Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2020-07-29Fix T78285: Invalid thread safety in shrinkwrap modifier code.Bastien Montagne
This uses mesh's runtime mutex for both `BKE_mesh_runtime_looptri_ensure` (was using its own global RW mutex before), and `BKE_mesh_wrapper_ensure_mdata` (was not protected at all before). This is more like a band-aid than a proper fix, as mentioned in the report proper fix would be for the modifier to request those data (the relevant BVHTree, which would implicitely also call the tow others) through flags, just like it does for regular CDData layers. But this is a much bigger refactor to be done outside of bugfix scope. Reviewed By: sergey Maniphest Tasks: T78285 Differential Revision: https://developer.blender.org/D8415
2020-07-29Merge branch 'blender-v2.90-release'Pablo Dobarro
2020-07-29Fix Cloth Brush global Sculpt gravity applied in the wrong falloffPablo Dobarro
Previously, gravity was only applied in the real brush radius, not in the whole simulation radius. For most deformation modes, applying gravity to the entire simulation instead of just to the brush radius and scaled by the radius (like a regular sculpt brush) makes more sense. After this fix and with the cloth collisions patch applied, it is possible to do things like this with the cloth grab brush. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8406
2020-07-29Fix T79054: Crash with Cloth Brush and anchored strokePablo Dobarro
As the comment says, anchored stroke can't rely on the first stroke iteration for creating the simulation data. Probably lost in a cleanup. I also made that anchored stroke doesn't restore the mesh state in the cloth brush, so it can create the simulation effect. Reviewed By: sergey Maniphest Tasks: T79054 Differential Revision: https://developer.blender.org/D8348
2020-07-29Compositor: Fix node preview when input resolution is not knownSergey Sharybin
The final render will use scene resolution in this case. For example, when Color Input is plugger to preview and composite output nodes, final render will flood-fill the final image which is a size of scene resolution with this color. Before this fix the node preview was empty. After this fix the node preview will be flood-filled with the color. Fixes T78586 Differential Revision: https://developer.blender.org/D8263
2020-07-29Compositor: Fix calculation of preview resolutionSergey Sharybin
Were two issues: - Divider was calculated in integer domain, causing rounding issues in general case, and causing singularity in a corner case when input is smaller than the preview size. - The resolution was scaled down by 1 pixel for no obvious reason.
2020-07-29GPUShader: Fix linking with MSVCClément Foucault
2020-07-29Cleanup: GPUTexture: Use UNPACK3 in texture_fluidClément Foucault
2020-07-29GPUState: Fix compilation error on MSVCClément Foucault
2020-07-29Cleanup: GPU: Move Image based function to GPU_draw.hClément Foucault
This makes it less confusing what functions are for blender structures.
2020-07-29Cleanup: GPU: Rename gpu_texture_smoke to fluid, and move back to CClément Foucault
The file do not have a reason to be C++ anymore.
2020-07-29GPencil: New Brush predefined modeAntonio Vazquez
it's good to have an option to ' pin' a mode to the brush, to use that mode always, independent of the current viewport selected mode. {F8723224} Reviewed By: pepeland Differential Revision: https://developer.blender.org/D8399 81a002
2020-07-29Cleanup: Remove deprecated comment.Bastien Montagne
2020-07-29Cleanup: Always keep unlock at same level as lock.Bastien Montagne
This was fine in those cases with current code, but that kind of assumption is always risky, and an open door to hard-to-track bugs when code changes in the future...
2020-07-29GPU: Refactor gpu_texture_image to not use GL callsClément Foucault
This is also a bit of code cleanup, reorganisation. Tried to be DRYed but avoid too much code change to (hopefully) minimize breakage. - GPU: remove TEXTARGET_CUBE_MAP, this is no longer used in the codebase. - GPUTexture: Move compressed texture upload to gpu_texture.cc - GPUTexture: Add per texture Anisotropic filtering switch
2020-07-29GPU: Move gpu_shader.c to C++Clément Foucault
We split builtin shader support to its own file to avoid converting code (lack of designated initializer in C++) and to reduce file size.
