Blender Git Commits

Blender Git "master" branch commits.

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September 28, 2018, 13:03 (GMT)
Merge branch 'master' into blender2.8
September 28, 2018, 13:02 (GMT)
Cycles: Fix compilation error of CUDA kernel

Was caused by previous commit.
September 28, 2018, 12:12 (GMT)
Fix T56947: Copy text from disabled search menu crashed

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3745
September 28, 2018, 12:09 (GMT)
Tests: recurse into directories for finding OpenGL draw test .blends.
September 28, 2018, 12:01 (GMT)
GP: Remove add/delete buttons from topbar material popover
September 28, 2018, 11:58 (GMT)
Merge branch 'master' into blender2.8
September 28, 2018, 11:57 (GMT)
Cycles: Fix crash with BVH8 on certain scenes

The crash was caused by BVH traversal stack being overflowed.

That overflow was caused by lots of false-positive intersections
for rays originating on a non-finite location.

Not sure why those rays will be existing in the first place,
this is to be investigated separately.

This commit moves pre-SSE4.1 check to a higher level function
and enables it for all miroarchitectures.
September 28, 2018, 10:07 (GMT)
Fix T56905: unsupported channel layout error writing AAC audio.

This uses same mapping as Audaspace to specify channel layout, which was
missing before.
September 28, 2018, 09:05 (GMT)
UI: move messages and running jobs to top bar.

It's too easy to miss at the bottom of the screen, and if the status bar is
collapsed critical messages may not be seen at all. There might be a better
looking solution, but for now this solves the main usability problem.
September 28, 2018, 08:47 (GMT)
Fix merge error, this should have been included from master.
September 28, 2018, 08:39 (GMT)
Fix T56940: crash rendering with OpenGL as engine.
September 28, 2018, 08:13 (GMT)
Make struct initialization happy for CLang
September 28, 2018, 08:13 (GMT)
Subdiv: Return enumerator of proper type

Was harmless, that code is never to be reached.
September 28, 2018, 08:11 (GMT)
Fix/workaround stupidity of CLang

Seems there is something wrong with ternary operator
and type deduction.

Copying matrix to a variable with cleaner name seems
to be better solution than to force cast to an array.
September 28, 2018, 08:10 (GMT)
GPencil: Avoid tautology assignment

This is considered a warning which is usually promoted to
error in developers' environment.

Probably worth adding an assert or so, if possible?
September 28, 2018, 08:09 (GMT)
CMake: Default to C11 for Clang and GCC

The option WITH_C11 is gone, and C++ is defaulting to C++11 now,
so guess it's fine to assume we need C11 now.

This is technically what we use anyway, with all the re-definitions
of structs (like when we typedef anonymous struct in a header file
first, and them define it to a proper structure in implementation
file).
September 28, 2018, 08:04 (GMT)
GPencil: Use proper enumerator type

Was using GpencilModifierType in type definition,
but rest of usage was using values from GpencilModifierTypeType.
September 28, 2018, 07:47 (GMT)
Merge branch 'master' into blender2.8
September 28, 2018, 07:46 (GMT)
Fix compilation errors and warnings with Clang-6
Revision 6f42eb2 by Bastien Montagne
September 27, 2018, 21:32 (GMT)
Python IO: Initial nodal shader support for import AND export.

That new bpy_extras' node_shader_utils module is remotely based on
existing addons' cycles_shader_compat module. It has some key
differences though:
- It is based on Principled shader, instead of the noodle combination
of half a dozen simpler shaders.
- It does not do any value conversion (like e.g. clamping, which was
only suited for FBX). Any conversion/adaptation is to be done
by each IO add-on.
- It extensively uses accessors to offer:
- Easy read/write of values, hiding all the hairy noodly nodes
(principled shader helps a lot here).
- lazy creation of most nodes on accessing (when generating a
material), which avoids getting unused nodes in final shader.
- We only use Principled BSDF so far though, which means some features
supported by previous system are not yet implemented in new one.

Note that, even though we support 'exporting' side of things, this will
only work for a very specific (and basic) kind of shader. This will have
to be clearly explained in end-user documentation.

Also, that code has had some basic testing, but most certainly needs a
lot more refinement.

As proof-of-concept, OBJ IO script will be updated to use that new
system after that commit.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021