Revision 9d78b7e by Campbell Barton February 23, 2019, 08:20 (GMT) |
Cleanup: use function instead of extern variable Quiet undeclared variable warning. |
Revision 1d2fc41 by Ray molenkamp February 23, 2019, 03:54 (GMT) |
make.bat: Preliminary Visual Studio 2019 support. VS2019 is binary compatible with the existing vc14 libraries and no new libraries libs are required in svn. VS2019 support requires cmake 3.14. VS2019 is still in pre-release state, you are required to explicitly select the pre-release version by using: make full 2019pre |
Revision 633b77b by Ray molenkamp February 23, 2019, 03:53 (GMT) |
Make.bat: Fix sub-module detection |
Revision 7ad367d by Ray molenkamp February 23, 2019, 03:49 (GMT) |
make.bat: Preliminary Visual Studio 2019 support. VS2019 is binary compatible with the existing vc14 libraries and no new libraries libs are required in svn. VS2019 support requires cmake 3.14. VS2019 is still in pre-release state, you are required to explicitly select the pre-release version by using: make full 2019pre |
Revision 10f3b49 by Ray molenkamp February 23, 2019, 03:02 (GMT) |
Make.bat: Fix sub-module detection |
Revision 085e9e3 by Campbell Barton February 23, 2019, 01:59 (GMT) |
Cleanup: move variable declarations to headers Quiet undeclared variable warning. |
Revision 779860d by Campbell Barton February 22, 2019, 22:26 (GMT) |
readfile: disable delayed data reading for WIN32 Seeking the file causes slow down on Windows. Resolves T61855 |
Revision 655faca by Dalai Felinto February 22, 2019, 21:01 (GMT) |
Fix: Workbench assert on non-image texture node This was not report, but it would happen if you open the sample file from T61858 and changed to solid view with texture. |
Revision e9f7387 by Dalai Felinto February 22, 2019, 19:41 (GMT) |
Cleanup: Remove redudant function call BKE_main_id_clear_newpoints is already called from copy_object_set_idnew(). |
Revision 0ca6233 by Clément Foucault February 22, 2019, 16:14 (GMT) |
Fix T61837: Assert in Eevee multiresolution modfier in sculpt mode Note that this commit remove the support (that was not really working) for shadows in sculpt mode. |
Revision 3b13277 by Sergey Sharybin February 22, 2019, 16:02 (GMT) |
Multires: Support smooth shading when sculpting On CCG side it is done similar to displacement, where we have a dedicated functor which evaluates displacement. Might be seemed as an overkill, but allows to decouple SubdivCCG from mesh entirely, and maybe even free up coarse mesh in order to save some memory. Some weak-looking aspect is the call to update normals from the draw manager. Ideally, the manager will only draw what is already evaluated. But it's a bit tricky to find a best place for this since we avoid dependency graph updates during sculpt as much as possible. The new code mimics the old code, this is how it was in 2.7. Fix shading part of T58307. |
Revision b6c6194 by Dalai Felinto February 22, 2019, 15:33 (GMT) |
Fix T55921: Toggling visibility for collections doesn't work in Pose It is always dangerous to add more shortcuts those days. But this way it is consistent with 2.79 to a point. When in edit mode (mesh, greasepencil, ...) 1-3 to change submode still has priority. When in posemode or greasepencil draw mode however, 1-9 can still be used to temporarily get some collections out of the way. |
Revision 7372058 by Clément Foucault February 22, 2019, 15:06 (GMT) |
Wireframe: Add object and random coloring option in wireframe mode The option is separated from the solid mode color option. Random color uses the same method as solid mode. Selection state is indicated by a brighter color that is outside the brightness range of the unselected state colors. The active state is indicated by the outlines that is, now, still drawn in wireframe mode. Coloring of the selection / active outline is not optimal because it can look ugly in some cases of color combination. But the outline color is using index range coloring so it's not trivial to change the color of the outline per object. For now we use the same outline color used in solid mode for consistency and also still add an emphasis on the selected objects. The Single color option uses the theme color. Maybe it would be nice to change the name of it in a latter commit to avoid confusion. |
Revision e278b38 by Dalai Felinto February 22, 2019, 14:53 (GMT) |
Fix T61788: Hidden objects reappear after rendering The change in outliner and viewport visibility (897e047374fa) was made assuming the bases of the render and viewport depsgraph were independent. Thus we were deliberately setting base visibility when rendering: ``` /* When rendering, visibility is controlled by the enable/disable option. */ if (mode == DAG_EVAL_RENDER) { base->flag |= BASE_VISIBLE; } ``` However, we were syncing data back to the original depsgraph, leading to hidden viewport objects to re-appear. Reviewers: sergey Differential Revision: https://developer.blender.org/D4391 |
Revision ce79d86 by Sergey Sharybin February 22, 2019, 14:53 (GMT) |
Merge branch 'blender2.7' |
Revision 3b86c99 by Sergey Sharybin February 22, 2019, 14:53 (GMT) |
Fix previous commit Somehow quote got missing the last moment. |
Revision 86dd9bf by Sergey Sharybin February 22, 2019, 14:50 (GMT) |
Merge branch 'blender2.7' |
Revision 427f397 by Sergey Sharybin February 22, 2019, 14:47 (GMT) |
Always show version when running in background mode The goal is to make it easy to know which exact blender version and built was used for a job on a farm. This includes but not exclusively render farms. But same is handy for simulation tasks as well. |
Revision bef82f7 by Dalai Felinto February 22, 2019, 14:20 (GMT) |
Fix T61600: Physics properties inactive when appending objects This problem existed in 2.79 as well. The rigid body setting is related to the scene the object was created. We now clear all the rigid body properties of the appended objects to prevent them from lingering in this state where they have settings yet cannot be used in the simulation. Reviewers: mont29, brecht Differential Revision: https://developer.blender.org/D4380 |
Revision 2278763 by Sergey Sharybin February 22, 2019, 13:45 (GMT) |
Multires: Don't force smooth shading There is still work needed to be done from multires side to fully support smooth shading. So can't just always have smooth shading. Roll back to a proper code in GPU side, the rest will be handled from CCG side. |
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MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021