Blender Git Loki

Kaikki Blender Git kommitit.

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March 16, 2018, 06:04 (GMT)
Merge branch 'master' into blender2.8
March 16, 2018, 05:50 (GMT)
GP "Add Monkey" - Shift-A can now be used in EditMode to bring up the "Add GPencil Object" menu

TODO:
It shouldn't trigger in other editors, but right now, the keymaps are
shared, so there's not much that can be done about that.
March 16, 2018, 05:29 (GMT)
Cleanup: doxy sections for editmesh files.
March 16, 2018, 05:29 (GMT)
Cleanup: move mesh mirror functions to own file
March 16, 2018, 04:16 (GMT)
GP "Add Monkey" - Check if there's an existing palette/colors with the required names before adding new ones

Now, when adding a Monkey primitive to the same GP object more than once,
you won't get two separate palettes (with two separate sets of colors)
created - one for each instance. Instead, the second (and subsequent)
copies will all use the initial/existing palette instance.

Note: For layers, we still just create new ones, as it makes it easier to
isolate the instances.
March 16, 2018, 04:08 (GMT)
Code cleanup: fix various compiler warnings on clang/macOS.
March 16, 2018, 03:35 (GMT)
Merge branch 'master' into blender2.8
March 16, 2018, 03:09 (GMT)
GP "Add Monkey" - Make this behave like a standard "Add Object" operator

* "Add GP Object" operator now works in Edit/Paint modes (so the button
in the Create tab works)

* Multiple "Suzanne" objects can be added within the same GP datablock now
(if in Edit/Paint modes when activating the "Add GP Object" operator)

* "Radius" operator property is respected, albeit, setting this to values
other than 1.0 may result in weirdness as the line thickness values do
not get adjusted.
March 16, 2018, 03:09 (GMT)
GP "Add Monkey" - Primitive geometry can now have arbitrary transforms applied to it when created
March 16, 2018, 03:06 (GMT)
Fix T54326: Import Alembic stuck in edit mode

Switch to object mode before doing the import.
March 15, 2018, 23:58 (GMT)
Fix T53971: single layer render showing the wrong render layer in image editor.

Original patch Cheryl Chen, extra fixes by Brecht.

Differential Revision: https://developer.blender.org/D3098
March 15, 2018, 22:05 (GMT)
Code refactor: move OIIO image buffer writing outside session, into callback.

Original patch by Guillaume, modifications by Brecht.

Differential Revision: https://developer.blender.org/D3102
March 15, 2018, 21:49 (GMT)
GHOST: Support Unity taskbar progress API

Unity itself is deprecated, but the API is also supported by KDE and the GNOME Dock extension,
which means that it will be useful for a wide variety of distributions.

To get a progress bar, the system must have a blender.desktop file and libunity installed.

The need for libunity is annoying, but the only alternative would be to integrate a DBus library...

Reviewers: campbellbarton, brecht

Differential Revision: https://developer.blender.org/D3106
March 15, 2018, 17:49 (GMT)
Remove duplicate RNA name set

This broke the name property of the layer.
March 15, 2018, 16:38 (GMT)
Merge branch 'blender2.8' into greasepencil-object
March 15, 2018, 16:36 (GMT)
UV/Image Editor: Optimize UV Drawing

Use batchs to store the entire buffer of loops before drawing.
These batchs can be stored in the mesh draw cache later.
March 15, 2018, 16:24 (GMT)
Save Simplify flags at drawing start

As the simplify can change during play, the cache was not initializated and could get an error.

Saving the flags at the start solves this issue and improve the play animation in few mseconds.
March 15, 2018, 14:21 (GMT)
Depsgraph: Fix missing shader updates with copy on write

Basically, don't do full in-place copy of node tree datablock if it's
already expanded. Current way how node tree is evaluated is fully
built around the idea that evaluation copies values from original
to copied datablocks.

Changing links is handled on another level.
March 15, 2018, 12:58 (GMT)
Mesh: Batch cache: Fix sculpt update issue.

Old solution was to create a new vbo and copy it to the location of
the old vbo hoping for the batches to update their vaos before drawing.

The issue is that the new VAO caching is not updating the VAOs at all
unless the shader interface changes.

So unless we expand gawain to support updating of vertex buffers (in a
better way than the current "dynamic" buffer) we need to delete every batch
linked to the vbo we want to recreate.

This solution might have performance implications.
March 15, 2018, 12:58 (GMT)
GWN: Fix compilation error without VRAM_USAGE flag.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021