Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
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
2019-12-12UI: remove dummy tool drawing functionsCampbell Barton
Caused extra empty space to be created with no contents.
2019-12-12Modifier: New Weld Modifiermano-wii
Part of T70240 This is the initial implementation of Weld Modifier. New features will be added later. ToDo: - Seams: restrict welding to vertices along boundary edges. - Edge Collapse: collapse edges below the length threshold. - New icon. - Some customdata are not being correctly interpolated. Differential Revision: https://developer.blender.org/D6383
2019-12-11Industry Compat keymap: Fix and remove keymap conflictWilliam Reynish
Scale Cage was using the same shortcut as Insert Scale Keyframe (Shift-R) This isn't neccessary anyway since you can use the same key to cycle the tools.
2019-12-11UI: show tool cycling shortcuts in the toolbarCampbell Barton
2019-12-11Fix bpy.extras.object_data_add use without an active spaceCampbell Barton
2019-12-10Cycles: support for custom shader AOVsLukas Stockner
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
2019-12-10Fix T70447: 'WholeCharacter' Keying set doesn't key None propertiesSybren A. Stüvel
The issue is that `something.path_resolve('"custom_property"')` raises a `ValueError` when the custom property is set to `None`. Since `None` cannot be stored in a keyframe anyway, the property is now silently skipped. Not having an explicit value is the closest we can get to `None`. This of course breaks when the value should be `None` in between not-`None` values, but I would consider that as a problem with the rig, and not something Blender can fix.
2019-12-10Keymap: use the application key for the context menuCampbell Barton
This gives keyboard access to the context menu which can be useful when using accelerator keys to access items within it.
2019-12-10Fix T72272: Error setting tool in weight paint modeCampbell Barton
Error from recent fallback tool support.
2019-12-09Add the ability to create internal springs to the cloth simSebastian Parborg
This can be used to make closed surfaces behave more like a soft body. Reviewed By: Jacques Lucke Differential Revision: http://developer.blender.org/D5788
2019-12-08Fix T72064, T72158: weight paint shows X/Y/Z symmetry options that don't workBrecht Van Lommel
Only X-mirror is supported still. While we should support all these in the future, the UI should match the current supported functionality. Ref T65872
2019-12-08Industry Compat keymap: Support tool cycling for all tool shortcutsWilliam Reynish
This makes is so repeated key presses will cycle the tools in the same slot in the toolbar. Users can tap Q repeatedly to switch selection tools, or press Ctrl-E repeatedly to enable the various Extrude tools, etc.
2019-12-07UI: Custom Face Orientation ColorsHarley Acheson
Adds theme settings to allow change of front and back faces of the Face Orientation overlay Differential Revision: https://developer.blender.org/D6262 Reviewed by Jeroen Bakker
2019-12-07Shader Nodes: Add Interpolation modes to Map Range nodeCharlie Jolly
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep. This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode. This was needed to allow clamping when **To Max** is less than **To Min**. Reviewed By: JacquesLucke, brecht Differential Revision: https://developer.blender.org/D5827
2019-12-07Cleanup: remove unused argumentsCampbell Barton
2019-12-07Preferences: correct experimental flag useCampbell Barton
Add utilities for checking when experimental features should be used.
2019-12-07UI: File Browser Volumes and System Lists IconsHarley Acheson
Allows each File Browser list item in Volumes and System to use individual icons. Differential Revision: https://developer.blender.org/D5802 Reviewed by Julian Eisel
2019-12-06UI: disk to disc icon dat file renameHarley Acheson
Changes file names of two icon 'dat' files to reflect previous identifier rename. Differential Revision: https://developer.blender.org/D6166 Reviewed by Julian Eisel
2019-12-06Tool System: experimental fallback tool supportCampbell Barton
Implement T66304 as an experimental option, available under the preferences "Experimental" section. - When enabled most tools in the 3D view have a gizmo. - Dragging outside the gizmo uses the 'fallback' tool. - The fallback tool can be changed or disabled in the tool options or from a pie menu (Alt-W).
2019-12-06Fix T71342: macOS does not always use the discrete GPU for BlenderBrecht Van Lommel
This reverts commit 3d9cc4d3f174d01c96d65a4e9cd751699bcb8744. The commit message and intent behind the commit is unclear. We generally want the discrete GPU to be used for best performance, not the integrated GPU.
2019-12-06Cleanup/Windows: Separate out the MS-CRT into a subfolderRay Molenkamp
In older versions the ms crt was only a few dlls, in recent versions this jumped to over 40 leading to quite a bit of clutter in our bin folder. This change moves the CRT into its own folder. For developers that generally already have the runtime globaly available on their machine, there is a new cmake option (WITH_WINDOWS_BUNDLE_CRT, default ON) that you can use to toggle installing the runtime to the blender bin folder, and save some time during the initial build, this option is off by default for only the developer profile. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6132