Blender Git Commits

Blender Git "master" branch commits.

Page: 1822 / 5574

April 17, 2018, 10:25 (GMT)
bpy blf api example update

With changes from Campbell Barton as well.
April 17, 2018, 10:12 (GMT)
Merge branch 'master' into blender2.8
April 17, 2018, 09:59 (GMT)
Fix (unreported) RNA sometimes trying to get named sub-props from non-Group IDProp.

Why exactly this happens remains unclear, found that in the
autumn.blenrig file of Spring production while working on static
overrides... Tons of ugly IDProps in that rig. xD
April 17, 2018, 09:23 (GMT)
Pose: fix wpaint + pose mode pick & linked select
April 17, 2018, 09:01 (GMT)
Fix blenderplayer and collada build.
April 17, 2018, 08:22 (GMT)
Pose: multi-object hide/reveal support
April 17, 2018, 08:22 (GMT)
BKE_object: utility functions for pose access

Pose objects may be from the active object,
or from the weight paint mesh.

Since this is such a common check move this to a function call.
Revision be3392e by Mai Lavelle
April 17, 2018, 07:41 (GMT)
Make particle edit mode work again

This is just to have hair rendering and editing mostly working as in
master. A better fix is probably needed, there seems to be some
missing depsgraph relations for particle edit settings, and particle
edit code doesn't rebuild caches after applying edits. But at least
you can see and interact with hair now until those things can be
sorted out.
April 17, 2018, 06:30 (GMT)
View3D: Check all objects w/ view-selected
April 16, 2018, 20:49 (GMT)
Object Mode: Outlines: Use textureGather extension if available.

This has very little impact (only had 12.5% perf improvment on Nvidia for this specific pass).
But it's an improvement nontheless!
April 16, 2018, 20:49 (GMT)
Object Mode: Outline: Perf: Only do outlines detection if needed.
April 16, 2018, 18:45 (GMT)
Fix for building w/o open-subdiv
April 16, 2018, 18:35 (GMT)
Merge branch 'blender2.8' into blender2.8-workbench
April 16, 2018, 17:55 (GMT)
Depsgraph: remove EvaluationContext, pass Depsgraph instead.

The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
April 16, 2018, 17:42 (GMT)
Fix multi-object edit crash

Border select assumed all objects had pose bones.
April 16, 2018, 17:38 (GMT)
DRW: Fix outdated code.
April 16, 2018, 17:38 (GMT)
Object Mode: Rework outline drawing.

This changes quite a few things.
- Outline is now per object.
- No more outline at object intersection (fix hairs problem).
- Simplify the code quite a bit.

We use a R16UI buffer to save one id per object outline. We convert this id
to color when detecting the outline.

Added textureGatherOffsets to the code but could not test on current hardware
so leaving it commented for now.
April 16, 2018, 17:38 (GMT)
GPU/DRW: Add GPU_R16UI format.
April 16, 2018, 17:38 (GMT)
DRW/GWN: Add callId builtin uniform.

This uniforms can be used to have a unique id for each drawcall of a shgrp.
This only works for standard shgroups and is an exception for the outline
drawing.
April 16, 2018, 17:34 (GMT)
DRW: Culling: Fix algorithm for asymmetric perspective frustum reconstruction.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021