February 23, 2019, 03:02 (GMT) |
Make.bat: Fix sub-module detection |
February 23, 2019, 01:59 (GMT) |
Cleanup: move variable declarations to headers Quiet undeclared variable warning. |
February 22, 2019, 22:26 (GMT) |
readfile: disable delayed data reading for WIN32 Seeking the file causes slow down on Windows. Resolves T61855 |
February 22, 2019, 21:01 (GMT) |
Fix: Workbench assert on non-image texture node This was not report, but it would happen if you open the sample file from T61858 and changed to solid view with texture. |
February 22, 2019, 19:41 (GMT) |
Cleanup: Remove redudant function call BKE_main_id_clear_newpoints is already called from copy_object_set_idnew(). |
February 22, 2019, 16:14 (GMT) |
Fix T61837: Assert in Eevee multiresolution modfier in sculpt mode Note that this commit remove the support (that was not really working) for shadows in sculpt mode. |
February 22, 2019, 16:02 (GMT) |
Multires: Support smooth shading when sculpting On CCG side it is done similar to displacement, where we have a dedicated functor which evaluates displacement. Might be seemed as an overkill, but allows to decouple SubdivCCG from mesh entirely, and maybe even free up coarse mesh in order to save some memory. Some weak-looking aspect is the call to update normals from the draw manager. Ideally, the manager will only draw what is already evaluated. But it's a bit tricky to find a best place for this since we avoid dependency graph updates during sculpt as much as possible. The new code mimics the old code, this is how it was in 2.7. Fix shading part of T58307. |
February 22, 2019, 15:33 (GMT) |
Fix T55921: Toggling visibility for collections doesn't work in Pose It is always dangerous to add more shortcuts those days. But this way it is consistent with 2.79 to a point. When in edit mode (mesh, greasepencil, ...) 1-3 to change submode still has priority. When in posemode or greasepencil draw mode however, 1-9 can still be used to temporarily get some collections out of the way. |
February 22, 2019, 15:06 (GMT) |
Wireframe: Add object and random coloring option in wireframe mode The option is separated from the solid mode color option. Random color uses the same method as solid mode. Selection state is indicated by a brighter color that is outside the brightness range of the unselected state colors. The active state is indicated by the outlines that is, now, still drawn in wireframe mode. Coloring of the selection / active outline is not optimal because it can look ugly in some cases of color combination. But the outline color is using index range coloring so it's not trivial to change the color of the outline per object. For now we use the same outline color used in solid mode for consistency and also still add an emphasis on the selected objects. The Single color option uses the theme color. Maybe it would be nice to change the name of it in a latter commit to avoid confusion. |
February 22, 2019, 14:53 (GMT) |
Fix T61788: Hidden objects reappear after rendering The change in outliner and viewport visibility (897e047374fa) was made assuming the bases of the render and viewport depsgraph were independent. Thus we were deliberately setting base visibility when rendering: ``` /* When rendering, visibility is controlled by the enable/disable option. */ if (mode == DAG_EVAL_RENDER) { base->flag |= BASE_VISIBLE; } ``` However, we were syncing data back to the original depsgraph, leading to hidden viewport objects to re-appear. Reviewers: sergey Differential Revision: https://developer.blender.org/D4391 |
February 22, 2019, 14:53 (GMT) |
Merge branch 'blender2.7' |
February 22, 2019, 14:53 (GMT) |
Fix previous commit Somehow quote got missing the last moment. |
February 22, 2019, 14:50 (GMT) |
Merge branch 'blender2.7' |
February 22, 2019, 14:47 (GMT) |
Always show version when running in background mode The goal is to make it easy to know which exact blender version and built was used for a job on a farm. This includes but not exclusively render farms. But same is handy for simulation tasks as well. |
Revision 3901ae2 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, functions-temp, particle-solver-dev, simulation-tree) February 22, 2019, 14:42 (GMT) |
init defaults in tuple |
February 22, 2019, 14:20 (GMT) |
Fix T61600: Physics properties inactive when appending objects This problem existed in 2.79 as well. The rigid body setting is related to the scene the object was created. We now clear all the rigid body properties of the appended objects to prevent them from lingering in this state where they have settings yet cannot be used in the simulation. Reviewers: mont29, brecht Differential Revision: https://developer.blender.org/D4380 |
Revision e8187d5 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, functions-temp, particle-solver-dev, simulation-tree) February 22, 2019, 14:09 (GMT) |
Map Range node |
February 22, 2019, 13:45 (GMT) |
Multires: Don't force smooth shading There is still work needed to be done from multires side to fully support smooth shading. So can't just always have smooth shading. Roll back to a proper code in GPU side, the rest will be handled from CCG side. |
Revision 9458baa by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, functions-temp, particle-solver-dev, simulation-tree) February 22, 2019, 13:44 (GMT) |
pass seed to driver function |
Revision 50293fd by Antonio Vazquez (greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval) February 22, 2019, 13:35 (GMT) |
GP: Change Draw Mode Title |
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