Revision 4f4cea7 by Brecht Van Lommel April 2, 2019, 14:00 (GMT) |
Fix T63164: DNA size mismatches on 32bit, causing memory corruption and crashes. Some alignment rules from Visual Studion on 32 bit are not taken into account, this fixes the structs to confirm. We now have static asserts to catch when such breakage happens in the future. |
Revision 964b5f0 by Brecht Van Lommel April 2, 2019, 11:42 (GMT) |
DNA: add error for DNA computed struct sizes and member offsets mismatch. Ref T63164, there was a hidden bug like this on Windows 32 bit. |
Revision b0037cd by Brecht Van Lommel April 2, 2019, 11:38 (GMT) |
Fix T63219: error in previous commit for makesdna mismatch detection |
Revision 1abd909 by Brecht Van Lommel April 2, 2019, 11:32 (GMT) |
Cleanup: remove DNA_PRIVATE_WORKSPACE hacks. This is just not practical to do for the code as a whole, and having it as an exception for one specific data structure is not that helpful. This has only been in the way for me when refactoring code. |
Revision 6009038 by Antonio Vazquez April 2, 2019, 11:13 (GMT) |
Cleanup: Fix compiler warning |
Revision dbccbc5 by Sebastian Parborg April 2, 2019, 10:37 (GMT) |
Fix T63120 Select random in particle edit mode is broken Fix coding snafu where the variable keeping track of changes only took the state of the last element into account. |
Revision 62811c3 by Sergey Sharybin April 2, 2019, 09:38 (GMT) |
Fix T63211: Can't move camera in viewport while realtime render mode on The issue is that Eevee directly evaluates animation on a datablock which is a part of active dependency graph. This is a broken logic by design and requires a complete revamp to support more real life cases when camera is parented to a camera rig, but it is beyond of what i can do with a simple bugfix. |
Revision 0a2e59a by Philipp Oeser April 2, 2019, 08:15 (GMT) |
Revision 0df17bc by Philipp Oeser April 2, 2019, 08:01 (GMT) |
Fix T60199: Icon Viewer addon causes internal errors and slows text editor this just removes unused icon definitions [for which no icons exist anymore] Reviewers: billreynish, brecht Maniphest Tasks: T60199 Differential Revision: https://developer.blender.org/D4628 |
Revision 6470056 by Campbell Barton April 2, 2019, 06:54 (GMT) |
Cleanup: empty expression statement warning |
Revision 17c1579 by Bastien Montagne April 1, 2019, 19:15 (GMT) |
Fix T63101: Blender crashes on adding any object to collection duplicated with added scene. Issue was that (deep) duplication code of scene ended up leaving children collections of new master one without any parent. Note that even though I think that fix is OK for now, we should really make 'deep' duplication of IDs part of the generic ID management code. Am less and less happy with current handling of this, done half from /editors code, half from some semi-specialized helpers from /blenkernel, with sometimes nearly the same logic replicated several times for slightly different needs, etc. Unfortunately this would not be a small refactor, so it will have to wait... |
Revision b5382c9 by Germano Cavalcante April 1, 2019, 14:53 (GMT) |
Edit Mesh Selection: Clear out buffer that indicates out of bounds pixels. This prevents the use of uninitialized buffer. In addition, use `memset` instead of assigning in a loop. |
Revision fa6c2c7 by Antonio Vazquez April 1, 2019, 14:48 (GMT) |
GPencil: Handle vertex groups weights correctly In extrude operator when the point was added, the weight data pointer was wrongly connected to old pointer. Now, when move the data, the pointer is moved, but when a new point is added, the memory is duplicated to keep separated copies of the pointer. This is related T62872 Thanks to @sergey for his help fixing this bug. |
Revision af6df84 by Sergey Sharybin April 1, 2019, 14:33 (GMT) |
Cleanup: Indentation Got broken in the previous commit somehow. |
Revision 9ddf0c9 by Sergey Sharybin April 1, 2019, 14:09 (GMT) |
Fix memory leak in armatures with no bones The cleanup operation was never run for such armatures. |
Revision e8c3c92 by Sergey Sharybin April 1, 2019, 13:33 (GMT) |
Cleanup: Spelling |
Revision 46eb5a0 by Sergey Sharybin April 1, 2019, 12:49 (GMT) |
Tweak behavior of object.to_mesh() - Passing original object with apply_modifiers=false will give a non-modified non-deformed mesh. The result mesh will point to datablocks from the original "domain". For example, materials will be original. - Passing original object with apply_modifiers=true will give a mesh which has all modifiers applied. The result mesh will point to datablocks from the original "domain". For example, materials will be original. - Passing evaluated object will ignore apply_modifiers argument, and the result always contains all modifiers applied. The result mesh will point to an evaluated datablocks. For example, materials will be an evaluated IDs from the dependency graph. Fixes T62916: Applying boolean modifier does not set material properly Differential Revision: https://developer.blender.org/D4604 |
Revision 4370d00 by Sergey Sharybin April 1, 2019, 12:43 (GMT) |
Modifiers: Proper fix for the Apply Modifier It is up to the operator to pass valid object to the modifiers evaluation. Fixes T62916: Applying boolean modifier does not set materials properly |
Revision 64c8d72 by Sergey Sharybin April 1, 2019, 12:43 (GMT) |
Modifiers: Use object passed to evaluation This was wrong and violating design to force modifiers to query evaluated objects and IDs. It is up to the caller to make sure the object is properly evaluatable. Effectively, reverting changes from de491abf9962 (and possibly other related changes). |
Revision a2a5719 by Sergey Sharybin April 1, 2019, 12:30 (GMT) |
Fix T62960: Expanding/Closing Constraints/Modifiers causes re-render Mark specific properties as no-dependency-graph tag. This is needed to avoid a centralized Copy-on-Write tag from RNA pointer update. |
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