Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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January 19, 2020, 15:50 (GMT)
Merge branch 'blender-v2.82-release'
January 19, 2020, 15:48 (GMT)
Fix T73117: B-Bone twist weirdness in chains with sharp bends.

When computing the roll value coming from the handle bone, the code
was using some strange unexplained math. It probably works fine when
the difference with the 'zero roll' orientation is pure twist, like
is the case when called from mat3_to_vec_roll. However, it appears
to break when significant swing is involved.

The issue is fixed by using the proper Swing+Twist decomposition
utility function that was added in a recent version for drivers.
January 18, 2020, 19:00 (GMT)
Cleanup/deps: Clean up remnants of old python packaging method
January 18, 2020, 18:59 (GMT)
Merge remote-tracking branch 'origin/blender-v2.82-release'
January 18, 2020, 18:58 (GMT)
Fix: T71159 missing python3.dll

File got forgotten during the last repack of python.
January 18, 2020, 18:49 (GMT)
UI: Change default Spin steps from 9 to 12

Differential Revision: https://developer.blender.org/D6615

Reviewed by: Brecht van Lommel
January 18, 2020, 18:29 (GMT)
Merge branch 'blender-v2.82-release'
January 18, 2020, 18:28 (GMT)
Weld Modifier: Reduce size of the leaf nodes to half

This improves performance by reducing the amount of false positives.

A self overlap is made, so the distance from the vertices in the
overlap nodes is actually added.
Revision 6dc979e by Omar Emara
January 18, 2020, 17:19 (GMT)
Cycles: Suppress OSL normalize function warnings.

This patch suppress the OSL warnings resulted from ambiguous calls
to the normalize function. This is done by casting to the vector
type before normalizing.

Reviewed By: Brecht

Differential Revision: https://developer.blender.org/D6621
January 18, 2020, 08:43 (GMT)
Weight Paint: implement a red shade for bones with locked weights.

Blender supports locking vertex groups to prevent changes to the
weights. However, as mentioned in comments for D3837, it is hard
to use this because there is no interface for locking in 3D View.

This adds a red shade to bones that are associated with a locked
weight group during weight paint mode, as the first step to adding
such interface. The next step is adding a pie menu for lock/unlock.

Differential Revision: https://developer.blender.org/D6533
January 17, 2020, 19:09 (GMT)
Merge branch 'blender-v2.82-release'
January 17, 2020, 18:59 (GMT)
Fix memory leak when full-copying a scene after recent changes.

Once again, am not exactly sure why that was working before, and not
anymore - but in any case, doing that kind of update here is not only
useless (since we have to do it at the end of the whole
collections/objects duplication and remapping anyway), it is also rather
dangerous, as collections are currently in rather invalid states at that
point of the code...

Note that in ideal world, `BKE_main_collection_sync()` & co would be
lazy (setting only a flag, then code actually needing this to be valid
again should call some sort of `BKE_main_collection_sync_ensure()`).
Then we would not have to worry about such things (and we'd get nice
performance improvements in some cases, also in main remapping code,
etc.).

Food for some refactoring, some day...
January 17, 2020, 18:59 (GMT)
Cleanup of previous rBac723db57fd8ba5 commit.

Simplify a bit, and remove some now redundant remappings.

As a side note, rBac723db57fd8ba5 actually also fixed some unreported
issues (missing remappings to new objects/collections in new copied
scene, that were not previously handled by the 'custom' code).

There are almost certainly still some missing remappings around,
though...
January 17, 2020, 18:59 (GMT)
Fix T73170: New Scene -> "Full Copy" Crashes Blender.

rBac723db57fd8ba5 makes proper remapping of all pointers in Scene...
including the object pointers of bases in ViewLayers.

Using `BKE_main_collection_sync_remap()` makes sense here anyway
(compared to `BKE_main_collection_sync()`, it additionally clears caches
in ViewLayers and Collections), this whole code makes a lot of
remapping.

Note that I do not really understand *why* that was working OK
before rBac723db57fd8ba5. I.E. *why* not remapping at all ViewLayers'
base object pointers seemed to be OK...

This whole collection/viewlayer caching is very hard to follow, and
really needs a full rework at some point (just as much as ID copying
code in general, and scene copying code in particular, in fact).
January 17, 2020, 18:59 (GMT)
Cleanup: remove dead code in full scene copy/make single users area.
January 17, 2020, 18:59 (GMT)
Cleanup: factorize collection handling in libquery code.

Both actual Collection datablocks and the horrible master collection
should share the same code (there were already some differences,
although probably not critical, but some callbacks from
scene->master_collection did not have the 'not self' flag...).
January 17, 2020, 18:43 (GMT)
Fix T67942 EEVEE: Crash when empty is set as camera and motion blur is on
January 17, 2020, 18:14 (GMT)
Fix lightprobe creation from python data API

### Description of the problem

Until now, it is only possible to correctly add a lightprobe in python via an operator:
`bpy.ops.object.lightprobe_add()`

### Description of the proposed solution

The idea of this patch is to fix the lack of consistency lightprobe creation without operator.
It allow creation of different lightprobe type directly via `bpy.data.lightprobes.new(name, type)` (such as for curves).

In order to make it possible I had to:
1. Add a function `BKE_lightprobe_configure` in charge of lightprobe settings configuration (avoid code redundancy)
2. Allow an object to take lightprobe datablock as data during is initialization.

### A short example of this patch usage

```
lp = bpy.data.lightprobes.new('some_name','PLANAR')

bpy.data.objects.new('toto', lp)

```

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6396
January 17, 2020, 16:12 (GMT)
Merge branch 'blender-v2.82-release'
January 17, 2020, 16:07 (GMT)
Gizmo: draw dial arc only over one rotation to avoid artifacts

There were some visual artifacts when the spin gizmo had a rotation
greater than 360 degrees.

Avoids this by drawing the arc over the span of one rotation only
and adjusting the background color based on the rotation count.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021