Age | Commit message (Collapse) | Author |
|
|
|
Also fixed T75162
|
|
It's possible create a stroke with 0 points using python
|
|
|
|
Although indicated, the `rna_Object_active_vertex_group_set`
function was missing.
|
|
|
|
Removing the GHOST_kKeyUnknown check from processKeyEvent() produces
epeated unknown key events whenever a modifier key is held down, due
to the way ghost uses GHOST_kKeyUnknown as a filter value for modifier
key events.
Differential Revision: https://developer.blender.org/D7257
|
|
Result of poor shader pre-processing on Intel HD 4000 drivers
|
|
|
|
|
|
|
|
Differential Revision: https://developer.blender.org/D7250
|
|
This commit introduces a new mode for calculating the positions and
weights of the IK segments in the Pose Brush based on the Face Sets.
The first segment of the chain will always include all face sets inside
the brush radius and it will propagate until the boundary of the last
face sets added in the flood fill. Then consecutive connected face sets
are added to the chain until the chain length limit is reached or all
face sets of the mesh are already part of the chain.
This feature enables complete control over the pose brush origins in
case that is needed. Also, with this mode, the user can have a library
of base meshes with face sets already configured to get to the initial
pose as fast as possible.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7235
|
|
This makes more clear what this automasking operation does and helps to differenciate it from the future face sets boundary automasking.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7185
|
|
Previously, all vertices inside the brush radius were taken into account
equally when calculating the sculpt normal and area. This was causing
artifacts and unpredictable results with large brushes or meshes with
curvatures, as the strongest deformation point of all brushes is usually
in the center. By weighting the vertex normal and position towards the
center when sampling, all brushes should now behave in a more
predictable way in non-uniform surfaces.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6989
|
|
Last time I checked Face Sets were preserved in a more or less
predictable way when modifying the mesh with dyntopo. As it looks that
in some problems this may cause bugs and you can't see or use face sets
when modifying the topology of the mesh whith dyntopo active, it is
probably better to reset them when going from dyntopo to mesh. This way
you know that you are always going to get a predictable face sets state.
Reviewed By: jbakker
Maniphest Tasks: T74637
Differential Revision: https://developer.blender.org/D7099
|
|
|
|
This is annoying when one want to use system python and hence disables
the `WITH_PYTHON_INSTALL` options...
|
|
Update for D3078, I think it should be fixed
Benefits:
- after installing python 3.7 with `./build_files/build_environment/install_deps.sh`, user will be able to run `make bpy` without linking error:
- https://blender.stackexchange.com/questions/102933/a-working-guidance-for-building-blender-as-bpy-python-module
- https://stackoverflow.com/questions/36779834/compiling-blender-bpy-recompile-with-fpic
To prevent errors like `/opt/lib/python-3.7.4/bin/python3.7: error while loading shared libraries: libpython3.7m.so.1.0: cannot open shared object file: No such file or directory`, add python .so lib to ldconfig
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7177
|
|
Differential Revision: https://developer.blender.org/D7253
|
|
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D7227
|
|
|
|
|
|
|
|
This is now replaced by draw engine and annotations don't use fill.
|
|
This is not dependent on having an armature as mentioned in T75111.
The collider simply has to be animated.
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D7251
|
|
This commit aims to add functionality to the surface deform modifier that
gives more control and allows it to work better with the modifier stack.
* Maintains compatibility with older files. The default settings keep it
so that the whole object is bound and vertex coordinates get overwritten
as the modifier currently does.
* Turns the deformations from an absolute vertex coordinate overwrite into
an additive offset from the vertex location before the modifier to the
resulting bound deformation. This gives the ability to control the
strength of the deformation and mix the deformation of the modifier
with the modifier stack that comes before it.
* Also adds in a vertex group with the invert option. This is applied after
the bind deformation is added. So the whole object is still bound to target,
and the vertex group filters afterwards what parts get affected.
I experimented with a version to only binds the geometry weighted to the
vertex group, but that would break compatibility with old files.
I may bring it in later as a separate option/mode for the surface deform.
With several fixes from @mont29.
Reviewed By: mont29
Differencial Revision: https://developer.blender.org/D6894
|
|
|
|
|
|
This parameter was used in previous version and must be removed from UI panel.
|
|
Might have happened when Apply Base is used in sculpt mode.
In practice this probably was fine, since the operator tags object
for update, so the pointers will be restored back to what they should
be.
|
|
vertex groups.
This commit gives the solidify modifier the ability to assign the newly created shell
and rim geometries to selected vertex groups. This expands the procedural control over
the modifier stack by letting users apply modifiers to the shell geometry without affecting
the original geometry.
This will be especially helpful for NPR users that use solidify to create backface
culling lines on their characters giving them the ability to add displace noise
and other effects.
Differential Revision: https://developer.blender.org/D6903
|
|
This commit adds the option to use armature bones for the From and To targets
when using armature objects.
The changes are based on the UV Warp modifier.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6820
|
|
|
|
Leftover from rB3b59c111821b.
|
|
Problem is that the RenderEngines will change the RenderData cfra when
rendering (when time remapping is used -- at least workbench/eevee/
gpencil do a combination of BKE_scene_frame_get() plus
RE_GetCameraWindow() which alters the RenderData cfra).
Later on in the pipeline, the Compositor will use this RenderData cfra
to determine the output file name for the FileOutput node. (In contrast
to this, the 'regular' Output will use the Scene's RenderData -- not the
Render's -- cfra [which hasnt been altered])
It is not entirely clear why RE_GetCameraWindow was setting the cfra on
the Render, but it appears to be legacy OGL rendering related and is not
needed anymore.
Removing this will keep the cfra as needed for the Compositor FileOutput
node.
|
|
Caused by rBedb3b7a323a1.
Using evaluate_fcurve_only_curve actually causes quite a bit of slowdown
[6x] compared to bezier forward differencing [which was used prior to
rBedb3b7a323a1]. But full fcurve evaluation is desired with Dynamic
Interpolation Effects [Back/Elastic] since their min/max will not be
captured with forward differencing.
So now gain back speed [using bezier forward differencing] and only do
the full fcurve evaluation for dynamic interpolation effects.
Maniphest Tasks: T74927
Differential Revision: https://developer.blender.org/D7196
|
|
operator cancelled.
Lots of operators return OPERATOR_CANCELLED when no data really changed.
Reports from those operators do not show immediately in the Info Editor
[they only do if the operator returns OPERATOR_FINISHED].
Now also notify the Info Editor in case of OPERATOR_CANCELLED.
Maniphest Tasks: T58439
Differential Revision: https://developer.blender.org/D7238
|
|
- Use addon keyconfig for registered tools so reloading the keymap
doesn't clear them.
- Ensure there is a default keymap, needed for addon keymaps
to be available in the user keyconfig.
|
|
|
|
|
|
|
|
|
|
Rename:
- WM_modalkeymap_add to WM_modalkeymap_ensure
- WM_modalkeymap_get to WM_modalkeymap_find
|
|
Also rename START to BEGIN (matching BEGIN/END for most iterator macros).
|
|
Also use sculpt prefix for SCULPT_CLAY_STABILIZER_LEN.
|
|
Differential Revision: https://developer.blender.org/D7171
|
|
Differential Revision: https://developer.blender.org/D7172
|
|
Differential Revision: https://developer.blender.org/D7223
|
|
Differential Revision: https://developer.blender.org/D7212
|