Revision 11a1ddf by Clément Foucault July 1, 2020, 16:53 (GMT) |
Fix T77780 Overlay: Weight colors are not in render in the right colorspace This was just a missing conversion. |
Revision f228a89 by Aaron Carlisle July 1, 2020, 16:36 (GMT) |
Cleanup: Two two spaces around python class |
Revision 927448a by Bastien Montagne July 1, 2020, 16:10 (GMT) |
Cleanup: typos in comment. |
Revision e9d1d1f by Clément Foucault July 1, 2020, 16:00 (GMT) |
Fix T77655 Overlay: Edit mode + wire drawtype + infront not transparent |
Revision 2788b02 by Alexander Gavrilov July 1, 2020, 15:16 (GMT) |
Cloth: use the original vertex positions to build internal springs. In order to ensure correct operation of the rest shape key feature, it's necessary to create a temporary copy of the mesh with rest vertex positions to run the BVH lookup on. If the rest shape key isn't used, there is no need for additional overhead. |
Revision f4f0066 by Bastien Montagne July 1, 2020, 15:12 (GMT) |
Fix T78330: Duplicating parented objects does not preserve relationships. Caused by refactor of duplicate code in rBad6cccf058d0, we need to take into account the duplication of groups of objects here too... |
Revision 42be396 by Alexander Gavrilov July 1, 2020, 14:42 (GMT) |
Cloth: correctly use the rest shape to compute the initial pressure volume. Computing the original volume should use the rest positions of vertices, like is done for initializing other parts of the simulation like springs. Otherwise, features like rest shape key don't work correctly. |
Revision b5660f7 by Brecht Van Lommel July 1, 2020, 14:05 (GMT) |
Fix missing GPU image free in background mode This is legacy code from before Eevee and Workbench rendering in background mode was supported. Avoid memory leak by only queueing GPU textures to be freed when we know they have been allocated. Differential Revision: https://developer.blender.org/D8172 |
July 1, 2020, 13:32 (GMT) |
Fix file-selector entering the directory on Ctrl-Click |
Revision 6f0aca7 by Sergey Sharybin July 1, 2020, 13:08 (GMT) |
Fix T78264: Auto Render stops working after rendering manually Was caused by weird and feedback-loop based issue from a long time ago. The auto-render was only happening for nodes which are tagged for exec. This tag is assigned by edit operations on the tree (for example, when adding or removing links). It is also set in the render pipeline for nodes which are to be executed. The issues comes from the fact that "life updates" during editing did not clear the need_exec flag, ever. This made it so Auto Render was working as expected. However, rendering the scene resets need_exec flags at the end of rendering using ntreeCompositClearTags(). The actual need of such clear is not very clear, but it was making it so Auto Render does not work after render. To my knowledge the flag didn't really meant that the node is connected to the output, so it couldn't have acted as attempt to ignore rendering of an unused scene. It also should be possible to auto-render even if node tree itself was never altered. Long story short: lets ignore need_exec flag in auto-render check and render scene node if the scene is used by the node. Differential Revision: https://developer.blender.org/D8171 |
Revision 6a302e6 by Hans Goudey July 1, 2020, 13:06 (GMT) |
UI: Fix alignment in kinematic constraint layout |
Revision 9324e11 by Bastien Montagne July 1, 2020, 12:45 (GMT) |
LibOverride: Tweak more poll functions to prevent illegal operations. We are likely still missing a lot of things, but most operators that should not be allowed on liboverrides should now be properly disabled. |
Revision 23cc2a2 by Alexander Gavrilov July 1, 2020, 11:42 (GMT) |
Fix ID reference counting asserts when freeing COW pose channels. Take the do_id_user flag into account when freeing custom properties attached to pose channels, so that pointer properties don't cause assertion failures when DEG frees its COW instances. |
Revision 323c5e1 by Campbell Barton July 1, 2020, 11:28 (GMT) |
Revision 86e41ca by Campbell Barton July 1, 2020, 10:17 (GMT) |
UI: remove internal names (custom-data & loops) from tool-tip |
Revision ab0d02b by Campbell Barton July 1, 2020, 10:16 (GMT) |
UI: use term 'Current Frame' instead of 'Playhead' Keep terminology consistent, 'Current Frame' is used nearly everywhere. |
July 1, 2020, 07:49 (GMT) |
Transform: generalized custom-data correction support Support custom-data correction based on surrounding geometry for all transformation modes of the mesh transform operators. The is the same logic used in Vert and Edge Slide. In order not to change the current default behavior, this property does not affect Vert and Edge Slide modes. |
Revision 8d3c4aa by Jacques Lucke July 1, 2020, 07:33 (GMT) |
Nodes: add utility method to access bsocket |
July 1, 2020, 06:55 (GMT) |
Fix T75483: 3D Text selection obscures text This avoids logic op and having to draw on the render frame-buffer. |
Revision 9f634a1 by Campbell Barton July 1, 2020, 06:50 (GMT) |
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