December 16, 2020, 13:21 (GMT) |
Fix 3D View is red when using stereo Fix T83415: 3D View is red when using stereo The red view was caused by SRGB not being enabled for an SRGB texture attached to the framebuffer. Currently, when configuring a framebuffer, the first texture attachment needs to be an SRGB format in order for the framebuffer to be binded with SRGB enabled. Thus, simply changing the SRGB texture attachment as the first texture attachment removes the red color in the view. Reviewed By: #eevee_viewport, jbakker Maniphest Tasks: T83415 Differential Revision: https://developer.blender.org/D9845 |
Revision 29f923b by Jeroen Bakker December 16, 2020, 12:57 (GMT) |
Fix T83557: Alpha blend + emissive colors renders white artifacts Issue was that not all code paths were taken to determine if the GPU Texture was premultiplied or not. In this case the result was set to unpremultiplied what is incorrect. This fixes broken test case image alpha blend from image_colorspace. |
Revision 4c26dd4 by Jacques Lucke December 16, 2020, 12:31 (GMT) |
Geometry Nodes: rename node to Attribute Randomize Previously, the node was called Random Attribute. For consistency reasons, we move the "Attribute" part of the name to the front. |
Revision 985d673 by Jacques Lucke December 16, 2020, 11:19 (GMT) |
BLI: add new InplacePriorityQueue data structure This data structure adds priority queue functionality to an existing array. The underlying array is not changed. Instead, the priority queue maintains indices into the original array. Changing priorities of elements dynamically is supported, but the priority queue has to be informed of such changes. This data structure is needed for D9787. |
December 16, 2020, 11:13 (GMT) |
Fix possible crash with custom (add-on defined) icons This change is a simple null check on the ID provided to icon_set_image() which appears to be a legitimate value for the ID when used by some addins (discovered with PowerSave shortly after syncing to main). Differential Revision: https://developer.blender.org/D9866 Reviewed by: Julian Eisel |
Revision 055ef5d by Julian Eisel December 16, 2020, 11:10 (GMT) |
Cleanup: Rename Asset Browser context member from "active_id" to "id" This is the same name we use elsewhere for the focused/active ID context member, so this should follow it. |
Revision 0ae15e6 by Julian Eisel December 16, 2020, 11:10 (GMT) |
Asset Browser: Allow renaming asset data-blocks from the sidebar directly This is something we wanted to support doing. It's confusing if users see the name but it's always grayed out. So be convenient and avoid the confusion. |
Revision 19fc30c by Julian Eisel December 16, 2020, 11:10 (GMT) |
Assets UI: Tweak position of the "Add Asset Library" icon-button in Preferences It's weird to have a button that adds a new item at the bottom be placed at the top. So rather move it below the list of custom asset library paths. |
Revision c7a500e by Julian Eisel December 16, 2020, 11:10 (GMT) |
Asset Browser UI: Changes to the sidebar layout The current layout wasn't great at all, and it was planned to polish this. This does a first round of improvements, some more tweaking may follow. * Place name button at the top, with no panel and no leading label. * Add "Preview" panel, people may not want to see the preview all the time, it's already visible in the file list. * Move button to browse for a custom preview to the right of the preview, as icon-only. We have a similar layout in other places (UI-lists, matcaps). * Don't make the details panel a sub-panel. Looked weird because the parent doesn't have a header. * Add info icon to "No asset selected", looks a bit friendlier. * Minor cleanups in the UI script. Based on designs and feedback by William Reynish. |
Revision 58d818f by Julian Eisel December 16, 2020, 11:10 (GMT) |
Assets: Add operator & button to regenerate the automatic preview This makes it possible to trigger a refresh of the data-block preview, available next to the preview in the Asset Browser sidebar. The previews get easily outdated and automatically refreshing it all the time is not an option because it would be a consistently running, quite expensive process. So a button to cause a refresh should be reasonable. This button can also be used to switch back from a custom preview to a generated one. Although that may not be clear, and we should probably think of a way to explain that better. Addresses T82719. |
Revision 3fc9fc1 by Julian Eisel December 16, 2020, 11:10 (GMT) |
UI: Indicate asset data-blocks with an icon in Outliners & search menus It's useful to easily see which data-blocks are assets and which not. So just like we usually show the library linking/override icons, we show the asset icon there (these are mutually exclusive data-block states). Uses the `'MAT_SPHERE_SKY` icon, which wasn't used before (except by an add-on!) and is sorta fitting, but not quite. We should either change this one or add an own asset icon. Meanwhile this isn't too bad :) Also adds an internal macro to check if a data-block is an asset, consistent to how we do it for libraries and library overrides. |
December 16, 2020, 10:15 (GMT) |
Steam Release: Script creation of Steam build files Script tool for automation of Steam build files for tasks like {T77348} This script automates creation of the Steam files: download of the archives, extraction of the archives, preparation of the build scripts (VDF files), actual building of the Steam game files. Requirements ============ * MacOS machine - Tested on Catalina 10.15.6. Extracting contents from the DMG archive did not work Windows nor on Linux using 7-zip. All DMG archives tested failed to be extracted. As such only MacOS is known to work. * Steam SDK downloaded from SteamWorks - The `steamcmd` is used to generate the Steam game files. The path to the `steamcmd` is what is actually needed. * SteamWorks credentials - Needed to log in using `steamcmd`. * Login to SteamWorks with the `steamcmd` from the command-line at least once - Needded to ensure the user is properly logged in. On a new machine the user will have to go through two-factor authentication. * App ID and Depot IDs - Needed to create the VDF files. * Python 3.x - 3.7 was tested. * Base URL - for downloading the archives. Reviewed By: Jeroen Bakker Differential Revision: https://developer.blender.org/D8429 |
Revision 9cbfcc4 by Jeroen Bakker December 16, 2020, 10:11 (GMT) |
Revert "Steam Release: Script creation of Steam build files" This reverts commit 1a375d6eceed4c17f92fd90699645856e0951530. |
December 16, 2020, 10:07 (GMT) |
Steam Release: Script creation of Steam build files Script tool for automation of Steam build files for tasks like {T77348} For in-depth information see the README. Related Wiki page: https://wiki.blender.org/wiki/Process/Release_On_Steam Reviewed By: jbakker Maniphest Tasks: T77348 Differential Revision: https://developer.blender.org/D8429 |
Revision d23a5b1 by Ankit Meel December 16, 2020, 07:33 (GMT) |
BLI: constexpr Span, IndexRange, StringRef(Null/Base) Motivated by `std::string_view` being usable in const (compile-time) context. One functional change was needed for StringRef: `std::char_traits<char>::length(str)` instead of `strlen`. Reviewed By: JacquesLucke, LazyDodo Differential Revision: https://developer.blender.org/D9788 |
Revision e671c54 by Campbell Barton December 16, 2020, 07:02 (GMT) |
Cleanup: pep8 |
December 16, 2020, 05:35 (GMT) |
Revision a869a61 by Campbell Barton December 16, 2020, 05:26 (GMT) |
Cleanup: sort struct blocks |
Revision b347c4e by Campbell Barton December 16, 2020, 05:25 (GMT) |
Cleanup: remove redundant struct declarations |
Revision 588f107 by Campbell Barton December 16, 2020, 05:13 (GMT) |
Cleanup: clang-format |
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