Commit Graph

65514 Commits

Author SHA1 Message Date
Jacques Lucke
1c326e5079 Fix: Pose Breakdown operator
Reviewer: brecht

Differential Revision: D3848
2018-10-29 13:58:09 +01:00
Sergey Sharybin
48f9e24f0c Enable dependency graph update while rendering
It is a whole point of copy-on-write to make such updates safe.
If this causes an issues, we need to solve them.

Fixes T57302: Viewport (selection etc) not updated while rendering
2018-10-29 12:16:18 +01:00
Sergey Sharybin
b2411fe269 Fix unneeded/unwanted user counter when freeing CoW NLA 2018-10-29 11:48:37 +01:00
Sergey Sharybin
61d49d3448 Fix T57360: Crash when Play Animation in this scene
Was caused by a code which was putting animation value back to
original datablock.

The tricky part here is that we don't always know ID, so can not
put those values. Would be nice to have a solution for this, but
for until then we should be relatively good.
2018-10-29 11:48:37 +01:00
Bastien Montagne
f887dc1f5c Fix T57372: Second full scene copy crashes on deletion.
Hope this time we are done for good (root of the issue was that master
collections are not in bmain...).
2018-10-29 11:42:38 +01:00
Bastien Montagne
c2791777bd Fix stupid multiple-call of same function in Collections remapping code.
Related to T57372: Second full scene copy crashes on deletion (fixes
deleting second copy, but now it crashes on deleting the first copy...).
2018-10-29 10:53:10 +01:00
Philipp Oeser
262504ddd1 Fix T57384: Depsgraph assert after loading file with Mask Node
Maniphest Tasks: T57384

Differential Revision: https://developer.blender.org/D3831
2018-10-29 10:40:02 +01:00
Campbell Barton
4e6f5fabd4 Fix topbar UI being lost on undo w/ mode change 2018-10-29 20:20:16 +11:00
Campbell Barton
0e268fb68b Fix topbar tool UI being lost on undo
Using operators to the object mode was resetting the tool.

See: T56865
2018-10-29 17:36:39 +11:00
Campbell Barton
cf1cf105a0 Merge branch 'master' into blender2.8 2018-10-29 15:23:02 +11:00
Campbell Barton
7367c0bde4 Fix assert weight painting after undo 2018-10-29 15:21:25 +11:00
Campbell Barton
95150b8414 Multi-Object EditMode: curve select next/prev
D3842 & D3843 by @zazizizou
2018-10-29 13:41:44 +11:00
Campbell Barton
45aa812fb3 Multi-Object EditMode: curve select more/less
D3844 by @zazizizou with support for select-less
2018-10-29 13:25:04 +11:00
Campbell Barton
a0453dadf0 Merge branch 'master' into blender2.8 2018-10-29 13:04:47 +11:00
Campbell Barton
6c892efdbc Modifier: mask threshold option
D3834 by @Allosteric
2018-10-29 13:03:28 +11:00
Campbell Barton
d58cf8292c Cleanup: avoid C++ keyword in DNA 2018-10-29 12:49:47 +11:00
Campbell Barton
c750ebe113 PyAPI: remove GPUVertFormat() creation from a list
We already have `attr_add` method,
best not have two ways to do the same thing.

See: D3830
2018-10-29 11:08:55 +11:00
Campbell Barton
02035c34b7 Cleanup: typo 2018-10-29 10:35:05 +11:00
Campbell Barton
26ed545276 Cleanup: style 2018-10-29 10:24:42 +11:00
Julian Eisel
05588f909a Fix crash flipping region without active area
Would happen when cursor is in-between editors for example.
2018-10-28 22:56:37 +01:00
Clément Foucault
49f6c3556c DRW: Cleanup: Redundant check 2018-10-28 21:48:22 +01:00
Clément Foucault
b8331b79e6 Eevee: Implement jittered soft shadowmap
This new option is located in the shadows options in the render settings.
This approach is simple and just randomize the shadow map position (not
the lamp itself) and just let the temporal supersampling do the average of
all the shadowing. The downside is that is needs quite a large number of
samples to give smooth results and individual sample position can remain
visible.

Enabling this option will make the viewport refresh all shadow maps every
redraw so it has a serious performance impact.

This approach is not physicaly based at all and will not match cycles.

----

The sampling for point lamps (spheres) is not
2018-10-28 21:48:22 +01:00
Clément Foucault
2c545c0409 BLI: Add comment about to orthogonalize_m3/4 2018-10-28 21:48:22 +01:00
Clément Foucault
61e4e3178d Eevee: Fix contact shadow creating to overshadowing
This was because the shadow rays could be generated below the geometric
normal.
2018-10-28 21:48:22 +01:00
Antonioya
39bc44ffc5 GP: Refactor Instance modifier and rename to Array
The old name Instance was logic when the modifier created new object instances, but now works equal to mesh Array modifier, so the old name was not logic and must be Array.

