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2021-07-24Merge branch 'master' into node-group-single-socket-nodesLukas Tönne
2021-07-22VSE: Speed Effect layout updatesGermano Cavalcante
**Changes:** - New enums correspond to 4 modes: `Stretch`, `Multiply`, `Frame Number` and `Length`. - "`Multiply Factor`" has been removed; - Value corresponding to "`use as speed`" enabled is now the value appended to the `Multiply` enum; - Value corresponding to "`use as speed`" disabled is now the value appended to the `Frame Number` enum; - Value corresponding to "`Scale to Length`" enabled is now the value appended to the `Length` enum; - Except `Stretch` each mode has now its respective control values. Differential Revision: https://developer.blender.org/D11856
2021-07-22Geometry Nodes: Set Bezier Handle Type NodeJohnny Matthews
This node takes a curve and a point selection and allows you to set the specified (or all) points left/right or both handles to a given type. Differential Revision: https://developer.blender.org/D11992
2021-07-20Speedup rigid body "Copy from Active" operatorJagannadhan Ravi
If there were lots of selected objects without an existing rigid body, we would add rigid bodies to them one by one. This would be slow in python, now we instead do this as a batch operation in C. On my (Intel) MacBook it used to take 60 seconds and with this change it takes about 0.3 seconds. Reviewed By: Sebastian Parborg Differential Revision: http://developer.blender.org/D11957
2021-07-20Fix T89982: Geometry Nodes: 'New' Button tries to create node_tree on active ↵Philipp Oeser
modifier, rather than button context When done from the Properties Editor, the context's modifier should be used (this is where the button is located), when done from elsewhere, the active modifier is still the way to go (since the context modifier is not available then) Maniphest Tasks: T89982 Differential Revision: https://developer.blender.org/D11972
2021-07-20LineArt: UI cleanups.YimingWu
Wording on the UI, slider consistency and material mask switches layout. Reviewed By: Sebastian Parborg (zeddb) Differential Revision: http://developer.blender.org/D11839
2021-07-19Cleanup: remove unused pathlib importCampbell Barton
2021-07-18Geometry Nodes: Curve Trim NodeAngus Stanton
This node implements shortening each spline in the curve based on either a length from the start of each spline, or a factor of the total length of each spline, similar to the "Start & End Mapping" panel of curve properties. For Bezier curves, the first and last control points are adjusted to maintain the shape of the curve, but NURB splines are currently implicitly converted to poly splines. The node is implemented to avoid copying where possible, so it outputs a changed version of the input curve rather than a new one. Differential Revision: https://developer.blender.org/D11901
2021-07-16VSE: Fix multicam splitting all selected stripsRichard Antalik
`split_multicam` used split operator, where if more strips than multicam were selected, all would be split, which is undesirable. Add `Sequence.split()` RNA API function. to split individual strips. Function accepts `frame` and `split_method arguments`. Returns right strip after splitting. In case when strip being split have effects, these will be split too, so no invalid state should be created. Selection is not handled, this is by design up to user. Reviewed By: sergey Differential Revision: https://developer.blender.org/D11926
2021-07-16Rename UI error message on attributes panel for name collisionsDalai Felinto
* Name Collisions > Name collisions * Info icon > Error icon
2021-07-16Merge branch 'master' into node-group-single-socket-nodesLukas Tönne
2021-07-15UI: Support UI list tooltips, defined via Python scriptsJulian Eisel
Makes it possible to create tooltips for UI list rows, which can be filled in .py scripts, similar to how they can extend other menus. This is used by the (to be committed) Pose Library add-on to display pose operations (selecting bones of a pose, blending a pose, etc). It's important that the Python scripts check if the UI list is the correct one by checking the list ID. For this to work, a new `bpy.context.ui_list` can be checked. For example, the Pose Library add-on does the following check: ``` def is_pose_asset_view() -> bool: # Important: Must check context first, or the menu is added for every kind of list. list = getattr(context, "ui_list", None) if not list or list.bl_idname != "UI_UL_asset_view" or list.list_id != "pose_assets": return False if not context.asset_handle: return False return True ```
2021-07-15Assets: Open Blend File operatorSybren A. Stüvel
Add operator 'Open Blend File' to the Asset Browser. This operator: - starts a new Blender process, - opens the blend file containing the asset, - monitors the new Blender process, and when it stops, - reloads the assets to show any changes made.
