Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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July 15, 2020, 17:09 (GMT)
DRW: Shader: Fix const correctness and print better debug output
July 15, 2020, 17:09 (GMT)
DRW: Shader: Add DRW_shader_create(_fullscreen)_with_shaderlib

Some convenience function for using DRWShaderLibrary.
July 15, 2020, 17:09 (GMT)
DRW: Add glsl math libraries

Copied from eevee bsdf_common_lib.glsl
July 15, 2020, 17:09 (GMT)
EEVEE: Fix undefined behavior in world output
July 15, 2020, 17:09 (GMT)
Cleanup: EEVEE: Remove unused IRRADIANCE_CUBEMAP
July 15, 2020, 17:09 (GMT)
Workbench: Replace viewvecs caculation by DRWView
July 15, 2020, 17:09 (GMT)
Cleanup: EEVEE: Remove concentric samples.
July 15, 2020, 16:55 (GMT)
Fix T78369: Sculpt Vertex Colors not rendering in EEVEE

The vertex colors node was using the M_COL attribute type but Sculpt
Vertex Colors use CD_PROP_COLOR
Now the Vertex Color node also fallbacks to legacy vertex colors if
Scultp Vertex Colors are not enabled as experimental.

Reviewed By: brecht

Maniphest Tasks: T78369

Differential Revision: https://developer.blender.org/D8185
July 15, 2020, 16:17 (GMT)
LibOverride: make outliner's 'override hierarchy' use same logic as 3DView operator.

So now one can create a 'full', 'complete' override of a character from
the outliner as well.
July 15, 2020, 16:17 (GMT)
LibOverride: move most of 'complete override creation' from ED_object to BKE_lib_override.

This code is fairly complex and can be used in more places, better not
duplicate that logic and just have it in BKE area.
July 15, 2020, 16:17 (GMT)
BKE collection: add util to add a collection using another collection as 'template'.

Similar to what we already had using an object as 'template'.
July 15, 2020, 16:17 (GMT)
Cleanup: remove debug prints.
July 15, 2020, 16:14 (GMT)
Fix error in recent commit

Obviously a copy paste error of mine...
July 15, 2020, 15:26 (GMT)
GPencil: Fix unreported error baking mesh animation

When the mesh is linked, the materials can not be available or be the same assigned to mesh. Now, if the mesh is linked, a simple two materials conversion is used.

To get the full list of materials, the mesh must not be linked.

Also checked some indexes to be sure never get a wrong value and that materials are not created again and again.
July 15, 2020, 15:04 (GMT)
Fluid: Adjusted Mantaflow version number

Version number was increased after recent OpenVDB IO changes.
July 15, 2020, 14:48 (GMT)
Particles: use CD_PROP_FLOAT3 instead of CD_LOCATION

`CD_LOCATION` was only used temporarily due to the lack
of a better alternative. This also removes the name from
`CD_LOCATION` again, because at most one layer of this
type should exist.
Revision 57ec1f3 by Jacques Lucke
July 15, 2020, 14:42 (GMT)
CustomData: add float2 and float3 data types

This adds `CD_PROP_FLOAT2` and `CD_PROP_FLOAT3`.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D8251
July 15, 2020, 14:33 (GMT)
Fix T78747: Fix mesh boundary detection and automasking

This issue was produced by a hack in the sculpt mode code from 2.80
when the sculpt API for connectivity info was not available.
The smooth brush was the only brush that needed connectivity info,
so there were 3 different smooth functions with the connectivity
queries implemented for dyntopo, meshes and grids. The mesh version
of smoothing was checking the number of connected faces to a vertex
to mask the mesh boundaries, which was not covering all cases and
was hardcoded in the smooth function itself.

This patch removes all those legacy functions and unifies all
smooth functions into a single one using the new API and the
automasking system. In order to achieve this, there were needed
some extra changes:

- The smooth brush now does not automasks the boundaries by default,
so its default preset needs to be updated to enable automasking

- The mesh boundary info is extracted once and cached in a
bitmap, similar to the disconnected elements IDs. This makes
boundary detection work as expected in all cases, solving a lot
of known issues with the smooth brush. In multires, this info is
extracted and cached only at the base mesh level, so it is much
more memory efficient than the previous automasking system.

- In order to keep the brushes responsive as they were before,
the automasking system can now skip creating the cache when it
is not needed for the requested options. This means that for
high poly meshes and simple automasking options the brushes
won't lag on start.

Reviewed By: sergey

Maniphest Tasks: T78747

Differential Revision: https://developer.blender.org/D8260
July 15, 2020, 14:15 (GMT)
Fix T77417: Topology Automasking not working with individual vertices

The flood fill operation was setting the mask using to_v, so in the first
iteration when the floodfill callback was using the active vertex as
from_v and any other neighbor as to_v, the mask for the active vertex
was never set.

Now the mask is set using from_v and it checks if it should continue
propagating to the next neighbor using to_v.

Reviewed By: sergey

Maniphest Tasks: T77417

Differential Revision: https://developer.blender.org/D8294
July 15, 2020, 13:20 (GMT)
UV: support region fill for path select

This matches edit-mesh region selection (Ctrl-Shift-Select).
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