Revision 47f4f3c by Germano Cavalcante May 20, 2021, 14:05 (GMT) |
Cleanup: Use enum to indicate the current orientation Improves readability. |
Revision 4bb2a5b by Germano Cavalcante May 20, 2021, 14:04 (GMT) |
Fix T88345: Blender crash on GPUFrameBuffer creation Misuse of indexes. `color_attachements` has only color ones while `config` has color and depth. |
Revision 92178c7 by Germano Cavalcante May 20, 2021, 14:03 (GMT) |
Fix T88365: GPUTexture.read returning a buffer with wrong size The pixel components were not being considered. |
Revision 729c579 by Germano Cavalcante May 20, 2021, 14:03 (GMT) |
Fix T88313: GPencil reproject operator projecting on the wrong surface `ray_start` must start at the position of the gpencil point. |
Revision 933999d by Jacques Lucke May 20, 2021, 12:39 (GMT) |
Cleanup: rename incorrectly named experimental feature flag The `WITH_GEOMETRY_NODES` flag does not make sense anymore, it is just protecting the `Simulation` data block that is not used currently. |
Revision 0745afe by Sybren A. Stüvel May 20, 2021, 11:00 (GMT) |
Merge remote-tracking branch 'origin/blender-v2.93-release' |
May 20, 2021, 10:57 (GMT) |
Fix T86193: Bake Action, wrong rotation order for bones Use bone rotation order to compute the baked rotation. This fixes a bug introduced in rB0e85d701c654, where the object rotation order was applied to the bone. Maniphest Tasks: T88359, T86193 Reviewed By: sybren, GuiltyGhost, #animation_rigging Differential Revision: https://developer.blender.org/D11282 |
Revision 3e3ecc3 by Jacques Lucke May 20, 2021, 10:29 (GMT) |
Geometry Nodes: new Material input node This node is similar to the Value and Vector node. It just provides a way to use the same material in multiple nodes without exposing it outside of a node group. Differential Revision: https://developer.blender.org/D11305 |
Revision f41a753 by Jacques Lucke May 20, 2021, 10:22 (GMT) |
Geometry Nodes: new Material Assign node This adds a new Material Assign node. It can be used to change the material used by an existing mesh or to assign a material to a mesh that has been generated from scratch. Differential Revision: https://developer.blender.org/D11155 |
Revision f3a0267 by Jacques Lucke May 20, 2021, 10:15 (GMT) |
Materials: support materials when applying modifier This fixes the `Apply Modifier` and `Visual Geometry to Mesh` operator when a modifier changed materials on the evaluated geometry. This is necessary since rB1a81d268a19f2f1402f408ad1dadf92c7a399607. Differential Revision: https://developer.blender.org/D11303 |
Revision b51bd85 by Jacques Lucke May 20, 2021, 10:14 (GMT) |
Fix: wrong rna pointer for material slot This was missing from rB1a81d268a19f2f1402f408ad1dadf92c7a399607. |
Revision b084b57 by Jacques Lucke May 20, 2021, 09:35 (GMT) |
Geometry Nodes: new geometry nodes evaluator The old geometry nodes evaluator was quite basic and missed many features. It was useful to get the geometry nodes project started. However, nowadays we run into its limitations from time to time. The new evaluator is more complex, but comes with new capabilities. The two most important capabilities are that it can now execute nodes in parallel and it supports lazy evaluation. The performance improvement by multi-threading depends a lot on the specific node tree. In our demo files, the speedup is measurable but not huge. This is mainly because they are bottlenecked by one or two nodes that have to be executed one after the other (often the Boolean or Attribute Proximity nodes) or because the bottleneck is multi-threaded already (often openvdb nodes). Lazy evaluation of inputs is only supported by the Switch node for now. Previously, geometry nodes would always compute both inputs and then just discard the one that is not used. Now, only the input that is required is computed. For some more details read D11191, T87620 and the in-code documentation. Differential Revision: https://developer.blender.org/D11191 |
Revision 44e7192 by Campbell Barton May 20, 2021, 07:55 (GMT) |
Cleanup: spelling |
Revision a5ac062 by Jacques Lucke May 20, 2021, 07:00 (GMT) |
Cleanup: inconsistent parameter names |
Revision 7655cc4 by Richard Antalik May 20, 2021, 03:06 (GMT) |
VSE: Fix select strips at current frame feature This feature of `select_side_of_frame` was disabled by removing option from operator property enum but functional code was never removed. Add back option to use this feature. Feature was disabled due to keymap issue. Currently this feature doesn't have keymap assigned. |
Revision acba8f6 by Richard Antalik May 20, 2021, 02:25 (GMT) |
Revision 47e8834 by Richard Antalik May 19, 2021, 23:27 (GMT) |
VSE: Fix animation duplication in split operator Due to misunderstanding of how strip duplication works, animation data was duplicated on all strips when any strip was split. `SEQ_sequence_base_dupli_recursive()` duplicated data on strip that was being split, and `SEQ_ensure_unique_name()` duplicated animation on all strips. Only duplication should be done with `SEQ_ensure_unique_name()` and only on right side split strips, because only these strips are duplicated. |
Revision d1c9a99 by Hans Goudey May 19, 2021, 21:17 (GMT) |
Splines: Optimize interpolation in special case virtual array When the input data is a virtual array for a single value, we don't need to run any of the interpolation, instead just copy the input data. |
Revision 0b7744f by Richard Antalik May 19, 2021, 20:59 (GMT) |
VSE: Fix rendering inconsistency Fix issue described in T87678, which was partially a bug and partially change in intended(at least as far as I can tell) behaior. Function `evaluate_seq_frame_gen` that was partially responsible for filtering strips in stack for rendering wasn't working correctly. Intended functionality seems to be removing all effect inputs from stack as it is unlikely that user would want these to be blended in. However there was logic to exclude effects placed into same input, which because of weak implementation caused, that any effect input, that is effect as well will be considered to be part of stack to be blended in. This bug was apparently used to produce effects like glow over original image. Even though this is originally unintended, I have kept this logic, but I have made it explicit. Another change is request made in T87678 to make it possible to keep effect inputs as part of stack when they are placed above the effect, which would imply that blending is intended. This change is again explicitly defined. Whole implementation has been refactored, so logic is consolidated and code should be as explicit as possible and more readable. `must_render_strip function` may be still quite hard to read, not sure if I can make it nicer. Last change is for remove gaps feature code - it used same rendering code, which may be reason why its logic was split in first place. Now it uses sequencer iterator, which will definitely be faster than original code, but I could have used `LISTBASE_FOREACH` in this case. Reviewed By: sergey Differential Revision: https://developer.blender.org/D11301 |
Revision 97cf2a9 by Richard Antalik May 19, 2021, 20:52 (GMT) |
VSE: Refactor sorting functions Recently `SEQ_sort()` function was split so functionality is provided on per-seqbase basis. After discussion about this split, it turned out, that per-seqbase operation is only that should be provided, because RNA API functions need to be able to access arbitrary seqbase Remove recently introduced function `seq_sort_seqbase` and change `SEQ_sort` function to operate on seqbase. Reviewed By: sergey Differential Revision: https://developer.blender.org/D11297 |
|
|
|


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