2021-07-15Assets: Show asset path in asset browser sidebarJulian Eisel
It's useful to know where an asset is stored in, before this there was no way to tell this. This could probably be displayed nicer in the UI but we're currently unsure how. But at least the information is there now.
2021-07-15Cleanup: ensure one newline at end of file, strip trailing spaceCampbell Barton
2021-07-13Refactor: Move vertex group names to object dataHans Goudey
This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
2021-07-12Geometry Nodes: Curve Primitive QuadrilateralJohnny Matthews
This commit adds a curve primitive node for creating squares, rectangles, trapezoids, kites, and parallelograms. It also includes a mode where the four points are just vector inputs. Differential Revision: https://developer.blender.org/D11665
2021-07-10UI: Clip: Fix checkbox wrongly greying out entire columnAaron Carlisle
The Pattern and Search display options in the Clip Editor display settings are independent and should not be grayed out since those options remain relevant even with path display turned off. Alternative solution were propoesed in D11630 and D11715 but each of those patches had downsides. This solution is the simplest and does not break muscle memory.
2021-07-09Show group output nodes with all sockets.Lukas Tönne
2021-07-09Merge branch 'master' into node-group-single-socket-nodesLukas Tönne
2021-07-09Tracking: Fix "Lock to Selection" option from header causing jumpSergey Sharybin
This change makes the behavior consistent between shortcut and option from space clip's header. The only caveat is that the "Lock to Selection" is removed from the Display popover. This is because it is rather hard to make operator to render same as regular checkbox. However, shouldn't be a problem because the setting in popover was redundant. Differential Revision: https://developer.blender.org/D10423
2021-07-09Merge branch 'master' into node-group-single-socket-nodesLukas Tönne
2021-07-09Nodes: Moved group interface panel code to python.Lukas Tönne
The node group interface panels were still implemented in C. Now they ported over to python for easier maintenance. Differential Revision: https://developer.blender.org/D11834
2021-07-09Make Single User: support object data animationPhilipp Oeser
In addition to _object_ animation, now _object data_ (mesh, curve, ...) animation can now be made single user as well. This came up in T89369 and while it is possible to do this via the Outliner [where all actions have to be selected individually], this seems to be more convenient to be done from the 3DView. note: usercount of the action is checked now, if it single-user already, no copy takes place (same thing could/should be done for single_object_action_users as well). note2: obdata is made single user as well (otherwise duplicated actions will be assigned to the same shared obdata - which does not result in unique animadata which is what we are after here) ref. T89369 Maniphest Tasks: T89369 Differential Revision: https://developer.blender.org/D11683
2021-07-08Single-socket input/output nodes in node groups.Lukas Tönne
Changes the default group input/output nodes in groups to show only a single socket. This is more convenient for keeping connections short and put parameters closer to where they are used inside a group. For input nodes this is purely a UI feature: they can already be duplicated and unused sockets can be hidden (ctrl+h). The patch only makes this the default setup of input nodes by providing all inputs separately in the "Add Node" menu. For output nodes the situation requires some functional changes, because outputs have to be unique. The "virtual" extension socket on group input/output nodes is now disabled by default, since it adds a lot of visual noise without saving much work (see discussion in T68733). The feature can be enabled with a per-node flag. Todo: - [ ] Implement unique output handling across different node systems. Differential Revision: https://developer.blender.org/D11853
2021-07-08Add single-socket input/output nodes in groups.Lukas Tönne
2021-07-07Geometry Nodes: Rename nodes for clarity between mesh and curveHans Goudey
Rename the mesh circle to "Mesh Circle", mesh line to "Mesh Line", and mesh subdivide to "Mesh Subdivide". Previously they looked exactly the same in the search menu, and the nodes themselves had the same label. This is a "deep" rename that also renames internal defines and function names to match the UI.
