Blender Git Commits

Blender Git "master" branch commits.

Page: 2830 / 5574

July 7, 2014, 10:29 (GMT)
Fix compilation error with Freestyle after recent DAG changes
July 7, 2014, 09:38 (GMT)
Fix T40775: Clearing material texture slot through Python does not update 3D View render
July 7, 2014, 09:27 (GMT)
Fix T40791: Changing path to movie file does not mark the project as changed
Revision 2fe0cf5 by Lukas Toenne
July 7, 2014, 08:54 (GMT)
Fix T40712: Duplicators don't generate orco and UV coordinates in Cycles viewport preview.
Fix T39286: Display percentage ignored in Cycles viewport.

The threaded depsgraph update changes included a cleanup of the global
is_rendering flag, which was replaced by a general EvalContext being
passed to dupli functions.

Problem is that the global flag was true for viewport duplis before
(ugly hack), which was used as a check for generating dupli orco/UV from
mesh data layers. The new flag is stricter and only true for actual
renders, which disables these attributes and breaks the Cycles
Texture Coordinates and UVMap nodes.

The solution is to extend the simple for_render boolean to an enum:
* VIEWPORT: OpenGL viewport drawing (dupli tex coords omitted)
* PREVIEW: Viewport preview render (simplified modifiers)
* RENDER: Full render with all details and attributes

There are still some areas that need to be examined, in particular
modifiers seem to totally ignore the EvaluationContext!
Instead they generally execute without render params from the depsgraph
(BKE_object_handle_update_ex) and are built with render settings
explicitly.

Differential Revision: https://developer.blender.org/D613
July 7, 2014, 07:53 (GMT)
Follow-up to my last commit: Fixed a wrong property name in the versioning code.
July 7, 2014, 07:44 (GMT)
Fix T40877: Bezier Hook to New Object does not work properly
July 7, 2014, 07:19 (GMT)
Per-material line color settings for Freestyle.

New properties 'line_color' and 'line_priority' are added to Material ID data blocks.

The 'line_color' property allows users to specify a per-material line color that can be
used as a Freestyle line color through Material color modifiers of line style settings.

The new line color property is intended to provide a solution for line color
stylization when a proper Freestyle support for Cycles is implemented (likely
as part of the upcoming Blender 2.72 release; see Patch D632). Materials in
Cycles are usually set up using shader nodes, and Freestyle won't be capable
of retrieving colors and other properties from node-based materials any soon.

The new line color property of materials addresses this foreseen limitation by
providing artists with an intuitive alternative mean to specify line colors on a
per-material basis independently from node trees.

The 'line_priority' property gives users a way to control line colors at material
boundaries. When a line is drawn along a feature edge at material boundaries,
one of the two materials on both sides of the edge has to be picked up to
determine the line color. So far there was no way to control this selection
(which was in effect at random). Now the material with a higher line color
priority will be selected.

The new per-material line settings are shown in the new Freestyle Line tab in
the Material context of the Properties window (only when Freestyle is enabled).
July 7, 2014, 06:37 (GMT)
Cycles: Fix crash with environment maps and packed images
July 7, 2014, 00:43 (GMT)
UI: tooltips, blurry and incorrect rhs-padding in recent update

D634 by Severin
July 6, 2014, 20:46 (GMT)
Fix for RNA_int/enum mixup
July 6, 2014, 15:30 (GMT)
Add support to lasso masking/flood fill for inverted values.

This can be used to subtract a region from masks but it's not very
user friendly yet. To male this work better, the tool will probably be
brushified later.
July 6, 2014, 13:46 (GMT)
OSX/Scons: after doublechecking. take out sdk_flags from cflags again, looks as we always get sdk properly fron ccflags in subcompiles
July 6, 2014, 12:10 (GMT)
OSX/scons: Try to get rid of buildproblems with openjpeg enabled in certain build environments and prepend SDK_FLAGS to CFLAGS always
July 6, 2014, 12:00 (GMT)
Cycles: Equi-Angular and MIS Volume sampling work on GPU now.

* malloc() is used now, which is supported since sm_20: http://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#dynamic-global-memory-allocation-and-operations The performance of this needs to be tested on various cards still.
* This also works for Heterogeneous Decoupled Ray Marching, but in this case I get sporadic "Illegal Address" errors on my Geforce 540, therefore I did not remove the GPU check in kernel_volume_use_decoupled() yet.

I would appreciate some tests from people who compile themselves, enable Volumetrics in kernel_types.h.
Revision 22fa831 by Lukas Toenne
July 6, 2014, 11:10 (GMT)
Fix T40548: After canceling, F-Curve handlers don't go back to original position.

Handle vectors for the initial location were only stored when the handles are actually
selected for transform. When only the master vertex is moved this can still affect
the handles though, since they are constraint to one side of the master vertex.

Now the handle data is stored regardless of whether handles are included in the transform,
so on cancel their location is reset correctly as well.
July 6, 2014, 11:07 (GMT)
Fix part of T40964: Glass shader was giving wrong results with OSL.
Revision 7f4cb02 by Joshua Leung
July 6, 2014, 08:55 (GMT)
Outliner: Added option to RMB menu for "Animation" entries to remove these and their data
Revision 89aee74 by Joshua Leung
July 6, 2014, 08:27 (GMT)
Bugfix: Selecting object channels in NLA editor didn't make the object active
Revision 145998c by Joshua Leung
July 6, 2014, 07:35 (GMT)
Code cleanup

- Fixed incorrect section heading
- Missed one place where short was still used when the specific enum type would be
more appropriate
Revision a4c4145 by Joshua Leung
July 6, 2014, 07:35 (GMT)
NLA/AnimEditors: Added operator to remove all "empty" AnimData blocks

It is sometimes possible to end up with a lot of datablocks which have old + unused
"AnimData" containers still attached. This most commonly happens when doing motion
graphics work (i.e. when some linked-in objects may have previously been used to develop
a set of reusable assets), and is particularly distracting in the NLA Editor.

This commit adds an operator which removes AnimData blocks (restricted to only those
which are visible in the animation editor where it is run from) which are "empty"
(i.e. that is, have no active action, drivers, and nla tracks or strips).

This operator can be found from the "Edit" menu in the NLA Editor. Although it also
works when run from the DopeSheet or Graph Editors, it is of less use there since
those won't show these empty AnimData blocks by default (since by definition, such
AnimData blocks necesarily have no keyframes or drivers that can be shown), hence
there will be no feedback if the operator fails or succeeds.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021