January 28, 2021, 11:42 (GMT) |
Surface Deform: fix binding vertex artifacts causing spikes. There are two issues here. First, like in T81988 there are cases where the modifier would deform some vertices immediately after bind. This is caused by wrong assumptions in the code about the possible relative angles between various vectors, which can cause negative weights that don't blend correctly to appear. Specifically, it seems originally the code assumes that the centroid-point vector in the polygon plane lies somewhere between the mid-edge vectors. This is however not necessarily the case for distant vertices, because the polygon is not guaranteed to be truly planar, so normal projection may be a bit off. The code has to use signed angles and checks to support all possible angular arrangements. The second issue is very thin and long triangles, which tend to be very spatially unstable in their thin dimension, resulting in excess deformation. The code was weighting distance using the distances between the centroid and the mid-edge points, which in this case end up as nearly opposite vectors of sizable length and don't correctly represent how thin the triangle actually is. It is thus better to use centroid-to-line distances, and an additional even stricter value for the midpoint that will use only 3 vertices at evaluation time. Differential Revision: https://developer.blender.org/D10065 |
January 28, 2021, 11:37 (GMT) |
Merge branch 'master' into cycles_procedural_api |
January 28, 2021, 11:36 (GMT) |
Merge branch 'blender-v2.92-release' |
January 28, 2021, 11:36 (GMT) |
Fix T83935: Superimposed icon's hotspot is misaligned Now the icon's rect are drawn wider than it should be, and with overlapping, probably in order to compensate for the icon's offsets inside the rect. The solution is to draw icon's rect of the correct size and center the icon itself. And make the hotspot exactly match the icon's rect. The last/right button's hotspot also covers the extra padding on the right. Differential Revision: https://developer.blender.org/D9936 Reviewed by: Julian Eisel |
January 28, 2021, 11:33 (GMT) |
Fix T83935: Superimposed icon's hotspot is misaligned Now the icon's rect are drawn wider than it should be, and with overlapping, probably in order to compensate for the icon's offsets inside the rect. The solution is to draw icon's rect of the correct size and center the icon itself. And make the hotspot exactly match the icon's rect. The last/right button's hotspot also covers the extra padding on the right. Differential Revision: https://developer.blender.org/D9936 Reviewed by: Julian Eisel |
January 28, 2021, 11:23 (GMT) |
Fix T69001: Custom icons won't load while using workbench engine Preview icons (e.g. material preview or other data-block previews) use the same background-job code as deferred loading of custom icons/previews. There was a check to skip preview generation if the render engine does not support preview rendering mode, which workbench doesn't. However this check should only be used when actually rendering a preview, not when doing deferred loading. |
January 28, 2021, 11:11 (GMT) |
Merge branch 'blender-v2.92-release' |
January 28, 2021, 11:06 (GMT) |
Fix T85121: Sequencer key conflict with Lock & Select Linked "Lock Strips" (Shift-L), conflicted with "Select Pick Linked". Use Ctrl-H, Ctrl-Alt-H for lock & unlock since selected linked uses bindings which are used in other parts of Blender. |
January 28, 2021, 11:02 (GMT) |
Cleanup: spelling Also remove replace 'playblast' with terminology used in Blender's UI. |
January 28, 2021, 10:56 (GMT) |
Merge branch 'blender-v2.92-release' |
January 28, 2021, 10:53 (GMT) |
Fix T81334: Python view-port drawing depth-test regression Since 216d78687d2b9468b05fb598d1cef0b8424a40d2 the depth function (glDepthFunc) was left in an undefined state for drawing callbacks that use the `bgl` module. This meant enabling depth-test from Python's bgl module also needed to set the depth function (which previously wasn't necessary). Set the depth function as part of GPU_bgl_start |
January 28, 2021, 10:34 (GMT) |
Fix panning with Lock-to-Selection and no selection in Clip Editor Rather self-explanatory. Never worked since the initial implementation. It is possible to preserve lock-to-selection option with no selection nowadays (since the fix for T84850). So now the Lock-to-Selection option is fully under user control. Surely, the panning and zooming is also properly supported now in the described scenario. Differential Revision: https://developer.blender.org/D10226 |
January 28, 2021, 10:33 (GMT) |
Fix T85124: Undo assert changing property in redo panel. Logical mistake in recent refactor (rB2a8122fb65c5). |
January 28, 2021, 10:05 (GMT) |
Fix unused result from mmap() call The unused result was reported by Clang-Tidy 11. It does make sense to check for the failed mmap() calls rather than quietly suppress errors. In this change failures are reported, but application execution is not aborted. This is a bit disputable, but it feels to be a safer thing to do now. It is unclear how to test the code though, as we don't have any tools in-place to simulate read errors. Differential Revision: https://developer.blender.org/D10223 |
January 28, 2021, 10:02 (GMT) |
Cleanup: Fix clang format Due a problem in the mergetool, the clang format was totally wrong in the previous commit. |
January 28, 2021, 09:54 (GMT) |
Merge branch 'blender-v2.92-release' |
January 28, 2021, 09:43 (GMT) |
Fix T84512: Crash if size input of Blur node is too large Gaussian filter with a too large kernel doesn't make much sense. This commit caps the Gaussian function radius to MAX_GAUSSTAB_RADIUS. Reviewed By: sergey Maniphest Tasks: T84512 Differential Revision: https://developer.blender.org/D10122 |
January 28, 2021, 09:37 (GMT) |
Merge branch 'blender-v2.92-release' |
January 28, 2021, 09:36 (GMT) |
Fix T85035: Gpencil render in background render wrong frame Due a thread priority, the calculation of the current frame is not done before the frames are available. This produces wrong render frames. The solution is verify the current frame before doing the real render. This adds only a few milliseconds, but it assures the frame is correct. As the problem is only when render in background, the recalculation of the frame is only necessary when do real render and not a viewport render, so there is no impact in the animation FPS. |
January 28, 2021, 09:34 (GMT) |
Merge branch 'blender-v2.92-release' |
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Master Commits
MiikaHweb | 2003-2021