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2020-05-19Properly fix: T71040 / T58983 Ocean Modifier crashes at high resolutionsRay Molenkamp
For a more detailed description of the issue see the commit message for rB497cd3d7dd6e497be484eb78a8ddb23f53b20343 This change moves fftw to a shared library and reverts the bandaid we did for 2.83.
2020-05-19win/deps: generate sndfiles import library with ms lib toolRay Molenkamp
Unsure what it is that upsets it so much, but when linking both sndfile and fftw dynamically, the linker gets confused and thinks that fftw is importing sf_close from the blender binary (which makes *NO* sense) leading to a start-up error. Generating the import library from the .def file using the ms lib tool creates an import library that works fine.
2020-05-19Merge branch 'blender-v2.83-release'Sebastian Parborg
2020-05-19Fix T74577: world_to_camera_view broken for off-axis projectionSebastian Parborg
The issue was that the projection would be inverted. So if you shifted 0.1 along the y axis, world_to_camera_view would act as if you had shited it -0.1 along the y axis.
2020-05-19UI: Small Changes to Graph Editor Active Vertex PanelHans Goudey
- X / Y value orders are all consistent, between handles and the keyframe. - Values are labeled consistently, with just "Frame" and "Value" - The more important type property that can affect the others comes first. - The "type" property provides nice visual separation between the handle properties. Reviewed By: sybren, billreynish Differential Revision: https://developer.blender.org/D7738
2020-05-19Merge branch 'blender-v2.83-release'Sebastián Barschkis
2020-05-19Fix T76697: [Mantaflow] mesh generation does not account for some particlesSebastián Barschkis
Adapted mesh generation to account for domains with disabled fractionstoo.
2020-05-19Fix T72889: Cycles camera motion blur not usng more than 2 stepsJosh Belanich
Differential Revision: https://developer.blender.org/D7782
2020-05-19Fix UV shadow drawing not respecting 'UV Opacity' settingPhilipp Oeser
reapply changes from 30cbbccc6002 / D7764 that were only meant for master. Sorry for the noise!
2020-05-19Merge remote-tracking branch 'origin/blender-v2.83-release'Sybren A. Stüvel
2020-05-19Animation: Make dopesheet filter labels consistentSybren A. Stüvel
There are three different label styles for the three Dopesheet filter labels: - "Display Hidden", which uses "Display" rather than "Show" as the other two options. - "Show Errors", which does not use the word "only" to indicate it will hide all the non-error channels. - "Only Selected", so no "show" or "display" in the label at all. This commit changes: - Always use the word "Show", not "Display". - Always use the word "Only" when enabling the filter hides everything else. Reviewed By: billreynish Differential Revision: https://developer.blender.org/D7742
2020-05-19Fix T76375: UDIM Rectangular Tiled Image EEVEE freezes BlenderJeroen Bakker
When packing the image the height of the tile was checked to the width of the packing area. This resulted that the tile was ignored. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7784
2020-05-19Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-19Fix T76881: Changing "Use Speed Vectors" deletes all existing cacheJacques Lucke
Reviewers: sebbas
2020-05-19Fix build error after 30cbbccc6002Philipp Oeser
That part only applies to master, sorry for the noise
2020-05-19Fix T76694: Fluid cache is deleted when changing Upres FactorJacques Lucke
Reviewers: sebbas
2020-05-19Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-19Fix (unreported) UV shadow not drawing smoothPhilipp Oeser
When showing UV edges after modifiers [draw_uvs_shadow], these were never drawn anti-aliased [in contrast to the 'main' UVs]. Also: they did not respect the new 'UV Opacity' setting. Differential Revision: https://developer.blender.org/D7764
2020-05-19Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-19Fix T75694: Compositor Backdrop boundbox missing updatesPhilipp Oeser
This adds notifiers for backimage_move & backimage_fit. Maniphest Tasks: T75694 Differential Revision: https://developer.blender.org/D7778
2020-05-19Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-19Fluid: Cleanup unused variablesSebastián Barschkis
2020-05-19GPencil: Make is_nofill_stroke property editableAntonio Vazquez
This can be used by some add-ons.
