Revision 44f4eaf by Campbell Barton June 18, 2020, 04:30 (GMT) |
Cleanup: doxy sections for walk/fly operators |
Revision 3aa1143 by Campbell Barton June 18, 2020, 04:30 (GMT) |
Cleanup: redundant parenthesis |
Revision 790d942 by Campbell Barton June 18, 2020, 04:30 (GMT) |
Cleanup: unused variables |
Revision 229ed07 by Richard Antalik June 18, 2020, 03:53 (GMT) |
Fix T75414: Incorrect masking in Color Balance modifier Color balance factor was infinity. Clamp to +/- `FLT_MAX` Reviewed By: sergey Differential Revision: https://developer.blender.org/D7884 |
Revision f7f3b2d by Richard Antalik June 18, 2020, 03:53 (GMT) |
Cleanup: Remove goto statements from strip rendering functions Remove goto statement from `seq_render_image_strip()` and `seq_render_movie_strip()`. `seq_render_image_strip_view()` and `seq_render_movie_strip_view()` is used to render individual views in both monoview and multiview branch. I have included `seq_can_use_proxy()` for convinience Reviewed By: sybren Differential Revision: https://developer.blender.org/D7870 |
Revision 67a822e by Richard Antalik June 18, 2020, 03:53 (GMT) |
Fix T73056: Cache not invalidated in fade operator This operator is written in python it is inserting keyframes to create fade effects. Add Sequence.invalidate() python function to invalidate strip if it is changed in python. Perhaps I could implement cache invalidation to actual curve manipulation. I guess it wouldn't be very hard to do but having means to invalidate form python is useful as well. Reviewed By: brecht Differential Revision: https://developer.blender.org/D7885 |
Revision 47f98a3 by Richard Antalik June 18, 2020, 03:53 (GMT) |
VSE: Fix assigning effect strip inputs Partialy fixes T73828 Currently all 3 effect inputs were assigned even if not all 3 were used. This causes problems with reassigning effects in python, because 3rd input is not accessible. This patch will only assign inputs that are necessary for effect to work properly. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D6868 |
Revision 8df99b1 by Richard Antalik June 18, 2020, 03:53 (GMT) |
Cleanup: Remove unused code from `seq_proxy_get_fname()` Reviewed By: brecht Differential Revision: https://developer.blender.org/D7868 |
Revision ac16d56 by Richard Antalik June 18, 2020, 03:53 (GMT) |
Fix T66390: Update missing when snaping strips. Effect strips bound recalculation was mixed with overlap handling, which caused, that effects wasn't handled. In some cases there may be problem with order of strips in seqbase. We should traverse hierarchy instead. This is design issue that applies to all operators, and should be fixed separately. Reviewed By: brecht Differential Revision: https://developer.blender.org/D7880 |
Revision d820660 by Germano Cavalcante June 18, 2020, 03:01 (GMT) |
Transform: Snap to the intersection between constraint and geometry This commit changes the behavior of 4 snapping combinations: **1. While constraining to a plane, snap to an edge element:** The snap is made at the intersection between the edge direction and the constraint plane. **2. While constraining to a plane, snap to a face element:** The snap is made to the nearest point between the snap point and the line that intersects the face plane with the constraint plane. **3. While constraining to an axis, snap to an edge/line element:** The snap is made to the nearest point on the axis to the edge/line. **4. While constraining to an axis, snap to a face element:** The snap is made at the intersection of the axis and the plane defined by the face. To avoid unpredictable jumps outside view boundaries, an alignment check is made for each of these snapping combinations. Resolve/fix T66422 Differential Revision: https://developer.blender.org/D5608 |
Revision 18ccf32 by Nathan Craddock June 18, 2020, 02:31 (GMT) |
Outliner: Fix (unreported) object select in multiple collections Previous commits to fix parent selection introduced incorrect behavior when selecting objects linked to multiple collections. The clicked object would be selected, but also the first listed object in the tree would be selected. Instead of always searching for a parent object to select, only search back when the selected element is not an ID_OB. This prevents multiple selection of objects linked to multiple collections. |
Revision e079bf6 by Antonio Vazquez June 17, 2020, 20:49 (GMT) |
GPencil: Chnage default Vertex Color mode to Stroke and Fill The previous value was Stroke only. |
