May 12, 2021, 10:56 (GMT) |
Fix custom bone shape scale affecting normal bone display Also some clang-format changes. |
May 12, 2021, 10:41 (GMT) |
Nodes: add boilerplate for texture and material sockets The sockets are not exposed in any nodes yet. They work similar to the Object/Collection sockets, which also just reference a data block. This is part of D11222. |
May 12, 2021, 10:18 (GMT) |
Merge branch 'blender-v2.93-release' |
May 12, 2021, 10:15 (GMT) |
Fix incorrect labels for math node wrap function Found in T88151, labels are swapped. Vector math node is not affected. |
May 12, 2021, 08:35 (GMT) |
Merge branch 'master' into cycles-x |
May 12, 2021, 08:16 (GMT) |
Merge branch 'blender-v2.93-release' |
May 12, 2021, 08:06 (GMT) |
Fix non-finite tangent in Cycles with missing UV map Was causing calculation issues later on in the kernel. This change catches the most obvious case: missing attribute. The old code was trying to set tangent to 0, but because it was transformed as a normal it got converted to non-finite value. This change makes it so that no transform is involved and 0 is written directly to the SVM stack. To cover all cases it will require using safe_normalize() in this node and in the normal transform function. This is more involved change from performance point of view, would be nice to verify whether we really want to go this route. I've left asserts in the BSDF allocation functions. Don't have strong connection to them, but think they are handy and are not different from having an assert in the path radiance checks. Differential Revision: https://developer.blender.org/D11235 |
May 12, 2021, 08:01 (GMT) |
Merge branch 'blender-v2.93-release' |
May 12, 2021, 07:41 (GMT) |
Cycles X: Fix possible use of uninitialized ShaderClosure It is possible that BSDF allocation will advance pointer in the allocation "pool" but will return null pointer if the weight is too small. One artist-measurable issue this change fixes is random issues with denoising: normal pass for denoising could have accessed non-initialized normal of a closure. Differential Revision: https://developer.blender.org/D11230 |
May 12, 2021, 06:44 (GMT) |
Cleanup: rename 'rt' to '_pad#' in DNA structs |
May 12, 2021, 05:57 (GMT) |
Fix nasty edge case for BMLog. |
May 12, 2021, 05:48 (GMT) |
Merge branch 'temp-gpu-compute-shaders' into temp-gpu-compute-shader-hair |
May 12, 2021, 05:46 (GMT) |
Size of indexbuffer needs to be given by the caller. |
May 12, 2021, 04:57 (GMT) |
Cycles: fix inconsistent-missing-override warnings LLVM Clang 13, macOS. Reviewed By: brecht Differential Revision: https://developer.blender.org/D11207 |
May 12, 2021, 04:48 (GMT) |
Remove yet more debugging crap . . . |
May 12, 2021, 04:46 (GMT) |
Get rid of various ATTR_NO_OPT debug attributes left from two commits ago. |
May 12, 2021, 04:45 (GMT) |
Fix bug in last commit. |
May 12, 2021, 04:14 (GMT) |
Today I ran outside screaming and an hour later came back in and made BMLog reference counted. This fixes various undo bugs caused by dyntopo needing to execute an undo push but not being able too (e.g. during file load, and I think it also happens sometimes with global undo). A much better way of fixing this would be to add unique IDs to mesh verts and faces, perhaps as a customdata layer. The root problem is that BMLog assigns unique IDs to mesh elements, which it does via a series of GHash's. I imagine this is a fairly serious violation of the undo system's design rules, since it means BMLogs are tied to specific instances of the bmesh in SculptSession->bm. There were some hacks to try and get around this, but they were buggy and needed to push the unstack stack to work, which wasn't possible in all cases (e.g. if G_MAIN->wm.first->undo_stack is NULL, as it is during file loading and apparently global undo). Anyway, long story short each chain of SculptUndoNodes needs some way to reconstruct their ID GHash's when exiting/entering the chain. The only way I could think to do this was to make BMLog reference counted, with BMLogEntry the users. Like I said, having a proper system to assign unique IDs to mesh elements would be *much* better. |
May 12, 2021, 02:45 (GMT) |
Fix T87947: Trasnform: Keyboard input uses view orientation When activated in modal, `translate`, `resize`, `rotate`, `shear` and `edge_rotate_normal` use a different orientation than the set in scene. This orientation needed to match since some of these modes can be switched during operation. The default orientation for these modes was `V3D_ORIENT_VIEW`. And this changed when finishing the `translate` and `resize` to `V3D_ORIENT_GLOBAL`. But this could cause inconsistencies when inputting values from the keyboard. The solution now is to change the orientation when you change the mode. --- Note: Although the user can expect the value entered to reflect the orientation set in the scene, it would require a lot of changes and would not be really useful. |
May 12, 2021, 02:44 (GMT) |
Cleanup: Use enum to indicate the current orientation Improves readability. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021