Also added a Object to use as offset similar to mesh Array modifier.
2018-10-28 18:20:50 +01:00
Brecht Van Lommel
9bcdb19a3e Fix label misalignment when there are multiple buttons on the right side. 2018-10-28 17:46:52 +01:00
Brecht Van Lommel
41a284212a Cleanup: fix compiler warnings. 2018-10-28 17:46:51 +01:00
Brecht Van Lommel
046735d751 Merge branch 'master' into blender2.8 2018-10-28 16:41:30 +01:00
Roel Koster
e3d2df0380 Fix snaps appearing in system bookmarks on Linux.
Differential Revision: https://developer.blender.org/D3838
2018-10-28 15:08:21 +01:00
Severin
3bc8bc0709 Cleanup: More meaningful variable name 2018-10-27 17:18:29 +02:00
Campbell Barton
5e853849eb UI: operator to press the active button
Needed to use the keymap to activate buttons from other keys.
2018-10-27 12:25:02 +11:00
Dalai Felinto
6479e800bc Multi-Objects: Curve - select pick, linked and short path
I'm following mesh editing to decide when to switch active object, or
deselect the other objects. I hope we can keep this all consistent in
the end.
2018-10-26 20:01:19 -03:00
Dalai Felinto
7cbbc65faa Cleanup: Remove silly redundant if check in ED_armature_edit_select_pick 2018-10-26 19:20:12 -03:00
Dalai Felinto
254774a988 Fix T57367: Multi-Object-Mode: Edit Lattice selection only working for active object
For the records, curves still have this problem.
2018-10-26 19:18:52 -03:00
Dalai Felinto
cd36d3f4d3 Fix lasso selection not working for lattices
Regression introduced on e88e80a6.
This was broken for both single and multi-objects.

It is a typo that apparently slipt through testing, oh well.
I'm glad I caught this, I just wished it would have been faster.
2018-10-26 18:30:09 -03:00
Dalai Felinto
009bfbf408 Fix crash when switching to Scripting workspace
Crash introduced on: a4a6ed1ba3.
2018-10-26 15:33:20 -03:00
Dalai Felinto
b6a795f285 Small cleanup: Remove uneeded/wrong check
If ob was NULL it would crash in the else part of the if statement.
If we really think we may run into that (which we should not) we can just assert
or add a if (ob == NULL) return; in the top of the function.
2018-10-26 13:48:14 -03:00
Dalai Felinto
f1974bb340 Fix unreported: Crash when adding lattice vertex group 2018-10-26 13:48:14 -03:00
Dalai Felinto
6d4e776711 Fix unreported: Crash when removing lattice vertex group 2018-10-26 13:39:51 -03:00
Dalai Felinto
4af280ac90 Refactor cleanup: BKE_object_is_in_editmode
Using switch and keep it concise.
2018-10-26 13:39:51 -03:00
Dalai Felinto
a2dc4d2532 Fix T57368: Multi-Object-Mode: Edit Lattice draws only active
As it turned out the issue wasn't that we were drawing only the active,
but that the "object mode" lattice drawing was drawing on top of the
drawing for all the edit mode lattice objects.

We are doing the same original behaviour for curves and even meshes. To be
investigated if it is ok for those other cases.
2018-10-26 13:11:07 -03:00
Dalai Felinto
1cc7d71a0b Multi-Objects: LATTICE_OT_make_regular
Committing this for the sake of completionism. I'm going to bring this
up for review, I think we may want to revert it.

Fundamentally I'm changing the behaviour of the operator both in object
mode (acting on all selected lattice objects), as well as the edit mode
(acting on all lattices in edit mode, regardless of them having any
 selected vertice).
2018-10-26 11:04:54 -03:00
Clément Foucault
70d73ff500 Eevee: SSS: Fix issue with mac and stencil buffer blitting
Adding a workaround in this case: we blit the depth buffer instead of the
stencil buffer and use the copy as the texture. This is slower but at
least it should work.
2018-10-26 10:54:21 +02:00
Clément Foucault
d5fe6e4785 GPU: Add workarounds for buggy glBlitFramebuffer function on macOS + Radeon
When calling glBlitFramebuffer on most (if not all) mac that have a GPU
from the Radeon Pro series, the data is not properly copied and only a
subset of the pixels are correctly copied.

This only happens when blitting the depth buffer if the depth buffer is
GL_DEPTH24_STENCIL8.

Changing the depth buffer format to GPU_DEPTH32F_STENCIL8 fixes the issue
but only works if blitting the depth componnent. The stencil componnent
still provoke issues when being copied.
2018-10-26 10:54:21 +02:00
Clément Foucault
48b56481ea GPUTexture: Add supports for GL_DEPTH32F_STENCIL8 texture format 2018-10-26 10:54:21 +02:00
Clément Foucault
a321f68f64 Workbench: Fix shadows on macOS 2018-10-26 10:54:21 +02:00
Antonioya
9b7dd0a93f GP: Assign new materials to brushes
When create a new material, this must be set to the brushes automatically.
2018-10-26 09:02:28 +02:00
Campbell Barton
6be7a98906 PyAPI: raise error when toolbar panels use tabs
Add-ons that register panels in the toolbar can
no longer use 'bl_categories' (tabs).
2018-10-26 15:05:07 +11:00
Campbell Barton
065d19e223 Fix parsing single int for uniform_int
This worked for float but not int.
2018-10-26 11:59:49 +11:00
Campbell Barton
a4a6ed1ba3 WM: default tool was being set for space types w/o tools
Add mask for space types so we don't accidentally add tools
for space types that don't support it.
2018-10-26 10:46:35 +11:00