Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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December 19, 2019, 23:42 (GMT)
Cleanup: remove redundant 'char *' casts
December 19, 2019, 23:42 (GMT)
Cleanup: use BLI_bitmap type
December 19, 2019, 19:59 (GMT)
Fix (unreported) hair particle 'Delete Edit' missing children hair
updates in particle editmode

Particles themselves were cleared correctly but this was not tagging
batch cache dirty.

Might move this to a utility function later [since it is used in more
places], but that is for after going over some more reports...

Reviewers: sergey

Differential Revision: https://developer.blender.org/D5925
December 19, 2019, 19:58 (GMT)
Fix particle editmode undo not doing proper updates when child particles
are visible

Not freeing PTCacheEdit and tagging batch cache dirty on undo will have
a couple of consequences. This patch fixes:
- crash deleting a particle, then undo
- basically any edit (combing, ...), then undo will leave child hairs
untouched
- adding hairs (through mirror, add tool, ...), then undo will leave
'orphaned' child hairs

See also D5755 for a related discussion

Fixes the crasher mentioned in T69000

Might move this to a utility function later [since it is used in more
places], but that is for after going over some more reports...

Reviewers: sergey

Differential Revision: https://developer.blender.org/D5912
December 19, 2019, 15:14 (GMT)
Fix cloth triangle area calculation being wrong

Before the area calculated was for the resulting quad, not the triangle.
So just simply divide the result by 2.
December 19, 2019, 15:00 (GMT)
Animation: Added option to playblast only keyframes of selected objects

This feature makes it possible to do a viewport render (a.k.a.
playblast) by only rendering those frames on which the selected objects
have a keyframe.

The frames to render are stored in a `BLI_bitmap`, which has a bit for
each frame set to 0 (skip) or 1 (render). An alternative approach would
be to construct a set of all keyframes to render, but that would make
both constructing the list and looking up frames in the list more
complex.

The only thing this feature does is skip OpenGL rendering of a frame. As
a result, 'skipped' frames are still included in the output, but just
use the render result of the last-rendered frame. This is exactly what's
described in T72229.

Differential Revision: https://developer.blender.org/D6443

Reviewed By: zeddb

Design task: T72229
December 19, 2019, 14:45 (GMT)
Fix T71795: Unproject with high clipping range sometimes results in nans

Differential Revision: https://developer.blender.org/D6311
December 19, 2019, 13:21 (GMT)
Fix T72473: Particle hair: X mirror UI doesnt show 'topology mirror'
option (even though it is being used for the ADD brush)

Add the option to the UI in that single case.

Maniphest Tasks: T72473

Differential Revision: https://developer.blender.org/D6418
December 19, 2019, 12:53 (GMT)
Fix T72128: Overlay: Edge indices stacking on top of edge measurements

Make indices accommodate into the measures of edgelength and edgeangle
so this results in a nice stack of up to three rows.

Maniphest Tasks: T72128

Differential Revision: https://developer.blender.org/D6357
December 19, 2019, 12:41 (GMT)
Fix T63407: 'Select linked' operator in UV editor is broken in when multi-object-editing contains an empty mesh

Since BM_uv_vert_map_create would return NULL for an empty mesh, code
would then return from uv_select_linked_multi [where it should just skip
and continue instead...]

Maniphest Tasks: T63407

Differential Revision: https://developer.blender.org/D6441
December 19, 2019, 09:05 (GMT)
Fix error drawing topbar popovers without a brush
December 19, 2019, 09:05 (GMT)
Fix error drawing paint UI without a brush

Note that this removes image_paint.detect_data from
UnifiedPaintPanel.get_brush_mode, I can't see why it's needed,
it causes issues where the texture paint UI isn't used when it can be.
December 19, 2019, 07:34 (GMT)
Fix T72236: UV Stretching Overlay

The ratio for area stretching was packed into an unsigned int, but could
contain negative numbers. This flipped the negative numbers to high
positive numbers and rendered the wrong color in the stretching overlay.

I can remember during {T63755} I had to flip the sign to get the
correct result, but couldn't find out why that was needed. Now I know.

Reviewed By: fclem, mano-wii

Differential Revision: https://developer.blender.org/D6440
December 19, 2019, 05:48 (GMT)
UI: use DPI scale for transform cursors
December 19, 2019, 04:50 (GMT)
Fix error in recent gizmo tweak workaround
December 19, 2019, 02:30 (GMT)
Cleanup: use 'context' to make panels show in their section

All panels were calling poll to draw in their section causing a lot of
repeated boiler plate poll functions.

Also rename 'PreferencePanel' to 'CenterAlignMixIn'
since this is it's purpose.
December 19, 2019, 02:20 (GMT)
Cleanup: add sections to preferences UI script

Makes navigating between sections easier, order some classes
which were in the wrong section.
December 18, 2019, 22:47 (GMT)
Fix panel for USD experimental showing for all sections
December 18, 2019, 15:31 (GMT)
Animation: Clarified tooltip for Viewport Render Animation

The tooltip was static, so it was the same for viewport-rendering the
current frame and for the entire animation. It is now different for
those two.

The structure of `screen_opengl_render_description()` is such that it
allows for adding a new description for a soon-to-come feature (T72229).
December 18, 2019, 14:53 (GMT)
Gizmo: add the ability to postpone refreshing while tweaking

This resolves a logical problem using tweak as a fallback tool.
See: T66304#828742

The select action would immediately show the gizmo underneath it,
then the tweak would be handled by the gizmo instead of moving the item
under the cursor.

Currently this works by hiding the gizmo until the tweak event ends.
While it's simpler to check if the gizmo received a mouse-down event,
it causes flickering before each drag event which feels like a glitch.

This is optional for each gizmo type because there are cases where this
can be useful to activate the gizmo immediately (mesh rip for example).
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021