2021-07-07Geometry Nodes: Curve Endpoints NodeAngus Stanton
This node is quite similar to the curve to points node, but creates points for only the start and end of each spline. This is a separate node because the sampling from the curve to points node don't apply, and just for ease of use. All attributes from the curves are copied, including the data for instancing: tangents, normals, and the derived rotations. One simple use case is to make round caps on curves by instancinghalves of a sphere on each end of the splines. Differential Revision: https://developer.blender.org/D11719
2021-07-07VSE: Use snapping settings for scrubbingRichard Antalik
Use "Snap Playhead to Strips" option to enable playhead snapping. Change behavior of CTRL key to invert snapping similar to transform operator. Currently this option is disabled by default. It makes editing quite unpleasant for me personally, but ideally I should gather feedback from more users. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D11745
2021-07-06Cleanup: pep8Campbell Barton
2021-07-05Geometry Nodes: Curve Primitive LineJohnny Matthews
This node creates a poly spline line in one of 2 modes: - Line between two points - Start Point, Direction, and Length Both modes create splines with only start and endpoints. A resample node can be used afterward to increase the point count. Differential Revision: https://developer.blender.org/D11769
2021-07-05Geometry Nodes: Add explicit Float to Int conversion nodeNikhil Shringarpurey
This patch adds a very simple node that explicitly converts a float to an int. While this may seem redundant, it would offer 2 benefits to the current requirement to use implicit float conversions: 1. It makes the node tree's intent more clear and self-documenting (especially if changes in the future require integer inputs). 2. It eliminates undefined behavior in current/future nodes from float inputs by guaranteeing that the input is an integer. The node offers a variety of rounding techniques to make it more flexible. Differential Revision: https://developer.blender.org/D11700
2021-07-05Cleanup: use 'use_' prefix for RNA booleansCampbell Barton
2021-07-05Geometry Nodes: new Viewer nodeJacques Lucke
This adds a viewer node similar to the one in the compositor. The icon in the headers of nodes is removed because it served the same purpose and is not necessary anymore. Node outputs can be connected to the active viewer using ctrl+shift+LMB, just like in the compositor. Right now this collides with the shortcut used in the node wrangler addon, which will be changed separately. As of now, the viewed geometry is only visible in the spreadsheet. Viewport visualization will be added separately. There are a couple of benefits of using a viewer node compared to the old approach with the icon in the node header: * Better support for nodes that have more than one geometry output. * It's more consistent with the compositor. * If attributes become decoupled from geometry in the future, the viewer can have a separate input for the attribute to visualize. * The viewer node could potentially have visualization settings. * Allows to keep "visualization points" around by having multiple viewer nodes. * Less visual clutter in node headers. Differential Revision: https://developer.blender.org/D11470
2021-07-02Copy Transforms: implement Remove Target Shear and more Mix options.Alexander Gavrilov
This constraint can be naturally viewed as a prototype for a future 4x4 matrix math node (or subset thereof), since its basic semantics already is matrix assignment. Thus it makes sense to add math options to this constraint to increase flexibility in the meantime. This patch adds support for several operations that would be useful: - An option to remove shear in the incoming target matrix. Shear is known to cause issues for various mathematical operations, so an option to remove it at key points is useful. Constraints based on Euler like Copy Rotation and Limit Rotation already have always enabled shear removal built in, because their math doesn't work correctly with shear. In the future node system shear removal would be a separate node (and currently Limit Rotation can be used as a Remove Shear constraint). However removing shear from the result of the target space conversion before mixing (similar to Copy Rotation) has to be built into Copy Transforms itself as an option. - More ways to combine the target and owner matrices. Similar to multiple Inherit Scale modes for parenting, there are multiple ways one may want to combine matrices based on context. This implements 3 variants for each of the Before/After modes (one of them already existing). - Full implements regular matrix multiplication as the most basic option. The downside is the risk of creating shear. - Aligned emulates the 'anti-shear' Aligned Inherit Scale mode, and basically uses Full for location, and Split for rotation/scale. (This choice already existed.) - Split Channels combines location, rotation and scale separately. Looking at D7547 there is demand for Split Channels in some cases, so I think it makes sense to include it in Copy Transforms too, so that the Mix menu items can be identical for it and the Action constraint. Differential Revision: https://developer.blender.org/D9469
2021-07-01VSE: Snapping feedbackRichard Antalik
Address initial feedback: - Use checkboxes instead of radio buttons - Hide snapping distance control from UI - Tweak snapping line color - use selected strip color, 50% transparency. Similar to other editors - Draw 2px thick line, since strip outline is also 2px thick Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D11759
