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2020-03-30Fix undo misdetecting identical future chunk in some casesBrecht Van Lommel
Clear is_identical_future before adding a next undo step, to avoid wrong values for cases where we undo and then add a step with different changes than what was previously the next step. Ref D7274
2020-03-30Fix undo debug logging not printing all types of undo pushesBrecht Van Lommel
Ref D7274
2020-03-30Fix T74547 EEVEE: Image texture crash with use after freeClément Foucault
Same fix than for the other mapping types.
2020-03-30GPencil: Remove `is_edit_mode` from cache dataAntonio Vazquez
This value is not used by new engine.
2020-03-30GPencil: Remove GP_DATA_PYTHON_UPDATED used by old engineAntonio Vazquez
2020-03-30Fix T75144 Grease Pencil: Python generated strokes flicker and crashClément Foucault
This was caused by a flag not being reset in time, causing discard of batches already queued to be drawn.
2020-03-30GPencil: Rename Overlay blend mode to Hard LightAntonio Vazquez
Differential Revision: https://developer.blender.org/D7280
2020-03-30Fix T74663 GPencil: Fills are Flickering on NvidiaClément Foucault
This was caused by an unitialized variable.
2020-03-30GPencil: Fix overlay blend mode creating inverted colorsClément Foucault
2020-03-30EEVEE: Bloom: Fix inverted source and base bufferClément Foucault
This does not change the ouput much.
2020-03-30NormalOverlay: Center Dot Normal Drawing With ModifiersJeroen Bakker
When using generative modifiers too many center dots were rendered in the normal overlay. This patch only renders the normals of original center dots. Known issue: decoding the `norAndFlag` has issues on Intel GPU.
2020-03-30Normal Overlay: Hide Normals Of Generated LoopsJeroen Bakker
The loop normals were always drawn. We used to only draw the normals if it was mapped to an original loop of the mesh. Due to recent changes we can not find the correct loop and decide if we need to draw them. Note still need to check the face dots normals. This is more complicated as facedot normals needs to be encoded in a different way
2020-03-30Fix T75142: No autokeying with pose mode X-MirrorSybren A. Stüvel
This was caused by the removal of some `BONE_TRANSFORM_MIRROR` flag handling in rBde530a95dc7b482dc22c933b9b8b2a98c79b5663. I simply restored those lines that caused this issue.
2020-03-30Cleanup: reduce code indentation in autokeyframe_pose()Sybren A. Stüvel
This makes the code a bit simpler to follow, by replacing `if (x) { all the code here }` with `if (!x) { continue; }` and un-indenting the remaining code, and by returning early. No functional changes.
2020-03-30Fix T75053: Paint Overlay Show Modified Wires and EdgesJeroen Bakker
The paint mask overlay showed the wires and edges of the final mesh. This change will only draw wires and edges that are mapped to the original mesh. This change enables mapping data in regular Mesh extraction. This can also be used for better drawing of the normal overlay. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7277
2020-03-30Subdiv: Extend some commentsSergey Sharybin
2020-03-30Fix armature edit-mode selected linkedCampbell Barton
Selecting linked would only select a single arbitrary chain. Now select linked follows all child-chains of the bone. Also add support for following all links, similar to how this would work if it were a mesh with connected edges instead of only child chains. Leave this off by default to match pose mode.
2020-03-30Armature: remove merge function, use dissolve insteadCampbell Barton
This was crashing, when looking into a fix I noticed that it gave hap-hazard results dissolving past forks in the parent/child hierarchy arbitrarily following one chain. This functionality is almost identical to "dissolve" which delimits forks in the chain predictably. So remove this in favor of dissolve (available from the delete menu).
2020-03-30UI: center align icon-only pull-down menusCampbell Barton
Resolve issue noted in D5482, texture slots '+' icon for example was noticeably off-center.
2020-03-30Extrude Repeat: support storing the offset vectorCampbell Barton
Without this, adjusting properties always re-initialized from the view-vector.
2020-03-30Fix extrude repeat leaving selection history unselectedCampbell Barton
2020-03-30DRW: match edge opacity to 2.82Campbell Barton
Edges were hard to see in some cases in edit-mesh vertex/face modes. Since 804e90b42d72 alpha is handled differently, update edge alpha to visually match 2.82.
2020-03-29Fluid: Use dynamic mode whenever active rigid bodies are in the sceneSebastián Barschkis
Required for collisions with moving rigid bodies. Otherwise the static optimization mode will be kept and the obstacles would be calculated only once at the beginning.
