Revision 84adc23 by Hans Goudey June 13, 2021, 23:22 (GMT) |
Cleanup: Order return argument last |
Revision 0f68e5c by Campbell Barton June 13, 2021, 05:13 (GMT) |
Fix libmv new[]/delete[] mismatch |
Revision ab38223 by Campbell Barton June 13, 2021, 04:54 (GMT) |
Cleanup: redundant initialization These were limited to obvious cases. Some less obvious cases were kept as refactoring might make them necessary in future. |
Revision 4525905 by Campbell Barton June 13, 2021, 04:54 (GMT) |
Cleanup: rename 'unsigned int' -> 'uint' |
Revision 5181bc4 by Campbell Barton June 13, 2021, 04:54 (GMT) |
Cleanup: allocation size mismatch warning While harmless, use fixed size int type for pixel data. |
Revision f731bce by Campbell Barton June 13, 2021, 04:47 (GMT) |
Cleanup: use ATTR_RETURNS_NONNULL function attribute |
Revision 4c3bb60 by Campbell Barton June 13, 2021, 04:47 (GMT) |
Cleanup: use return arg prefix for ED_object_add_generic_get_opts |
Revision 9ff4e00 by Campbell Barton June 13, 2021, 04:47 (GMT) |
Cleanup: avoid the possibility of 'enter_editmode' being left unset While in practice this isn't an issue currently, always set 'enter_editmode' in ED_object_add_generic_get_opts to avoid problems in the future. |
Revision 84e98ba by Campbell Barton June 13, 2021, 04:47 (GMT) |
Cleanup: misleading return argument for hair_create_input_mesh - The argument with named with an `r_` prefix when it was in fact also read from. - The argument passed in had to be 'psys->clmd->hairdata', if it was not - the function would not worked. |
Revision 8e58f93 by Campbell Barton June 13, 2021, 04:47 (GMT) |
Cleanup: remove redundant NULL check, reduce scope |
Revision aab4794 by Campbell Barton June 13, 2021, 04:47 (GMT) |
Cleanup: missing include |
Revision 952d666 by Campbell Barton June 13, 2021, 04:46 (GMT) |
Fix modifier deform by armature check ignoring virtual modifiers Regression in f00cb93dbec7bf5dc05302c868f20fcd5aed7db7 (fix for T63125) |
Revision 7b0c809 by Germano Cavalcante June 12, 2021, 03:00 (GMT) |
Fix missing directory in CMakeLists.txt |
Revision b313525 by Kévin Dietrich June 12, 2021, 02:13 (GMT) |
Fix T88515: Cycles does not update light transform from linked collections When moving a linked collection, we seem to only receive a depsgraph update for an empty object so the Blender synchronization cannot discriminate it and tag the object(s) (light or geometry) for an update through id_map.set_recalc. This missing transform update only affects lights since we do not check manually if the transformations were modified like we do for objects. To fix this, add a check to see if the transformation is different provided that a light was already created. Reviewed By: brecht Maniphest Tasks: T88515 Differential Revision: https://developer.blender.org/D11574 |
Revision d75e45d by Harley Acheson June 11, 2021, 21:39 (GMT) |
Fix T88812: Child Windows on Vertical Monitors This patch improves the positioning of child windows when on monitors that are arranged vertically (any above any other). When calculating a window position in Ghost coordinates from GL coordinates we were using monitor height, which can give incorrect values when desktop is taller than any single monitor. So use desktop height instead. See D10637 for more details and examples. Differential Revision: https://developer.blender.org/D10637 Reviewed by Brecht Van Lommel |
Revision bd87ba9 by Harley Acheson June 11, 2021, 20:07 (GMT) |
Render Window as Non-Child on Win32 platform This patch makes the "Render" window a top-level window, not a child of the main window, which was the case in blender versions prior to 2.93. This means it is no longer "on top", nor is the icon grouped on the taskbar in the same way, but you can Alt-Tab between it and the main window. This change only affects the Windows platform as the other platforms behave this way. See D11576 for links to negative feedback that prompts this change. Differential Revision: https://developer.blender.org/D11576 Reviewed by Brecht Van Lommel |
Revision 7bc5246 by Pablo Dobarro June 11, 2021, 19:48 (GMT) |
Overlays: Make flash on mode transfer an operator property This moves the flash on mode transfer effect option from the overlays to an operator property of the mode transfer operator. - This effect is intended to show the target object when no overlays or a minimal set of overlays is enabled. Making it part of the whole set of overlays invalidates this use case. - The effect is not intended to be configurable per viewport, it should be a global option. The effect is still implemented using the overlay engine (instead of a draw modal callback) due to performance and drawing artifacts. Having it implemented as an overlay with runtime timer data in the objects makes also possible to run multiple animations at the same time without any visual glitches. Reviewed By: campbellbarton, JulienKaspar Differential Revision: https://developer.blender.org/D11519 |
Revision c8fcea0 by Julian Eisel June 11, 2021, 14:46 (GMT) |
Fix object assets getting duplicated after dropping The operator run when dropping objects would duplicate the dropped object and place that in the scene, even though that was just appended. Addressed by making the duplication optional for the operator. If the duplication is not requested, the object is just added to the scene (if needed), repositioned based on the drop location and selected (deselecting other objects). This makes the operator work as expected when using it to drop assets. Reviewed as part of https://developer.blender.org/D11536. Reviewed by: Bastien Montagne |
Revision f6c5af3 by Julian Eisel June 11, 2021, 14:46 (GMT) |
Add option to link assets on drag & drop Note: Linking in this case as in link vs. append. Easily confused with linking a data-block to multiple usages (e.g. single material used by multiple objects). Adds a drop-down to the Asset Browser header to choose between Link and Append. This is probably gonna be a temporary place, T54642 shows where this could be placed eventually. Linking support is crucial for usage of the asset browser in production environments. It just wasn't enabled yet because a) the asset project currently focuses on single user, not production assets, and b) because there were many unkowns still for the workflow that have big impact on production use as well. With the recently held asset workshop I'm more confident with enabling linking, as design ideas relevant to production use were confirmed. Differential Revision: https://developer.blender.org/D11536 Reviewed by: Bastien Montagne |
Revision 20ece87 by Jacques Lucke June 11, 2021, 14:27 (GMT) |
Fix T89001: node search not working anymore |
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