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2021-03-17Cryptomatte: Show Name of Object/Material Under The Cursor.Jeroen Bakker
This change shows the object or material name with the cursor when picking for a cryptomatte node. Reviewed By: Julian Eisel Differential Revision: https://developer.blender.org/D10705
2021-03-17UI: Rename Init to Initialize Face Sets in menuPablo Dobarro
Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D10741
2021-03-17Geometry Nodes: Add initial version of mesh primitivesHans Goudey
This commit includes nodes to build the following primitives: - Cone - Cylinder - Circle - Cube - UV Sphere - Ico Sphere - Line - Plane/Grid In general the inputs are the same as the corresponding operators in the 3D view. **Line Primitive** The line primitive has two modes-- adding vertices between two end points, or adding vertices each at an offset from the start point. For the former mode, there is a choice between a vertex count and a distance between each point. **Plane Primitive** This commit includes the "Plane" and "Grid" primitives as one node. Generally primitives are named after the simpler form of the shape they create (i.e. "Cone" can make some more complex shapes). Also, generally you want to tweak the number of subdivisions anyway, so defaulting to plane is not an inconvenience. And generally having fewer redundant base primitives is better. **Future Improvements** A following patch proposes to improve the speed of the cylinder, cone, and sphere primitives: D10730. Additional possible future improvements would be adding subdivisions to the cube node and rings to the cone and cylinder nodes. Differential Revision: https://developer.blender.org/D10715
2021-03-16Grease Pencil: Add LineArt modifierYimingWu
This adds the LineArt grease pencil modifier. It takes objects or collections as input and generates various grease pencil lines from these objects with the help of the active scene camera. For example it can generate contour lines, intersection lines and crease lines to name a few. This is really useful as artists can then use 3D meshes to automatically generate grease pencil lines for characters, enviroments or other visualization purposes. These lines can then be baked and edited as regular grease pencil lines. Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola Differential Revision: http://developer.blender.org/D8758
2021-03-16Geometry Nodes: Implicit conversion add int to colorCharlie Jolly
Add implicit `int32 to Color4f` conversion. Matches `int32 to float3` conversion logic. This may not be the most useful conversion but prevents an error in the Attribute Convert node. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10686
2021-03-16VSE: Automatic proxy buildingRichard Antalik
Build proxies automatically when added to sequencer timeline and when switching preview size. This behavior can be disabled in user preferences. Reviewed By: sergey, fsiddi Differential Revision: https://developer.blender.org/D10363
2021-03-16VSE: Simplify proxy settingsRichard Antalik
- Remove Full Render size from VSE preview size. Use just 100% instead. - Add Use Proxies checkbox to control whether proxies are used globally - Move preview size to top so it is most prominent - Set default to 100% preview size and use proxies Reviewed By: sergey, fsiddi Differential Revision: https://developer.blender.org/D10362
2021-03-16Dopesheet Context Menu updatesMatias Mendiola
Dopesheet context menu rearranging to include proper operators for Grease Pencil submode Before: {F9828095} After: {F9828096} Reviewed By: antoniov, pablovazquez Differential Revision: https://developer.blender.org/D10502
2021-03-16Compositor: Redesign Cryptomatte node for better usabilityJeroen Bakker
In the current implementation, cryptomatte passes are connected to the node and elements are picked by using the eyedropper tool on a special pick channel. This design has two disadvantages - both connecting all passes individually and always having to switch to the picker channel are tedious. With the new design, the user selects the RenderLayer or Image from which the Cryptomatte layers are directly loaded (the type of pass is determined by an enum). This allows the node to automatically detect all relevant passes. Then, when using the eyedropper tool, the operator looks up the selected coordinates from the picked Image, Node backdrop or Clip and reads the picked object directly from the Renderlayer/Image, therefore allowing to pick in any context (e.g. by clicking on the Combined pass in the Image Viewer). The sampled color is looked up in the metadata and the actual name is stored in the cryptomatte node. This also allows to remove a hash by just removing the name from the matte id. Technically there is some loss of flexibility because the Cryptomatte pass inputs can no longer be connected to other nodes, but since any compositing done on them is likely to break the Cryptomatte system anyways, this isn't really a concern in practise. In the future, this would also allow to automatically translate values to names by looking up the value in the associated metadata of the input, or to get a better visualization of overlapping areas in the Pick output since we could blend colors now that the output doesn't have to contain the exact value. Idea + Original patch: Lucas Stockner Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D3959
2021-03-16Revert removal of lambda usage for Python RNA callbacksCampbell Barton
This reverts commits - 476be3746e85b4891189c8d480501905b9400c66 - 8d50a3e19e025ef470132e7edadd7b180db833f5 - 08dbc4f996e4e95f3ab64f7bb3e1193700c585f5 (partially).
