division should be fine prefer matching Blender.
March 13, 2021, 00:59 (GMT)
Cleanup: incorrect doxy section title

Also correct typo.
March 13, 2021, 00:59 (GMT)
Cleanup: break out of loop early
March 13, 2021, 00:59 (GMT)
Cleanup: redundant flag check
March 13, 2021, 00:59 (GMT)
Cleanup: redundant outliner includes
March 12, 2021, 22:33 (GMT)
Merge branch 'master' into temp-gpencil-bezier-v2
March 12, 2021, 22:33 (GMT)
GPencil: Small refactor, no functional changes
March 12, 2021, 22:32 (GMT)
GPencil: Transform code for bezier strokes

This commits implements transformations for both poly and bezier strokes.

Every control point is treated as a stroke point (with some exceptions).
This also refactors some of the old transform code to be a bit
more readable.
March 12, 2021, 21:29 (GMT)
Cleanup: add BKE_pbvh_vertex_iter_begin to clang-format

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D10707
March 12, 2021, 20:57 (GMT)
Merge branch 'master' into sculpt-dev
March 12, 2021, 20:37 (GMT)
Sculpt: Mask Init operator

This operator initializes mask values for the entire mesh. It supports
different modes for initializing those values, and more will be added in
the future.

The initial version supports generating a random mask per vertex, Face
Sets or loose parts. These masks are useful for introducing variations
in the model using the filters (both shapes and colors).

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D10679
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021