Blender Git Commits

Blender Git "master" branch commits.

Page: 2204 / 5574

February 22, 2017, 20:56 (GMT)
Cleanup: remove unused orig_nu from keyIndex ghash of editcurves.
Revision 9c106ff by Julian Eisel
February 22, 2017, 17:54 (GMT)
Cleanup: Style
February 22, 2017, 17:20 (GMT)
OpenGL immediate mode: paint_stroke.c
Revision f1d5907 by Julian Eisel
February 22, 2017, 16:50 (GMT)
Disallow renaming master collection from Outliner

Shows warning when trying to do so.
Revision 910b7de by Julian Eisel
February 22, 2017, 16:25 (GMT)
UI: Support drag & drop reordering of collections

This adds initial support for reordering collections from the Outliner
using drag & drop.
Although drag & drop support is limited to collections for now, this
lays most foundations for general drag & drop reordering support in the
Outliner. There are some design questions to be answered though:
* Would reordering of other data types (like objects) be a purely visual change or would it affect the order in which they are stored? (Would that make a difference for the user?)
* Should/can we allow mixing of different data types? (e.g. mixing render layers with objects)
* How could we realize this technically?

Notes:
* "Sort Alphabetically" has to be disabled to use this ("View" menu).
* Reordering only works with collections on the same hierarchy level.
* Added some visual feedback that should work quite well, it's by far not a final design though: {F493806}
* Modified collection orders are stored in .blends.
* Reordering can be undone.
* Did minor cleanups here and there.
February 22, 2017, 16:22 (GMT)
OpenGl immediate mode: uvedit_smart_stich.c

This is a quick fix. A better fix should be to store the batches inside the StitchPreviewer struct.
February 22, 2017, 16:19 (GMT)
Use new api doc links


Differential Revision: https://developer.blender.org/D2522
February 22, 2017, 13:27 (GMT)
OpenGl immediate mode: fix false positive (again)
February 22, 2017, 13:24 (GMT)
OpenGL: Fix Object Axes color
February 22, 2017, 13:23 (GMT)
OpenGl immediate mode: Fix false positive
February 22, 2017, 13:05 (GMT)
OpenGl immediate mode: screen_draw.c
February 22, 2017, 12:06 (GMT)
Fix Cycles still saving render output when error happened

This was fixed ages ago for the interface case but not for the
command line. The thing here is that currently external engines
are relying on reports system to indicate that error happened
so suppressing reports storage in the background mode prevented
render pipeline from detecting errors happened.

This is all weak and i don't like it, but this is better than
delivering black frames from the farm.
February 22, 2017, 12:00 (GMT)
Clay Engine: Started Armature drawing

This should give the overall direction to whom wants to finish it.

- Renamed EDIT mode engine to EDIT_MESH mode engine
- Introduce EDIT_ARMATURE mode engine
- Started to port legacy drawarmature.c to draw_armature.c
February 22, 2017, 11:50 (GMT)
Clay Engine: Renaming shader.
February 22, 2017, 11:46 (GMT)
Clay Engine: Prepare for Armature drawing.

- Added runtime display matrices to EditBone and bPoseChannel
- Added Object space instance vertex shader and modified the simple lighting shader accordingly
February 22, 2017, 11:19 (GMT)
Clay Engine: Fix Memory Leak.
February 22, 2017, 09:54 (GMT)
Cycles: Fix shading with autosmooth and custom normals

New logic of split_faces was leaving mesh in a proper state
from Blender's point of view, but Cycles wanted loop normals
to be "flushed" to vertex normals.

Now we do such a flush from Cycles side again, so we don't
leave bad meshes behind.

Thanks Bastien for assistance here!
February 22, 2017, 09:06 (GMT)
Cycles: Additionally report all OpenCL cflags

This way we can control exact spaces and such added to the cflags
which is crucial to troubleshoot certain drivers.
February 22, 2017, 08:40 (GMT)
Refactor Mesh split_faces() code to use loop normal spaces.

Finding which loop should share its vertex with which others is not easy
with regular Mesh data (mostly due to lack of advanced topology info, as
opposed with BMesh case).

Custom loop normals computing already does that - and can return 'loop
normal spaces', which among other things contain definitions of 'smooth
fans' of loops around vertices.

Using those makes it easy to find vertices (and then edges) that needs
splitting.

This commit also adds support of non-autosmooth meshes, where we want to
split out flat faces from smooth ones.
February 21, 2017, 18:02 (GMT)
Fix Drawing nested box layouts (D2508)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021