Revision 365ba6f by Brecht Van Lommel June 5, 2019, 14:30 (GMT) |
Fix T65437: sculpt dyntopo undo not showing correct mesh |
Revision 806d4fb by Antonio Vazquez June 5, 2019, 13:55 (GMT) |
GPencil: Fix mirror modifier rotation around object Still pending when the original object is rotated or scaled. |
Revision f5908e4 by Sergey Sharybin June 5, 2019, 13:53 (GMT) |
Fix T64336: Switching to a Camera which is hidden, does not evaluate the animation data Changing camera might require more objects pulled into the dependency graph, so need tag relations for update. |
Revision b79976a by Jacques Lucke June 5, 2019, 13:48 (GMT) |
Dopesheet: drag to box select in dopesheet This includes refactoring of the `mouse_action_keys` to make it easier to just detect if there is a key under the mouse. The refactoring mostly consists of extracting methods and reducing vertical scope of variables. Reviewers: billreynish, brecht Differential Revision: https://developer.blender.org/D5024 |
Revision fb4ec70 by Ray molenkamp June 5, 2019, 13:30 (GMT) |
make.bat: Support optional paths for `make format` make.bat now supports optional parameters to restrict the formatting to a specific folder. Multiple paths may be given example: make.bat format source/blender/blenkernel source/blender/gpu |
Revision 328f7e1 by Sergey Sharybin June 5, 2019, 13:17 (GMT) |
Fix T63384: Vertices are moving in different directions |
Revision 112cd86 by Sergey Sharybin June 5, 2019, 13:14 (GMT) |
Cleanup: Remove unused argument |
Revision 5f737cc by Sergey Sharybin June 5, 2019, 12:53 (GMT) |
Fix T65520: Assigning Material a second time crashes Blender |
Revision a73b250 by Jeroen Bakker June 5, 2019, 12:30 (GMT) |
Code Style: Make Format |
Revision eeda936 by Jeroen Bakker June 5, 2019, 12:29 (GMT) |
TexturePaint: Missing Texture Depth Test Depth testing was off as it used the precomputed ModelView matrix. As draw engines currently use a different approach the depth was sometimes a bit off making the color disappear. This change will use a different vertex shader that will write the correct depth. I expected the same change to be needed in the bone selection overlay but was not able to reproduce it. Reviewed By: fclem Maniphest Tasks: T64615 Differential Revision: https://developer.blender.org/D5006 |
Revision 957c8f1 by Jeroen Bakker June 5, 2019, 12:24 (GMT) |
Workbench: World Space Cavity When using the world space cavity shader together with viewport or image rendering only a single pattern was used. This was that the iteration of the cavity shader was updated when the cache is initialized. Now the cavity iteration is updated together when the TAA samples are updated. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5021 |
Revision bbaa1bf by Sergey Sharybin June 5, 2019, 12:23 (GMT) |
Sound: Port to a copy-on-write concept This change makes it so sound handles are created for evaluated scene, sequencer and speakers. This allows to have properly evaluated animation on them. For the viewport playback sound uses regular dependency graph. For the final render sound uses dependency graph created for render pipeline, which now also contains sequencer and sound datablocks. All the direct sound update calls are replaced with corresponding dependency graph recalc tag. |
Revision 863b7b3 by Sergey Sharybin June 5, 2019, 12:23 (GMT) |
Depsgraph: Store recalc tag in ID->recalc Allows to have more granularity in checks compared to a node-factory based tagging in a generic tag/flush code. |
Revision 4674e23 by Sergey Sharybin June 5, 2019, 12:23 (GMT) |
Cleanup: Make comment around DEG evaluation functions more clear |
Revision 6d143f3 by Clément Foucault June 5, 2019, 12:21 (GMT) |
Fix T65389 Edit Mesh: Face dots are not shown in Xray mode |
Revision f2da21e by Germano Cavalcante June 5, 2019, 11:45 (GMT) |
Python GPU Shader: Fix crash when uniform is not found. Error in string format. |
Revision 8db6b1e by Brecht Van Lommel June 5, 2019, 11:27 (GMT) |
Fix empty name shown for operators opening menus without a title For some cases like the edit mode context menu we don't currently have a fixed title since it's dynamic. This should be improved, but we should at least still show Call Menu if there is no menu title. |
Revision eda377c by Gaia Clary June 5, 2019, 10:42 (GMT) |
update Collada Importer: reworked export and import of Materials - added import of transparency and emission into principled BSDF Shader - added support for importing all default collada material parameters * diffuse * emission * index_of_refraction * shininess (mapped to BSDF Roughness) * reflectivity (mapped to BSDF Metallic) * transparency + transparent mapped to BSDF Alpha) * ambient (creates unconnected texture node) * specular (creates unconnected texture node) * reflective(creates unconnected texture node) - added support for exporting collada material parameters: * diffuse * emission * index_of_refraction * shininess (mapped to BSDF Roughness) * reflectivity (mapped to BSDF Metallic) * transparency + transparent mapped to BSDF Alpha) - prepared support for exporting the following parameters but currently commented out: * ambient (creates unconnected texture node) * specular (creates unconnected texture node) * reflective(creates unconnected texture node) Problem: For now we only allow export of principled BSDF based materials. I am not sure from where to get ambient, specular and reflective as those values are not included in the principled BSDF Shader (wip). |
Revision 98cea7e by Clément Foucault June 5, 2019, 10:20 (GMT) |
Fix T65298 Eevee: Principled BSDF doesn't use specular with metals This does add some more register pressure as it passes a new vec3 down the shading function. But for now we care more about accuracy than efficiency. |
Revision cd1ac4d by Jacques Lucke June 5, 2019, 09:46 (GMT) |
Fix T65492: make material slots popover wider |
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