Blender Git Commits

Blender Git "master" branch commits.

Page: 1157 / 5574

June 5, 2019, 14:30 (GMT)
Fix T65437: sculpt dyntopo undo not showing correct mesh
June 5, 2019, 13:55 (GMT)
GPencil: Fix mirror modifier rotation around object

Still pending when the original object is rotated or scaled.
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.
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
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
June 5, 2019, 13:17 (GMT)
Fix T63384: Vertices are moving in different directions
June 5, 2019, 13:14 (GMT)
Cleanup: Remove unused argument
June 5, 2019, 12:53 (GMT)
Fix T65520: Assigning Material a second time crashes Blender
June 5, 2019, 12:30 (GMT)
Code Style: Make Format
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
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
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.
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.
June 5, 2019, 12:23 (GMT)
Cleanup: Make comment around DEG evaluation functions more clear
June 5, 2019, 12:21 (GMT)
Fix T65389 Edit Mesh: Face dots are not shown in Xray mode
June 5, 2019, 11:45 (GMT)
Python GPU Shader: Fix crash when uniform is not found.

Error in string format.
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).
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.
June 5, 2019, 09:46 (GMT)
Fix T65492: make material slots popover wider
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021