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2021-08-31Cleanup: Draw Manager remove do_color_management from drawing context.Jeroen Bakker
The do_color_management option was set, but never read.
2021-08-31Cleanup: Remove unused DRW_state_do_color_management.Jeroen Bakker
Function wasn't used since we migrated to the new color management pipeline. It is also not expected it would be needed in the current design.
2021-08-31Fix crash in recent commit.Jeroen Bakker
Crash introduced by {rB8e00db42961297facd521139762fe8c42042fc5c}, fixed with a null check. Object can be null.
2021-08-31Texture Paint: sync changing active texture in the Node Editor to thePhilipp Oeser
Image Editor When changing to another texture paint slot, the texture displayed in the viewport changes accordingly (as well as the image displayed in the Image Editor). When changing the active texture in the Node Editor though, only the texture displayed in the viewport changes. This was mentioned in T88788 and I am not 100% sure this is desired in all scenarios (or at all), it should be seen in tandem of D11497. This change makes it so that the Image Editor changes to the image we changed to in the Node Editor (keeping them in sync). If this is not desired in all cases, this could be made an option. ref T88788 ref D11496 ref D11497 Maniphest Tasks: T88788 Differential Revision: https://developer.blender.org/D11498
2021-08-31Texture Paint: sync changing active texture in the node editor to thePhilipp Oeser
active paint slot When changing to another texture paint slot, the texture displayed in the viewport changes accordingly (as well as the image displayed in the Image Editor). When changing the active texture in the Node Editor though, only the texture displayed in the viewport changes. This _can_ be confusing because you can end up painting on a texture that you are not looking at in the viewport (so you dont have any feedback whatsoever). Not 100% sure this is desired in all scenarios, but this change makes it so that the active paint slot changes to the one that uses the texture we chaged to in the Node Editor (keeping them in sync). If this is not desired in all cases, this could be made an option. ref T88788 ref D11496 Maniphest Tasks: T88788 Differential Revision: https://developer.blender.org/D11497
2021-08-31Fix missing render result when using region renderSergey Sharybin
Caused by lazy allocation of passes.
2021-08-31Fix T91060: GPencil Time Offset Modifier breaks evaluation timePhilipp Oeser
Caused by {rBf3bf87e5887c}. When using a GPencil Time Offset Modifier, the bGPDlayer>actframe can be NULL. This can be determined though, but above optimization commit skipped getting the active frame in this case entirely (with the intention to only get it if framenumbers did not match). Now also call BKE_gpencil_layer_frame_get() if actframe is NULL in order to fetch a valid one if present. Maniphest Tasks: T91060 Differential Revision: https://developer.blender.org/D12355
2021-08-31Fix possible wrongly highlighted tilesSergey Sharybin
Run into it when was re-working tiles in the Cycles X project. Make sure the storage of highlighted tiles is emptied when the render is finished or cancelled). The error is only possible to happen if the engine did not do something correct, but is still good to deal with such situations more gracefully.
2021-08-31Fix AssetBrowser UI errorsPhilipp Oeser
Steps to reproduce: - enable Extended Asset Browser - open a regular File Browser gives: "rna_uiItemR: property not found: FileSelectParams.asset_category" Now do proper poll. Differential Revision: https://developer.blender.org/D12350
2021-08-31Cleanup: remove unnecessary obedit argument from ED_space_image_setCampbell Barton
This was left over from when changing the image set the faces texture.
2021-08-31Fix: Weightpaint overlay not visible when display type wire/boundbox.Jeroen Bakker
When the object display type was set to wireframe or boundbox the depth buffer wasn't updated resulting in not visible weightpaint overlay. Thanks to Demeter Dzadik for mentioning it.
2021-08-31Measure tool: Add support to restrict dimension to one axisEric Abrahamsson
Support axis constraints for the measure tool. Press X, Y or Z to restrict the dimension to that axis, it's also possible to toggle between orientations matching transform. Reviewed By: campbellbarton Ref D10872
2021-08-31Transform: avoid passing the context to extended orientation functionsCampbell Barton
This makes it possible to calculate orientation from functions that don't have the context.
2021-08-31Cleanup: Use C style comments for descriptive textCampbell Barton
2021-08-31Fix T91054: List of strings custom property cannot be editedHans Goudey
This commit fixes editing the value of a list of strings custom property with the "Custom Property Edit" operator. This sort of custom property isn't very well supported in general, but editing the values should work properly anyway. Differential Revision: https://developer.blender.org/D12348
2021-08-31Cleanup: add CTX_data_pointer_set_ptr & CTX_data_list_add_ptrCampbell Barton
Many callers expanded a PointerRNA argument, so add a version of these functions that takes a PointerRNA.
