April 16, 2020, 19:29 (GMT) |
Fix (unreported) crash on use-after-free in liboverride deletion code. |
April 16, 2020, 19:29 (GMT) |
Refactor/strengthen a bit invalid operands checks when applying an override operation. |
April 16, 2020, 19:29 (GMT) |
Fix T75730: Crash on read of liboverride data when missing source modifier. While this should not happen, we still want to handle those errors gracefully from user perspective (i.e. assert for devs, no crash for users). Actual fix of root cause of the issue will come later. |
April 16, 2020, 19:29 (GMT) |
Fix T73977, T73825: ignore Python user site-packages directory by default This goes along with the existing changes to ignore PYTHONPATH by default. --python-use-system-env now controls both. Differential Revision: https://developer.blender.org/D6962 |
April 16, 2020, 19:29 (GMT) |
GPU: Fix Negative Shift glAttributes also include `gl_` names. These don't have a location and should be ignored during shader interface creation. Those internal names received a location of -1 and therefore the bitmasking was undefined. Users wouldn't notice this, but ASAN warned developers of this situation. ASAN could quit making ASAN un-usable as most shaders have this issue. Reviewed By: Cl�ment Foucault` Differential Revision: https://developer.blender.org/D7448 |
April 16, 2020, 19:29 (GMT) |
April 16, 2020, 19:29 (GMT) |
Fix T75785: "Extrude Faces Along Normals" throws error |
April 16, 2020, 19:29 (GMT) |
Fix memcpy overlapping buffers This crashes with ASAN enabled. ``` ==39366==ERROR: AddressSanitizer: memcpy-param-overlap: memory ranges [0x6230000ae848,0x6230000ae85a) and [0x6230000ae851, 0x6230000ae863) overlap ``` |
April 16, 2020, 19:29 (GMT) |
UI: Move node socket icons to the left of node input buttons Node input buttons (e.g. in the material properties) used to draw their icons on the right of the buttons. However since they represent inputs, it makes more sense conceptually to have them on the left. Further, we might want to add the usual decorator buttons (to control keyframes or display other states) to the material properties as well. Having two circle icons next to each other would be confusing. Differential Revision: https://developer.blender.org/D7409 Reviewed by: Brecht Van Lommel, William Reynish |
April 16, 2020, 19:29 (GMT) |
UI: Draw real node sockets for node input buttons For buttons representing node inputs (e.g. in the material properties) rather than drawing some generic socket icon, the actual sockets are drawn now. That includes color, shape and the selection outline. This should make it easier to understand what these buttons relate to. Screenshots: {F8469252}, {F8469248} (The left alignment will be done in a follow-up commit.) Differential Revision: https://developer.blender.org/D7409 Reviewed by: Brecht Van Lommel, Cl�ment Foucault, William Reynish |
April 16, 2020, 19:28 (GMT) |
Cleanup: typo in comment |
April 16, 2020, 19:28 (GMT) |
April 16, 2020, 19:28 (GMT) |
Fix (unreported) Image Editor UI drawing too dark Caused by rBf0221ff6674f. Only draw the Image buffer itself in display space. Differential Revision: https://developer.blender.org/D7449 |
April 16, 2020, 19:28 (GMT) |
Cleanup: Deduplicate getting node tree from id Differential Revision: https://developer.blender.org/D7438 Reviewers: mont29 |
April 16, 2020, 19:28 (GMT) |
Theme: adjust active UV face color in the theme This color had it's alpha reduced in the drawing code, as the active face is no longer stippled. Now the color is used from the theme without adjusting the alpha. |
April 16, 2020, 19:28 (GMT) |
UV: support changing the opacity of the UV overlay Add this option as it's useful to adjust how much UV's cover the image when UV mapping. D5348 by @EitanSomething with edits |
April 16, 2020, 19:28 (GMT) |
GPUImmediate: Use 2 Buffers For (Un)Strict We used to have a single buffer that was shared between strict and unstrict draw calls. This leads to many recreation events for the draw buffers. This patch separates the Unstrict draw buffer from the strict draw buffer. This improves performance on Windows Intel 10th gen platform. On a reference platfor before the patch I got 10 FPS, after this patch it became 34fps. Note that the same test normally on a low end GPU can get to 60fps so this does not solve all teh bottlenecks yet. Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D7421 |
April 16, 2020, 19:28 (GMT) |
GPUViewport: Use GPUBatch for viewport drawing When drawing the viewport to the screen the draw calls were not batched. This resulted in measurable slowdown on Windows Intel 10th gen platforms. This patch would cache the last draw calls per viewport. Our API does support partial redrawing of the viewport, but that isn't used anywhere. This patch does not include stereoscopy rendering. This still uses the imm approach and would still be slow on certain hardware. Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D7357 |
April 16, 2020, 19:28 (GMT) |
Fix T75567: Paint Mode Wireframe Incorrect The loop normal VBO is used in two manners. In edit mode to draw the edge normals. And in paint mode to draw the wireframe. This commit checks which VBO is needed and build the correct one. This allows show the wireframe correct in paint mode, when the object is subdivided. Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D7419 |
April 16, 2020, 19:28 (GMT) |
Fix T75455: High World Space Cavity Samples Crash When setting the number of cavity samples to a high number blender could write out of bounds. This patch will harmonize the number of iterations in the same way how it is done during execution. Reviewed By: Cl�ment Foucault Differential Revision: https://developer.blender.org/D7425 |
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