2021-07-01Geometry Nodes: Curve Primitive CircleJohnny Matthews
This node has two modes: the first mode computes a circle from three locations and a resolution. The second takes radius and resolution. The first mode also outputs the center of the computed circle as a vector. Differential Revision: https://developer.blender.org/D11650
2021-06-30Geometry Nodes: Curve Primitive Bezier SegmentJohnny Matthews
Creates a Curve with 1 Bezier Spline from four positions (start, start handle, end handle, end) and a resolution. The handles are aligned and mirrored automatically. An "Offset" mode is also included to allow specifying the handles relative to the control points. The default settings recreate the existing default Bezier Curve in the 3D viewport add menu. Differential Revision: https://developer.blender.org/D11648
2021-06-30Geometry Nodes: Curve Primitive Quadratic Bezier SegmentJohnny Matthews
This patch is for a node that creates a poly spline from a 3 point quadratic Bezier. Resolution is also specified. Curve primitives design task: T89220 Differential Revision: https://developer.blender.org/D11649
2021-06-30Geometry Nodes: Curve Primitive SpiralJohnny Matthews
This node creates a curve spline and gives control for the number of rotations, the number of points per rotation, start and end radius, height, and direction. The "Reverse" input produces a visual change, it doesn't just change the order of the control points. Differential Revision: https://developer.blender.org/D11609
2021-06-30Geometry Nodes: Curve Primitive SpiralJohnny Matthews
This patch adds a Curve Primitives menu in Geometry nodes with an initial entry of a star primitive. The node is a basic star pattern node that outputs a poly spline. Options control the inner and outer radius, the number of points, and the twist of the valleys. Differential Revision: https://developer.blender.org/D11653
2021-06-29VSE: Improved SnappingRichard Antalik
Change snapping behavior to snap strip edges when they are close to snap point. Default behavior is, that each transformed strip is snapped to any other strip. Implement snapping controls in sequencer tool settings. These controls include: - Snapping on/off - Ability to snap to playhead and strip hold offset points - Filter snap points by excluding sound or muted strips - Control snapping distance Snapping controls are placed in timeline header similar to 3D viewport Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D11646
2021-06-29LineArt: Filtering intersection lines using mask numbersYimingWu
Mask value works just like transparency mask. You are able to select intersection lines inside a collection or, between collections. Reviewed By: Sebastian Parborg (zeddb) Differential Revision: https://developer.blender.org/D11309
2021-06-28Geometry Nodes: initial attribute list for meshesJacques Lucke
This adds a new Attributes panel in the mesh properties editor. It shows a list of all the generic attributes on the mesh. In the future, we want to show built-in and other attributes in the list as well. Related technical design tasks: T88460, T89054. There is also a new simple name collision check that warns the user when there are multiple attributes with the same name. This can be problematic when the attribute is supposed to be used in geometry nodes or during rendering. Differential Revision: https://developer.blender.org/D11276
2021-06-28Fix name of UI emboss RNA enum itemHans Goudey
This was a stupid mistake in my original commit that added this item. While this is an API breakage, the name is simply wrong, and it is only 6 months old, and slightly niche. Differential Revision: https://developer.blender.org/D11701
2021-06-28LineArt: Occlusion effectiveness supportYimingWu
This patch adds a function where you can specify occlusion effectiveness from 0 to 255 layers per face for a given mesh material. Reviewed By: Sebastian Parborg (zeddb) Ref D11308
2021-06-28UI: Hide collection tab when scene master collection is activeYimingWu
CollectionLineart does not care about the configurations in master collection. Other options are not applicaple for master collection as well. Hence hiding it. Reviewed by Dalai Felinto (dfelinto) Differential Revision: https://developer.blender.org/D11702
2021-06-28Outliner: View Layers filter for View Layer ModeDalai Felinto
This option allow users to see the view layer in context to the others. It is particularly useful to see which view layers have which collections enabled, and their render settings (holdout, ...). This option is off by default. Differential Revision: https://developer.blender.org/D11708
2021-06-25Spreadsheet: Dataset region for spreadsheet editorFabian Schempp
This patch adds a left aligned sidebar to the spreadsheet editor. This Sidebar can be used to navigate the geometry component types and attribute domains. It also provides a quick overview of domain sizes. It replaces the two dropdowns in the regions header. Next step will be to add the domain cycling shortcut using the CTRL + mouse wheel. Reviewer: Dalai Felinto (dfelinto), Julian Eisel (Severin), Hans Goudey (HooglyBoogly). Differential Revision: https://developer.blender.org/D11046
2021-06-23Voxel Remesher: Make smooth shading output automaticPablo Dobarro
Previously the smooth shading of the voxel remesher was controlled by a mesh property. With this change, the output will try to match the current shading of the object. This only takes into consideration the shading mode of the first polygon of the model, but it is probably what most users expect as it works as intended with the shade smooth/flat object mode options. Reviewed By: JulienKaspar, JacquesLucke Differential Revision: https://developer.blender.org/D11626