2020-05-19Fix T76541: OpenGl Depth Picking not selecting frontmost objectSebastian Parborg
The issue was that we used GL_ALWAYS for depth checking here which would lead to the depth information from objects being messed up. It would not represent which object was closest to the camera. Reviewed By: Clément Foucault, Jeroen Bakker, Campbell Barton Differential Revision: http://developer.blender.org/D7710
2020-05-19Fix T76717: Set Rotation Mode Incorrectly Recalculates Bone Rotation In Pose ↵Sebastian Parborg
Mode The issue was that we didn't convert the current rotational values. We simply just switched mode without doing any data conversions.
2020-05-19Fix Frame Dropping not dropping the correct amount of framesSebastian Parborg
Previously the playback mode "Frame Dropping" would not drop the correct number of frames which would lead to slow playback. For example, the playback target is 60fps. However we can only muster around 32 fps. The delta frames from the last step is in this case ~1.98 or so. With the previous code, we would floor this. That would lead us to step forward one frame each time, effectively playing back the animation at half the speed as we will try to render every frame. To fix this we simply save the remaining fraction from the previous frame and use it to compute the current frame step. Reviewed By: Sybren Differential Revision: http://developer.blender.org/D7694
2020-05-19Made pose push/relax to breakdown behave smooth on rotationsSebastian Parborg
A follow up to T67212. I missed that the rotation interpolation had its own code path. The previous rotation push code was actually wrong (but smooth). Now all of the actions behave correctly and is smoothly interpolated.
2020-05-19Fix T72729: Mask Modifier Loose Edges Not ShownJeroen Bakker
When using the mask modifier loose edges could be added to the mesh. These edges weren't marked as loose edges and wasn't picked up by other areas of blender. This fix recalculates the loose edges so they have the correct flag `ME_LOOSE_EDGE`. Reviewed By: Sybren Stüvel Differential Revision: https://developer.blender.org/D7766
2020-05-19Fix T76865: Vertex paint draws hidden but cannot be painted ontoCampbell Barton
2020-05-19CMake: Enable WITH_USD by defaultSybren A. Stüvel
Having USD disabled by default was an oversight, and could have been corrected earlier. It's already enabled by default in the `blender_release.cmake` and `blender_full.cmake`.
2020-05-19Fix T76689: Armature layers not indicating the existence of bonesSybren A. Stüvel
From what I can see, there are two issues at play in {T76689} and its merged-in report {T76590}: - In Blender ≤ 2.79 the bone layer dots were updated in the draw code. This ensured the info was up to date before drawing. This is no longer possible, as the drawing code uses evaluated objects, and those should not be written to. This has been addressed in rB709f126e8143 by calling the update function explicitly in various places in the code. The problem is that this wasn't added to all necessary spots. - When in edit mode, changes are made to the edit bones but not to the 'actual' bones (this is synced when exiting edit mode). This causes undo to mess up the layer indicators. I think both issues can be addressed by having the dependency graph update the used layer info as part of the armature evaluation. This will make the undo system work properly, and allows the removal of some `BKE_armature_refresh_layer_used()` from various places. There is still the issue that there are two functions (`BKE_armature_refresh_layer_used()` and `ED_armature_edit_refresh_layer_used()`) that are both responsible for updating `bArmature::layer_used`. This is a trickier thing to solve, though, as the definition of the `EditBone` struct resides in the armature editor module. This means that blenkernel can't iterate over edit bones, but on the other hand the dependency graph shouldn't call any editor functions either. This is why I left the `ED_armature_edit_refresh_layer_used()` calls untouched. The downside of recalculating `layer_used` from the dependency graph (at least in the way that I did it now) is that it is called every time a user moves a bone in pose mode. This frequency of updates is not necessary. Differential Revision: https://developer.blender.org/D7709
2020-05-19Fix T76780: Freestyle pass for one scene not accessible in compositor in ↵Jeroen Bakker
other scenes Current implementation would update the nodetree of the freestyle scene not the composite scene. Reviewed By: Dalai Felinto Differential Revision: https://developer.blender.org/D7770
2020-05-19Fix T73169: Side by Side Stereo Rendering GlitchesJeroen Bakker
Side by side and top down views were rendered using an unset matrix. This fix will reset the matrix just before copying the views to the screen. Reviewed By: Clément Foucault, Dalai Felinto Differential Revision: https://developer.blender.org/D7777
2020-05-19Cleanup: Creator Args SpellingAaron Carlisle
Differential Revision: https://developer.blender.org/D7735
2020-05-19Fix T76821: Generalize Use Flow TooltipAaron Carlisle
2020-05-19Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-19Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-19Fix switching to particle edit-mode from editmodeCampbell Barton
Similar to T76859
2020-05-19Fix T76859: Cannot switch from editmode to texturepaint modePhilipp Oeser
Caused by 5159b8e1eadb.