2021-08-31Fix assigning shortcuts that include array indicesCampbell Barton
Assigning a shortcut to bone layers for example, raised a Python exception when used.
2021-08-31Fix T90723: User menus & shortcuts fails for sequences, bones & NLACampbell Barton
Use context members instead of not working well or failing due to: - Missing "path" functions (in the case of edit-bones). - Paths containing names (in the case of sequence-strips or pose-bones). While technically correct it's not useful for shortcuts or menu items to lookup data by name.
2021-08-31Fix logical error resolving RNA pathsCampbell Barton
Only append RNA_path_from_ID_to_struct to context attributes if those paths resolve to ID types. Also simplify creating RNA paths by adding utility functions: - WM_context_path_resolve_property_full - WM_context_path_resolve_full Part of fix for T90723.
2021-08-31Context: add "active_nla_track" & "active_nla_strip" context membersCampbell Barton
Selection was already accessible but not active. Add utility functions: - ANIM_nla_context_track to access the active track, following the convention of ANIM_nla_context_strip. - ANIM_nla_context_*_ptr versions of these functions, needed to for creating context members to access the ID pointer. Part of fix for T90723.
2021-08-31Fix 'WM_window_find_under_cursor'Germano Cavalcante
This function was not working if the window is partially out of screen space.
2021-08-31Fix T90988: Incorrect speed effect strip mathRichard Antalik
Math implemented in 929d7597b345 was incorrect, but also inconsistent with previous behavior. `SEQ_SPEED_STRETCH` should change length only when right handle is moved. This is now documented in code.
2021-08-31Fix VSE move_to_meta function moving meta stripRichard Antalik
API function `move_to_meta` should move strips without changing context data like `MetaStack` that tells UI which meta strip should be displayed and operated upon. `SEQ_time_update_sequence` relied on `MetaStack` to update meta strip content length. Instead of changing function `SEQ_time_update_sequence`, use function `SEQ_time_update_meta_strip_range` directly. This is because caller would have to be aware of parent meta strip that needs update anyway.
2021-08-31PyDoc: Fix compliation warningAaron Carlisle
2021-08-31PyDoc: Fix compilation after recent contex_member additionAaron Carlisle
Fixes missing change needed for rB0a8f53a7b847d9c8bdcefc025de70fd2608012b7
2021-08-31Cleanup: sequencer operatorsCampbell Barton
- Use name 'strip' instead of 's' - Assign a variable to 'scene' instead of accessing from context. - Avoid temporary variable for swapping values.
2021-08-31Cleanup: use new active_sequence_strip context attributeCampbell Barton
2021-08-31Context: add "active_sequence_strip" context memberPhilipp Oeser
This is an alternative to context.scene.sequence_editor.active_strip which could be verbose, especially with additional None checks. Part of fix for T90723, extracted from D12297.
2021-08-30Docs: GPU Shader: improvementsGermano Cavalcante
Changes: - line break - enum highlighting - better description
2021-08-30Fix: add virtual destructor to base classJacques Lucke
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
2021-08-29Fix 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.
2021-08-28UI: Timecodes: Rename "No TC in use" to "None"Aaron Carlisle
Differential Revision: https://developer.blender.org/D12296
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).
2021-08-27Cleanup: 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).
2021-08-27Refactor IDProperty UI data storageHans Goudey
The storage of IDProperty UI data (min, max, default value, etc) is quite complicated. For every property, retrieving a single one of these values involves three string lookups. First for the "_RNA_UI" group property, then another for a group with the property's name, then for the data value name. Not only is this inefficient, it's hard to reason about, unintuitive, and not at all self-explanatory. This commit replaces that system with a UI data struct directly in the IDProperty. If it's not used, the only cost is of a NULL pointer. Beyond storing the description, name, and RNA subtype, derived structs are used to store type specific UI data like min and max. Note that this means that addons using (abusing) the `_RNA_UI` custom property will have to be changed. A few places in the addons repository will be changed after this commit with D9919. **Before** Before, first the _RNA_UI subgroup is retrieved the _RNA_UI group, then the subgroup for the original property, then specific UI data is accessed like any other IDProperty. ``` prop = rna_idprop_ui_prop_get(idproperties_owner, "prop_name", create=True) prop["min"] = 1.0 ``` **After** After, the `id_properties_ui` function for RNA structs returns a python object specifically for managing an IDProperty's UI data. ``` ui_data = idproperties_owner.id_properties_ui("prop_name") ui_data.update(min=1.0) ``` In addition to `update`, there are now other functions: - `as_dict`: Returns a dictionary of the property's UI data. - `clear`: Removes the property's UI data. - `update_from`: Copy UI data between properties, even if they have different owners. Differential Revision: https://developer.blender.org/D9697