Age | Commit message (Collapse) | Author |
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It is broken and doesn't do anything yet
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The separator can be added directly in the enum items rather than in
a callback.
Differential Revision: https://developer.blender.org/D10806
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This makes the buttons drawn on nodes for unconnected string and color
sockets draw with the correct 40% ratio for the label split rather than
the old 50% ratio not used elsewhere in Blender anymore. The benefit is
a cleaner look, because the button edges line up better with others, and
a bit more space to type in attribute names.
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rBa8a92cd15a52 was adding external libraries includes to `INC`, which is
reserved to internal project includes.
`INC` does not allow duplicates, and when using system libs both PugiXML
and Haru headers are under the same path.
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Viewlayer view.
Probably lost at some point in recent refactor moving the whole tree
building towards a more modular, C++ code.
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We would not add the "object line art" enum to the operator enum list,
if there were no active object in the scene.
This would make it impossible to call this operator from python code as
the enum would we hidden when we were not in a viewport context.
Always make the operator available, having no active object is not a
strict requirement for the operator to work, so expose it always.
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Without `calc_object_remap` turned off in the conversion to and from
BMesh for the primitive nodes, the `CD_ORIGINDEX` custom data layer
has incorrect values. By using a different function to do the conversions,
we can avoid this problem.
Thanks to Jacques for finding the fix here.
Differential Revision: https://developer.blender.org/D10805
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This error was produced because now it is possible to have several Lattice modifiers and the Bake was removing the lattice data of all modifiers.
Now the data is only recalculated and removed for the current modifier.
Also some cleanup of comments.
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This patch adds support to export and import grease pencil in several formats.
Inlude:
* Export SVG
* Export PDF (always from camera view)
* Import SVG
The import and export only support solid colors and not gradients or textures.
Requires libharu and pugixml.
For importing SVG, the NanoSVG lib is used, but this does not require installation (just a .h file embedded in the project folder)
Example of PDF export: https://youtu.be/BMm0KeMJsI4
Reviewed By: #grease_pencil, HooglyBoogly
Maniphest Tasks: T83190, T79875, T83191, T83192
Differential Revision: https://developer.blender.org/D10482
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Added a condition to the poll so that it ignores drag and drop on the button. The Paste Name operator is just not implemented. Doesn't work for shading nodes either.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10769
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Add missing call to ED_node_tag_update_nodetree which solves the missing update on initial drag.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10769
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Regroup ID type indices by categories, and add some comments about
reasoning of current order.
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Move Palettes type with other weird, not-really-data ID types (like
PaintCurves and Brushes), higher in the process.
Those preset-like types may use a lot of other ID types, but should only
be used by UI-related (and Scene, for tool settings) types.
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Move shape keys type just after all obdata types, since they are some
sort of sub-geometry data.
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Move Font type toward the end of the list, this is a file-wrapper type
with typically no dependency to any other ID.
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Move Texts type toward the end of the list, this is a file-wrapper type
with typically no dependency to any other ID.
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Move Sound type toward the end of the list, this is a file-wrapper type
with typically no dependency to any other ID.
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Move World type with the other shading types.
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Move LineStyles (Freestyle) type with the rest of the shading types.
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Move Particles next to the other physics/simulation types, after obdata
types.
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Move them with the rest of the simulation types.
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Move them with the other shading/image types, just before Images.
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Move Brushes type with other weird, not-really-data ID types (like
Palette and Brushes), higher in the process.
Those preset-like types may use a lot of other ID types, but should only
be used by UI-related (and Scene, for tool settings) types.
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Move PaintCurve type with other weird, not-really-data ID types (like
Palette and Brushes), higher in the process.
Those preset-like types may use a lot of other ID types, but should only
be used by UI-related (and Scene, for tool settings) types.
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Move Screen data type higher in the list, just after the other
UI-related types, and before Scenes.
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Move it with the rest of the image/shading related types.
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This is a fairly low-level ID type, so it needs to be higher in the
list, for now put it just before the shading-related types.
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Move `OB_GR` processing just after scenes, and before objects.
This is much more sensible in general, and fixes glitches in auto-resync
process of library overrides in particular.
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The operator should not assume v3d is valid.
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Using the button context for operators is useful for other cases as well (where
the operator isn't the button operator itself). For example we'll need this for
the asset view UI template, where there will be additional operators that
should be able to act on button context.
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Currently the procedural will add an entry to the cache for every frame
even if the data only changes seldomly. This means that in some cases we
will have duplicate data accross frames.
The cached data is now stored separately from the time information, and
an index is used to retrieve it based on time. This decoupling allows
for multiple frames to point to the same data.
To check if two arrays are the same, we compute their keys using the
Alembic library's routines (which is based on murmur3), and tell the
cache to reuse the last data if the keys match.
This can drastically reduce memory usage at the cost of more processing
time, although processing time is only increased if the topology may
change.
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The attribute domain of old nodes should be set to `ATTR_DOMAIN_AUTO`.
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Differential Revision: https://developer.blender.org/D10802
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When using the compositor inlined static vectors could allocate
memory. This memory wasn't freed. This patch would make them inline
again.
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In order to update the BVH when only the transformations are changing,
we would tag the Object's Geometry as modified. However, when
displacement is used, and the vertices were not themselves modified,
this would cause us to redo the displacement on already displaced
vertices.
To fix this, use a specific update flag for detecting and notifying that
transformations were modified.
Regression caused by rBbbe6d44928235cd4a5cfbeaf1a1de78ed861bb92.
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Make sure we have valid links and link pointers using
'ntreeUpdateTree()'.
Maniphest Tasks: T86314
Differential Revision: https://developer.blender.org/D10793
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This was included for `FILE *` which isn't used in the header.
Ref D10799
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different orientation than set
The problem happened when the selection only allowed "single_islands"
(only vertices are selected, no edges or faces).
The result of `is_zero_v3(v->no)` was erroneously being compared to `0.0f`
This commit corrects the wrong condition and optimizes it by adding a
earlier return when the islands don't need to be calculated.
(It also improves the code's readability by joining some variables in the
`struct TransIslandData`).
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There isn't really a reason for not supporting it.
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