May 4, 2018, 13:11 (GMT) |
BKE: Smoke: Fix error with implicit declaration of function due recent changes. |
May 4, 2018, 12:30 (GMT) |
Depsgraph: Fix missing relations for IDs brought by drivers This is similar to rather recent fix in nodes builder. Fixes crash when creating static override for chicken from Dweebs. |
May 4, 2018, 12:22 (GMT) |
Merge branch 'master' into blender2.8 |
May 4, 2018, 12:21 (GMT) |
BKE: BVHtree: Replace all external references of `bvhtree_from_mesh_looptri` with `bvhtree_from_mesh_get`. |
May 4, 2018, 12:08 (GMT) |
Workbench: Shadows Initial review of the shard shadows in the workbench engine. Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged. @fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not. Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP Reviewers: fclem Reviewed By: fclem Tags: #code_quest Differential Revision: https://developer.blender.org/D3198 |
May 4, 2018, 12:02 (GMT) |
Allocate/free meshes with generic library functions. This avoids the need to use Mesh-specific functions, and makes allocation and freeing easy oneliners. |
May 4, 2018, 12:01 (GMT) |
Mesh Remap: Face Corner Data: Do not use large epsilon values to create bvhtrees. Use ray radius instead. |
May 4, 2018, 11:29 (GMT) |
Mesh Remap: Face Data: Do not use large epsilon values to create bvhtree. If you need the approximation, use raycast radius. |
May 4, 2018, 10:55 (GMT) |
ID management: add higher level BKE_id_new... helpers. Those should be used in priority when you need to create either a new datablock in Main, or a new temp one. Lower level BKE_libblock_... should only be used when you need a very specific, uncommon behavior. |
May 4, 2018, 10:50 (GMT) |
Merge branch 'master' into blender2.8 |
May 4, 2018, 10:49 (GMT) |
Depsgraph: Fix extra operations and relations created for shared armatures |
May 4, 2018, 10:44 (GMT) |
Merge branch 'master' into blender2.8 |
May 4, 2018, 10:43 (GMT) |
Mesh Remap: Change the sphere_radius parameter instead of creating a bvhtree with epsilon equal to the value of ray_radius. This is the desirable behavior. It also removes one more use of `bvhtree_from_mesh_looptri`. |
Revision 68b8ea0 by Joshua Leung (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 4, 2018, 10:41 (GMT) |
Fix GP modifiers after merge (formatting/extra fields added to modifiers) |
May 4, 2018, 10:39 (GMT) |
Constraint: Shrink Warp: Replace `bvhtree_from_mesh_looptri` with` bvhtree_from_mesh_get`. The value of epsilon was never used to create this bvhtree because whenever we activate this constraint, a bvhtree with parameter epsilon 0.0 was created and cached. |
May 4, 2018, 10:33 (GMT) |
Mesh Lapacian: Use `isect_ray_tri_watertight_v3` instead of Epsilons to prevent corners errors in raycast. Using FLT_EPSILON can fail with large coordinate values. This commit also avoids storing bvhtrees with different settings in BVHCache. |
Revision d6a3880 by Joshua Leung (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) May 4, 2018, 10:21 (GMT) |
Merge branch 'blender2.8' into greasepencil-object # Todo's / Need Further Review: # - material.c - "man->gpcolor = NULL" (commented out for now) # - rna_material.c - "rna_Material_update()" - Should GP material settings use their own update? # - GP Modifiers typedefines need updating for the new struct layout # - Merge conflicts in properties_gp_common.py - Mostly due to panels being removed in GP branch # - GP Panels in 3D View (toolbar/topbar fixes postponed till after branch merge) # - GP "Paper" Option/Settings (should become overlay? Design work needed) # Conflicts: # release/scripts/addons # release/scripts/addons_contrib # release/scripts/startup/bl_ui/properties_grease_pencil_common.py # release/scripts/startup/bl_ui/space_view3d.py # release/scripts/startup/bl_ui/space_view3d_toolbar.py # source/blender/blenkernel/BKE_modifier.h # source/blender/blenkernel/intern/material.c # source/blender/editors/object/object_transform.c # source/blender/editors/space_outliner/outliner_select.c # source/blender/gpu/intern/gpu_shader.c # source/blender/makesrna/intern/rna_material.c # source/blender/modifiers/intern/MOD_armature.c # source/blender/modifiers/intern/MOD_array.c # source/blender/modifiers/intern/MOD_bevel.c # source/blender/modifiers/intern/MOD_boolean.c # source/blender/modifiers/intern/MOD_build.c # source/blender/modifiers/intern/MOD_cast.c # source/blender/modifiers/intern/MOD_cloth.c # source/blender/modifiers/intern/MOD_collision.c # source/blender/modifiers/intern/MOD_correctivesmooth.c # source/blender/modifiers/intern/MOD_curve.c # source/blender/modifiers/intern/MOD_datatransfer.c # source/blender/modifiers/intern/MOD_decimate.c # source/blender/modifiers/intern/MOD_displace.c # source/blender/modifiers/intern/MOD_dynamicpaint.c # source/blender/modifiers/intern/MOD_edgesplit.c # source/blender/modifiers/intern/MOD_explode.c # source/blender/modifiers/intern/MOD_fluidsim.c # source/blender/modifiers/intern/MOD_hook.c # source/blender/modifiers/intern/MOD_laplaciandeform.c # source/blender/modifiers/intern/MOD_laplaciansmooth.c # source/blender/modifiers/intern/MOD_lattice.c # source/blender/modifiers/intern/MOD_mask.c # source/blender/modifiers/intern/MOD_meshcache.c # source/blender/modifiers/intern/MOD_meshdeform.c # source/blender/modifiers/intern/MOD_meshsequencecache.c # source/blender/modifiers/intern/MOD_mirror.c # source/blender/modifiers/intern/MOD_multires.c # source/blender/modifiers/intern/MOD_none.c # source/blender/modifiers/intern/MOD_normal_edit.c # source/blender/modifiers/intern/MOD_ocean.c # source/blender/modifiers/intern/MOD_particleinstance.c # source/blender/modifiers/intern/MOD_particlesystem.c # source/blender/modifiers/intern/MOD_remesh.c # source/blender/modifiers/intern/MOD_screw.c # source/blender/modifiers/intern/MOD_shapekey.c # source/blender/modifiers/intern/MOD_shrinkwrap.c # source/blender/modifiers/intern/MOD_simpledeform.c # source/blender/modifiers/intern/MOD_skin.c # source/blender/modifiers/intern/MOD_smoke.c # source/blender/modifiers/intern/MOD_smooth.c # source/blender/modifiers/intern/MOD_softbody.c # source/blender/modifiers/intern/MOD_solidify.c # source/blender/modifiers/intern/MOD_subsurf.c # source/blender/modifiers/intern/MOD_surface.c # source/blender/modifiers/intern/MOD_surfacedeform.c # source/blender/modifiers/intern/MOD_triangulate.c # source/blender/modifiers/intern/MOD_uvproject.c # source/blender/modifiers/intern/MOD_uvwarp.c # source/blender/modifiers/intern/MOD_warp.c # source/blender/modifiers/intern/MOD_wave.c # source/blender/modifiers/intern/MOD_weightvgedit.c # source/blender/modifiers/intern/MOD_weightvgmix.c # source/blender/modifiers/intern/MOD_weightvgproximity.c # source/blender/modifiers/intern/MOD_wireframe.c |
May 4, 2018, 09:53 (GMT) |
Merge branch 'master' into blender2.8 |
May 4, 2018, 09:40 (GMT) |
Fix T54935: Particle group instances don't render when hidden in viewport Seems to be only related on linked nature of particles. This is caused by some conflicting optimization done for viewport, which does not do particles re-calculation if they do not depend on time (which is crucial for big layout scene grass fields) and particle render setting switch which was relying on fact that render pipeline will do particle update via time dependency. Now we extent an old workaround for invisible objects, which now also deals with particles in the same way as old dependency graph was dealing with this: tag object data for update if there is particle system. There shouldn't be any speed difference between old and new depsgraph, since tagging was already needed and was happening. In Blender 2.8 such things should be easier to deal with since the whole depsgraph is to be evaluated for render engine anyway. |
May 4, 2018, 08:32 (GMT) |
Merge branch 'master' into blender2.8 |
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