Blender Git Loki

Blender Git commits from all branches.

Page: 885 / 2888

April 16, 2020, 19:29 (GMT)
Fix (unreported) crash on use-after-free in liboverride deletion code.
April 16, 2020, 19:29 (GMT)
Refactor/strengthen a bit invalid operands checks when applying an override operation.
April 16, 2020, 19:29 (GMT)
Fix T75730: Crash on read of liboverride data when missing source modifier.

While this should not happen, we still want to handle those errors
gracefully from user perspective (i.e. assert for devs, no crash for
users).

Actual fix of root cause of the issue will come later.
April 16, 2020, 19:29 (GMT)
Fix T73977, T73825: ignore Python user site-packages directory by default

This goes along with the existing changes to ignore PYTHONPATH by default.
--python-use-system-env now controls both.

Differential Revision: https://developer.blender.org/D6962
April 16, 2020, 19:29 (GMT)
GPU: Fix Negative Shift

glAttributes also include `gl_` names. These don't have a location and
should be ignored during shader interface creation. Those internal names
received a location of -1 and therefore the bitmasking was undefined.

Users wouldn't notice this, but ASAN warned developers of this situation.
ASAN could quit making ASAN un-usable as most shaders have this issue.

Reviewed By: Cl�ment Foucault`

Differential Revision: https://developer.blender.org/D7448
April 16, 2020, 19:29 (GMT)
Fix T75780: Gpencil Sculpt brushes not working with old files

The patching of brushes was not done.
April 16, 2020, 19:29 (GMT)
Fix T75785: "Extrude Faces Along Normals" throws error
April 16, 2020, 19:29 (GMT)
Fix memcpy overlapping buffers

This crashes with ASAN enabled.
```
==39366==ERROR: AddressSanitizer: memcpy-param-overlap: memory ranges [0x6230000ae848,0x6230000ae85a) and [0x6230000ae851, 0x6230000ae863) overlap
```
April 16, 2020, 19:29 (GMT)
UI: Move node socket icons to the left of node input buttons

Node input buttons (e.g. in the material properties) used to draw their
icons on the right of the buttons. However since they represent inputs,
it makes more sense conceptually to have them on the left.
Further, we might want to add the usual decorator buttons (to control
keyframes or display other states) to the material properties as well.
Having two circle icons next to each other would be confusing.

Differential Revision: https://developer.blender.org/D7409

Reviewed by: Brecht Van Lommel, William Reynish
April 16, 2020, 19:29 (GMT)
UI: Draw real node sockets for node input buttons

For buttons representing node inputs (e.g. in the material properties)
rather than drawing some generic socket icon, the actual sockets are
drawn now. That includes color, shape and the selection outline.

This should make it easier to understand what these buttons relate to.

Screenshots: {F8469252}, {F8469248} (The left alignment will be done in
a follow-up commit.)

Differential Revision: https://developer.blender.org/D7409

Reviewed by: Brecht Van Lommel, Cl�ment Foucault, William Reynish
April 16, 2020, 19:28 (GMT)
Cleanup: typo in comment
April 16, 2020, 19:28 (GMT)
Cleanup: unused variable warning

Not needed since rB1685f5824d91.
April 16, 2020, 19:28 (GMT)
Fix (unreported) Image Editor UI drawing too dark

Caused by rBf0221ff6674f.

Only draw the Image buffer itself in display space.

Differential Revision: https://developer.blender.org/D7449
April 16, 2020, 19:28 (GMT)
Cleanup: Deduplicate getting node tree from id

Differential Revision: https://developer.blender.org/D7438

Reviewers: mont29
April 16, 2020, 19:28 (GMT)
Theme: adjust active UV face color in the theme

This color had it's alpha reduced in the drawing code,
as the active face is no longer stippled.

Now the color is used from the theme without adjusting the alpha.
April 16, 2020, 19:28 (GMT)
UV: support changing the opacity of the UV overlay

Add this option as it's useful to adjust how much UV's
cover the image when UV mapping.

D5348 by @EitanSomething with edits
April 16, 2020, 19:28 (GMT)
GPUImmediate: Use 2 Buffers For (Un)Strict

We used to have a single buffer that was shared between strict and
unstrict draw calls. This leads to many recreation events for the draw
buffers. This patch separates the Unstrict draw buffer from the strict
draw buffer.

This improves performance on Windows Intel 10th gen platform.
On a reference platfor before the patch I got 10 FPS, after this patch
it became 34fps. Note that the same test normally on a low end GPU can
get to 60fps so this does not solve all teh bottlenecks yet.

Reviewed By: Cl�ment Foucault

Differential Revision: https://developer.blender.org/D7421
April 16, 2020, 19:28 (GMT)
GPUViewport: Use GPUBatch for viewport drawing

When drawing the viewport to the screen the draw calls were not batched.
This resulted in measurable slowdown on Windows Intel 10th gen
platforms.

This patch would cache the last draw calls per viewport. Our API does
support partial redrawing of the viewport, but that isn't used anywhere.

This patch does not include stereoscopy rendering. This still uses the
imm approach and would still be slow on certain hardware.

Reviewed By: Cl�ment Foucault

Differential Revision: https://developer.blender.org/D7357
April 16, 2020, 19:28 (GMT)
Fix T75567: Paint Mode Wireframe Incorrect

The loop normal VBO is used in two manners. In edit mode to draw the
edge normals. And in paint mode to draw the wireframe. This commit
checks which VBO is needed and build the correct one.

This allows show the wireframe correct in paint mode, when the object is
subdivided.

Reviewed By: Cl�ment Foucault

Differential Revision: https://developer.blender.org/D7419
April 16, 2020, 19:28 (GMT)
Fix T75455: High World Space Cavity Samples Crash

When setting the number of cavity samples to a high number blender could
write out of bounds.

This patch will harmonize the number of iterations in the same way how
it is done during execution.

Reviewed By: Cl�ment Foucault

Differential Revision: https://developer.blender.org/D7425
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021