July 8, 2021, 07:55 (GMT) |
Merge branch 'master' into temp-socket-inspection |
July 8, 2021, 07:31 (GMT) |
adaptive_cloth: fix: Mesh: delete_face(): wrong starting index |
July 8, 2021, 07:30 (GMT) |
Simplify group node extension handler function. Use a common function for handling the "extension" socket in group input/output nodes. |
July 8, 2021, 06:54 (GMT) |
adaptive_cloth: MeshIO: DNA Mesh: combine repeating UVs |
July 8, 2021, 03:31 (GMT) |
Cleanup: spelling |
July 8, 2021, 03:21 (GMT) |
CMake: add missing headers, sort file lists |
July 8, 2021, 00:40 (GMT) |
Merge branch 'usd_skel_export' of https://gitlab-master.nvidia.com/omniverse/blender into omniverse |
July 8, 2021, 00:37 (GMT) |
USD armature export option off by default. Since the Armature export feature is a not yet fully developed, I labelled this option as experimental and disabled it by default. |
July 8, 2021, 00:15 (GMT) |
Fix crash displaying the sequencer without a valid 'scene->ed' Regression in 45d54ea67f9440d1c4ef89b3257ee92159de2599 |
July 7, 2021, 23:41 (GMT) |
Docs: Fix minor incorrect syntax errors This patch fixes the incorrect syntax in documentations. Reviewed By: Blendify Differential Revision: https://developer.blender.org/D11822 |
July 7, 2021, 23:33 (GMT) |
Cleanup: Consolidate tablet walk mode rotate factors. Walk rotate speed for tablets was being modified at runtime by scaling the user preference mouse_speed by a constant factor; this consolidates scaling into the the compile time tablet scale factor in walkApply. No change in behavior. |
July 7, 2021, 21:40 (GMT) |
Change USD export option defaults. Turn off vertex group and face map USD export options by default, to reduce file size. |
July 7, 2021, 21:29 (GMT) |
USD skel export format fixes. |
July 7, 2021, 21:06 (GMT) |
USD skinned mesh export: set armature edit mode. Updated USDSkinnedMeshWriter to enable the armature edit mode to ensure mesh is saved in its rest position. This seems to be more reliable than the previous code, which was calling BKE_pose_where_is() on the armature object. |
July 7, 2021, 18:29 (GMT) |
Merge branch 'master' into asset-greasepencil |
July 7, 2021, 17:49 (GMT) |
Cleanup: Remove wrong File Browser comment Accidentally included this in rB01e1944cd455, it came from a merge conflict. |
July 7, 2021, 17:38 (GMT) |
Cleanup: Correct comment in earlier commit (f4cb3ccd9c07) Comment was based on an older version of the patch. |
July 7, 2021, 17:26 (GMT) |
Cleanup: Code-style correction in Ghost (Clang-format) |
July 7, 2021, 17:24 (GMT) |
Assets: Keep assets active after renaming, ensure they are scrolled into view When renaming an ID somewhere in the UI after marking it as asset, it would often get lost in the Asset Browser (scrolled out of view). It would also get deactivated. This patch makes sure that if an asset is active whose ID gets renamed, it is kept active and visible. That is important for a fast, uninterrupted asset creation workflow, where users often rename assets while working in the asset browser. Old code stored the new file-name to identify a file after re-reading the file-list after the rename. For assets that doesn't work because there may be multiple assets with the same name. Here the simple solution of just storing the pointer to the renamed ID is chosen, rather than relying on the file-name in this case. (Should be fine with undo, since the ID * reference is short lived, it's not stored over possible undo steps. If it turns out to have issues, I rather switch to a rename_id_uuid, but keep that separate from the file->uid). Reviewed by: Sybren St�vel Differential Revision: https://developer.blender.org/D11119 |
July 7, 2021, 16:55 (GMT) |
MSVC: Fix build issue with TBB TBB includes in windows.h which will by default define min/max macro's by default, which collide with stl's min/mac functions. this change instructs windows.h not to add the offending macros |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021