Revision 1428435 by Brecht Van Lommel May 13, 2019, 21:30 (GMT) |
Fix compiler warning with OpenGL icon textures |
Revision 1de9906 by Brecht Van Lommel May 13, 2019, 20:37 (GMT) |
Fix T64292: world missing from outliner Scenes view |
Revision cac0e60 by Brecht Van Lommel May 13, 2019, 20:32 (GMT) |
Fix T64297: edit light energy not working for Eevee, when nodes exist Simplify code now that Cycles also has energy outside nodes. |
Revision e2fdbf7 by Brecht Van Lommel May 13, 2019, 20:20 (GMT) |
Fix T64407: crash adding workspace after appending datablock The files operator property should not be remembered for next operator executions, gives unexpected effects when using the operator again. |
Revision 164fafd by Ray molenkamp May 13, 2019, 20:08 (GMT) |
make.bat: add option for enabling the OpenGL based tests. |
Revision 27d097e by Alexander Gavrilov May 13, 2019, 19:09 (GMT) |
Python API: expose conversion between tweaked NLA strip and scene time. This is necessary to correctly do low-level keyframe manipulation in tweak mode, and the logic is complex enough that re-implementing it in Python is impractical. |
Revision c6f975e by Philipp Oeser May 13, 2019, 18:04 (GMT) |
Better support for (mirrored) bbone scaling in pose mode since own rB5d9d32fd1fa3 (mirror bbone scaling in editmode) - bbone scaling in posemode was missing immediate updates - bbone scaling in posemode could crash This now properly supports mirroring in posemode as well. note: for bbone scaling, I made both X-Axis-Mirror options (editmode option as well as posemode option) valid. Fixes T64091 Reviewers: brecht Maniphest Tasks: T64091 Differential Revision: https://developer.blender.org/D4851 |
Revision 0264d83 by Alexander Gavrilov May 13, 2019, 16:17 (GMT) |
Apply Pose as Rest Pose: implement an Only Selected bones option. The most difficult part is handling parent-child relations correctly: when a parent is applied, the children should be moved accordingly, and when applying a child, it should not include transformation from unapplied parents. All this requires walking bones as a tree, instead of a flat list. Limitation: Applying bones with non-uniform scaling without also applying children will distort non-rest posing on said children for reasons related to T54159 (basically, non-uniform scale plus rotation creates shear, and Blender matrix decomposition utilities don't have tools to deal with it). Reviewers: campbellbarton, brecht, mont29 Differential Revision: https://developer.blender.org/D3775 |
Revision 93cabce by Bastien Montagne May 13, 2019, 15:58 (GMT) |
I18n Disambiguation: "Shift". Give WM context to the shortcut, since this is more specific meaning than usual 'shifting' one... Part of T43295. |
Revision 17e172b by Bastien Montagne May 13, 2019, 15:58 (GMT) |
Revision 6ec096f by Bastien Montagne May 13, 2019, 15:58 (GMT) |
I18n Disambiguation: "Add" in menu labels. This one is usually a verb/action one in menus' labels, hence we give it the Operator default context. Part of T43295. |
Revision 9ed8f8a by Sergey Sharybin May 13, 2019, 15:55 (GMT) |
Fix T63325: Drivers freezing input value Not sure why driver would be affecting on the behavior, the actual issue was caused by lack of proper relations built for lamps and cameras. |
Revision 1c1e3de by Sergey Sharybin May 13, 2019, 14:46 (GMT) |
Fix T64387: Crash with driver copy/paste Was missing copy-on-write tag since lamp itself has no geometry or transform. Now tagging for animation, and taking care of special case in the dependency graph. |
Revision 8f71a84 by Brecht Van Lommel May 13, 2019, 13:56 (GMT) |
Cycles/Eevee: add Emission and Alpha inputs to Principled BSDF This makes it easier to set up materials with emission and transparency. Importers/exporters and add-ons are recommended to now use these rather than creating separate transparent BSDF and emission nodes. |
Revision 2185457 by Brecht Van Lommel May 13, 2019, 13:56 (GMT) |
Cycles/Eevee: unify light strength and color Cycles lights now use strength and color properties of the light outside of the shading nodes, just like Eevee. The shading nodes then act as a multiplier on this, and become optional unless textures, fallof or other effects are desired. Backwards compatibility is not exact, as we can't be sure which renderer the .blend was designed for or even if it was designed for a single one. If the render engine in the active scene is set to Cycles, lights are converted to ensure overall light strength remains the same, and removing unnecessary shader node setups that only included a single emission node. If the engine is set to Eevee, we increase strength to remove the automatic 100x multiplier that was there to match Cycles. Differential Revision: https://developer.blender.org/D4588 |
Revision 7ad802c by Brecht Van Lommel May 13, 2019, 13:56 (GMT) |
Cycles/Eevee: unified and improved texture image color space handling Cycles now uses the color space on the image datablock, and uses OpenColorIO to convert to scene linear as needed. Byte images do not take extra memory, they are compressed in scene linear + sRGB transfer function which in common cases is a no-op. Eevee and workbench were changed to work similar. Float images are stored as scene linear. Byte images are compressed as scene linear + sRGB and stored in a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read as scene linear, simplifying the code and taking advantage of hardware support. Further, OpenGL image textures are now all stored with premultiplied alpha. Eevee texture sampling looks a little different now because interpolation happens premultiplied and in scene linear space. Overlays and grease pencil work in sRGB space so those now have an extra conversion to sRGB after reading from image textures. This is not particularly elegant but as long as engines use different conventions, one or the other needs to do conversion. This change breaks compatibility for cases where multiple image texture nodes were using the same image with different color space node settings. However it gives more predictable behavior for baking and texture painting if save, load and image editing operations have a single color space to handle. Differential Revision: https://developer.blender.org/D4807 |
Revision e9d2ec4 by Brecht Van Lommel May 13, 2019, 13:56 (GMT) |
Tests: disable DoF in Eevee tests for now, it adds blurring with default values |
Revision 3ad962d by Sergey Sharybin May 13, 2019, 13:24 (GMT) |
Depsgraph: Use for_render flag for curves from depsgraph Fixes issue with Eevee always using viewport curve resolution. |
Revision b03b8c3 by Sergey Sharybin May 13, 2019, 13:06 (GMT) |
Curve: Remove duplicated and confusing argument Curve function had two arguments: - for_render, which was originally supposed to be used to control whether viewport or render visibility for modifiers is to be used. - use_render_resolution, which sounds like it is supposed to control whether viewport or render resolution for curves is to be used. What is totally confusing is that those arguments were used interchangeably: sometimes use_render_resolution would control modifiers visibility. This commit makes it so there is one single argument for this. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D4850 |
Revision f49fecc by Campbell Barton May 13, 2019, 12:28 (GMT) |
Preferences: set dirty when editing quick favourites menu |
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