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This reverts commit 9d172f007eeb5ade5ddad03e1f71fa4c373855f8.
Got a second thought and remembered why it was not done in the first place.
The issue here is that the server needs to communicate codesign result back
and that must happen within the new protocol. So if the client talks old
protocol it is possible to receieve data from it, but is not possible to
communicate result back to it.
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Image format code checked the file type against an enum except for
zero which is used when the format can't be detected.
Also add doc-strings to some of the image file type callbacks.
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The orientation & depth settings are used to show the preview plane
that is used when adding the object.
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Turns out it is easier to have suboptimal versioning code on the server
side than to deal with branches where changes are to be merged into.
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the function vec_roll_to_mat3_normalized() has a bug as described in T82455. This Differential is only for refactoring the code such that it becomes more clear what the function does and how the bug can be fixed. This differential is supposed to not introduce any functional changes.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9410
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HDRI preview should have resolution dependent on dpi, viewport scale and HDRI gizmo size.
This patch uses a LOD to render a more round sphere.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9382
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This would allow python script to access `lineWidth` uniform when drawing lines
without using `glLineWidth`.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9518
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Standard deviation formula wasn't being applied correctly when selecting
R G B cases. Issue is there since Blender 2.64 as it was incorrectly
ported over from the previous compositor.
Reviewed By: Sergey Sharybin, Jeroen Bakker
Differential Revision: https://developer.blender.org/D9384
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This patch adds an opacity slider to the wireframe overlay. The previous
wireframe in dense geometry scenes could be too dark and sometimes the
user just wants an impression of the geometry during modelling.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D7622
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Some changes here are planned which need feedback from users before
declaring this ready for the next release.
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Add utility functions to get the floor/ceiling of a float value
to the next power of 10.
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Also use short for panel flag arguments to functions since it matches
the type in DNA, and remove a comment that isn't helpful.
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This commit moves some of the logic around so that the logic in
panel_activate_state is clearly separated by the state being activated.
There are fewer nested and redundant checks, and it's easier to see
the progression of interaction with the panel handler.
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This callback made some sense before moving the file-type information
from a bit-flag to an enum: e142ae77cadf04103fbc643f21cf60891862f6a8
Since then, we can compare the type value directly.
Also replace loops over file types with IMB_file_type_from_{ibuf/ftype}.
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Use named members as this wasn't very readable given the number
of unnamed NULL members.
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Ensure the appropriate extension is set when unpacking generated images
that don't have a filepath set.
Ref D9500
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Add a NULL check for the View3D's camera, because these
modes can be entered even without an active camera.
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This commit makes the property editor switch to the physics tab instead
of the modifier tab when selecting physics modifiers. Since the modifier
isn't visible then, it's confusing to change the expansion, so this commit
also disables the modifier expansion for these modifiers.
Differential Revision: https://developer.blender.org/D9544
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Also move some input extraction after the special case check.
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This commit adds the remaining "method" enums from the triangulate modifier.
Differential Revision: https://developer.blender.org/D9502
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An ID IDProperty exposed to the modifier (object, material, etc) does not
have min, max, etc. values, so they should not be required.
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Now that the Blender sync mechanism deletes nodes from the scene, we need to
ensure scene update is stopped before we do this.
Also add some more early out in scene geometry update to ensure we do not
continue working on incomplete geometry data, though that was not the cause of
this crash.
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Two issues:
* Automatic deduplication of OpenVDB grid data was failing when Cycles had
already cleared the OpenVDB grid, causing an empty grid. Instead rely on
Blender return the same OpenVDB grid pointer when deduplication is possible.
* The volume bounds mesh was not properly cleared when the OpenVDB grid was
empty, causing a mismatch between mesh and voxel data.
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The function vec_roll_to_mat3_normalized() basically has to handle 3 scenarios:
- When a bone is oriented along the negative Y axis
- When a bone is very close to the negative Y axis
- All other cases
The tests in the Differential make sure that all 3 situations are covered.
Reviewed By: sybren, mont29
Differential Revision: https://developer.blender.org/D9525
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There is no GPU rendering support on macOS, so showing the panel only adds
confusion. Also hide the panels in builds without Cycles.
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This implements a workaround for the issue that (for historical reasons)
the names of vertex groups are stored on the object while the actual vertex
group data is stored on the mesh.
The solution is to copy the vertex group names from the object into
the `MeshComponent` so that the information is not lost, when the
object cannot be accessed.
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Previously, the execution function of a geometry node has three parameters.
Now it has only one. This makes it easier to pass more information to the
execution function, that might only be used by a few nodes, because we
don't have to add more parameters that are unused in most cases.
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Only a single DEG operation node `POSE_SPLINE_IK_SOLVER` should
be added in this case [ see `build_splineik_pose`, same is already done
for overlapping IK in `build_ik_pose`]
ref T82347.
Reviewers: sybren
Maniphest Tasks: T82347
Differential Revision: https://developer.blender.org/D9471
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The clamp is too aggressive and results in forces being too weak.
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With this, instances generated in a node tree can be rendered.
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* Support vertex weights to control density.
* O(n) performance instead of O(n^2).
* More stable when density weights are changed.
The vertex group has to be specified using an index for now.
This is a technical limitation that will resolved a bit later.
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Objects can evaluate to a geometry set instead of a single ID (only point cloud
objects for now). In the depsgraph object iterator, those geometry components
are expanded into temporary objects.
It's important to note that instanced objects can also contain geometry
components. Therefore, they have to be split up into multiple objects
as well in some cases.
At a high level the iterator works like so:
```
for object in depsgraph:
for component in object:
yield object_from_component(component)
for dupli in make_duplis_list(object):
for component in dupli:
yield object_from_component(component)
```
DEG_iterator_objects_next has been cleaned up, to make this structure
a bit more apparent.
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