2020-03-29Overlay: Edit Mesh: Add offset for thicker edgesClément Foucault
Edges with sharpness, seam and bevel are thicker and thus needs more offset to not appear aliased. Based on D5448 by @oficsu
2020-03-29Overlay: Edit Mesh: Make offset depth dependent (w.r.t depth precision)Clément Foucault
The previous offset was done in view space. It is now done in NDC space to avoid differences when adjusting the near/far plane distances.
2020-03-29RNA: expose the pin flag for AnimData and ActionGroupWayde Moss
2020-03-29Fix missing Surface Deform strength versioningHenrik Dick
2020-03-29UI: Fix text padding for labels without an iconYevgeny Makarov
2020-03-29Cleanup: remove DNA_view2d_types.h from DNA_sound_types.hCampbell Barton
2020-03-29Screw Modifier: support 1-2 stepsHenrik Dick
The Screw Modifier had a lower limit for the steps value, which not only was inconsistent between render and viewport steps, but also was capped to 2 in UI and also in the code internally.
2020-03-29Fix warp modifier using pose matrix without object matrix appliedCody Winchester
Error in recent patch D6820
2020-03-29Fix T72075: Incorrect Grid Fill error messageCampbell Barton
2020-03-29Cleanup: remove unicode character printingCampbell Barton
Was added when utf8 was originally introduced - for testing, but is no longer needed.
2020-03-29Cleanup: spelling, commentsCampbell Barton
2020-03-29Cleanup: strict-prototypes warningCampbell Barton
2020-03-29Fix T75156: Cast modifier crash in edit-modeCampbell Barton
Add NULL checks to other deform modifiers too.
2020-03-28Fix T75161: Random UV doesn´t work with fats drawingAntonio Vazquez
Also fixed T75162
2020-03-28GPencil: Fix error when stroke has 0 pointsAntonio Vazquez
It's possible create a stroke with 0 points using python
2020-03-28Cleanup: Removing unused parameter.Jörg Müller
2020-03-28Fix T74604: A.N.T Landscape Erode function reports errorGermano Cavalcante
Although indicated, the `rna_Object_active_vertex_group_set` function was missing.
2020-03-28Fix missing NULL terminator for new brush optionBrecht Van Lommel
2020-03-28Fix T74969: Crash in gpencil edit modemano-wii
Result of poor shader pre-processing on Intel HD 4000 drivers
2020-03-28Cleanup: compiler warningsBrecht Van Lommel
2020-03-27Overlay: Outline: Fix unreported feedback loop when smooth wire is disabledClément Foucault
2020-03-27Cleanup: GPUShader: Remove unused shadersClément Foucault
2020-03-27Fix error in macOS system file detection in recent changesAnkit
Differential Revision: https://developer.blender.org/D7250
2020-03-27Sculpt: Pose Brush Face Sets origin modePablo Dobarro
This commit introduces a new mode for calculating the positions and weights of the IK segments in the Pose Brush based on the Face Sets. The first segment of the chain will always include all face sets inside the brush radius and it will propagate until the boundary of the last face sets added in the flood fill. Then consecutive connected face sets are added to the chain until the chain length limit is reached or all face sets of the mesh are already part of the chain. This feature enables complete control over the pose brush origins in case that is needed. Also, with this mode, the user can have a library of base meshes with face sets already configured to get to the initial pose as fast as possible. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7235
2020-03-27Rename Edge Automasking to Mesh Boundary AutomaskingPablo Dobarro
This makes more clear what this automasking operation does and helps to differenciate it from the future face sets boundary automasking. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7185
2020-03-27Sculpt: Weight normal and area sampling towards the brush centerPablo Dobarro
Previously, all vertices inside the brush radius were taken into account equally when calculating the sculpt normal and area. This was causing artifacts and unpredictable results with large brushes or meshes with curvatures, as the strongest deformation point of all brushes is usually in the center. By weighting the vertex normal and position towards the center when sampling, all brushes should now behave in a more predictable way in non-uniform surfaces. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6989
2020-03-27Fix T74637: Reset face set data when disabling dyntopoPablo Dobarro
Last time I checked Face Sets were preserved in a more or less predictable way when modifying the mesh with dyntopo. As it looks that in some problems this may cause bugs and you can't see or use face sets when modifying the topology of the mesh whith dyntopo active, it is probably better to reset them when going from dyntopo to mesh. This way you know that you are always going to get a predictable face sets state. Reviewed By: jbakker Maniphest Tasks: T74637 Differential Revision: https://developer.blender.org/D7099