Revision 036b65d by Germano Cavalcante January 30, 2021, 13:46 (GMT) |
Fix T85149: Wrong reroute position when adding with quick gesture In the operation of adding reroute node to the intersection with the gesture segment, each rerount was added to the middle of two points that are part of the segment. Now add the reroute point to the intersection position. Maniphest Tasks: T85149 Differential Revision: https://developer.blender.org/D10247 |
Revision d0f59d3 by Kévin Dietrich January 29, 2021, 16:35 (GMT) |
Fix T85144: Cycles crashes when editing render properties in viewport rendering Issue was caused by the sample pattern LUT always being freed and not rebuilt when properties driving its dimensions were modified. |
Revision 171f2e4 by Clément Foucault January 29, 2021, 16:09 (GMT) |
Merge branch 'blender-v2.92-release' |
January 29, 2021, 16:08 (GMT) |
EEVEE: Fix GPUNodeLink memory leak for displacement nodes using SHD_SPACE_WORLD When the displacement space is set to SHD_SPACE_WORLD, the GLSL method "node_displacement_world" is used instead of the "node_displacement_object" method. The two GLSL methods: ``` void node_displacement_object( float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result) { N = (vec4(N, 0.0) * obmat).xyz; result = (height - midlevel) * scale * normalize(N); result = (obmat * vec4(result, 0.0)).xyz; } void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result) { result = (height - midlevel) * scale * normalize(N); } ``` In contrast to the "node_displacement_object" method, the "node_displacement_world" does not require an "obmat" parameter. Attempting to still pass "GPU_builtin(GPU_OBJECT_MATRIX)" as additional parameter will result in a memory leak. The "GPUNodeLink" allocated in the "GPU_builtin" method will never get released. Fixes T83941 Memory leak when using the Displacement shader node in Eevee with the displacement space set to "World Space" |
Revision c7d75a6 by Brecht Van Lommel January 29, 2021, 15:06 (GMT) |
Merge branch 'blender-v2.92-release' |
Revision 087777f by Brecht Van Lommel January 29, 2021, 14:52 (GMT) |
Cleanup: accept const pointer for BKE_scene_get_depsgraph |
Revision 0e37d3e by Brecht Van Lommel January 29, 2021, 14:52 (GMT) |
Fix T84717: missing 3D viewport updates when changing shading settings Previously this relied on the dependency graph to detect changes in the screen datablock, which would then notify the renderers. This was rather indirect an not even really by design. Instead use notifiers to tag specific 3D viewports to be updated. Includes changes to BKE_scene_get_depsgraph to accept a const Scene pointer. Testing if this works correctly requires adding back commits 81d444c and 088904d, since those have been temporarily reverted. Differential Revision: https://developer.blender.org/D10235 |
January 29, 2021, 14:52 (GMT) |
Fix T83411: Crash when using a workspace/layout data path in a driver Building IDs which are not covered by copy-on-write process was not implemented, which was causing parameters block not present, and, hence causing crashes in areas which expected parameters to present. First part of this change is related on making it so Copy-on-Write is optional for ID nodes in the dependency graph. Second part is related on using a generic builder for all ID types which were not covered by Copy-on-Write before. The final part is related on making it so build_id() is properly handling ParticleSettings and Grease Pencil Data. Before they were not covered there at all, and they need special handling because they do have own build functions. Not sure it worth trying to split those parts, as they are related to each other and are not really possible to be tested standalone. Open for a second opinion though. Possible nut-tightening is to re-organize build_id() function so that every branch does return and have an assert at the end, so that missing ID type in the switch statement is easier to spot even when using compilers which do not report missing switch cases. As for question "why not use default" the answer is: to make it more explicit and clear what is a decision when adding new ID types. We do not want to quietly fall-back to a non-copy-on-write case for a newly added ID types. Differential Revision: https://developer.blender.org/D10075 |
