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2019-12-23Fix T72555: Brush Radius/Size and Strength not linked on header tools ↵William Reynish
settings when Unified Brush is active Patch by Demeter Dzadik Differential Revision: https://developer.blender.org/D6473
2019-12-20UI: Remove orphan datablocks directly from File->Clean Up menuAntonio Vazquez
Actually, to purge orphans datablock you need go to Outliner, enable Orphan mode and press Purge button (that sometimes is out of the view because the window is too narrow). To have this option hidden make very difficult to users use and understand what means orphan data, so this patch just adds a new Clean Up menu to File menu with this option. This menu could be used in the future for more clean up options. To have a general Clean Up menu is common used in other softwares. Reviewed By: billreynish, mont29 Differential Revision: https://developer.blender.org/D6445
2019-12-19Animation: Added option to playblast only keyframes of selected objectsSybren A. Stüvel
This feature makes it possible to do a viewport render (a.k.a. playblast) by only rendering those frames on which the selected objects have a keyframe. The frames to render are stored in a `BLI_bitmap`, which has a bit for each frame set to 0 (skip) or 1 (render). An alternative approach would be to construct a set of all keyframes to render, but that would make both constructing the list and looking up frames in the list more complex. The only thing this feature does is skip OpenGL rendering of a frame. As a result, 'skipped' frames are still included in the output, but just use the render result of the last-rendered frame. This is exactly what's described in T72229. Differential Revision: https://developer.blender.org/D6443 Reviewed By: zeddb Design task: T72229
2019-12-19Fix T72473: Particle hair: X mirror UI doesnt show 'topology mirror'Philipp Oeser
option (even though it is being used for the ADD brush) Add the option to the UI in that single case. Maniphest Tasks: T72473 Differential Revision: https://developer.blender.org/D6418
2019-12-19Fix error drawing topbar popovers without a brushCampbell Barton
2019-12-19Fix error drawing paint UI without a brushCampbell Barton
Note that this removes image_paint.detect_data from UnifiedPaintPanel.get_brush_mode, I can't see why it's needed, it causes issues where the texture paint UI isn't used when it can be.
2019-12-19Cleanup: use 'context' to make panels show in their sectionCampbell Barton
All panels were calling poll to draw in their section causing a lot of repeated boiler plate poll functions. Also rename 'PreferencePanel' to 'CenterAlignMixIn' since this is it's purpose.
2019-12-19Cleanup: add sections to preferences UI scriptCampbell Barton
Makes navigating between sections easier, order some classes which were in the wrong section.
2019-12-19Fix panel for USD experimental showing for all sectionsCampbell Barton
2019-12-18Fix T72289: FreeStyle python errorJeroen Bakker
Introduced by {T67981}. We changed the python API for curve evaluation. Freestyle still used the old call that failed. This patch updates FreeStyle to use the new API. I checked other areas in freestyle but it seemed to be the only `evaluate` for curves that is called directly. Reviewed By: zeddb Differential Revision: https://developer.blender.org/D6430
2019-12-17GPencil: Cleanup - Remove duplicated codeAntonio Vazquez
2019-12-17GPencil: Fix brush panels after UI reorganizationAntonio Vazquez
With the brush reorganization included in D5928, the brush panels had covered the topbar and make impossible to use the drawing tools. Now, the options are grouped in Stroke popover, similar to Sculpt. Also fixed some missing or wrong texts.
2019-12-17USD: Only show in experimental features when built with USD supportSybren A. Stüvel
Previously the USD Exporter was always visible in the Experimental Features user preferences tab, even when Blender was built with `WITH_USD=OFF`.
2019-12-17Fluid: Fix python script after refactorSergey Sharybin
Missing part in 2564e2a2ad9.
2019-12-17Cleanup: RNA namingCampbell Barton
- Use abbreviations min/max this is used throughout the existing API. - Rename use_adaptive_stepping to use_adaptive_timesteps since this is used with timesteps_min/max it's clearer to use matching terms.
2019-12-17Cleanup: de-duplicate check for un-baked guideCampbell Barton
Also simplify particle combined export checks
2019-12-17Cleanup: rename effec -> effectorCampbell Barton
Effector is already used elsewhere for this purpose.
2019-12-17Cleanup: renaming guiding -> guideCampbell Barton
The term guide makes sense on it's own in this context.
2019-12-17Cleanup: replace verbose checks with read-only attributesCampbell Barton
These attributes checked for any baked / baking since this is a common test that was performed in layout code. Also follow our naming convention - using an 'is_/has_' prefix in this case since "cache_baked_data" reads as if it's used to access the baked data.
2019-12-17Cleanup: use single quotes for enum valuesCampbell Barton
2019-12-17Cleanup: remove unused variablesCampbell Barton
2019-12-16Mantaflow [Part 6]: Updates in /blender/sourceSebastián Barschkis
A collection of smaller changes that are required in the /blender/source files. A lot of them are also due to variable renaming. Reviewed By: sergey Maniphest Tasks: T59995 Differential Revision: https://developer.blender.org/D3855
2019-12-16Fix: Missing category in IMAGE_PT_paint_settings_advanced panelWilliam Reynish
Addresses raised concern in fb74dcc5d69d
2019-12-16Mantaflow [Part 3]: Customized UI for Manta fluidsSebastián Barschkis
With Mantaflow the current smoke modifier UI will accommodate both smoke and liquids. In addition, there is now an option for Mantaflow liquids in the quick effects section ("Quick Liquid"). Reviewed By: sergey Maniphest Tasks: T59995 Differential Revision: https://developer.blender.org/D3852
2019-12-16UI: de-duplicate mask context menuCampbell Barton
- Use the clip mask context menu for the image editor. - Remove redundant CLIP_MT_mask_handle_type_menu. - Remove "Add" items (was only in image mask context menu) as the convention is not to include these in the context menu.
