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2018-12-03Subdiv: Set edge render flags according to Optimal DisplaySergey Sharybin
This is a part of T58609, but work is still needed to properly support this flag in the draw manager.
2018-12-03Depsgraph: completely move customdata_mask to the ID node.Alexander Gavrilov
Move all mask-related fields from Object and OperationDepsNode to Object_Runtime and IDDepsNode. Auto-apply DEG_TAG_GEOMETRY if the mask changes after DEG rebuild. Update DEG API and all code that uses it. This fixes "source mesh data is not ready" errors from Data Transfer modifier when parameters are changed in the UI after the recent mesh_get_eval_final fix. Reviewers: sergey Differential Revision: https://developer.blender.org/D4025
2018-12-03Fix T57858: Add validation callback to CustomData layers.Bastien Montagne
Our mesh validation was only checking cd layout so far, not their actual data. While this might only be needed for a few types, this is a required addition for things like imported UVs, else we have no way to avoid nasty things like NANs & co. Note that more layer types may need that callback, time will say. For now added it to some obvious missing cases...
2018-12-03Cleanup: Use BLI's is_finite_v helpers instead of manualy checking each item.Bastien Montagne
2018-12-03Data Transfer Modifier: fix mesh_get_eval_final usage.Alexander Gavrilov
It can't be used during modifier evaluation, and rna enum code should access the evaluated objects.
2018-12-03Depsgraph: assert that mesh_get_eval_final/deform aren't used in eval.Alexander Gavrilov
Using those functions during multithreaded evaluation is a sure way to have a race condition and crash.
2018-12-02Merge branch 'master' into blender2.8Campbell Barton
2018-12-02Cleanup: BKE b-bone API namingCampbell Barton
Use BKE_pchan_bbone prefix.
2018-12-02Merge branch 'master' into blender2.8Campbell Barton
2018-12-02Cleanup: BKE_effect.h namingCampbell Barton
2018-12-02Optimize ghash usageCampbell Barton
Avoid double hash calculation.
2018-12-01Fix T58433: Limit Distance constraint distance not auto-computed.Alexander Gavrilov
Another case of a value that needs to be written back to non-COW copy.
2018-12-01Fix T58412: in weight paint + pose mode certain armature operations crash.Alexander Gavrilov
The cause is that FOREACH_OBJECT_IN_MODE_BEGIN assumed that the active object is in the correct mode, which is wrong in this case. It also only considered objects of the same type as active, which had to be replaced with an explicit type parameter.
2018-12-01Fix more cases of evaluated mesh being built for non-COW objects.Alexander Gavrilov
2018-12-01Fix usage of mesh_get_eval_final in vertex selection.Alexander Gavrilov
It's a very bad idea to call this on non-COW instances - see T58150. Also, when rebuilding mesh it's better to accumulate mask flags to avoid possible repeated rebuilds from different users.
2018-12-01Texture Paint: avoid rebuilding evaluated mesh on first stroke.Alexander Gavrilov
Ensure all relevant CustomDataMask bits are set during normal evaluation.
2018-12-01Cleanup: redundant NULL checksCampbell Barton
Also use unsigned shifting for values not in int range.
2018-12-01Cleanup: styleCampbell Barton
2018-11-30Fix T58235: broken baking of tangent space normals.Brecht Van Lommel
2018-11-30StudioLight: Add a 4th light to adjust lightingClément Foucault
There was a bug due to non-aligned struct in the DNA that prevented us to increase the size of the userdef light array. Since the studio lights are now presets and stored in external files, there is no need to keep backward compatibility with theses lights. Remove the old array and create a new one. Add blue tint light for specular.
2018-11-30Studiolight: Fix bad memcpy sizeClément Foucault
2018-11-30Workbench: Add Shadow Focus and change Shadow OrientationClément Foucault
Shadow focus let the user choose how hard are is the shadows transition. Harder shadow transition can be used for stylistic effects or more uniform shading. Make shadow orientation respect the same orientation as the studio light (view from +Y direction aka. front view). Make the default shadow direction more similar to the default light position (the default light object, not the default studio lighting).
2018-11-30Merge branch 'master' into blender2.8Campbell Barton
2018-11-30Cleanup: ensure '_END' macros end with a semicolonCampbell Barton
Missing these breaks auto-indent for editors that don't expand macros.