2021-03-15Spreadsheet: support showing data from original/unevaluated objectJacques Lucke
There are two caveats of the current implementation which still need to be resolved in a separate step: * In theory the data on the original object can be editable in the spreadsheet. * If a complex object is in edit mode, and its original data is displayed, the drawing code can be slow, because the bmesh is converted to a mesh every time. The proper solution is to draw the data from the bmesh directly. This should become easier after an upcoming refactor. Ref T86141. Differential Revision: https://developer.blender.org/D10701
2021-03-14Cleanup: unused argument warningsCampbell Barton
2021-03-14Cleanup: avoid risky list as default argument in keymapCampbell Barton
2021-03-14Cleanup: remove redundant keymap argumentsCampbell Barton
Also add missing space-type argument, while not required this is used by convention elsewhere in the key-map.
2021-03-14Cleanup: remove invalid repeat argumentCampbell Barton
2021-03-14Fix pivot pie menu missing in the clip editorCampbell Barton
Regression in a4226a050b17f4a798445b4576e2ee34fb6ee73f.
2021-03-14Nodes: Move group input and output to a consistent menu locationHans Goudey
Currently (in geometry nodes) you can delete the group input or group output nodes with no way to get them back without copy and paste. This adds them to the "Group" submenu of the add menu so at least there is a way to add them back. Additionally, these nodes are moved to the "Group" submenu for all node editors. This makes sense since they are not like the other input or output nodes, they really just relate to how groups are organized. Differential Revision: https://developer.blender.org/D10241
2021-03-13GPencil: Remove word "Strokes" in menuAntonio Vazquez
This remove redundant word.
2021-03-13Geometry Nodes: Add Attribute Convert nodeCharlie Jolly
The Attribute Convert node provides functionality to change attributes between different domains and data types. Before it was impossible to write to a UV Map attribute with the attribute math nodes since they did not output a 2D vector type. This makes it possible to "convert into" a UV map attribute. The data type conversion uses the implicit conversions provided by `\nodes\intern\node_tree_multi_function.cc`. The `Auto` domain mode chooses the domain based on the following rules: 1. If the result attribute already exists, use that domain. 2. If the result attribute doesn't exist, use the source attribute domain. 3. Otherwise use the default domain (points). See {T85700} Differential Revision: https://developer.blender.org/D10624
2021-03-12Sculpt: Mask Init operatorPablo Dobarro
This operator initializes mask values for the entire mesh. It supports different modes for initializing those values, and more will be added in the future. The initial version supports generating a random mask per vertex, Face Sets or loose parts. These masks are useful for introducing variations in the model using the filters (both shapes and colors). Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10679
2021-03-12GPencil: UI menu cleanupAntonio Vazquez
Remove duplicate words Stroke and Point already in menu header. Reviewed by: @mendio, @filedescriptor
2021-03-12Fluid: Enable scale options for fluid particlesSebastián Barschkis
There is no reason to hide the 'Scale' and 'Scale Randomness' options for fluid particles that are rendered as 'Object'. It is possible that hiding these options was just an oversight and not intentional.
2021-03-12LibOverride Auto Resync: Add option to disable it in Experimental userpref.Bastien Montagne
Some older .blend files won't react nicely to auto-resync, they need to get manually fixed with `resync enforce` first.
2021-03-12Nodes: Add Attribute Remove NodeFabian Schempp
This patch adds a node, that removes an attribute if possible, otherwise it adds an error message. Differential Revision: https://developer.blender.org/D10697
2021-03-11Fix T86199: error when adding custom fluid diffusion presetSiddhartha Jejurkar
Differential Revision: https://developer.blender.org/D10694
2021-03-11Fix (unreported): crash on undo when using pinned id in spreadsheetJacques Lucke
Now the behavior is the same as in the properties editor, as far as I can tell.
2021-03-11Spreadsheet: expore more domains and point cloud dataJacques Lucke
Ref T86135. Differential Revision: https://developer.blender.org/D10681
2021-03-10Fix wrong white point of Linear ACES in config reading and the bundled configBrecht Van Lommel
The Blender/Cycles XYZ color space has a D65 white point instead of E, and this was not correctly accounted for both in the OpenColor config reading code and the bundled config. This meant that since the OpenColorIO v2 upgrade, the Linear ACES color space was not working correctly, and other OpenColorIO configs defining aces_interchange were not interpreted correctly.
