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2021-08-10properly interpolate selection between some domainstemp-geometry-nodes-expandable-geometry-socket-prototypeJacques Lucke
2021-08-09add Store Local Attribute nodeJacques Lucke
2021-08-09support accessing index and normalJacques Lucke
2021-08-09Merge branch 'master' into ↵Jacques Lucke
temp-geometry-nodes-expandable-geometry-socket-prototype
2021-08-06Cleanup: rename `FileList::asset_library` → `asset_library_ref`Sybren A. Stüvel
In the `FileList` struct, rename the `AssetLibraryReference *asset_library` field to `asset_library_ref` -- it's a description of which asset library is used, and not the asset library itself. This is to make space for a future `AssetLibrary *asset_library` field, which will point to an actual asset library struct/class. No functional changes. Reviewed by: Severin Differential Revision: https://developer.blender.org/D12151
2021-08-06support array input/output in extrude nodeJacques Lucke
2021-08-06add initial Extrude node by FabianJacques Lucke
2021-08-06Merge branch 'master' into ↵Jacques Lucke
temp-geometry-nodes-expandable-geometry-socket-prototype
2021-08-06Cleanup: use MEM_SAFE_FREE macroCampbell Barton
2021-08-06Fix memory leak from rB263fa406cd2bHans Goudey
2021-08-06Geometry Nodes: Select by Handle Type NodeHans Goudey
Just like the "Select by Material" node, this node outputs a boolean attribute for control points that have a matching handle type. By default left and right handles are considered, but it's possible to only check one side with the toggle in the node. Differential Revision: https://developer.blender.org/D12135
2021-08-06Fix T90087: Assigning object data doesn't copy vertex groupsHans Goudey
Assigning a mesh seems to do its own parameter copying, which means we need to manual copy its vertex groups here, which was just overlooked in rB3b6ee8cee708. Differential Revision: https://developer.blender.org/D12110
2021-08-05Add custom data comparison for generic attributesHimanshi Kalra
Generic attributes CD_PROP_* comparison is added in customdata_compare Checks for built-in as well as user created attributes. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D12137
2021-08-05Action Constraint: add Split Channels Mix choices from Copy TransformsAlexander Gavrilov
Practice shows that when combining actions and direct animation it is usually best to combine location, rotation and scale separately, which is implemented by the Split Channels modes recently introduced in D9469 for Copy Transforms. This completes the same set of 6 choices for the Action Constraint. The default for new constraints is changed to the newly added Before Original (Split Channels) mode. The original patch is motivated by Loic Pinsard, who created an addon that does the equivalent of this feature by splitting the action into two, separating location and rotation+scale. Differential Revision: https://developer.blender.org/D7547
2021-08-05Render: move Cycles visibility, holdout and shadow catcher properties to BlenderBrecht Van Lommel
The immediate reason for this is that we want to be able to initialize them to different defaults for light objects, which is hard with Python properties. But in general it is useful to be able to share these with other renderers. As a side effect, Eevee now supports a per-object holdout instead of only per-collection. Differential Revision: https://developer.blender.org/D12133
2021-08-05Fix T83164: Spline IK `joint_bindings` parameter is broken.Bastien Montagne
Code freeing the array would not properly reset its length value to zero. Note that this corrupted data could also be saved in .blend files, so had to bump fileversion and add some doversion code too. Fix T90166: crash when creating a liboverride.
2021-08-05DRW: New Select Debug EngineGermano Cavalcante
This is a simple engine used only to debug the texture of select ids. It is only used when the `WITH_DRAW_DEBUG` option is enabled and the debug value is 31. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5490
2021-08-05reuse GeometryExpanderOutput structJacques Lucke
2021-08-05Fix T89963: crash when library override is applied to an object from a ↵Bastien Montagne
linked scene. LibOverride of scenes is not really supported currently, there are many issues with it. Will disable most user-accessible ways to create such overrides in a following commit.
2021-08-05Merge branch 'master' into ↵Jacques Lucke
temp-geometry-nodes-expandable-geometry-socket-prototype
2021-08-05Fix T89835: Crash after Instancing to Scene after making linked Collection ↵Bastien Montagne
local. Even though the ID itself remain the same after being made local, from depsgraph point of view this is a different ID. Hence we need to tag all of its users for COW update, as well as rebuild depsgraph relationships. Should be also backported to LTS 2.93 (and 2.83 if possible).
2021-08-05Cleanup: remove redundant parenthesisCampbell Barton
2021-08-05Cleanup: Fix Clang braced-scalar-init warningAnkit Meel
2021-08-04Cleanup: rename restrict to hide/visibility in Object, Collection, MaskLayerBrecht Van Lommel
This makes the internal naming consistent with the public API. And also gives us a visibility_flag rather than restrictflag that can be extended with more flags.
2021-08-04improve expander attribute searchJacques Lucke
2021-08-04Merge branch 'master' into ↵Jacques Lucke
temp-geometry-nodes-expandable-geometry-socket-prototype
2021-08-04Fix compile error without `WITH_OCEANSIM` enabledJulian Eisel
Was changed in 218df9941097.
2021-08-04Modifier: warn if the ocean simulation fails to allocate memoryJeroen Bakker
While most modifies don't handle out of memory cases, ocean simulation could attempt huge allocations: 2048 gb at the maximum resolution. Resolves T83952.
