October 18, 2019, 12:55 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lanpr-cleanup |
October 18, 2019, 12:45 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lanpr-cleanup |
October 18, 2019, 12:43 (GMT) |
Cleanup: warnings |
October 18, 2019, 12:43 (GMT) |
Workbench: Background Dithering Background dithering was introduced to solve banding issues on gradient backgrounds. This patch will enable dithering based on the texture that is used for drawing. Only when using a GPU_RGBA8 texture the dithering will be enabled. This disables dithering for final rendering, vertex and texture paint modes. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6056 |
October 18, 2019, 12:43 (GMT) |
Fix T70249 EEVEE: Light bleeding on SSS translucency This was caused by 2 things: Shadow map bias and aliasing. It made the expected depth of the shadowmap further than the surface itself in some cases. In normal time this leads to light leaking on normal shadow mapping but here we need to always have the shadowmap depth above the shading point. To fix this, we use a 5 tap inflate filter using the minimum depth of all 5 samples. Using these 5 taps, we can deduce entrance surface derivatives and there orientation towards the light ray. We use these derivatives to bias the depth to avoid wrong depth at depth discontinuity in the shadowmap. This bias can lead to some shadowleaks that are less distracting than the lightleaks it fixes. We also add a small bias to counteract the shadowmap depth precision. |
October 18, 2019, 12:43 (GMT) |
Cleanup: spelling Also remove historic bftgl reference. |
October 18, 2019, 12:43 (GMT) |
Node shader wrapper: use 'Non-Color' profile for BW textures inputs. All the single-value texture inputs of Principled BSDF node should use non-color colorspace profile, not sRGB one (issue raised in https://blender.stackexchange.com/questions/155617, thanks). That also revealed another issue - since those color space settings are stored at the image level itself, not the node one, we need to duplicate those image data-blocks when we use same picture for e.g. base color (sRGB) and specular (non-color) inputs... For now using a basic mechanism for that, might generate several extra, uneeded copies of the image ID, but that?s better than breaking custom settings and such. Note that while this will modify the behavior of the impporters using that node wrapper, no change should be needed in IO add-ons themselves. |
October 18, 2019, 12:43 (GMT) |
Cleanup: shadow warning |
October 18, 2019, 12:43 (GMT) |
Fix T70543 Rigid Body Collision Shape Not Displayed In Viewport |
October 18, 2019, 12:43 (GMT) |
October 18, 2019, 12:43 (GMT) |
October 18, 2019, 12:43 (GMT) |
GPencil: Fix unreported performance issue with relative onion mode When the relative mode was used, the calculation of the total number of vertices was not done and it was using the total number of vertices in the datablock. This worked for small files, but with complex files the time to allocate all the data was too long and the performance was very bad. Now, for relative mode the real number of vertex is calculated. Also fixed the same problem when onion and multiedit is enabled. |
October 18, 2019, 12:43 (GMT) |
Fix T70887: GPencil edit lines are not displayed in the right place The lines were not using the matrix to calc the tarnsformation. |
October 18, 2019, 12:43 (GMT) |
Fix T69182: Auto-Smooth does not work on Alembic meshes without normals The auto-smoothing flag can now be used by artists when the Alembic file does not contain custom loop normals. - Auto-smoothing disabled: mesh is flat-shaded. - Auto-smoothing enabled: works as usual; set angle to 180� to ensure a 100% smoothed mesh. |
October 18, 2019, 12:43 (GMT) |
Fix T70739: Make Library Override doesn't re-target Armature constraints. Missing one step (collection prop itself) in RNA hierarchy of properties leading to those armature object pointers... |
October 18, 2019, 12:43 (GMT) |
Fix T68380 Skin modifier root not displayed |
October 18, 2019, 12:43 (GMT) |
Fix multi-object edit mode and local view/collections Before this patch you could go to a local view with a single object, while you had other objects also in edit mode, and your operators would affect all objects even the ones outside your local view (same for local collection). Differential Revision: https://developer.blender.org/D6064 |
October 18, 2019, 12:43 (GMT) |
Fix invalid flag check Cast occurs first, making any flag enable this option. |
October 18, 2019, 12:43 (GMT) |
Fix T70740: Clicking on proxy bone makes original one jump to initial location Caused by what appears to be a missing flush from evaluated bone back to original, which then makes it so copy-on-write operation happening after click (to synchronize selection flags) pushes original bone to its initial position. Differential Revision: https://developer.blender.org/D6051 |
October 18, 2019, 12:43 (GMT) |
UI: Remember ID-Filter in-between File Browser calls This adds the ID-Filters visible on append/link to the settings the file browser remembers, potentially storing them in the Preferences. Artists in the studio here requested this. They typically have to set up the same or similar settings every time, so this saves them from that. |
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