Blender Git Loki

Kaikki Blender Git kommitit.

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May 3, 2017, 19:09 (GMT)
Select new object bases using object's base flag

This fixes object duplicate operator.
May 3, 2017, 18:24 (GMT)
Fix building on Windows and blenderplayer linking after weightpaint engine

Those problems were introduced on 20f95de6ba2d32dcff553251ff4de2efd5b76955.
May 3, 2017, 18:10 (GMT)
Fix potential crash introduced by weightpaint engine when no active object
May 3, 2017, 17:33 (GMT)
Cleanup: line length
May 3, 2017, 17:24 (GMT)
improved liquid inflow / generating phi grid

phiObs has to be subtracted from phi and not just from phiIn. otherwise when joining phi and phiIn, some obstacle areas in phi are not set to positive value, stay negative and hence show up as liquid
May 3, 2017, 17:12 (GMT)
Correct struct type (harmless)
May 3, 2017, 16:58 (GMT)
Merge branch 'master' into 28
May 3, 2017, 16:57 (GMT)
Fix error in node flag check
Revision 20f95de by Luca Rood (master)
May 3, 2017, 16:57 (GMT)
Weight painting with draw manager

This implements weight rendering with the draw manager, with all drawing
options (Shading, wire, face masking, vertex masking).

This is part of T51208

Reviewers: campbellbarton

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D2654
May 3, 2017, 16:33 (GMT)
Merge branch 'master' into blender2.8
May 3, 2017, 16:15 (GMT)
Correct over-alloc struct declaration
May 3, 2017, 16:06 (GMT)
Draw Manager: Bring pose bones to the pose engine

Note: We should test if the armature is the "armature modifier" parent of the
object.

If any good samaritan feels like tackling this, the function to change
is: DRW_pose_mode_armature
May 3, 2017, 15:32 (GMT)
Move pose-bone colors into draw_data

Also only allocate necessary number of bone segments.
May 3, 2017, 15:05 (GMT)
"Fix" root cause of T51260 Forward compatibility crash fter adding new IDProp type.

We unfortunately cannot fix this for previous versions of Blender, but
at least the issue (Blender crashing on unknown IDProp types) should now
be addressed for future.

Simply reset unknown IDProp types to integer one, and reset its value to zero.
May 3, 2017, 14:45 (GMT)
Cleanup: make code more compact
May 3, 2017, 14:44 (GMT)
Render API/Cycles: Identify Render Passes by their name instead of a type flag

Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.

To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.

To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.

From a user perspective, nothing should change with this commit.

Differential Revision: https://developer.blender.org/D2443

Differential Revision: https://developer.blender.org/D2444
May 3, 2017, 14:43 (GMT)
Error in last commit
May 3, 2017, 14:41 (GMT)
Increase thickness limit parameter
May 3, 2017, 14:31 (GMT)
WIP: new method to calculate scale of the stroke thickness

The previous scale method was not valid because only was affected by viewport, but not by GP object or Stroke location. Now, the pixel size is calculated depending of zdepth and used to scale the stroke thickness.

Maybe there are other ways to do it, but this approach works, so we keep it before finding better methods
May 3, 2017, 14:18 (GMT)
Rename bPoseChannel's temp/cache pointer for DrawManager to draw_data.

More generic name, this remains a temp solution anyway, until we have
proper handling of temp data from 'magic DEG'! ;)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021