2019-12-16Cleanup: move mask menu out of bl_operatorsCampbell Barton
This file only defined a single mask menu, move the definition along-side the other mask menus.
2019-12-16Cleanup: remove redundant dynamic tool expansionCampbell Barton
The tools passed to _tools_flatten, _tools_flatten_with_tool_index already have dynamic tool items expanded, so there is no need to check for callable tool items.
2019-12-16Cleanup: pep8, unused vars, line lengthCampbell Barton
2019-12-16Cleanup: use static setsCampbell Barton
2019-12-15Industry Compat keymap: Fix paint mode context menusWilliam Reynish
2019-12-14UI: tweaks to the brush Stroke panelWilliam Reynish
- Make sure the spacing controls are together - Add separators around the dash controls
2019-12-14UI: Brush Settings overhaulWilliam Reynish
This makes a number of changes to the tool settings brush UI: - All brush-related controls are now grouped together, so you can see which items are brush settings are which are not. Previously it was all jumbled together. - The brush picker is in a separate panel, so that you can switch brushes without worrying about the settings, or vice versa. - Custom Icon settings moved from the Display settings(now known as Cursor) to the Brushes panel. - UnifiedPaintSettings panels are removed and the contained options are now next to their relevant setting with a globe icon toggle. This is not displayed in the header. - 2D Falloff and Absolute Jitter toggles were changed into enums, to make it clearer what happens when they are on or off. - Adjust Strength for Spacing option was in the Options panel in some modes, but in the Stroke panel in others. It is now always under Stroke. - Display (now Cursor) panel was reorganized, settings renamed. - 2-option enums are annoying as a drop-down menu, so they are now drawn with expand=True. - Smooth Stroke and Stabilizer options in grease pencil and other paint modes are now both called "Stabilize Stroke", for consistency and clarity. - De-duplicated some drawing code between various painting modes' brush options. I tried to keep de-duplication reasonable and easy to follow. - A few more tweaks - see D5928 for the extensive list. Most of the patch is written by Demeter Dzadik, with some additions by myself Differential Revision: https://developer.blender.org/D5928 Reviewers: Pablo Dobarro, Bastien Montagne, Matias Mendiola
2019-12-14Industry Compat keymap: Add support for the context menu PC keyboard keyWilliam Reynish
2019-12-14Industry Compat keymap: Fix issue in UV editor Box Select toolWilliam Reynish
Shift-dragging with the Box Select tool would also select the nearest point. Using a Click instead of Press event for selection (just like the default keymap) fixes this.
2019-12-13Fix T72409: Remove references to Unified use_pressure_size and ↵Pablo Dobarro
use_pressure_strength This was causing errors to show in the terminal. Reviewed By: campbellbarton Maniphest Tasks: T72409 Differential Revision: https://developer.blender.org/D6407
2019-12-13Gizmo: add gizmos for UV transform translate/rotate/scaleCampbell Barton
2019-12-13USD: Introducing a simple USD ExporterSybren A. Stüvel
This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-12Add support for tiled images and the UDIM naming schemeLukas Stockner
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12UI: Add extra bevel options to popover from tool settings barHans Goudey
Also adds a generic popover that can be used whenever an active tool has too many settings than can fit in the horizontal area. The popover calls the active tool's draw_settings with "extra" set to True.
2019-12-12UI: Remove User Preference "Enable All Experimental Features"Dalai Felinto
Users should be able to know explicitly what they are testing. By having them all enabled we run into a scenario where a new experimental feature may have been introduced, and the user is now using it without being even aware of that. Differential Revision: https://developer.blender.org/D6404
2019-12-12macOS: add missing info to code signing instructions regarding key filesBrecht Van Lommel
The instructions for this part are not exactly clear, but better to document what took us a while to figure out to get a new system set up for signing.
2019-12-12Revert "Fix T72064, T72158: weight paint shows X/Y/Z symmetry options that ↵Brecht Van Lommel
don't work" It seems it does work along multiple axes in some cases, but not at all. So restored the UI for now, waiting for a better fix. This reverts commit 9569425b027cdb1c80e407697971f42fbee42388.
2019-12-12MacOS release: Fix typo in codesign instructionsSergey Sharybin
2019-12-12Cleanup: redundant NULL checks, simplify tool fallback arg checksCampbell Barton
2019-12-12UI: Use property split layout for absolute shape keysWilliam Reynish
Differential Revision: https://developer.blender.org/D6390 Author: Mikhail Rachinskiy (alm) Reviewed By: William Reynish, Campbell Barton
2019-12-12Gizmo: use fallback tool for curve/armature edit modesCampbell Barton
2019-12-12Industry Compat keymap: Add Remesh shortcutsWilliam Reynish
2019-12-12Fix error in recent context menu updateCampbell Barton
Some of them are panels, not menus.
2019-12-12Cleanup: some variables had unused naming but were usedCampbell Barton
2019-12-12UI: increase size of fallback tool popoverCampbell Barton