Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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June 29, 2018, 07:23 (GMT)
Cleanup: trailing newlines
June 29, 2018, 07:19 (GMT)
Keymap: 2.7x macos-only additions
June 29, 2018, 07:19 (GMT)
Keymap: add 2.7x keymap

This is the keymap from 929c78e33c06f55af4a3d98240959c4afcf9f39c
before the 2.8x keymap diverged from 2.7x.

All non-modal maps have been included.
June 29, 2018, 06:42 (GMT)
Workbench: Use less GPU memory

When AA was enabled a new buffer was created. As the composite pass is
already done, we can reuse earlier buffers.

For the deferred rendering we reuse the color_buffer_tx and for the
forward rendering we reuse the transparect_accum_tx.
June 29, 2018, 06:27 (GMT)
Workbench: Removed MaterialData UBO

Most of the times the materials differ due to the object_id. This was an
overhead and resulted in instabilities on Intel graphical cards. This
commit will revert the Material Data UBO and replace it with normal
uniform.
June 29, 2018, 06:05 (GMT)
Merge branch 'master' into blender2.8
June 29, 2018, 06:02 (GMT)
Cleanup: trailing newlines
Revision be98329 by Julian Eisel
June 29, 2018, 00:23 (GMT)
Fix: Moving area edge could corrupt screen in very specific case

Caused by ca8f787349dcdf5. This issue is in master actually. Fixing it there
would cause conflicts so won't do that unless needed ;)

Steps to recreate were:
* Split properties editor into two (default startup.blend)
* Move both properties editors to the bottom, so only their headers are visible
* Move the upper edge of the upper properties editor up and down
Although it doesn't happen everytime, you may see the edge between the timeline
and the 3D view move, while the region drawing doesn't update.

What happened is area edge snapping allowed to snap the edge outside of window
bounds (we snap to a 4px grid by default), which screen_vertices_scale
interpreted as window scaling and thus run area size updates.
June 28, 2018, 21:57 (GMT)
Merge branch 'master' into blender2.8
June 28, 2018, 21:40 (GMT)
WM: Remove Screen Cast

This feature is better handled by specialized tools.
Revision 4d1c5f1 by Julian Eisel
June 28, 2018, 19:07 (GMT)
Change earlier fix to work with hiDPI

Referring to ca8f787349dcdf5. Thought in this case the simple `+ 1` would be
correct, but we need to make the same pixel adjustment as we do in other places.
Revision c7954df by Julian Eisel
June 28, 2018, 18:54 (GMT)
Fix: Moving area edge could make areas overlap status-bar

Simply moving the properties editor of the default startup.blend all the way to
the bottom could trigger this. Calculating limits for area edge moving would use
screen bounds instead of entire window bounds (screen + global bars).

Added assert that should help debugging further issues like this.
Revision ca8f787 by Julian Eisel
June 28, 2018, 17:51 (GMT)
Fix T55298: Failing assert when splitting areas vertically

There are more related glitches for which I have fixes. Will test them some more
and push in a followup commit.
Revision a71d53c by William Reynish / Campbell Barton
June 28, 2018, 16:31 (GMT)
UI: move UV selection options to left

This is consistent with the 3D view.
June 28, 2018, 15:07 (GMT)
Fix: build error with msvc

introduced by rBd2757d149bf2d9ac604da6fb7f4742ee77e68d2d
June 28, 2018, 14:12 (GMT)
Overlay: Make overlay engine rebder on top of paint modes.

This puts the wireframe on top of the weight in weight paint mode,
sculpt mode ...

Wireframe should be colored differently if the object is in paint mode
but it's not there yet.
June 28, 2018, 14:01 (GMT)
Correct mistake checking version
June 28, 2018, 14:01 (GMT)
Removed most calls to modifier_deformVerts_DM_deprecated()

None of those calls actually passed a DerivedMesh.
Revision aa6247a by Cédric Paille / Brecht Van Lommel
June 28, 2018, 13:46 (GMT)
Alembic: speed up export of packed UV islands.

Differential Revision: https://developer.blender.org/D3510
June 28, 2018, 13:32 (GMT)
Make stdout unbuffered

Unbuffered stdout makes stdout and stderr better synchronised, and helps
when stepping through code in a debugger (prints are immediately
visible). We don't output much to stdout anyway, so this isn't likely to
cause any performance issues.
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