Age | Commit message (Collapse) | Author |
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Use bone rotation order to compute the baked rotation. This fixes a bug
introduced in rB0e85d701c654, where the object rotation order was
applied to the bone.
Maniphest Tasks: T88359, T86193
Reviewed By: sybren, GuiltyGhost, #animation_rigging
Differential Revision: https://developer.blender.org/D11282
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This node is similar to the Value and Vector node.
It just provides a way to use the same material in multiple nodes
without exposing it outside of a node group.
Differential Revision: https://developer.blender.org/D11305
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This adds a new Material Assign node. It can be used to change the
material used by an existing mesh or to assign a material to a mesh
that has been generated from scratch.
Differential Revision: https://developer.blender.org/D11155
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Without this, menu search prints many errors in some contexts.
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- Used try/except instead of a poll function.
- The error case referenced a non-existent error handling module.
Prefer poll functions over exception handling where possible,
also having an operators logic in a try block isn't good practice
as it can hide more serious errors in the code.
Note that duplicate pencil settings access should be moved into a
utility function. This can be part of a separate cleanup.
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Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D11249
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Collada shaders with black <specular> should import with Specular=0.
(A missing <specular> is the same as black.)
The general specular conversion is hard, but this case is common and easy.
Fixes the specular for all <constant>/<lambert> shaders, and <blinn>/<phong>
shaders with black/omitted <specular>. Before this they all looked too "shiny".
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10939
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context menu
Collection holdouts are now supported by eevee.
Maniphest Tasks: T87715
Differential Revision: https://developer.blender.org/D11233
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Now the operators work like other areas of Blender using the list of selected objects.
Also, the name has been changed to:
```Layers:
- Copy Layer to Selected
- Copy All Layers to Selected
Materials:
- Copy Material to Selected
- Copy All Materials to Selected```
Reviewed By: mendio, pablovazquez, pepeland
Differential Revision: https://developer.blender.org/D11216
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This is part of the process described in T80730.
The aim is to deprecate the bgl module.
Reviewed By: fclem, brecht, campbellbarton
Revision: D11147
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- Matches changes in Python 3.x dictionary methods.
- Iterating now raises a run-time error if the property-group changes
size during iteration.
- IDPropertyGroup.iteritems() has been removed.
- IDPropertyGroup View & Iterator types have been added.
- Some set functionality from dict_keys/values/items aren't yet
supported (isdisjoint method and boolean set style operations).
Proposed as part of T85675.
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An emission texture is currently connected to the Base Color socket. It should connect to the Emission socket, like a constant does.
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10990
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'Preferences' is the term used elsewhere in Blender so this commit makes
the option more consistent.
In the future, the "default" target could be changed to something more
descriptive.
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Remove the V key for switching to vertex mode in Weight Paint mode
as it caused a key-conflict.
Ref D11192
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This was only kept for compatibility with older add-ons and has been
deprecated since 2.83.
Ref T85675
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Port vector rotate node to geo attributes.
Request by @simonthommes
Reviewed By: simonthommes, HooglyBoogly
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Add translation/rotation/scale parameters for custom bones shapes. The
new scale is a 3D vector `custom_shape_scale_xyz`, and replaces the
`custom_shape_scale` float.
Reviewed By: #animation_rigging, sybren, zeddb
Differential Revision: https://developer.blender.org/D10974
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Better avoid units in name.
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Update the "current value" of the Shape Key blend amount when value is
not within the min/max range. New function `rna_ShapeKey_update_minmax`
used to update and clamp the current value.
Reviewed By: mano-wii, lichtwerk, #animation_rigging, sybren
Maniphest Tasks: T54339
Differential Revision: https://developer.blender.org/D11071
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The Cycle-Aware Keying option was added in 2.8 and is used
to allow keyframing over cyclic F-Curves without disturbing
the cycle (e.g. overwriting an end keyframe updates both ends).
This effect is not limited to auto keyframing and is applied
to any key insertion, but when the popovers were rearranged
it was put in the Auto-Keyframing related one for some reason.
This is misleading, especially since because of that the
option is incorrectly greyed out when auto keyframing is
disabled, so move it to the generic Keyframing popover.
Differential Revision: https://developer.blender.org/D11213
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This node generates a naturally parametarized (even length edge) poly
spline version of every spline in the input. There are two modes,
"Count", and "Length". These are similar to the same options for the
line primitive node in end points mode.
I implemented this instead of a "Sample Points" node, because for this
operation it's trivial to keep the result as a curve, which is nice
since it increases flexibility, and because it can make instancing
simpler, i.e. using the transforms of each evaluated point rather than
requiring the construction of a "rotation" attribute.
Differential Revision: https://developer.blender.org/D11173
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Now it's possible to append materials of one grease pencil object into another one. The operator allows active material or all materials.
Also, the Layer Copy To Object has been renamed to Layer Append to Object to keep consistency and now allows to append all layers at once.
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This adds `parallel_for` to the Attribute Curve Map node to improve performance.
Grain size set to 512.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11194
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This add the missing keymaps.