2020-05-19Merge branch 'blender-v2.83-release'Pablo Dobarro
2020-05-19Fix sculpt mask interpolation in subdivisionsPablo Dobarro
The interpolation function of the datalayer was misssing so the sculpt mask data was corrupted every time a subdivision surface modifier was applied. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7640
2020-05-19Merge branch 'blender-v2.83-release'Pablo Dobarro
2020-05-19Fix T76397: Missing value property on Clear Mask pie menuPablo Dobarro
Without this value defined it was reusing the same 1.0 value after using fill mask, so it was not working. Reviewed By: jbakker Maniphest Tasks: T76397 Differential Revision: https://developer.blender.org/D7699
2020-05-19Merge remote-tracking branch 'origin/blender-v2.83-release'Ray Molenkamp
2020-05-19Fix: T71040 / T58983 Ocean Modifier crashes at high resolutionsRay Molenkamp
This is not as much a fix as a work around, but given the real involves replacing how we build fftw, it is not eligible for 2.83 which is in BCON3 already. The root of the issue lies with (how we build) fftw3 The first issue is: fftw does not build with MSVC, there are other dependencies that are not compatible with MSVC and for those we build the libraries required with mingw64, same for fftw The second issue is: for reasons unknown we really really really liked all deps to link statically so wherever possible we did so. Now during the building of the fftw it linked a few symbols from libgcc (which we do not ship) like __chkstk_ms, for which we passed some flags to stop generating calls to it. Problem solved! There is no way this could possibly turn around and bite us in the rear. fast forward to today mystery crashes that look like a race condition. What is happening is, we tell the linker that each thread will require a 2-megabyte stack, now if every thread immediately allocated 2 megs, that be 'rough' on the memory usage. So, what happens is (for all apps not just blender), 2 megs are reserved but not backed by any real memory and the first page is allocated for use by the stack, now as the stack grows, it will eventually grow out of that first page, and end up in an area that has not been allocated yet, to deal with that the allocated page is followed by a guard page, someone touches the guard page it's time to grow the stack! Meanwhile in FFTW is it's doing substantial allocation using alloca (up to 64 kb) on the stack, jumping over the guard page, and ending up in reserved but not yet committed memory, causing an access violation. Now if you think, that doesn't sound right! something should have protected us from that! You are correct! That thing was __chkstk_ms which we disabled. Given we do not want a dependency on libgcc while building with MSVC the proper solution is to build fftw as a shared library which will statically link any bits and pieces it needs, however that change is a little bit too big to be doing in BCON3. So as a work around, we change the size the stack grows from 8k to 68k which gives fftw a little bit more wiggle room to keep it out of trouble most of the time. Note this only sidesteps the issue, this may come up again if the conditions are just right, and a proper solution will need to be implemented for 2.90.
2020-05-18Fix invalid bit shift when GPU shader attribute is not foundBrecht Van Lommel
2020-05-18Fix NULL pointer access reported by ASAN (harmless in practice but still weak)Brecht Van Lommel
2020-05-18Fix potential crash due to dyntopo GPU buffer invalid memory accessBrecht Van Lommel
When the number of triangles in a node became zero, the wireframe batch was not freed along with the triangles batch and could still reference a freed vertex buffer. Ref T76858
2020-05-18Fix T76813: Snap to Edge Center returning a different normal from snap to EdgeGermano Cavalcante
This difference was intentional, but using the edge direction as normal is more useful.
2020-05-18Refactor: Move workspace foreach_id to new IDTypeInfo structure.Bastien Montagne