Blender Git Loki

Kaikki Blender Git kommitit.

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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.
Revision 193425c by Ankit Meel (master)
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.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021