Revision 1b5b6a5 by Clément Foucault March 23, 2020, 22:50 (GMT) |
Fix T73505 EEVEE: Group output node sockets default value not working This just cleanup the code and apply the expand to group output nodes. |
Revision 765c82e by Germano Cavalcante March 23, 2020, 20:40 (GMT) |
Fix possible endless loop in Auto Merge & Split |
Revision b701af3 by Germano Cavalcante March 23, 2020, 17:18 (GMT) |
Revert "COW: Edit Mesh: Do not copy the looptris pointer" The looptri is repeated in the linked Meshes but the pointer is only referenced in the evaluated ones. This reverts commit 64982e213f014123d1b0406cf9ae893910a6a3d3. |
Revision ed38650 by Sergey Sharybin March 23, 2020, 16:19 (GMT) |
Fix T74984: Crash opening specific production files More detailed symptoms: there was no curve cache created for an object which was used by draw manager. A bit tricky situation, which involves collection instances and their proxies. The root of the problem in the dependency graph was that instanced collections visibility was not updated when object is requested with different visibility. So what was happening is that one of the objects was pulled as an indirect dependency of something invisible, so it built instanced collections as if the instancer is invisible. After that the same object was built as visible. Before this fix this was only update object flags, the instanced collections still believed they are invisible. Since there is no path via relations which would connect visible object with instanced objects the visibility flush which is happening during graph finalization did not "fix" the visibility flags. This change makes it so instanced collections are updating their visibility when their instancer's visibility is changing to truth. This is similar to how collections will accumulate their visibility when same collection is used from multiple ones with different visibility. However, this alone wasn't enough to get crash fixed. This marked collections as visible, but the geometry component of the curve object was still considering self as invisible. This is something tricky, since the code which is responsible for this issue was added as an optimization in afb4da6650d. This looks like like an oversight in that commit since it's rather weird that ID node's flag would depend on construction order (in "normal" object builder the ID node's directly_visible flag is initialized to object's visibility). So it seems logical to get this part of code in sync between "regular" and "accumulative" object builder. And last but not least the naming is_directly_visible is old and does not really represent what it actually mans now: a more correct name would be "will be used by the draw manager". Differential Revision: https://developer.blender.org/D7217 |
Revision 58ac113 by Jeroen Bakker March 23, 2020, 16:10 (GMT) |
Fix T74782: WorkBench TAA Artifacts During Painting/Drawing When the TAA is finished the screen can still be redrawn by other operations without the TAA needs to be reset. If that happened the TAA did add a blank sample to the result. This patch will add an early exit in the case TAA was finished. Note that there are still some cases still not working. The overlay engine can in certain circumstances draw directly into the default_fb what can lead to render artifacts. |
Revision 24b27ea by Julian Eisel March 23, 2020, 15:43 (GMT) |
Bump subversion for previous theme additions |
March 23, 2020, 15:35 (GMT) |
UI: Theme options for checkerboard pattern colors and size This patch adds ability to set up colors and size of background (transparency) checkerboard pattern in viewport and 2d editors. No new backgrounds, only changing colors in existing ones. This is not the background of the viewport, it is a transparency checkerboard that is turned on only in render mode, when the transparency mode is on. And also in 2D-editors, (image, sequencer, etc). Reviewed By: Pablo Vazquez, Julian Eisel Differential Revision: https://developer.blender.org/D6791 |
Revision 88a86c0 by Sybren A. Stüvel March 23, 2020, 15:04 (GMT) |
Deps: TBB changed their repository URL As a result the MD5sum of the downloaded package also changed. |
March 23, 2020, 14:39 (GMT) |
Change solidify's material offset in complex mode to conform with simple mode this patch will change the behaviour of the material offset in complex mode to fit simple mode output. Previously in complex mode this would offset the material of the enire shell, because when you read the tooltip it says material for new generated geometry. In complex mode everything is new generated geometry though. In simple mode on the other hand, this would give you a way to only change the inside faces material. There may be cases in large modifier stacks where material offset like it is implemented currently in complex mode may be useful, but it is much more useful in the way it is implemented by simple mode. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D7215 |
March 23, 2020, 14:22 (GMT) |
Fix T74195: Solidify Complex Dissolve Crash. I also added a few more comments to the code as I gone along. Maniphest Tasks: T74195 Differential Revision: https://developer.blender.org/D7214 |
Revision f985580 by Sybren A. Stüvel March 23, 2020, 13:54 (GMT) |
Depsgraph: Driver Relations, skip finding possible relation with one driver The `build_driver_relations()` function in the depsgraph relations builder adds relations between drivers that potentially write to the same memory location. This of course is only useful when there are two or more drivers. |
Revision 7192a1b by Sybren A. Stüvel March 23, 2020, 13:54 (GMT) |
Fix T73593: Drivers on hide_viewport and hide_render are unreliable My previous fix (rB4c30dc343165) worked, except for an off-by-one error. |
Revision 0b116a8 by Jeroen Bakker March 23, 2020, 13:03 (GMT) |
Fix T74923: Weight Painting Overlay Invisible for In Front Objects For In Front Objects we need to use the in front depth buffer. This patch will use the in front depth buffer and also makes sure that it is filled with the center pixel depth. Reviewed By: fclem Differential Revision: https://developer.blender.org/D7216 |
Revision 6a5bd81 by Jeroen Bakker March 23, 2020, 12:56 (GMT) |
Fix T74586: Image Editor Uses Invalid Display Channels When using the image editor the display channels attribute can become invalid when selecting another image/buffer. This patch will check what display channels are valid and when an invalid channel is selected it will fall back to the color channel. To de-duplicate the code it also introduces a `ED_space_image_get_display_channel_mask` function that will determine the valid bitflags for the display channel of a given `ImBuf`. |
Revision 64982e2 by Germano Cavalcante March 23, 2020, 12:30 (GMT) |
COW: Edit Mesh: Do not copy the looptris pointer No functional changes. Differential Revision: https://developer.blender.org/D7173 |
Revision bceb91f by Sergey Sharybin March 23, 2020, 08:55 (GMT) |
Sound: Fix asymmetrical mutex lock/unlock logic Started to happen after recent fix for T72632. Was caused by runtime fields backup doing an early exit in the case the given ID was never expanded by the Copy-on-Write mechanism, but it was not done int the backup restore function (since it was not possible to know "locally"). Now both init() and restore() will do an early exit when the ID had nothing to be backed up. |
Revision 0710fb7 by Joerg Mueller March 23, 2020, 08:34 (GMT) |
Fix T72632: Blender crashes using Jack with AV Sync enabled (repeatable) |
Revision 46c0da6 by Jeroen Bakker March 23, 2020, 08:10 (GMT) |
Fix T74964: Stereo Viewport Rendering Not Working On some platforms the stereo viewport rendering was not working. The issue was that the fragment shader and vertex shaded didn't match. Some platforms will remove the non-matching in/out parameters and blender needs to provide only the optimal set of parameters. Other platform still want to receive data for the parameters that aren't used. This fix uses the correct vertex shader that matches the fragment shader making both platforms render the same result. |
Revision 0c571db by Sebastián Barschkis March 22, 2020, 20:46 (GMT) |
Fix T73988: Mantaflow fluid simulation - Particles for Spray, Foam and Bubbles are one frame ahead of Mesh Fixes an issue with secondary particles being out of sync with the main simulation. Cleaned up the secondary particle code in general too (making sure that all solver attributes - timestep, framelength, etc. - are set correctly). |
Revision 95b6090 by William Reynish March 22, 2020, 20:40 (GMT) |
Fix T75018: Dirty vertex colours missing tooltip |
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