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June 8, 2020, 15:01 (GMT)
Fix T77603: OSL parser fails when script ends with comment without newline

Reviewers: brecht

Differential Revision: https://developer.blender.org/D7958
June 8, 2020, 13:49 (GMT)
Simulations: initial simulation state and cache

The current particle state is stored in a `CustomData` instance and
the cache is stored in `PointCache`.

The current state exists on the copy-on-write copies of the simulation,
while the cache only exists in the original data block.

This patch implements a temporary trivial particle simulation that does not
use the node system yet. It is used for testing and will be replaced soon.

`PointCache` still has some limitations that need to be overcome using
separate refactorings. For example, we need to be able to store the number
of particles in the point cache. Also we need to change which attributes
are stored for a particle system more dynamically than is currently possible afaik.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D7836
Revision bf4198c by Julian Eisel
June 8, 2020, 13:45 (GMT)
Fix crash running "Edit Voxel Size" operator outside of a main 3D View region

Accessed `RegionView3D` data from context, which of course would only be set if
actually executed from a main 3D View region.
June 8, 2020, 13:38 (GMT)
Installdeps: better handling of python versions.

now that we stick to some outdated py version, some distro (like current
debian testing) will feature several python3 dev package, but other
dependant libs like numpy are only built against current default version
of python (3.8 now in deb testing)...

In order to be able to use distro packages we need to allow using higher
versions of python, and set relevant CMake option accordingly.
June 8, 2020, 11:23 (GMT)
Fix T70873: Pivot Center doesn't compute mirror elements
June 8, 2020, 11:23 (GMT)
Cleanup: Create a header for TransData declarations
June 8, 2020, 11:23 (GMT)
Cleanup: Move TransDataSeq declaration to its TransData file
June 8, 2020, 11:23 (GMT)
Cleanup: Move TransDataNla declaration to its TransData file
June 8, 2020, 11:23 (GMT)
Cleanup: Move each recalcData to their respective TransData file
June 8, 2020, 11:23 (GMT)
Cleanup: Split transform conversion of edge and uv to their own files
June 8, 2020, 11:23 (GMT)
Cleanup: Move TransSeq declaration to tansform_convert
June 8, 2020, 10:44 (GMT)
Cleanup: Rename function

I forgot to remove the "_access" suffix in a previous rename.
June 8, 2020, 10:09 (GMT)
Fix T76273 Glitches caused by glCopyImageSubData on windows + intel gpu

We limit this fix to Windows Intel GPU whose driver reports at most GL 4.4
support. This limits the fix to the range of reported GPU.
June 8, 2020, 09:40 (GMT)
Revert "UI: Bevel: Show Offset type before offset amount"

This reverts commit f50222ba2e3e4aa461c23b4f0b3f3382a9e0632c.
June 8, 2020, 09:01 (GMT)
Modifiers: fix copy paste mistake in recent refactor
June 8, 2020, 08:58 (GMT)
Workbench: Use eGPUSamplerState to change texture sampling behavior

This removes some fragment shader hacks and improve the support of
different repeat & filtering modes.

This fix T77453 Image texture not repeating in viewport
June 8, 2020, 07:04 (GMT)
GPencil: Show only first frame if current frame is equals or greater than current frame

Previously, the first frame was displayed from frame 0, but now, the first frame is only displayed when the current frame is equal or greater than the keyframe number.

The previous system was logical when the grease pencil was not an object, but now it seems more logical to display the keyframe if the current frame is equal to or greater than the keyframe number.

Reviewed By: mendio, pepeland

Differential Revision: https://developer.blender.org/D7851
June 8, 2020, 03:40 (GMT)
UI: use term 'Merge Distance' instead of 'Merge Limit'
June 8, 2020, 03:37 (GMT)
UI: Fix Wrong UI Label after recent modifier changes
June 8, 2020, 01:03 (GMT)
UI: Bevel: Show Offset type before offset amount

Because this controls how the amount is used in should be set first and
is more important therefor place it at the top.

This is also consistent with other areas in Blender
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