Revision cb15821 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) April 5, 2019, 16:44 (GMT) |
Generate LLVM IR for Mul and Sin |
Revision f1be941 by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) April 5, 2019, 16:29 (GMT) |
Merge branch 'master' into greasepencil-object |
April 5, 2019, 15:56 (GMT) |
Sculpt vertex colors: Initial implementation This adds a new CustomDataLayer to store per vertex color data in a way that can be used from sculpt mode. This vertex paint mode uses the same brush, pbvh, undo and rendering code as sculpt mode, so it has much better performance. It also enables other features like sculpting and painting at the same time. I also added some extra features that are needed to start testing this paint mode, such as: - New paint brush optimized for painting. It doesn't modify any vertex position data. - Sculpt mode sample color operator that uses the active vertex from the cursor - Remesh reprojection support: sculpt vertex colors are reprojected into the new mesh when using the remesh operator if the mesh has that option enabled. - Store and load sculpt vertex colors into the regular vertex color layers to keep compatibility. - Use the single color display mode to disable sculpt vertex colors in sculpt mode. A lot of decisions needs to be made to integrate this in Blender, so I decided to keep the implementation as unintrusive as possible to start working on the tools. This has the following limitations: - Sculpt and paint at the same time is only enabled in the draw brush. You need to set the Color Mode to Mix in the brush options. - Dyntopo and multires modes and viewport display are broken - Only mix as a color blend mode - No brush texture support - Sculpt and color share the same strength - Limited to one layer per object - No rendering support. You will need to copy the sculpt vertex colors to the old color layers first. All of these issues should be addressed once the main workflow, final UI and behavior are decided. |
April 5, 2019, 15:48 (GMT) |
Fix T61035 Draw manager crash opening file with curves Move free callback call to GPU_batch_discard to prevent the crash. The issue was that clearing can happen after referencing to an instance buffer and that's perfectly legal. |
April 5, 2019, 14:31 (GMT) |
Fix T63281: Drivers inside nodegroups inside nodegroups don't show up in Driver Editor Recurse into node groups when looking for drivers. Reviewed By: Brecht Differential Revision: https://developer.blender.org/D4653 |
April 5, 2019, 13:03 (GMT) |
April 5, 2019, 12:50 (GMT) |
Fix T63283: Second subdivision modifier does not ignore crease This is something where there is no single correct behavior, sometimes it's needed to ignore the crease to make mesh more smooth. But sometimes crease is to be considered after first subdivision surface: for example, when adding extra subdivisions for render-time displacement. Made it an option whether modifier needs to take crease into account or not. Existing files should be openable in the 2.7 compatible way, to re-create an old behavior the options is to be manually disabled in the modifier settings. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D4652 |
April 5, 2019, 12:40 (GMT) |
GPU not able to allocate texture In the case of the report a GL_PROXY_TEXTURE_2D_ARRAY of 2509x2509x1 failed to be allocated. This is a work around as the GL_PROXY_TEXTURE_* is not reliable. Reviewed By: brecht, fclem Maniphest Tasks: T63223 Differential Revision: https://developer.blender.org/D4651 |
April 5, 2019, 12:22 (GMT) |
Fix T62892 EEVEE HDRI lightning glitch Clamp the texture at sampling time. This is not the best way to do it but this is the fastest/simplest. The cost is rather negligeable. |
April 5, 2019, 11:48 (GMT) |
Interface: New region type 'Footer', used by text editor * It can be hidden by dragging it up/down. * It can be at the top or bottom, independent of the header. * It uses the color theme from the header. * It does not change its color, when the area becomes active. Currently, it is used in the text editor to display the file path. Differential Revision: https://developer.blender.org/D4601 |
April 5, 2019, 11:41 (GMT) |
Cleanup: Replace deprecated finite with isfinite Differential Revision: https://developer.blender.org/D4649 |
April 5, 2019, 10:53 (GMT) |
Cleanup: Spelling |
April 5, 2019, 10:50 (GMT) |
Fix T60390: add Cycles texture node mapping settings to node editor sidebar These were missing from the UI previously. |
Revision 6fa863f by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) April 5, 2019, 10:45 (GMT) |
Sin operation in Float Math node |
Revision 3273d6b by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) April 5, 2019, 10:31 (GMT) |
remove notes and unused variable |
Revision 4a37207 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) April 5, 2019, 10:29 (GMT) |
use the socket name directly, instead of a getter function |
Revision 52ff44d by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) April 5, 2019, 10:10 (GMT) |
Validate more aspects of the node tree while syncing |
Revision 23a8864 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) April 5, 2019, 09:32 (GMT) |
Splitup C API for separate components in different files |
April 5, 2019, 09:28 (GMT) |
Fix T63292: Crash Workbench Texture Drawing |
April 5, 2019, 09:26 (GMT) |
GPencil: Improve drawing feeling in big files When drawing in big files, the first points of the stroke were not smooth because the system was doing a copy of the depsgraph datablock. Now, the depsgraph is not updated at the beginning and the feeling is far better, especially for big files. To avoid the copy, the original datablock is used while drawing, because it's faster the lookup of the original data, than a full datablock copy. Also some cleanup of the code. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021