Blender Git Commits

Blender Git "master" branch commits.

Page: 2521 / 5574

August 26, 2015, 15:12 (GMT)
Fix T45912: Opensubdiv meshes don't properly center when using <numpad .>
August 26, 2015, 13:27 (GMT)
Fix T44945: Blender crashes when using multiple domains and multiple flow objects with subframes

This is more like a workaround to prevent obvious cases fail, but in theory
if some other area will start updating object for subframes blender will
crash again.

Perhaps proper way to solve this will be to copy objects for subframe updates.
August 26, 2015, 13:06 (GMT)
Fix T45275: F-Curve normalization might corrupt animation
August 26, 2015, 12:52 (GMT)
Fix T45631: Ambient update rendered bug

The issue was in fact caused by both preview and viewport renderers affecting
on the default material, conflicting with each other.

Preview render doesn't really need default material, so we can safely skip it's
initialization in the render pipeline for preview rendering.
August 26, 2015, 12:28 (GMT)
Fix T45709: Cached Hair system is not seen in 2.75

Don't force re-distribution of cached particle systems, this doesn't
cause actual evaluation of particles and there was a reason why particles
are baked actually..
August 26, 2015, 12:26 (GMT)
Correct fix for T39161: Scaling & snap
August 26, 2015, 10:42 (GMT)
Fix T39161: Scaling fails w/ snap-to-point
August 26, 2015, 10:42 (GMT)
Fix for error in recent smooth-view commit

Was assuming there was a camera
August 26, 2015, 10:10 (GMT)
Fix T45909: Garbage output in Viewport with OpenSubdiv device set to GLSL Compute

This isn't a Blender issue and the same bug happens with official OpenSubdiv
examples. For until it's either worked around from OpenSubdiv side or fixed
in the driver we'll force disable GLSL Compute for AMD hardware.
August 26, 2015, 10:07 (GMT)
OpenSubdiv: Fix/workaround bad shading on AMD devices

Uniform block data layout was different on CPU and GPU which caused wrong
data being used from shader.

In theory using layout(std140) is what we need to do, but for some reason
such layout specifier is being ignored. This is probably caused by the way
how we exploit extensions from older version of glsl.

For until we've upgraded our glsl pipeline used different approach which
is basically about removing unused fields form the struct manual in hope
that it'll keep memory layout consistent for both CPU and GPU.

This seems to work so far for both NVidia GTX580 and AMD FirePro W8000
here in the studio.
August 26, 2015, 09:13 (GMT)
Revert "BGE: Fix T44557 GameLogic module memory leak."

This reverts commit cd24871706411b2afd6e098e2b7c95c94bc2de38.
The commit re-introduced problems with starting the game engine
multiple times in the same run of Blender.
August 26, 2015, 08:38 (GMT)
Fix T45711: Color spill average algorithm broken

Thanks to @kevindietrich for finding the cause!
August 26, 2015, 07:16 (GMT)
OpenSubdiv: Add extra checks whether GPU compute available or not
August 26, 2015, 06:49 (GMT)
Fix T45793: ChromaMatte incorrect output

Port to new node system missed important step.
August 26, 2015, 05:13 (GMT)
Smooth-view: Ignored camera-viewpoint on exit to user-view
August 26, 2015, 04:14 (GMT)
Delete could assign a temp screen
August 26, 2015, 04:04 (GMT)
Fix T45369: Temp screen locks UI

It was possible to navigate into an unused temp screen
(using Ctrl+Arrow keys), but there was no way to navigate back out.

Now Ctrl+Arrows skips temp screens, and remove the ability to navigate away from a temp screen from RNA.
August 26, 2015, 03:51 (GMT)
Disallow navigating away from a full-temp screen
August 26, 2015, 03:49 (GMT)
Return success when a screen was added/removed

Currently unused, but useful for screen-operators.
August 26, 2015, 02:41 (GMT)
Fix for deleting screen w/ temp screens in list

If the next screen to use was temporary, deleting the screen would fail.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021