2018-11-30Cleanup: name macros w/ matching BEGIN/ENDCampbell Barton
2018-11-30Merge branch 'master' into blender2.8Campbell Barton
2018-11-30Cleanup: name macros w/ matching BEGIN/ENDCampbell Barton
2018-11-29Workbench: Add back studio lighting presetsClément Foucault
This changes a bit how the userprefs solid lights works. They are not visible until enabling the "Edit Solid Light" checkbox. Once enabled the current studiolight used for solid mode will be overwritten. Once the lighting settings are tweaked, the user can click the "Save as Studio light" button to save the current settings. This makes it easy to create new lighting without messing the other presets. The studio lights are stored as ASCII files on the disk using a dead simple custom format. The UI/UX is not perfect and will be improved in other commits. Also includes: * Separate LookDev HDRI selection from Solid Lights * Hide LookDev HDRIs from the Solid Lights selection list
2018-11-29Workbench: Rename orientation to type and Camera studio light to StudioClément Foucault
2018-11-29Bump version to 2.80 beta.Brecht Van Lommel
2018-11-29Fix T57878: 2.8 Opening project in Blender Crashes.Bastien Montagne
Crash was due to some modifier trying to access the editmesh of its target just after loading, when that editmesh has not yet been re-created...
2018-11-29Fix paint initialization, incorrect pointer checksCampbell Barton
2018-11-29Debug: Assert to ensure layer iterator uses a 3D viewCampbell Barton
2018-11-29CMake: add missing filesCampbell Barton
2018-11-28Fix broken subdivision surface edit mode cage display.Brecht Van Lommel
2018-11-28Add Onion Skin support to AnnotationsAntonioya
The old onion skinning used in 2.7x has been ported and converted to 2.8. Only basic features have been included. For more advanced onion skin features, use grease pencil objects. Onion Skin is supported in View 3D and Sequencer.
2018-11-28Fix T56906: Mesh from Curve not working on curves beveled by curves.Bastien Montagne
Not exactly sure why we did not have cached displist for bevel object here... But anyway, that conversion operation should really happen outside of depsgraph evaluation area, so makes sense to do it as when generating geometry for rendering, imho. Also solves issues like loosing hidden parts of the curve/surface, etc. Still using viewport resolution for curves, though.
2018-11-28Outliner/visibility: revert changes for now until we find better solutions.Brecht Van Lommel
See T57857 for discussion. This reverts: "Outliner: Do not gray out empty collections" 4521d3e7074d2e08ca813e1f4a2297f5000f335b. "Remove eye column from the outliner" fd16b359977c8932ada8db4ff0e43d0402fdc280. Fix/workaround issues in pose and edit mode" 6d2e2e30d50c40f302b62d3601b5742d7c7056c6. "Per view-layer collection visibility" 4de6a210c69fe254518ca8d6c860782c54f03749.
2018-11-28Defaults: left click select is now the default.Brecht Van Lommel
A few reasons motivating this change: * It works well for all devices: mouse, trackpad, and tablet pens. * For beginners or users coming from other software, it's easier to get started and avoids an initial stumbling block. * Many users in 2.7 (about half?) were already using left click select, so combined with the above advantages it makes for a practical default. Note that we continue to support right click select, as many experienced Blender users (and developers) see efficiency advantages in this approach. The option to switch is in the first time setup splash screen, and in the user preferences.
2018-11-28Fix/workaround issues in pose and edit modeSergey Sharybin
Edit mode was unable to select, pose mode was unable to move bones.
2018-11-28Fix crash entering editmodeCampbell Barton
2018-11-28Per view-layer collection visibilityDalai Felinto
We still control this in the viewport collections visibility menu. But now we are actually changing the visibility of the collections, not of the objects. If a collection is indirectly invisible (because one of its parents are invisible) we gray it out. Also if you click directly in the collection names, it "isolates" the collection by hiding all collections, and showing the direct parents and all the children of the selected collection. Development Note: Right now I'm excluding the hidden collections from the depsgraph. Thus the need for tagging relations to update. If this proves to be too slow, we can change.
2018-11-28WM: avoid re-initializing tools while resizing areasCampbell Barton
Every update caused the gizmo to be recreated.
2018-11-28Scene: 3D cursor rotation wasn't initializedCampbell Barton
2018-11-28Cleanup: styleCampbell Barton
2018-11-27Shrinkwrap: minor simplification of code.Bastien Montagne
2018-11-27Fix typos.Bastien Montagne
2018-11-27VGroup search: do not try to search for empty string.Bastien Montagne
Vgroups always have a non-empty name, this is just loss of time...
2018-11-27RNA: expose access to B-Bone shape data from Python.Alexander Gavrilov
B-Bone shape is a non-trivial computation, so access to the results would be useful for Python scripts working with B-Bones, e.g. rig generation. This exposes both final segment matrices, and the tangent vectors computed from the custom handle bones. Since the handle tangents use the axis+roll orientation math of edit bones, add matrix conversion static methods to Bone. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D3983
2018-11-27Revert "Fix texture space not updating in edit mode."Campbell Barton
This reverts commit 3a038db576e97c0e720a92af05a218ed71ed121a. Caused CoW crash switching from edit to sculpt mode.