Revision ffa23b6 by Antonio Vazquez June 17, 2020, 20:42 (GMT) |
GPencil: Fix unreported Vertex Opacity Overlay not working This values was not working because was removed by error in refactor. Reviewed By: mendio, fclem Differential Revision: https://developer.blender.org/D8061 |
Revision a874cec by Germano Cavalcante June 17, 2020, 19:30 (GMT) |
UI: Match some properties set in keymaps with those set for buttons This allows the operator's shortcut to appear in the context menu. Except for the shortcut display, there is no functional change from the user's point of view. This fix T77839 |
Revision eacdcb2 by Lukas Stockner June 17, 2020, 19:06 (GMT) |
Cycles: Add new Sky Texture method including direct sunlight This commit adds a new model to the Sky Texture node, which is based on a method by Nishita et al. and works by basically simulating volumetric scattering in the atmosphere. By making some approximations (such as only considering single scattering), we get a fairly simple and fast simulation code that takes into account Rayleigh and Mie scattering as well as Ozone absorption. This code is used to precompute a 512x128 texture which is then looked up during render time, and is fast enough to allow real-time tweaking in the viewport. Due to the nature of the simulation, it exposes several parameters that allow for lots of flexibility in choosing the look and matching real-world conditions (such as Air/Dust/Ozone density and altitude). Additionally, the same volumetric approach can be used to compute absorption of the direct sunlight, so the model also supports adding direct sunlight. This makes it significantly easier to set up Sun+Sky illumination where the direction, intensity and color of the sun actually matches the sky. In order to support properly sampling the direct sun component, the commit also adds logic for sampling a specific area to the kernel light sampling code. This is combined with portal and background map sampling using MIS. This sampling logic works for the common case of having one Sky texture going into the Background shader, but if a custom input to the Vector node is used or if there are multiple Sky textures, it falls back to using only background map sampling (while automatically setting the resolution to 4096x2048 if auto resolution is used). More infos and preview can be found here: https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view Underlying model, implementation and documentation by Marco (@nacioss). Improvements, cleanup and sun sampling by @lukasstockner. Differential Revision: https://developer.blender.org/D7896 |
Revision d6ef9c1 by Hans Goudey June 17, 2020, 18:43 (GMT) |
UI: Solve crash with move to index in modifier menu |
Revision bcb2b8a by Hans Goudey June 17, 2020, 18:09 (GMT) |
UI: Improve Modifier Panel Header Menu This makes a few changes to the modifier panel header: 1. Adds "move to top" and "move to bottom" buttons. 2. Adds a checkmark icon for "apply" 3. Makes it narrower, the text is closer to the dropdown icon. (Requires the change in ui_block_func_POPUP) Differential Revision: https://developer.blender.org/D8040 |
Revision 4cfdd10 by Hans Goudey June 17, 2020, 17:51 (GMT) |
UI: Modifier Panel Header Improvements This includes a few improvments: 1. Always expose delete. This is the button everyone wants the most, it makes a lot of sense to expose this. 2. Improve "name hiding capability." Basically always align the mode buttons to the right, and count their number to see if the name fits. 3. Aligns more items, to look better, save space, and make the whole header seem more grouped. 4. In my tests the "switch contexts" button never coincides with the delete button, so they share the same space. Differential Revision: https://developer.blender.org/D8037 |
Revision c1c02f4 by Hans Goudey June 17, 2020, 17:37 (GMT) |
UI: Ctrl-click on panel header expands & collapses subpanels If the panel is already open and you ctrl click on its header, its sub-panels are now expanded / collapsed instead of toggling the expansion for all other panels. If you're toggling a panel's expansion it's already in view anyway, so there is no need to collapse the other panels. Differential Revision: https://developer.blender.org/D8042 |
Revision 2e0ac1e by Sergey Sharybin June 17, 2020, 15:39 (GMT) |
Buildbot: Cleanup, remove unused script and change naming Follow upstream convention. |
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