Revision 92ab76c by Harley Acheson December 11, 2020, 18:48 (GMT) |
Cleanup: clang-format Forgot to run Make Format on recent spelling changes |
December 11, 2020, 18:36 (GMT) |
Fix T83586: Cycles failing to load OpenEXR image with EXR RGBAZ channels Don't refuse to load 5-channel images, instead drop any channels after the 4th and hope that the first channels represent RGBA. Differential Revision: https://developer.blender.org/D9820 |
Revision 97651f4 by Hans Goudey December 11, 2020, 18:15 (GMT) |
Fix T83050: Crash dragging shared collection to master collection The flag syncing code expects to find collection flags in same view layer before and after the move, it even has an assert for it. However, there is one case where this doesn't happen, when dragging a collection that exists in two scenes to the master collection. This commit removes this assert, frees the temporary flag structs separately, and updates some comments with this information. There is more detail in the adjusted comment. Differential Revision: https://developer.blender.org/D9785 |
Revision b73ed88 by Jacques Lucke December 11, 2020, 18:02 (GMT) |
Cleanup: clang tidy |
Revision cef5d09 by Dalai Felinto December 11, 2020, 17:53 (GMT) |
Readme file to extern libraries about the attribution document |
Revision 561d916 by Bastien Montagne December 11, 2020, 17:46 (GMT) |
Fix T83280: Crash when deleting hair collision collection. Root of the issue was missing management of ID pointers in the cloth modifier data stored in ParticleSystem for hair physics, in the 'foreach_id' particle system code. Using modifier's 'foreach_id' code in psys one unfortunately requires some ugly conversion gymnastics, but this is still better than having dedicated code for that case. Note that this is actually a fairly critical issue, fix should be backported to 2.91.1 should we do it, and to 2.83 LTS as well I think. |
Revision 85cb238 by Dalai Felinto December 11, 2020, 17:44 (GMT) |
Licenses: Attribution document This document helps Blender users to known what is the library of each individual 3rd party components that Blender depend on. Generated using: https://github.com/amzn/oss-attribution-builder This is based on the libraries in extern and the svn libraries. For the libraries in extern the README.blender was used as reference. For the libraries in svn I used `cmake/versions.cmake`. Note that the crediting is a bit of hit and miss. For some projects this is very clear, while for others I had to do some digging. Either way I gave my best shot. The sources to (re-)generate this file is local at the moment. But it should be moved to our infra-structure at some point. Differential Revision: https://developer.blender.org/D9798 |
Revision f5dc34e by Jacques Lucke December 11, 2020, 17:00 (GMT) |
Revision 5ced167 by Jacques Lucke December 11, 2020, 16:47 (GMT) |
Revision 4885fbc by Jacques Lucke December 11, 2020, 16:38 (GMT) |
Nodes: add Collection socket type The implementation is pretty much the same as for Object sockets. The socket color is the one that is used for collections in the outliner. Part of D9739. |
December 11, 2020, 16:37 (GMT) |
Cycles: enable OpenCL rendering on recent Intel GPUs Based on testing by Intel, rendering on Iris GPUs and upcoming Xe GPUs should work. This is enabled on Windows and Linux. More testing is needed to verify correctness and performance in production scenes, but our basic benchmark files seem to give correct results. |
Revision c6626a2 by Brecht Van Lommel December 11, 2020, 16:37 (GMT) |
Cleanup: compiler warnings If you mark one function as override in a class, all must be marked. |
December 11, 2020, 16:28 (GMT) |
Trackpad: Fix wrong scroll deltas on Retina Scale Mac trackpad scrolling changes by pixel size of output device. Differential Revision: https://developer.blender.org/D9723 Reviewed by Brecht Van Lommel |
December 11, 2020, 15:35 (GMT) |
UI: Consistent Range Descriptions Unifying range descriptions as a value 'to' a value. Differential Revision: https://developer.blender.org/D9771 Reviewed by Julian Eisel |
Revision 6de85a0 by Julian Eisel December 11, 2020, 15:20 (GMT) |
