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2021-08-31Fix index field name for debuggingtemp-geometry-nodes-fields--fieldsHans Goudey
2021-08-31Cleanup: Rename function, add commentsHans Goudey
2021-08-31Cleanup: Remove incorrect commentHans Goudey
2021-08-31Add a slightly more complicated testHans Goudey
2021-08-31Fix incorrect descruction of output variablesHans Goudey
2021-08-31Fix broken test because of stupid mistakeHans Goudey
2021-08-31Add TODO commentHans Goudey
2021-08-30Add a new (failing) test and some commentsHans Goudey
2021-08-30Add name to variable outputs from functionsHans Goudey
2021-08-30Add TODO commentHans Goudey
2021-08-30Fix infinite loopHans Goudey
2021-08-30Fixes for network traversal, add commentsHans Goudey
2021-08-30Cleanup: Make construction of function fields easier to readHans Goudey
2021-08-30Merge branch 'temp-geometry-nodes-fields' into ↵Hans Goudey
temp-geometry-nodes-fields--fields
2021-08-30Merge branch 'master' into temp-geometry-nodes-fieldsHans Goudey
2021-08-30Cleanup: clang-tidyJacques Lucke
readability-named-parameter
2021-08-30Nodes: add more flexible method to declare sockets of a nodeJacques Lucke
Previously, built-in nodes had to implement "socket templates" (`bNodeSocketTemplate`) to tell Blender which sockets they have. It was nice that this was declarative, but this approach was way too rigid and was cumbersome to use in many cases. This commit starts to move us away from this rigid structure by letting nodes implement a function that declares the sockets the node has. Right now this is used as a direct replacement of the "socket template" approach to keep the refactor smaller. It's just a bit easier to read and write. In the future we want to support more complex features like dynamic numbers of sockets and type inferencing. Those features will be easier to build on this new approach. This new approach can live side by side with `bNodeSocketTemplate` for a while. That makes it easier to update nodes one by one. Note: In `bNodeSocketTemplate` socket identifiers were made unique automatically. In this new approach, one has to specify unique identifiers manually (unless the name is unique already). Differential Revision: https://developer.blender.org/D12335
2021-08-30Fix T91056: GPencil merge layers doesn't preseve Keyframe type.Antonio Vazquez
Now if the frame does not exist in destination layer, the frame type of merge layer is used. For existing frames in destination layer, the existing type is not changed.
2021-08-30Fix T90742: Gpencil ghost point on selectionHenrik Dick
Reviewed By: fclem, filedescriptor Maniphest Tasks: T90742 Differential Revision: https://developer.blender.org/D12259
2021-08-30Docs: retitle 'GPU Shader Module' to 'GPU Module'Germano Cavalcante
We already have a module for GPU Shader (`gpu.shader`). So, remove the name "Shader" from the title to avoid confusion.
2021-08-30Geometry Nodes: Curve Fill NodeErik Abrahamsson
This node takes a curve geometry input and creates a filled mesh at Z=0 using a constrained Delaunay triangulation algorithm. Because of the choice of algorithm, the results should be higher quality than the filling for 2D curve objects. This commit adds an initial fairly simple version of the node, but more features may be added in the future, like transferring attributes when necessary, or an index attribute input to break up the calculations into smaller chunks to improve performance. Differential Revision: https://developer.blender.org/D11846
2021-08-30Cleanup: Add comment about suspicious O(n^3) loopHans Goudey
2021-08-30Geometry Nodes: Enhance the cube mesh primitive as a cuboidRajesh Advani
This mesh primitive enhances the Cube mesh primitive and allows the creation of a cuboid with a configurable size and number of vertices in all 3 directions. The Cube primitive is now similar to the Grid primitive except that it works in 3 dimensions. Previously it was possible to create a cube and scale it arbitrarily along each axis. You could also subdivide the mesh, but the number of subdivisions was equal along all axes. This meant that making the basic frame for something like modular buildings wasn't trivial. Inspired by tutorials and files for modular building creation. The cuboid is created as a `Mesh` so that large meshes with millions of faces are created quickly. Though edge calculation could be faster if implemented here, edges are calculated using `BKE_mesh_calc_edges` to reduce complexity, and in hopes that they may be calculated lazily for `Mesh` in the future like vertex normals. See the differential revision for more information. Differential Revision: https://developer.blender.org/D11810
2021-08-30Geometry Nodes: Allow for one vertex in grid nodeMattias Fredriksson
This commit allows setting the number of vertices in either direction to 1, so that the primitive grid node will create a line instead of a grid. To avoid confusion the soft limits of the input sockets are not changed, so this is purely an increase in flexibility for when it is helpful. Differential Revision: https://developer.blender.org/D11772
2021-08-30Fix: Circle mesh primitive outer edges do not renderMattias Fredriksson
The outer edges created om the circle mesh primitive node weren't marked with the flags that makes them show in wireframe mode. Differential Revision: https://developer.blender.org/D12152
2021-08-29Refactor procedure building to add proper destructs, to use stacksHans Goudey
This still doesn't really work, but it solves a fundamental problem with the order I was adding destruct calls for intermediate values. The current problem is that the variables that a function depends on (its inputs) are not added first, so basically a problem with the traversal of the field network.