January 29, 2021, 14:52 (GMT) |
Depsgraph: Remove redundant copy-on-write operations This change removes copy-on-write operations from ID nodes which do not need copy-on-write. Should be no functional changes, as before the copy-on-write operation would do nothing for those nodes anyway. |
Revision cacc1d7 by Jeroen Bakker January 29, 2021, 14:19 (GMT) |
Fix T81169: Grease Pencil Z-depth drawing issue on OSX + AMD Graphic Cards The grease pencil merge depth shader is designed to only work correctly in octographic mode. The uv coordinates used `noperspective` attribute. Somehow this doesn't lead to render artifacts on most platforms and was only detected on OSX + AMD cards. This fix would calculate the uv coordinate inside the fragment shader and isn't passed along from the vertex shader. Thanks to Sebasti�n Barschkis for providing the hardware and time and Cl�ment Foucault for helping out with the final fix. |
Revision bc94036 by Julian Eisel January 29, 2021, 13:17 (GMT) |
GPU: Remove unused GPU debugging command line options Removes two unused --debug-gpu command line flags (unused as in, does nothing): * `--debug-gpumem`: Unused since c08d84748804, the info is now available in the status-bar if enabled in the Preferences. Initially added in fec317de8d57. * `--debug-gpu-shaders`: Unused since 216d78687d2b, double checked with Cl�ment, he says it's not that useful nowadays. Initially added in fec317de8d57. Addresses T83954 and T83953. Differential Revision: https://developer.blender.org/D10244 Reviewed by: Cl�ment Foucault |
Revision 75e8e01 by Julian Eisel January 29, 2021, 13:13 (GMT) |
Fix wrong command line argument description for --debug--gpu-force-workarounds Was using the same description as `--debug-gpumem`. `--debug-gpu-shaders` actually has the same issue, but will be removed in the next commit. |
Revision b2e00e8 by Patrick Mours January 29, 2021, 12:35 (GMT) |
Merge branch 'blender-v2.92-release' |
Revision 9f89166 by Patrick Mours January 29, 2021, 12:35 (GMT) |
Fix T85148: OptiX viewport denoising regression Commit 6e74a8b69f215e63e136cb4c497e738371ac798f changed the denoiser input passes default to include the normal pass. This does not always produce optimal images though, hence why the default was previously set to only include the color and albedo passes. This restores that behavior, so that viewport denoising with OptiX produces the same results as before. |
Revision b8feac9 by Robert Guetzkow January 29, 2021, 12:16 (GMT) |
Merge branch 'blender-v2.92-release' |
Revision 821df20 by Robert Guetzkow January 29, 2021, 12:10 (GMT) |
Fix T84588: Set parameter as required for uv_on_emitter This commit fixes T84588's second issue. The `particle` parameter was declared optional in the Python API of `bpy.types.ParticleSystem.uv_on_emitter` due to a typo in the RNA definition. This commit marks it as required. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10127 |
Revision 02bb359 by Philipp Oeser January 29, 2021, 11:58 (GMT) |
Merge branch 'blender-v2.92-release' |
Revision 1b32679 by Philipp Oeser January 29, 2021, 11:56 (GMT) |
Fix T85169: UV scale gizmo swaps X/Y Introduced with swapped axis in rB0d67eb277f9b. Similar was fixed for the translate gizmo in rB567212c3434a. Now do the same for scaling as well. Maniphest Tasks: T85169 Differential Revision: https://developer.blender.org/D10245 |
Revision bc79410 by Campbell Barton January 29, 2021, 11:31 (GMT) |
Merge branch 'blender-v2.92-release' |
Revision cf91fb3 by Campbell Barton January 29, 2021, 11:30 (GMT) |
Fix T85178: edit-mesh show_edges overlay option toggles face-dots When this behavior was added it made sense, since then show_edges has changed to make edge-display more subtle (see 1a4b60c30db319b71bdc2e2fed2612c873fa8757) instead of removing edge-selection display entirely. |
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