Ghost: Support queries for special user directories (desktop, documents, etc.) When we had to get special user directories, we'd usually do it in varying, rather ad-hoc ways. It would be done with a bunch of `#ifdef`s for the different operating systems. Also, some of the used Win32 functions were legacy ones and the API docs recommend using newer ones. Further, seems `BKE_appdir_folder_default()` used `XDG_DOCUMENTS_DIR` wrong. It's not supposed to be an environment variable but a value inside a config file. This adds the platform dependent logic to Ghost, so we can abstract it away nicely using the `GHOST_ISystemPaths` interface. Getting the desktop directory for example can now easily be done with: `GHOST_getUserSpecialDir(GHOST_kUserSpecialDirDesktop).` For now I added the logic for desktop, documents, downloads, videos, images and music directories, even though we only use the Documents one. We can extend/ change this as needed, it's easy to do now. On Windows and macOS, it uses pretty much the same way to access the directories as elsewhere already. On Linux, it uses the `xdg-user-dir` command that seems to be available by default on most Linux systems. No functional changes. The new queries are not actually used yet. Differential Revision: https://developer.blender.org/D9800 Reviewed by: Brecht Van Lommel |
Revision 273aca9 by Julian Eisel December 11, 2020, 15:20 (GMT) |
Refactor/extend BKE API to get special user directories The previous `BKE_appdir_folder_default()` was confusing, it would return the home directory on Linux and macOS, but the Documents directory on Windows. Plus, for the Asset Browser, we want to use the Documents directory for the default asset library on all platforms. This attempts to clean up the API to avoid confusion, while adding the newly needed functionality. * `BKE_appdir_folder_default()` should behave as before, but the implementation changed: ** Removes apparently incorrect usage of `XDG_DOCUMENTS_DIR` on Unix systems - this seems to be a config file variable, not an environment variable. Always use `$HOME` instead, which this ended up using anyway. ** On Windows it doesn't attempt to use `%HOME%` anymore and gets the Documents directory directly. * Add `BKE_appdir_folder_home()` to gives the top-level user directory on all platforms. * Add `BKE_appdir_folder_documents()` to always get the user documents directory on all platforms. There should be no user noticable behavior change. Differential Revision: https://developer.blender.org/D9800 Reviewed by: Brecht Van Lommel |
Revision c8a3d1a by Antonio Vazquez December 11, 2020, 14:53 (GMT) |
GPencil: Add Link support to Effects using Ctrl+L The effects were not supported in this operator, but it was supported in the Outliner. Differential Revision: https://developer.blender.org/D9824 |
Revision 727d501 by Philipp Oeser December 11, 2020, 14:32 (GMT) |
Fix T82881: Paint mask 'deselect on nothing' missed viewport update Was failing for weightpaint and vertexpaint. Selection flags were actually changed, but the update in the viewport wasnt immediate, leading to confusion when the update happened later (e.g. when using the weight gradient tool as done in the report). We need to tag ID_RECALC_SELECT and send ND_SELECT notifier here. This could be done explicitly, but there is also existing functionality available that does this. Note: the way updates happen for paintfaces vs. paintverts looks a bit inconsistent (so this could be part of a later cleanup commit) Maniphest Tasks: T82881 Differential Revision: https://developer.blender.org/D9631 |
Revision 7c8e013 by Thomas Beck December 11, 2020, 13:11 (GMT) |
UI: Correct help text in the Parent panel Tracking Axis and Up Axis were still referring to duplis (DupliFrame) - changed it to be in line with Aaron's info about them in our manual |
Revision bfb6fce by Patrick Mours December 11, 2020, 12:24 (GMT) |
Cycles: Add CPU+GPU rendering support with OptiX Adds support for building multiple BVH types in order to support using both CPU and OptiX devices for rendering simultaneously. Primitive packing for Embree and OptiX is now standalone, so it only needs to be run once and can be shared between the two. Additionally, BVH building was made a device call, so that each device backend can decide how to perform the building. The multi-device for instance creates a special multi-BVH that holds references to several sub-BVHs, one for each sub-device. Reviewed By: brecht, kevindietrich Differential Revision: https://developer.blender.org/D9718 |
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