September 9, 2020, 06:31 (GMT) |
September 2, 2020, 13:03 (GMT) |
Fix T80159: Custom Normals Averaging crash after clearing custom split normals data Clearing custom split normals would get rid of the CD_CUSTOMLOOPNORMAL layer - but editing data `lnor_spacearr` would be kept. Adding a CD_CUSTOMLOOPNORMAL layer (if none exists yet) should be done in `edbm_average_normals_exec` / `BKE_editmesh_lnorspace_update` / `BM_lnorspace_update` / `BM_lnorspacearr_store`. The thing is that if the editing data `lnor_spacearr` would still be valid after `Clear Custom Split Normals Data`, blender would happily call `BM_lnorspace_rebuild` instead. Doing that without a CD_CUSTOMLOOPNORMAL layer is asking for trouble. Now clear lnor_spacearr on `Clear Custom Split Normals Data` as well. Thx @mont29 for feedback here. Maniphest Tasks: T80159 Differential Revision: https://developer.blender.org/D8730 |
September 2, 2020, 13:00 (GMT) |
Fix crash accessing image space properties without an active window |
September 2, 2020, 12:58 (GMT) |
Fix T77900: File Browser in macOS fullscreen crashes When Blender is started in fullscreen mode from the command line, or if the fullscreen state is saved in the startup file, all temporary windows will also open in fullscreen mode. When closing the fullscreen File Browser, Blender would either crash or parent window becomes black. This does not happen if the Blender switches to full screen manually. `NSWindowCollectionBehaviorFullScreenPrimary` should be set for windows that can enter full-screen mode. Otherwise macOS will turn the wrong window into full-screen. Similar fix: rB4b39de677d20 Differential Revision: https://developer.blender.org/D8708 Reviewed by: Julian Eisel |
September 2, 2020, 12:57 (GMT) |
Fix Outliner allowing to enter Pose Mode on linked armature If a different object was active, clicking on a linked armature's pose in the Outliner would enter Pose Mode for it. This would actually cause a failed assert, but in release builds the armature would just enter pose mode. Steps to reproduce were: * Link in armature object * Activate a different object * In the Outliner, un-collapse the armature object * Activate Pose Mode by clicking on its pose there |
September 2, 2020, 12:56 (GMT) |
Fix T80104: Crash on making material local. Problem is again with the embedded data, we want to make those local together with their owner ID, but sometimes we are actually dealing with copies here, which are inheritently already local. Code did not considered that possibility before, leading to access to a NULL `lib` pointer. This should also be back-ported to 2.83 LTS release. Maniphest Tasks: T80104 Differential Revision: https://developer.blender.org/D8731 |
September 2, 2020, 12:54 (GMT) |
Fix T80078: Overrides: Crash with animated IK control on linked armature. Issue was with our dear posebones again... when applying overrides we keep the same address/pointer for the IDs themselves, (which avoids us the need to remap their usages), but their inner data is often re-allocated. Therefore, we need once again to go over armature objects and invalidate their posebone pointers. This should also be back-ported to Blender LTS 2.83. Maniphest Tasks: T80078 Differential Revision: https://developer.blender.org/D8734 |
Revision 74a9ffc by Bastien Montagne / Jeroen Bakker (blender-v2.83-release, tmp-2.83-cycles-rtx3-kernels) September 2, 2020, 12:53 (GMT) |
Revision 7071daa by Campbell Barton / Jeroen Bakker (blender-v2.83-release, tmp-2.83-cycles-rtx3-kernels) September 2, 2020, 12:53 (GMT) |
Revision 8cc52ef by Julian Eisel / Jeroen Bakker (blender-v2.83-release, tmp-2.83-cycles-rtx3-kernels) August 31, 2020, 09:49 (GMT) |
VR: SteamVR is now a supported OpenXR runtime! (Windows only) Steam just released a SteamVR update with OpenXR Developer Preview support: https://steamcommunity.com/games/250820/announcements/detail/2396425843528787270. Once SteamVR is set up for OpenXR (see link above), it works with Blender "out of the box", thanks to OpenXR! We have to apply the sRGB transform workaround for SteamVR though, otherwise it renders way too dark. Done in the next commit. Note that AMD users may still only see a pink screen, because the OpenGL-DirectX compatibility fails. I will check on a fix again. For SteamVR on Linux we may have to wait for until it supports OpenGL rendering for OpenXR. Alternatively, we *could* add initial Vulkan support at Ghost level and use Vulkan<->OpenGL interoperability extensions, Monado uses these as well. |
August 26, 2020, 09:52 (GMT) |
Fix T78065: OSL shader compilation fails on macOS |
August 26, 2020, 09:51 (GMT) |
Fix T77683: Cycles baking crash with motion blur enabled and no camera specified Maniphest Tasks: T77683 Differential Revision: https://developer.blender.org/D8593 |
August 26, 2020, 09:50 (GMT) |
August 26, 2020, 09:48 (GMT) |
Fix T80039: Do not subdivide with Multires is mesh has no faces This skips the subdivision operation if the mesh has no loops, avoiding the crash. Reviewed By: sergey Maniphest Tasks: T80039 Differential Revision: https://developer.blender.org/D8696 |
August 26, 2020, 09:47 (GMT) |
Fix T80077: Objects disappear when joining with a zero scaled axis Use invert_m4_m4_safe_ortho when joining objects so zero scaled axis doesn't cause all points to be scaled to zero. Instead geometry is left un-scaled on degenerate axes. Report a warning in this case since users may want to adjust the active objects scale. |
August 26, 2020, 09:40 (GMT) |
BLI_math_matrix: add invert_m4_m4_safe_ortho (m3 version too) Unlike invert_m4_m4_safe, this calculates zeroed axes. Useful when we need to use the inverse of an objects matrix, keeping the valid axis, only filling in the zeroed ones. |
August 26, 2020, 09:33 (GMT) |
Fix T79915: crash when changing to white noise texture Reviewers: brecht, OmarSquircleArt Differential Revision: https://developer.blender.org/D8697 |
August 26, 2020, 09:32 (GMT) |
Fix T80012: Bevel Shader node Samples value has too low hardcoded limit Up the hard limit, keep the UI range max at 16 Maniphest Tasks: T80012 Differential Revision: https://developer.blender.org/D8701 |
August 26, 2020, 09:31 (GMT) |
Fix T77359: Crash adding UV's in edit-mode with linked duplicates This prevents UV layer mix up in MeshBatchCache.cd_used/cd_needed/cd_used_over_time which depends on the extraction method. One object's mesh can be accessed with MR_EXTRACT_MESH, another object that uses the same mesh can use MR_EXTRACT_BMESH based on (Object.mode & OB_MODE_EDIT), this causes a problem as the edit-mesh and the mesh aren't always in sync, the custom data layers wont necessarily match up, causing T77359. Reviewed by @jbakker, @brecht Ref D8645 |
August 26, 2020, 09:20 (GMT) |
Fix T79111: Cycles: Image Sequence not rendering Caused by c7aa0f9d743ee9cafe91b4a51d9f1ecc5e437d71. Since above commit, BKE_image_user_frame_calc requires an image (not just the iuser) to get the framenumber. Cycles used to call this with NULL image (in `image_user_file_path` and `image_user_frame_number`), now pass the image as well. Maniphest Tasks: T79111 Differential Revision: https://developer.blender.org/D8439 |
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