Age | Commit message (Collapse) | Author |
|
|
|
Accidentally unused in rB7c3bbe93aaa2
|
|
|
|
Showed in OBJ export.
Caused by comparison mistake in rB2e91fc39ac7.
Reviewers: mont29
Maniphest Task: T68807
Differential Revision: https://developer.blender.org/D5561
|
|
The stored value was always false because of shadowing.
Also disable unused code.
|
|
|
|
Follow conversion already used in most places.
|
|
With this function it is easier to create and have control over editmeshes `BHVtree`s.
|
|
Currently supports mesh, armature, lattice, curve & metaballs.
Access from pivot popover.
|
|
|
|
Before, the evaluation of modifers were done in draw manager. The reason of the old design was grease pencil was designed before depsgraph was in place.
This commit moves this logic to depsgraph to follow general design and reduce Draw Manager complexity. Also, this is required in order to use modifiers in Edit modes.
Really, there is nothing really new in the creation of derived data, only the logic has been moved to depsgraph, but the main logic is the same. In order to get a reference to the original stroke and points, a pointer is added to Runtime data as part of the evaluated data. These pointers allow to know and use the original data.
As the modifiers now are evaluated in Depsgraph, the evaluated stroke is usable in Edit modes, so now it's possible to work with the evaluated version instead to use a "ghost" of the final image over the original geometry as work today.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5470
|
|
Previously it was named just "Burn" in some places.
Differential Revision: https://developer.blender.org/D5186
|
|
The old layout of `PointerRNA` was confusing for historic reasons:
```
typedef struct PointerRNA {
struct {
void *data;
} id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
This patch updates it to:
```
typedef struct PointerRNA {
struct ID *owner_id;
struct StructRNA *type;
void *data;
} PointerRNA;
```
Throughout the code base `id.data` was replaced with `owner_id`.
Furthermore, many explicit pointer type casts were added which
were implicit before. Some type casts to `ID *` were removed.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D5558
|
|
ED_armature_transform uses edit-mode conversion which re-creates bones.
Needed for efficiently transforming object-data in object-mode.
|
|
|
|
This is a step that allow using `bvh_cache` for `EditMeshe`s.
|
|
reference."
This reverts commits 54fd8176d7e91, 4c5becb6b1 and 8f578150e.
Those kind of commits must be reviewed and approved by project owners.
That one:
* Broke Collada building by not properly updating all calls to modified
function.
* Broke *whole* ID management by not properly updating library_query.c.
And in general, I am strongly against backward ID pointers, those are
*always* a serious PITA for ID management. Sometimes they cannot be
avoided, but in general other ways to get that kind of info should be
investigated first.
|
|
|
|
NodeTree structures of materials and some other data blocks are
effectively node group data block objects that are contained inside
the parent block. Thus, direct references to them are only valid
while blender is running, and are lost on save.
Fix Copy As New Driver to create a reference that goes through
the owner data block, by adding a new runtime field to bNodeTree.
|
|
|
|
When we wanted to force all overidable IDs to be checked, code would end
up checking the whole Main DB, instead of only overrideable ones.
|
|
This makes the function more predictable since other object
types don't access edit-mode data.
|
|
|
|
This also splits vertex access and allocation so it's possible
to copy coordinates into an existing array without allocating it.
|
|
The Volume Info node provides the Color, Desnity, Flame, and Temperature
of smoke domains.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5551
|
|
The White Noise node hashes the input and returns a random number in the
range [0, 1]. The input can be a 1D, 2D, 3D, or a 4D vector.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5550
|
|
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.
The patch doesn't include tests for the new operators. Tests will be added
in a later patch.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5523
|
|
|
|
|
|
|
|
The recent commit of synced selection added an active color theme to
the outliner, and synced selection enabled by default. The subversion
bump was missed.
|
|
Editing a lib char should never, ever be done once you have proxies of
it in your project, that will most certainly break a lot of things...
But at leats let's try no to crash here.
|
|
- Implement dynamic inputs. The second input is now unavailable in single
operand math operators.
- Reimplemenet the clamp option using graph expansion for Cycles.
- Clean up code and unify naming between Blender and Cycles.
- Remove unused code.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5481
|
|
Now the GPencil smooth algorithm uses a average value instead to use only two points and the interpolated value.
