Revision 09dcb6d by Joshua Leung April 30, 2018, 14:40 (GMT) |
Multi-Object Pose: Fix POSE_OT_group_select and POSE_OT_group_deselect We only want these to operate on the "active" armature only at a time (where the "active" one is whichever the groups from the UI came from). The fix therefore is to make it not use the context functions (which were changed to always take bones from all selected armatures instead). |
Revision 8e78282 by Clément Foucault April 30, 2018, 14:39 (GMT) |
Eevee: Use GPU_RG16 for velocity pass instead of GPU_RG32F. |
Revision 0a73000 by Clément Foucault April 30, 2018, 14:39 (GMT) |
GPUTexture: Add support for GPU_RG16. |
Revision eb71888 by Clément Foucault April 30, 2018, 14:39 (GMT) |
DRW: Remove DRWTextureFormat in favor or GPUTextureFormat. Because: - Less redundancy. - Better suffixes. Also a few modification to GPU_texture_create_* to simplify the API: - make the format explicit to the texture creation process. - remove the component count as it's specified in the GPUTextureFormat. |
Revision 41431ea by Clément Foucault April 30, 2018, 14:39 (GMT) |
Eevee: TAA: Use safe color when outputing the final color. This prevent any NANs pixel to spear accross the history. This does not mean we should allow NANs at all! |
Revision 630c24f by Jeroen Bakker April 30, 2018, 14:27 (GMT) |
Overlay: missed in last commit |
Revision 5dab34d by Jeroen Bakker April 30, 2018, 14:16 (GMT) |
Overlay: Integration of TexturePaint with Workbench |
Revision 9aef2d9 by Campbell Barton April 30, 2018, 14:08 (GMT) |
UI: add weight paint brushes to toolbar |
Revision cbe57ac by Jeroen Bakker April 30, 2018, 13:54 (GMT) |
Workbench: Integration VertexPaint and WeightPaint modes - Disable VertexPaint and WeightPaint for OB_MATERIAL and OB_RENDER. Users want to see the final result - When in OB_SOLID, the active object should be rendered without any color. The lighting information is multiplied with the VertexPaint/WeightPaint color - Removed the use_shading flag from VertexPaint and WeightPaint - add method to check if render engine should draw without color (DRW_object_in_only_lighting_mode) Reviewers: fclem Tags: #code_quest Maniphest Tasks: T54894 Differential Revision: https://developer.blender.org/D3191 |
Revision e76a65e by Julian Eisel April 30, 2018, 13:42 (GMT) |
UV editing: Make 'Select Linked' work consistent to 3D View Don't see a good reason for the old behavior, so better have it consistent. |
Revision d9f395a by Campbell Barton April 30, 2018, 13:23 (GMT) |
UI: add vertex paint tools Generalize logic to show the paintbrush as a tool so different paint modes can use it. |
Revision b5f5e6c by Sergey Sharybin April 30, 2018, 13:16 (GMT) |
Depsgraph: Fix missing node tree update when adding keyframes Need to make sure animation data is copied from original tree to a copy, it is NOT enough to only copy node socket values. |
Revision 05cf786 by Joshua Leung April 30, 2018, 13:11 (GMT) |
Fix: UI layout for "Pause" button on timeline header was broken (leaving a gap) A recent change in the UI layout code probably broke how the scale_x for layouts was getting handled. This was leaving a large gap (and causing layouts to pop) when trying to scrub the timeline. This commit fixes this with a manually-found value that largely seems to get rid of the popping problem. There's still a little jumping (1-2 px) but it's less distracting now. |
Revision 7714d6d by Joshua Leung April 30, 2018, 12:49 (GMT) |
COW Fix: Material property update callbacks need to tag depsgraph for COW updates Otherwise, trying to change color/material properties of EEVEE materials that have been keyframed doesn't work until a new keyframe has been inserted. NOTE: There's still some wonkiness if you edit more than one keyframed value before keyframing (i.e. the other unkeyed value temporarily gets reset). But that's more of a general COW+animation issue. |
Revision 36324f9 by Joshua Leung April 30, 2018, 12:49 (GMT) |
ANIM_apply_keyingset() - Tag modified datablocks for copy on write update for good measure |
Revision 5f8ad88 by Brecht Van Lommel April 30, 2018, 12:27 (GMT) |
Fix some popup menus that don't support it refreshing and crashing. |
Revision 78f13ee by Campbell Barton April 30, 2018, 11:57 (GMT) |
UI: use "none" icon if loading fails Workaround for issues w/ two column layout when icons are missing. Also fix reloading icons when some values aren't valid. |
Revision 85221f6 by Brecht Van Lommel April 30, 2018, 11:52 (GMT) |
Fix Eevee shadows not working in certain cases, after recent WM changes. |
Revision 005711f by Campbell Barton April 30, 2018, 11:46 (GMT) |
Fix sculpt ToolDef generation With non-default sculpt brushes, tool generation could fail. |
Revision ea2146c by Campbell Barton April 30, 2018, 10:46 (GMT) |
Correct error in toolbar update |
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