Blender Git Commits

Blender Git "master" branch commits.

Page: 1316 / 5574

February 23, 2019, 08:20 (GMT)
Cleanup: use function instead of extern variable

Quiet undeclared variable warning.
February 23, 2019, 03:54 (GMT)
make.bat: Preliminary Visual Studio 2019 support.

VS2019 is binary compatible with the existing vc14 libraries and no
new libraries libs are required in svn.

VS2019 support requires cmake 3.14.

VS2019 is still in pre-release state, you are required to explicitly
select the pre-release version by using:

make full 2019pre
February 23, 2019, 03:53 (GMT)
Make.bat: Fix sub-module detection
February 23, 2019, 03:49 (GMT)
make.bat: Preliminary Visual Studio 2019 support.

VS2019 is binary compatible with the existing vc14 libraries and no
new libraries libs are required in svn.

VS2019 support requires cmake 3.14.

VS2019 is still in pre-release state, you are required to explicitly
select the pre-release version by using:

make full 2019pre
February 23, 2019, 03:02 (GMT)
Make.bat: Fix sub-module detection
February 23, 2019, 01:59 (GMT)
Cleanup: move variable declarations to headers

Quiet undeclared variable warning.
February 22, 2019, 22:26 (GMT)
readfile: disable delayed data reading for WIN32

Seeking the file causes slow down on Windows.

Resolves T61855
February 22, 2019, 21:01 (GMT)
Fix: Workbench assert on non-image texture node

This was not report, but it would happen if you open the sample file
from T61858 and changed to solid view with texture.
February 22, 2019, 19:41 (GMT)
Cleanup: Remove redudant function call

BKE_main_id_clear_newpoints is already called from copy_object_set_idnew().
February 22, 2019, 16:14 (GMT)
Fix T61837: Assert in Eevee multiresolution modfier in sculpt mode

Note that this commit remove the support (that was not really working)
for shadows in sculpt mode.
February 22, 2019, 16:02 (GMT)
Multires: Support smooth shading when sculpting

On CCG side it is done similar to displacement, where we have
a dedicated functor which evaluates displacement. Might be seemed
as an overkill, but allows to decouple SubdivCCG from mesh entirely,
and maybe even free up coarse mesh in order to save some memory.

Some weak-looking aspect is the call to update normals from the
draw manager. Ideally, the manager will only draw what is already
evaluated. But it's a bit tricky to find a best place for this since
we avoid dependency graph updates during sculpt as much as possible.
The new code mimics the old code, this is how it was in 2.7.

Fix shading part of T58307.
February 22, 2019, 15:33 (GMT)
Fix T55921: Toggling visibility for collections doesn't work in Pose

It is always dangerous to add more shortcuts those days. But this way it
is consistent with 2.79 to a point.

When in edit mode (mesh, greasepencil, ...) 1-3 to change submode still
has priority.

When in posemode or greasepencil draw mode however, 1-9 can still be
used to temporarily get some collections out of the way.
February 22, 2019, 15:06 (GMT)
Wireframe: Add object and random coloring option in wireframe mode

The option is separated from the solid mode color option.

Random color uses the same method as solid mode.

Selection state is indicated by a brighter color that is outside the
brightness range of the unselected state colors. The active state is
indicated by the outlines that is, now, still drawn in wireframe mode.

Coloring of the selection / active outline is not optimal because it
can look ugly in some cases of color combination. But the outline color
is using index range coloring so it's not trivial to change the color of
the outline per object. For now we use the same outline color used in solid
mode for consistency and also still add an emphasis on the selected objects.

The Single color option uses the theme color. Maybe it would be nice to
change the name of it in a latter commit to avoid confusion.
February 22, 2019, 14:53 (GMT)
Fix T61788: Hidden objects reappear after rendering

The change in outliner and viewport visibility (897e047374fa) was made
assuming the bases of the render and viewport depsgraph were
independent. Thus we were deliberately setting base visibility when
rendering:

```
/* When rendering, visibility is controlled by the enable/disable option. */
if (mode == DAG_EVAL_RENDER) {
base->flag |= BASE_VISIBLE;
}
```

However, we were syncing data back to the original depsgraph, leading to
hidden viewport objects to re-appear.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D4391
February 22, 2019, 14:53 (GMT)
Merge branch 'blender2.7'
February 22, 2019, 14:53 (GMT)
Fix previous commit

Somehow quote got missing the last moment.
February 22, 2019, 14:50 (GMT)
Merge branch 'blender2.7'
February 22, 2019, 14:47 (GMT)
Always show version when running in background mode

The goal is to make it easy to know which exact blender version
and built was used for a job on a farm. This includes but not
exclusively render farms. But same is handy for simulation tasks
as well.
February 22, 2019, 14:20 (GMT)
Fix T61600: Physics properties inactive when appending objects

This problem existed in 2.79 as well. The rigid body setting is related
to the scene the object was created.

We now clear all the rigid body properties of the appended objects to
prevent them from lingering in this state where they have settings yet
cannot be used in the simulation.

Reviewers: mont29, brecht

Differential Revision: https://developer.blender.org/D4380
February 22, 2019, 13:45 (GMT)
Multires: Don't force smooth shading

There is still work needed to be done from multires side to fully
support smooth shading. So can't just always have smooth shading.

Roll back to a proper code in GPU side, the rest will be handled
from CCG side.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021