Differential Revision: https://developer.blender.org/D5489
|
|
When the active collection is hidden or excluded, change the active
collection to the first visible parent collection. This behavior existed
previously for excluding collections, and is now expanded to also
switch the active collection when viewport hidden or restricted.
This does not prevent viewport hidden or restricted collections from
being reactivated later. This could be added as a separate commit.
Excluded collections cannot be activated, so it may make sense to
extend this behavior to hiding collections.
|
|
|
|
The `BKE_material_pop_id()` and `BKE_material_clear_id()` functions had
a parameter `update_data` that, when `false`, would cause the mesh polys
to keep their material index, even when the indexed material slots were
removed. This behaviour was never used in the C code and not supported
by the drawing code, making polygons disappear and causing crashes. The
Python binding in RNA, however, defaulted to `update_data=False`.
This commit removes the `update_data` parameter altogether, and makes
the functions always fix up the material indices.
Reviewed by: mont29, brecht
|
|
This was a mistake in rB87629b2a7443
`BKE_object_shapekey_free` would never return `true`, so DEG updates
would not happen...
So `ob->shapenr` was not up-to-date etc., leading to crash in
`BKE_mesh_nomain_to_mesh` shapekey handling...
Reviewers: brecht
Maniphest Tasks: T68710
Differential Revision: https://developer.blender.org/D5501
|
|
|
|
|
|
Differential Revision: https://developer.blender.org/D5484
|
|
|
|
These functions make possible porting the tools from the sculpt branch, making them compatible with PBVH_FACES and PBVH_BMESH without duplicating the code. They can also help to simplify some existing code.
These functions should not be used when working with PBVH_GRIDS data in SculptSession. PBVH_GRIDS needs to be removed from the sculpt code and converted to PBVH_FACES to be compatible with this API.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5352
|
|
This node is built on Intel's OpenImageDenoise library.
Other denoisers could be integrated, for example Lukas' Cycles denoiser.
Compositor: Made OpenImageDenoise optional, added CMake and build_env files to find OIDN
Compositor: Fixed some warnings in the denoising operator
build_environment: Updated OpenImageDenoise to 0.8.1
build_environment: Updated OpenImageDenoise in `make deps` for macOS
Reviewers: sergey, jbakker, brecht
Reviewed By: brecht
Subscribers: YAFU, LazyDodo, Zen_YS, slumber, samgreen, tjvoll, yeus, ponomarovmax, getrad, coder.kalyan, vitos1k, Yegor, DeepBlender, kumaran7, Darkfie9825, aliasguru, aafra, ace_dragon, juang3d, pandrodor, cdog, lordodin, jtheninja, mavek, marcog, 5k1n2, Atair, rawalanche, 0o00o0oo, filibis, poor, lukasstockner97
Tags: #compositing
Differential Revision: https://developer.blender.org/D4304
|
|
These functions deal with voxel remeshing of Mesh data,
and aren't related to MOD_remesh.c for e.g.
Name so other kinds of remeshing wont cause confusion.
|
|
|
|
For clarity sake, the batch cache now uses exclusively per Loop attributes.
While this is a bit of a waste of VRAM (for the few case where per vert
attribs are enough) it reduces the complexity and amount of overall VBO
to update in general situations.
This patch also makes the VertexBuffers filling multithreaded. This make
the update of dense meshes a bit faster. The main bottleneck is the
IndexBuffers update which cannot be multithreaded efficiently (have to
increment a counter and/or do a final sorting pass).
We introduce the concept of "extract" functions/step.
All extract functions are executed in one thread each and if possible,
using multiple thread for looping over all elements.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D5424
|
|
The voxel remesher introduces a new workflow for sculpting without any of the limitations of Dyntopo (no geometry errors or performance penalty when blocking shapes). It is also useful for simulations and 3D printing.
This commit includes:
- Voxel remesh operator, voxel size mesh property and general remesh flags.
- Paint mask reprojection.
- Geometry undo/redo for sculpt mode. This should support remesh operations as well as future tools that modify the topology of the sculpt in a single step, like trimming tools or mesh insert brushes.
- UI changes in the sculpt topbar and the mesh properties pannel.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5407
|
|
|
|
This is quite an old comment, recent IDE's/editors
should be able to handle escaped quotes in strings.
If kludges like this are needed, developers should note exactly why.
|