Revision b490963 by Bastien Montagne May 14, 2019, 10:28 (GMT) |
Fix T63542: Imported FBX doesn't show keyframes in Shape Key editor. While shapekeys RNA path handling does support keyblocks (ShapeKeys) with an `id_data` wrongly set to the geometry instead of the shapkey, this is really not something to promote. ideally it should be removed at some point. At least, let's not generate such RNA pointer if we can avoid it. Here it was breaking proper showing of animated shapekeys in the UI, since this expects animated datablocks to have their own animation data (and 'rooting' keyblocks to their mesh instead of their shapekey ended up defining their animation in the mesh, not in the shapekey). |
Revision b50cf33 by Brecht Van Lommel May 14, 2019, 10:24 (GMT) |
Revision 9fecac3 by Campbell Barton May 14, 2019, 10:21 (GMT) |
Screen: replace show footer operator with property This matches 'show header' internal logic. |
Revision 4887b77 by Campbell Barton May 14, 2019, 10:21 (GMT) |
Cleanup: sort struct declarations |
Revision 6a4c5b6 by Campbell Barton May 14, 2019, 10:21 (GMT) |
Cleanup: quiet warning |
Revision 254b1a4 by Antonio Vazquez May 14, 2019, 09:59 (GMT) |
Fix T64441: GPencil textures weird rotation New option to disable the follow drawing path. Before it had only a switch property, now there is a list of options. Modes: Path: Follows drawing stroke and rotate with object. Object: Only follows object rotation. None: Don't rotate. |
Revision 21bfc46 by Jacques Lucke May 14, 2019, 09:49 (GMT) |
Cleanup: rename ED_scrubbing.h to ED_time_scrub_ui.h Also renames the corresponding .c file. |
Revision 1c106e1 by Alexander Gavrilov May 14, 2019, 09:39 (GMT) |
RNA: fix the id_data pointer of PoseBone.bone to point at the Armature. The owning ID reference of RNA pointers is supposed to point at the ID container that owns the object, but for PoseBone.bone it wasn't updated to point at the Armature data ID instead of Armature Object. This caused issues, like pose_bone.bone.driver_add() adding the driver to the Armature Object animation data, which violates the intended design of the animation data structures. Since RNA code generally assumes that all pointers that don't refer directly to an ID remain within the current ID, a custom getter is required to fix this. |
Revision 02e3bf2 by Alexander Gavrilov May 14, 2019, 09:39 (GMT) |
Depsgraph: detect bbone_segments drivers from Object animation data. |
Revision be967c0 by Brecht Van Lommel May 14, 2019, 09:22 (GMT) |
Fix T64578: Cycles clamps HDR colors for 16bit integer image with colorspace |
Revision 20421ef by Clément Foucault May 14, 2019, 08:57 (GMT) |
Cleanup: DRW: Move ModelMatrix declaration to common_view_lib |
Revision 016fc7f by Clément Foucault May 14, 2019, 08:57 (GMT) |
GPUVertexFormat: Reduce size of structs With this patch, the size of GPUVertFormat goes from 1240 to 388. |
Revision 72a5e3f by Clément Foucault May 14, 2019, 08:57 (GMT) |
Cleanup: DRW: Add and use DRW_shgroup_uniform_vec2_copy |
Revision 92b4e96 by Clément Foucault May 14, 2019, 08:57 (GMT) |
Cleanup: DRW: Remove unused Uniform types |
Revision be5192b by Clément Foucault May 14, 2019, 08:57 (GMT) |
Cleanup: DRW: Remove uneeded _add suffix from DRW_shgroup_call_add |
Revision 8bc8a62 by Clément Foucault May 14, 2019, 08:57 (GMT) |
DRW: Refactor: Use DRWCall to accumulate per instance attributes This is a big change that cleanup a lot of confusing code. - The instancing/batching data buffer distribution in draw_instance_data.c. - The selection & drawing code in draw_manager_exec.c - Prety much every non-meshes object drawing (object_mode.c). Most of the changes are just renaming but there still a chance a typo might have sneek through. The Batching/Instancing Shading groups are replace by DRWCallBuffers. This is cleaner and conceptually more in line with what a DRWShadingGroup should be. There is still some little confusion in draw_common.c where some function takes shgroup as input and some don't. |
Revision 20d9cd3 by Clément Foucault May 14, 2019, 08:57 (GMT) |
GPU: Add GPU_vertbuf_discard and GPU_BATCH_UNUSED GPU_vertbuf_discard to clear buffer containers in place. GPU_BATCH_UNUSED to tag batch that are cleared and not immediatly usable. |
Revision e5349f1 by Clément Foucault May 14, 2019, 08:57 (GMT) |
BLI_memblock: Add more options - Use int instead of uint for safety and less conversions. - Add free callback - Add cleared alloc option |
Revision 0e5da91 by Clément Foucault May 14, 2019, 08:57 (GMT) |
Cleanup: Remove DRWCallType This simplify the rendering logic. |
Revision ed3f05a by Clément Foucault May 14, 2019, 08:57 (GMT) |
DRW: Fix threading hazard when rendering and using auto depth |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021