Blender Git Commits

Blender Git "master" branch commits.

Page: 1213 / 5574

May 4, 2019, 12:11 (GMT)
Cleanup: Eevee: Remove Flat normal shader variation

Was use by sculpt mode but that's not used anymore.
May 4, 2019, 12:11 (GMT)
Cleanup: Remove unused code in sculpt_mode, workbench and draw manager
May 4, 2019, 12:11 (GMT)
Sculpt: Refactor draw manager sculpt drawing mechanism

Workbench/Eevee now displays multiple multi-materials correctly.

Iterate over pbvh nodes when doing object iteration. This makes the
rendering process more streamlined and allow for using different materials.

This change will make possible to:
- Add culling pass of each pbvh leaf node. (speedup if zoomed on a small
area)
- Reduce number of lead node iteration.
- Reduce code complexity
May 4, 2019, 12:11 (GMT)
GPUBuffers: Save / expose material index per buffers
May 4, 2019, 00:56 (GMT)
Fix T64102: Can't add X-Mirror to quick favorites
May 4, 2019, 00:56 (GMT)
Cleanup: unused vars
Revision ee0d842 by Julian Eisel
May 3, 2019, 21:09 (GMT)
UI: Dynamic region size for file browser options

Makes the file browser operator property region (lower left) dynamically
sized to content. Previously, the default size would work really badly
for file browsers opened in small windows, e.g. to install Add-ons from
the preferences window. It would be mostly empty but use lots of space
then.
May 3, 2019, 17:44 (GMT)
Fix crash in background rendering after recent sound changes
May 3, 2019, 17:08 (GMT)
Fix Cycles crash when trying to load image that does not exist

It was crashing due to array out of bounds access. This is not a great fix,
but brings back behavior the same as before now. Perhaps images that failed
to load should be stored separately somewhere.
May 3, 2019, 16:43 (GMT)
GPencil: Add stroke color to Materials Popover

This makes more easy to manage the color, specially for advanced brushes with pinned materials.

Reviewers: @pepeland, @mendio
May 3, 2019, 16:33 (GMT)
UI: color icons in the properties editor tabs

Still can use more tweaks and icon reorganization, but this gets us closer
to the intended design so we can evaluate it. Ref T61561, T63521.
May 3, 2019, 16:04 (GMT)
Fix Cycles assert on exit after recent changes
May 3, 2019, 15:50 (GMT)
Sound: Fix for being unable to jump to a frame during playback with A/V sync
May 3, 2019, 15:42 (GMT)
UI: Fix crash when region becomes too thin
May 3, 2019, 15:27 (GMT)
Sound: More fixes for access of original scene

Same as previous commit, just few lines to the bottom.
May 3, 2019, 15:19 (GMT)
Sound: Fix access original scene during playback

Was required to have AV-sync enabled. and then simply play playback
would have triggered an assert.

In release builds the sync would have happened to a wrong frame.
May 3, 2019, 13:53 (GMT)
fix image_changed() doing unneccessary texture updates when texture wasnt
using an image

Reviewers: brecht

Differential Revision: https://developer.blender.org/D4789
May 3, 2019, 13:50 (GMT)
Cleanup: Selling in comment
May 3, 2019, 13:50 (GMT)
Depsgraph: Make comment about evaluation more obvious
May 3, 2019, 13:50 (GMT)
Sound: Make sound handles only be in evaluated datablocks

Quite straightforward change, which makes it so audio handles are
only created inside of evaluated datablocks.

Exception is adding sound strip to the sequencer, which needs an
audio handle to query length and number of channels. This is done
by temporarily loading sound file into an original datablock, and
then tossing it away.

There is an assert in sound.c which verifies that audio system is
used from an evaluated domain, which should help porting all the
cases which are likely missed by this commit.

Some annoying parts:

- `BKE_sound_update_scene()` is iterating over all bases, and does
special ID tags to see whether sound has been handled or not
already. This can not be done the old fashion now.

Ideally, this will be done as a speaker datablock evaluation,
but seems that would require a lock since audio API is not safe
for threading. So this is not a desired way i'd say.

Possible solution here would be to iterate over ID datablocks
using dependency graph query API.

- Frame jump needs to call `BKE_sound_seek_scene()` directly
because there might be some flags assigned to the scene which
could be clear after operator execution is over.

Need to verify if that's the case though. This is a bit hairy
code, so sticking to a safest and known to work approach for
now.

- Removed check for format when opening new sound file.
Maybe we can have some utility function which queries channel
and duration information, leaving the caller's code clean and
tidy.

Tested following cases:
- Adding/removing/moving sequencer's sound strips.
- Adding/moving speakers in viewport.
- Rendering audio.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D4779
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021