2021-08-04Cleanup: use C comments for descriptive textCampbell Barton
2021-08-04Geometry Nodes: Curve Set Spline TypeJohnny Matthews
This node sets the selected (or all) splines in curve to a chosen target spline type. Poly, Bezier, and NURB splines can be converted to any of the other types. This is meant to be a building block node, useful in many procedural situations. In the future the node could be optimized with multi-threading, or by avoiding copying in many cases, either by retrieving the curve for write access or by passing the raw vectors to the new splines where possible. With edits from Hans Goudey (@HooglyBoogly) Differential Revision: https://developer.blender.org/D12013
2021-08-04Fix T90417: font loading creates duplicate ID namesCampbell Barton
Also repair any errors in existing files. Error from e0dd3fe5872ba37ff188e292b80b46fcf8df413c.
2021-08-03Cleanup: Replace int with bool for pointcache functionJulian Eisel
Was using an int for boolean return value.
2021-08-03Fix T90387: division by zero when trying to invert scaleSybren A. Stüvel
Fix division by zero when `BKE_bone_parent_transform_invert()` inverts a scale vector with zero components. Zero values in the to-be-inverted vector are now simply skipped, i.e. remain zero after inversion. This at least ensures that `invert_v3_safe(invert_v3_safe(vector))` results in the same vector. This commit does NOT fix the conceptual problem that an inversion of a potentially non-invertible vector is relied upon. It just avoids the division by zero.
2021-08-03initial socket draw overrideJacques Lucke
2021-08-03Fix T90346: particle force field self effect amount off by onePhilipp Oeser
When calculating the particle step in `get_effector_tot`, we have to round up (otherwise we might get an extra round in the for-loop in `BKE_effectors_apply` for certain cases). Example from the report: - 10.000 particles, Effector Amount 3 - was rounding the step down to 3333 - going into the for-loop for 0, 3333, 6666 and 9999 (4 times) - now rounding the step up to 3334 - going into the for-loop for 0, 3334 and 6668 (3 times as desired) Maniphest Tasks: T90346 Differential Revision: https://developer.blender.org/D12113
2021-08-03Blender Readfile: Fix annoying useless Object reading error messages.Bastien Montagne
Extend the 'reading error' container to produce the generic short message in the popup directly visible by the user, and move all detailed info the `INFO` reports that only show up in the console and Info editor.
2021-08-03USD: add USD importerMichael Kowalski
This is an initial implementation of a USD importer. This work is comprised of Tangent Animation's open source USD importer, combined with features @makowalski had implemented. The design is very similar to the approach taken in the Alembic importer. The core functionality resides in a collection of "reader" classes, each of which is responsible for converting an instance of a USD prim to the corresponding Blender Object representation. The flow of control for the conversion can be followed in the `import_startjob()` and `import_endjob()` functions in `usd_capi.cc`. The `USDStageReader` class is responsible for traversing the USD stage and instantiating the appropriate readers. Reviewed By: sybren, HooglyBoogly Differential Revision: https://developer.blender.org/D10700
2021-08-03Merge branch 'master' into ↵Jacques Lucke
temp-geometry-nodes-expandable-geometry-socket-prototype
2021-08-03Cleanup: use C++ comments or 'if 0' for commented codeCampbell Barton
2021-08-03Fix crash adding custom normalsCampbell Barton
Caused by error converting this file to C++ eccdced972f42a451d0c73dfb7ce19a43c120d7f.
2021-08-02Cleanup: Remove duplicate special case checkHans Goudey
2021-08-02Fix T90042: Spline tangent calculation assert with coincident pointsHans Goudey
2021-08-02Cleanup: Make spline settings copy function publicHans Goudey
It will be useful in the spline type conversion node. Theoretically it could become protected again if that conversion moves out of a node, which might be a nice improvement after an initial version.
2021-08-02Mesh: Tag normals dirty instead of calculatingHans Goudey
Because mesh vertex and face normals are just derived data, they can be calculated lazily instead of eagerly. Often normal calculation is a relatively expensive task, and the calculation is often redundant if the mesh is deformed afterwards anyway. Instead, normals should be calculated only when they are needed. This commit moves in that direction by adding a new function to tag a mesh's normals dirty and replacing normal calculation with it in some places. Differential Revision: https://developer.blender.org/D12107
2021-08-02Cleanup: Remove unused/unecessary OpenVDB C APIHans Goudey
This commit uses OpenVDB more directly for the voxel remesher, without the extra indirection of copying to a Blender API. This makes the code simpler, shorter, and easier to understand (though I didn't observe any performance improvement). This also removes the rest of the unused and undocumented OpenVDB C API, which was written when Blender's code didn't really use C++, and doesn't serve a purpose anymore. Those features will be implemented as nodes in the future anyway (see D12100). Differential Revision: https://developer.blender.org/D12097
2021-08-02initial geometry expander node storageJacques Lucke
2021-08-02initial geometry expander nodeJacques Lucke
2021-08-02Revert "Asset Catalogs: loading a catalog definition file"Sybren A. Stüvel
This reverts commit 1f0d6f763573b22772dcdb61320a12e1c11949e0 and the cleanup 06cb48e1b284e6438ce14f1ea543143fcc74ca59. Committed too early on Monday morning, still has issues that should be resolved first.
2021-08-02Cleanup: Asset catalogs, C++ to C-style commentsSybren A. Stüvel
No functional changes.
2021-08-02Asset Catalogs: loading a catalog definition fileSybren A. Stüvel
Initial, limited implementation of loading a single asset catalog definition file. These files are structured as follows: CATALOG_ID virtual/path/of/catalog SUBCATALOG_ID virtual/path/of/catalog/child SOMETHING_ELSE some/unrelated/hierarchy These virtual paths will be used to show the catalog in a tree structure; the tree structure itself is not part of this commit. Each asset will have one catalog ID that determines where in that tree the asset shows up. Currently only a single catalog definition file can be read; merging data from multiple such files, and writing them out again after changes are made, is for future commits. This commit only contains the code to load a single file, and unittests to check that this actually works. No UI, no user-facing functionality yet.