2021-08-29show procedure parameters in dot graphJacques Lucke
2021-08-29move dot graph generation into utility classJacques Lucke
2021-08-29slightly improve readability of dot exportJacques Lucke
2021-08-29Cleanup: Rename variablesHans Goudey
2021-08-29Add commentHans Goudey
2021-08-29Add another test, add TODO commentsHans Goudey
2021-08-29Fix BLI_strncpy_wchar_from_utf8 result on WindowsCampbell Barton
This function was documented to return the length but returned an error value for WIN32. While this doesn't cause any bugs at the moment, it could cause problems in the future. Oversight in 5496d8cd361385268316f91afa150e69b5345ab0.
2021-08-29Don't destruct reused inputs after a function callHans Goudey
2021-08-28UI: Timecodes: Rename "No TC in use" to "None"Aaron Carlisle
Differential Revision: https://developer.blender.org/D12296
2021-08-28Fix problem building variables for function inutsHans Goudey
2021-08-28BLI_string_utf8: add buffer size arg to BLI_str_utf8_from_unicodeCampbell Barton
Besides helping to avoid buffer overflow errors this reduces complexity of BLI_str_utf32_as_utf8 which needed a special loop for the last 6 characters to avoid writing past the buffer bounds. Also add BLI_str_utf8_from_unicode_len which only returns the length.
2021-08-28Fix error scaling thumbnails to zero dimensionsCampbell Barton
Follow up to fix for T89868.
2021-08-28BLF: remove checks for blend file relative pathsCampbell Barton
This was added in b24712a9ca6fa807660a02d6988269748daecdbf but is no longer needed as of efc129bc827558e55cf4619b8e2ca502342338f3. Further, this wasn't reliable as it could fail on linked library data which has a different base directory. Assert when blend file relative paths are passed to BLF (matching imbuf file loading).
2021-08-28Add a slightly more complicated testHans Goudey
This one doesn't pass, I'll need to debug it
2021-08-28Add another very simple passing testHans Goudey
2021-08-28Complete handling of field network inputsHans Goudey
2021-08-28Add short commentHans Goudey
2021-08-27Add FieldInput for input virtual arraysHans Goudey
2021-08-27Merge branch 'temp-geometry-nodes-fields' into ↵Hans Goudey
temp-geometry-nodes-fields--fields
2021-08-27Merge branch 'master' into temp-geometry-nodes-fieldsHans Goudey
2021-08-27Cleanup: Remove redundant null checkHans Goudey
2021-08-27Fix failing alembic test after IDProperty UI data refactorHans Goudey
The default float IDProperty min value rB8b9a3b94fc148d19 for when there is no UI data was FLT_MIN instead of -FLT_MAX, which meant that animated custom property values couldn't be less than zero unless they had their UI data values edited previously. That's a mistake I won't make again! Also change the int minimums from -INT_MAX to INT_MIN to sanitize the whole situation.
2021-08-27UI: Reduce Node Contents Jiggling When MovedHarley Acheson
This patch just clamps and rounds node contents and socket locations so they don't appear to jiggle around when you move them. This issue happens because node sizing and positioning are in floats while text content must be pixel-aligned. See D11684 for more details and comparisons. Differential Revision: https://developer.blender.org/D11684 Reviewed by Julian Eisel
2021-08-27UI: Fix summary overlay wrong range and overlap in DopesheetPablo Vazquez
The overlay was drawn twice on top of each other making it hard to see, hard to theme, and making it more prominent in the wrong areas (before frame 0, not even start frame). The comment in the code was also wrong since it said "frame one" but it was 0. Checked with the Animation module team that it's better to use start/end frame range instead of frame 0. There is a TODO note to de-duplicate this section eventually so I left it there. This fix is currently done for Grease Pencil and Mask modes, but it should also be fixed for the regular Dopesheet mode (in line 244 if anyone wants to do it).