Age | Commit message (Collapse) | Author |
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/blenkernel` module. Not all warnings are
addressed in this commit.
No functional changes.
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The ocean modifier has two properties that use a [0, 10] hard min and
hard max. The values act as factors though, so it makes more sense to
use sliders and a 0 to 1 range.
This commit also bumps the file subversion to avoid repeatedly applying
the change to the properties' range.
Differential Revision: https://developer.blender.org/D8186
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Reviewers: sergey
Differential Revision: https://developer.blender.org/D8197
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This makes the code conform better with our style guide.
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Some notes:
* `Image.cache` acts as some kind of 'main' cache, when it is NULL
(could not be restored), other caches should also be cleared. Oddly
enough, previous code was not clearing **all** caches, could not find
any reason for that behavior, so new code does a full clear.
* `imamap` is still used for Node previews from scenes' compositor,
however this is actually fully disabled in `direct_link_node()`.
* For render slots we cannot use offsetof as third part of the cache
key, so we are using a hash of the slot's name instead.
As far as I can tell, this fixes T76989: Visual glitches when undo after
reload multiple images by script (in Material Preview).
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Part of D8183, refactoring how we preserve caches across undo steps in
readfile code.
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Changed variable names from mmd, mds, mfs, and mes to fmd, fds, ffs, and fes. The author of this commits lights a candle for all the merge conflicts this will cause.
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This fixes T77559 Scale to zero in object mode unable to select
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Added an offset field to control when to load the simulation files. Since this is a very small but helpful addition it is in my view safe to commit at this point of the bcon cycle.
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Regression in deaff945d0b96.
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The problem was if some stroke was empty and the changed flag was set to the last stroke wrongly.
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In order to ensure correct operation of the rest shape key feature,
it's necessary to create a temporary copy of the mesh with rest
vertex positions to run the BVH lookup on. If the rest shape key
isn't used, there is no need for additional overhead.
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This is legacy code from before Eevee and Workbench rendering in background
mode was supported. Avoid memory leak by only queueing GPU textures to be
freed when we know they have been allocated.
Differential Revision: https://developer.blender.org/D8172
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Take the do_id_user flag into account when freeing custom properties
attached to pose channels, so that pointer properties don't cause
assertion failures when DEG frees its COW instances.
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This renames the layer persistent base and adds new API functions to get
the mesh state from the base, so it can be used from other tools and
replaced in the future with a better system.
Reviewed By: sergey
Maniphest Tasks: T77738
Differential Revision: https://developer.blender.org/D8003
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The new simulation type can also reference a point cache, but it is not an object.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8097
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This option allows posing meshes with different disconnected elements
using the Pose Brush.
This is achieved by doing the following:
- Creating an ID per vertex that stores the connected component of that vertex.
- By using those IDs, one fake topology connection is created per vertex to the nearest vertex in a different ID. The maximum distance to create that connection is determined by the "Max Element Distance" property. These fake connectivity neighbors are used in the Sculpt API functions iterators, so all the algorithms of the Pose Brush can run without modifications as if everything was part of the same mesh.
In order to make this work, the "Connected only" property of the Pose Brush needs to be disabled. This will add an extra performance cost to the Pose Brush and its preview. To achieve optimal results, max element distance should be as low as possible.
Reviewed By: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D7282
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This is more efficient in most cases.
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IDs like embedded ones (master collections, root node trees) cannot be
linked, and thus cannot be real override themselves.
Since they are managed by their owner ID, that one will also have the
overrides for their locally edited properties.
We still need a way to mark them as overridden though, for various UI
and override-internal purposes, this is done using a new ID flag.
Note that since Shae Keys are not linkable, and their pointers are not
editable in RNA, they are also considered as embedded from override
point of view.
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This is cleaner, but also crucial to avoid weird issues when behaviors
of those checks are modified...
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The shortcuts act on the modifier with its panel under the mouse.
The following shortcuts are enabled by default:
- Remove modifier: X, Delete
- Apply modifier: Ctrl A
- Duplicate modifier: Shift D
More shortcuts can be added in the keymap.
Each panel can now store a custom data RNA pointer, and a new
function is added to get the custom data for the panel under the
cursor. This custom data could be used to refactor the "List Panel
System" to generalize it and integrate it further with RNA.
The same functionality will be added in further commits where it
applies to constraints, grease pencil modifiers, and effects.
Differential Revision: https://developer.blender.org/D8031
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Rather than a `L` (linked), `O` (overridden) or `M` (missing) prefix for the
name, show the existing library status icons. See D7999 for screenshots.
Note that when using preview icons, or if the search menu contains items with
own icons (e.g. brush icons), we still fallback to the prefix solution.
Zero or fake user is still indicated with a prefix.
Differential Revision: https://developer.blender.org/D7999
Reviewed by: Bastien Montagne, William Reynish
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Consistency with e.g. copying (copying a mesh also duplicates its
shapekey typically).
Baby step towards getting rid of this horrible ID, some day...
Note that for now we only do that when taking BMain into account, fancy
code dealing with non-main IDs and such has to deal with those itself.
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Note that we might be missing more things there still, maybe some tags
e.g. should also be swapped?
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The report does not include any file, but probably that file is using the
settings for unified colors, which are currently not available in the UI,
so it always paints black. This enables unified colors and secondary
colors for sculpt vertex colors, so it should solve that issue.
Unified color does not make much sense now as the Paint tool is the only
one that has paint capabilities, but it will do in the future when
sculpt and paint at the same time is enabled and the paint capability is
added to more tools.
Reviewed By: sergey
Maniphest Tasks: T78323
Differential Revision: https://developer.blender.org/D8136
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The defaults for the Smear tool were making it too weak in high poly
meshes, specially the alpha/pressure option enabled by default. Now this
option is disabled, it has a linear pressure curve and less spacing.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8134
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Pass `IMB_Proxy_Size` to `seq_can_use_proxy` and remove duplicate check.
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Also create the 'simple fill' in case there are only empty material
slots.
Maniphest Tasks: T78401
Differential Revision: https://developer.blender.org/D8151
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This is possible, because we use C++17 now.
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