Requested by Jukien Kaspar.
Differential Revision: https://developer.blender.org/D11183
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This node has the same functionality as the color and vector curve
mapping nodes in the shader editor. Here is works on every value for
the selected attribute, and it can also output a float value. Other
than that, the implementation is quite straightforward-- almost
completely boilerplate code.
Differential Revision: https://developer.blender.org/D10921
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Also add explanation for non-obvious dummy key-map item.
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the mode
This option should always be available. Even if it does not affect the
current object depending on its mode, it affects the rest of the geometry
of the scene.
The rest of the options also work this way. For example, a grease pencil
object does not have face orientation, but the ovelay option is still
there for the rest of the scene.
Reviewed By: JulienKaspar, HooglyBoogly
Maniphest Tasks: T83398
Differential Revision: https://developer.blender.org/D10215
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Partial fix for T81751 which exposes multiple playback performance
issues. Previously the cache was limited to 30 frames, without a way to
increase the cache for smooth playback with files that are slow to load.
Now the animation plays back smoothly once loaded into cache.
The cache limit from the system preference is used
when the player is launched from Blender.
A new player argument `-c <cache_limit>` was added to support this.
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The `file.execute` operator would early-exit because the mouse wasn't hovering
the file list. Caused by 4ba9d7d71e8f.
Although simpler solutions would have been possible, I decided it's better to
split add a new operator for executing based on the mouse (for double-clicking
files), to separate that from the window level execute operator
(`file.execute`). This allows more control and we can get rid of the implicit
assumption that the keymap would call `file.select` on mouse-press, and
`file.execute` on double-click, for the double-click behavior to work. The cost
is that we execute the file selection & activation logic twice on the
double-click, but that shouldn't be an issue at all.
Also removes the `need_active` property from the `file.execute` operator.
That's ancient and wasn't implemented well anyway.
To be clear, reason this fixes the bug is that `file.execute` works entirely
with the `execute()` callback now and doesn't early-exit based on the mouse
position anymore.
Might trigger warnings about the `need_active` property not being found for
custom keymaps. These can be ignored and the property can safely be removed
from the keymap. I don't expect other keymap breakages.
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Match the output to the prefilled bug report script's output.
Make the output file self-contained.
Reviewed By: lichtwerk
Differential Revision: https://developer.blender.org/D11144
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Internally, when using Fill brush a dilate of the filled area was done, but this was hardcoded to 1 pixel.
In some situations, this was not enough, so now the value is accesible in the UI and can be set with different values.
Also, as this value is more used than `Leak Size`, the new Dilate is on Topbar, and Leak Size has been moved to Advanced panel.
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All changes:
* Include `file.pack_libraries` and `file.unpack_libraries` to the menu
[1].
* Rename "Pack Blender Libraries" → "Pack Linked Libraries" [2].
* Rename "Unpack Blender Libraries" → "Unpack Linked Libraries" [2].
* Rename "Pack All Into .blend" → "Pack Resources" [3]
* Rename "Unpack All Into Files" → "Unpack Resources" [3]
* Rename "☑ Automatically Pack Into .blend" → "☑ Automatically Pack
Resources" [3]
* Rename "Make All Paths Relative" → "Make Paths Relative" [4]
* Rename "Make All Paths Absolute" → "Make Paths Absolute" [4]
* Add separators accordingly
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[1] - This was never exposed since its original commit rB16411da41e40.
Now that operator not listed in menus don't
show up in the search, this became even more hidden.
[2] - The original name (Pack Blender Library) was not clear enough.
Pose Libraries and Asset Libraries are also technically Blender
libraries.
[3] - The term All was misleading since it didn't include the Linked
Libraries.
[4] - No need to use "All". It is not used in the Report/Find Missing
Files either.
This commit put this in the File > External Data menu.
Differential Revision: https://developer.blender.org/D11109
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This patch adds initial curve support to geometry nodes. Currently
there is only one node available, the "Curve to Mesh" node, T87428.
However, the aim of the changes here is larger than just supporting
curve data in nodes-- it also uses the opportunity to add better spline
data structures, intended to replace the existing curve evaluation code.
The curve code in Blender is quite old, and it's generally regarded as
some of the messiest, hardest-to-understand code as well. The classes
in `BKE_spline.hh` aim to be faster, more extensible, and much more
easily understandable. Further explanation can be found in comments in
that file.
Initial builtin spline attributes are supported-- reading and writing
from the `cyclic` and `resolution` attributes works with any of the
attribute nodes. Also, only Z-up normal calculation is implemented
at the moment, and tilts do not apply yet.
**Limitations**
- For now, you must bring curves into the node tree with an "Object
Info" node. Changes to the curve modifier stack will come later.
- Converting to a mesh is necessary to visualize the curve data.
Further progress can be tracked in: T87245
Higher level design document: https://wiki.blender.org/wiki/Modules/Physics_Nodes/Projects/EverythingNodes/CurveNodes
Differential Revision: https://developer.blender.org/D11091
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