2021-03-10Spreadsheet: new spreadsheet editorJacques Lucke
This implements the MVP for the new spreadsheet editor (T85879). The functionality is still very limited, but it proved to be useful already. A more complete picture of where we want to go with the new editor can be found in T86279. Supported features: * Show point attributes of evaluated meshes (no original data, no other domains, no other geometry types, yet). Since only meshes are supported right now, the output of the Point Distribute is not shown, because it is a point cloud. * Only show data for selected vertices when the mesh is in edit mode. Different parts of Blender keep track of selection state and original-indices with varying degrees of success. Therefore, when the selected-only filter is used, the result might be a bit confusing when using some modifiers or nodes. This will be improved in the future. * All data is readonly. Since only evaluated data is displayed currently, it has to be readonly. However, this is not an inherent limitation of the spreadsheet editor. In the future editable data will be displayed as well. Some boilerplate code for the new editor has been committed before in rB9cb5f0a2282a7a84f7f8636b43a32bdc04b51cd5. It would be good to let the spreadsheet editor mature for a couple of weeks as part of the geometry nodes project. Then other modules are invited to show their own data in the new editor! Differential Revision: https://developer.blender.org/D10566
2021-03-10Cleanup: remove annotations from startup scriptsCampbell Barton
The current convention is not to use annotations for UI/startup scripts.
2021-03-09Graph Editor: FCurve Show Extrapolation ToggleWayde Moss
Adds toggle to graph editor (View->Show Extrapolation). When disabled, then fcurves only draw over the keyframe range. For baked fcurves and ghost fcurves, the range is all sampled points. It is intended for frequent use so anybody could assign hotkey or add to quick favorites that's why GE-View is the best place for it. Show Extrapolation is the default. Reviewed By: sybren, Stan1, looch Differential Revision: http://developer.blender.org/D10442
2021-03-09Sculpt: Init Face Sets by Face Sets boundariesPablo Dobarro
This adds an extra option to the Face Sets Init operator to initialize individual Face Sets based on the current Face Sets boundaries. In particular, this is useful for splitting the patterns created by Expand into individual Face Sets for further editing. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10608
2021-03-09Cleanup: add resource manager for cryptomatte session.Jeroen Bakker
Auto frees cryptomatte session when it the pointer is collected from the stack. Reviewed By: Jacques Lucke Differential Revision: https://developer.blender.org/D10667
2021-03-09Sculpt: 'Unifiy' Dyntopo Detail Size operatorsPhilipp Oeser
Prior to rB99a7c917eab7, Shift + D was used to set detail size for both constant and relative detail (using radial control). The commit added an improved operator for doing this for constant detail (showing the triangle grid representation), but left the user without a shortcut to do this for relative detail. Interestingly rB99a7c917eab7 only changed this for the Blender keymap, the Industy Compatible keymap still has the "old" entry. This patch changes both keymaps to have both entries. For user experience, the real change here is to have both available on one 'primary' shortcut (Shift+D), the improved 'dyntopo_detail_size_edit' operator will now act on all possible cases. If it deals with constant detail, it acts as before, if it deals with relative detail etc, it will fallback to the "old" way of doing it via radial control instead. I assume this adresses what was stated in rB99a7c917eab7: "Deciding if both detail sizes can be unified needs a separate discussion" Also, move dyntopo_detail_size_edit to sculpt_detail.c Fixes T83828 Maniphest Tasks: T83828 Differential Revision: https://developer.blender.org/D9871
2021-03-08"Show Texture in texture tab" button: full support for Sculpt / PaintPhilipp Oeser
In {rBb279fef85d1a} the button that displays a texture in a Properties Editor texture tab was added for geometry nodes. Same commit will actually show them for Brush textures as well (but disabled -- because the Texture users dont match). This task is for finanlizing proper support for Brush textures as well. There was originally a separate patch for this (see {D9813}) but most of it was already implemented by above commit. **what this solves** from the default startup file: - go to any sculpt or paint mode and add a texture to your brush - observe the button to edit this texture in the Properties editor is greyed out {F9860470} There are two possible solutions: - [1] call the texture template for the brush `texture_slot` texture (instead of the brush 'texture') from the python UI code, this is then working in harmony how ButsTextureUser works for brushes - [2] tweak the way `ButsTextureUser` works (dont rely on `RNA_BrushTextureSlot` there) This patch implements the first solution. Since `brush.texture_slot` is `br->mtex` RNA wrapped and `brush.texture` is `br->mtex.tex` RNA wrapped, this really comes down to doing the same thing. I checked that creating a new texture and unlinking/deleting will have the same results even though they take slightly different code paths: assignment and NULLing the pointers are working on the same (see above) and RNA update callbacks also do the same [even though in different functions]: - brush.texture will do rna_Brush_main_tex_update - brush.texture_slot.texture will do rna_TextureSlotTexture_update / rna_TextureSlot_update (only difference here is an additional DEG relations update in the case of texture_slot which should not do harm) Differential Revision: https://developer.blender.org/D10626
2021-03-08Geometry Nodes: Rename subdivision nodesHans Goudey
This makes the following changes to the name of the two geometry nodes subvision nodes: - `Subdivision Surface` -> `Subdivide Smooth` - `Subdivision Surface Simple` -> `Subdivide` Most of the benefit is that the names are shorter, but it also better mirrors the naming of operations in edit mode, and phrases the names more like actions. This was discussed with the geometry nodes team.