2020-07-29GPU: Move gpu_state.c to C++Clément Foucault
2020-07-29GPU: Move gpu_texture.c to C++Clément Foucault
# Conflicts: # source/blender/gpu/GPU_texture.h
2020-07-29GPU: Move gpu_uniformbuffer.c to C++Clément Foucault
This also rewrite and simplify the module a bit.
2020-07-29GPU: Move gpu_vertex_buffer.c to C++Clément Foucault
2020-07-29GPU: Move gpu_vertex_format.c to C++Clément Foucault
2020-07-29Merge branch 'blender-v2.90-release'Germano Cavalcante
2020-07-29Fix T78826: Move constraint is not fully disabledGermano Cavalcante
Caused by rB45f17e10ec50
2020-07-29Particles: rename Size attribute to RadiusJacques Lucke
Doing this change for consistency with the point cloud attributes.
2020-07-29Workbench/Eeevee: Minor refactor in smoke draw functionSebastián Barschkis
More concise this way.
2020-07-29GPencil: Consider extrude point as lastAntonio Vazquez
Before, when extrude a point, the extruded point is considered as the first point of the stroke, but this was not logic. Now, the extrude point is considered as last. Related to T79313
2020-07-29Particles: add Size attributeJacques Lucke
2020-07-29Fix T79355: switch to texture paint workspace changes image in other workspacesBrecht Van Lommel
Only automatically change image in editor to follow texture paint editors and workspaces that are visible.
2020-07-29Cleanup: rename uiBut.dt, uiBlock.dt to 'emboss'Campbell Barton
Use 'emboss' instead of 'draw_type' as enum, layout & functions use the term emboss. This issue was noted by @Poulpator in D8414, as `dt` is also an abbreviation for delta-time.
2020-07-29Cleanup: quiet possible comma misuse warning in feestyle PyAPICampbell Barton
2020-07-29Clanup: unused returnCampbell Barton
2020-07-29Cleanup: correct assert in GPU_offscreen_read_pixelsCampbell Barton
2020-07-29Cleanup: declare static variablesCampbell Barton
2020-07-29Fix incorrect flag check in overlay relationship linesCampbell Barton
2020-07-29Docs: add translation keyword argument default for msgctxtnutti
2020-07-29Fix RST syntax for freestyle documentationnutti
2020-07-29Cleanup: Doxygen sections, comment formattingHans Goudey
2020-07-28Cleanup: class -> structJacques Lucke
2020-07-28Cleanup: too small loop variableJacques Lucke
2020-07-28Cleanup: Use bool instead of intHans Goudey
2020-07-28Merge branch 'blender-v2.90-release'Antonio Vazquez
2020-07-28GPencil: Fix typo error in RIM VFX panelAntonio Vazquez
The vertical axis must be named Y, not Z because it works in 2D space.
2020-07-28Merge branch 'blender-v2.90-release'Jacques Lucke
2020-07-28Merge branch 'blender-v2.90-release'Bastien Montagne
2020-07-28Fix T54544: "Copy Materials to Selected" only works when materials are ↵Bastien Montagne
defined on the mesh. Build a temp matarray storing materials from obdata and source object (depending on slots 'allocation' of source object), and assign those to targets. Also remove limitation of 'using same obdata is forbidden', just never edit obdata materials in that case... Certainly not perfect, but already much better than existing code.
2020-07-28Merge branch 'blender-v2.90-release'Brecht Van Lommel
2020-07-28Fix T61607: OpenEXR files with less common RGB channels names not loadedBrecht Van Lommel
Previously there would have to be 3 channels R,G,B. Now also support cases where there are fewer channels or other names like Red, AR and RA are used.
2020-07-28Fix T79067: Cycles panorama viewport render stretched after recent changesBrecht Van Lommel
2020-07-28Fix T79219: Cycles NLM denoiser clean passes broken after recent changesBrecht Van Lommel
2020-07-28Fix: remove error in previous commitJacques Lucke