2021-03-08Spreadsheet: add boilerplate code for new editor typeJacques Lucke
This adds the initial boilerplate code that is required to introduce the new spreadsheet editor. The editor is still hidden from the ui. It can be made visible by undoing the change in `rna_screen.c`. This patch does not contain any business logic for the spreadsheet editor. Differential Revision: https://developer.blender.org/D10645 Ref T86279.
2021-03-08File Browser: scroll selected files into viewSybren A. Stüvel
Add operator `FILE_OT_view_selected` to the file browser (and thus also to the asset browser) that scrolls selected files into view. This includes the active file, even though it is not selected. In certain cases the active file can loose its selected state (clicking next to it, or refreshing the asset browser), but then it's still shown in the right-hand sidebar. Because of this, I found it important to take it into account when scrolling. This also includes a change to the keymaps: - Blender default: {key NUMPAD_PERIOD} is removed from the "reload" operator, and assigned to the new "view selected files" operator. The reload operator was already doubly bound, and now {key R} is the only remaining hotkey for it. - Industry compatible: {key F} is assigned to the new "view selected files" operator. This is consistent with the other "view selected" operators in other editors. Reviewed By: Severin Differential Revision: https://developer.blender.org/D10583
2021-03-08Fix error in unused argument cleanupCampbell Barton
Bad keyword argument rename from 9dc0c44aa102b5a7dae1fe92fd9105231ab1798c
2021-03-08Geometry Nodes: support Vector Rotate nodeLeon Leno
Differential Revision: https://developer.blender.org/D10410
2021-03-08Speedup for usual non-manifold exact boolean case.Howard Trickey
The commit rB6f63417b500d that made exact boolean work on meshes with holes (like Suzanne) unfortunately dramatically slowed things down on other non-manifold meshes that don't have holes and didn't need the per-triangle insideness test. This adds a hole_tolerant parameter, false by default, that the user can enable to get good results on non-manifold meshes with holes. Using false for this parameter speeds up the time from 90 seconds to 10 seconds on an example with 1.2M triangles.
2021-03-06Cleanup: remove workaround for Python 3.7x crashing with libeditCampbell Barton
This removes workaround for T43491. It's no longer needed as Python 3.9x supports libedit as an alternative to readline on all platforms.
2021-03-06Cleanup: remove redundant draw callbackCampbell Barton
2021-03-06Cleanup: unused importsCampbell Barton
2021-03-06Cleanup: unused argumentsCampbell Barton
2021-03-06Cleanup: unused variablesCampbell Barton
2021-03-06Cleanup: redundant pose bone assignmentCampbell Barton
2021-03-05Fix T86293: crash undoing after executing the python console in certainPhilipp Oeser
scenarios In general, I could not find a reason executing from the python console should not do an Undo push. Running a script from the Text Editor does this as well and this seems generally useful. Without an Undo push, one can easily run into situations were IDs have been added or removed and undo on would then cause trouble (e.g. first selection then bpy.ops.object.duplicate() -- this crashed as reported in T86293 -- duplicate does not get its own undo push because it is not the last op in the list, wm->op_undo_depth is not zero). This has changed with the Undo refactor, so in essence the root cause is the same as T77557, Legacy Undo does not suffer from the crash (but misses the generally useful undo push from the console still) Now add Undo to CONSOLE_OT_execute bl_options ('UNDO_GROUPED' seems more appropriate than plain 'UNDO' since pasting multiple lines of code will call CONSOLE_OT_execute multiple times in a row). Maniphest Tasks: T86293 Differential Revision: https://developer.blender.org/D10625
2021-03-05UI: minor changes to preset sortingCampbell Barton
- Only sort by the preset name (not it's directory). - Remove redundant string conversion. - Only call lower() once on the input. - Don't assign the lambda to a variable for single use.
2021-03-05UI: Add Presets for high framerate videoAaron Carlisle
It is quite common to high framerate video with modern cameras. To make it easier to edit this footage new framerate presets are added and the soft limit increased. Note there is a bug with preset ordering, Blender thinks "120" goes before "24" this bug needs to be fixed before these changes can be merged. Differential Revision: https://developer.blender.org/D10553