Age | Commit message (Collapse) | Author |
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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.
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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
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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.
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- 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
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Move outliner versioning for syncing and themes to the block
for the next subversion bump. It was not moved from the first
location it was placed in the soc-2019-outliner branch.
Old files will now load with synced selection enabled reliably.
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Adds a toggle to the filter menu for outliner synced selection. Enabled
by default, this ensures selection is synced between objects, bones, and
sequences. An active outliner element theme color is added to indicate
which element is active.
Synced selection is controlled on the operator level. Each operator
that modifies selection for objects, bones, sequences, or outliner
elements needs to call the respective ED_outliner_select_sync_from..
function to tag outliners to be synced.
Syncing is done lazily on outliner draw.
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This removes the recursive conversion of material using old blend modes.
With the approval of @brecht
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Complex nodetrees could fire infinite recursion with previous algo.
Now using another gset we make sure we can only evaluate a tree once.
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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
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Some statements were split across multiple lines because of their
trailing comments.
In most cases it's clearer to put the comments above.
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This commit also provide a compatibility code that will convert old
materials using Additive or Multiply Blend mode to their node equivalent.
This conversion is only done on outputs that are enabled for eevee.
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to scene.
Not even in append case. If those objects are already part of a
collection, we can now leave them fully un-instantiated in any scene,
since user can easily do it themselves as they need to.
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This fixes inconsistencies in materials between objects and obdata
due to placeholders generation for missing libdata.
Note that we cannot do that when generating the obdata placeholder,
as not all objects using it might be already loaded...
So this has to be done near the end of the reading/linking process.
Reported here by Blender Studio.
Reviewers: brecht
Subscribers: jbakker, zeddb
Tags: #datablocks_and_libraries
Differential Revision: https://developer.blender.org/D5428
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Nearly all byte-color functions use 'uchar'
causing casts when then colors were passed in.
Declare as uchar to remove the need for casts.
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When NULL pointer can be a valid return value, one has to use
`do_versions_find_region_or_null()` instead...
Fixes asserts as reported in rBa2fe386153e.
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Tweak Text Editor to fit better with the rest of Blender 2.8:
- Move sidebar to the right
- Add proper context menu
- Move view toggles to the View menu
- Change the indentation option to be an enum between spaces and tabs
- Several layout tweaks
Patch by @tintwotin / Peter Fog with additional tweaks by me.
Differential Revision https://developer.blender.org/D5028
Reviewers: Brecht, Campbell
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Added because the current default is too fast
for painting with tablets, see D5385.
Turntable and trackball have different settings because
turn-table uses an angle-per-pixel, where as trackball
values are relative to the view-port size so a scale is used.
The sensitivity is scaled by the pixel size so hi-dpi views don't rotate faster.
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given, instead of ignoring it.
Brings behavior of those options in line with the VGroup editing
modifiers ones e.g.
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T68035 by @luzpaz
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Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4222
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Merge into BKE_blendfile_userdef_from_defaults
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Simplify preferences by removing the ability to load them from
either the startup.blend or userpref.blend.
Also simplifies updating default preferences by moving
them to a struct definition.
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There was a fixed limit to the number of points available in a buffer stroke.
Now, the array is expanded as needed using a predefined number of points for each expansion, instead to add one by one. This is done to reduce the number of times the memory allocation is required.
As part of the fix, some variables have been renamed to reflect better their use.
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collections.
Some ugly very low-level collection code was using the generic
LIB_TAG_DOIT tag... should never happen, that one is for rather
high-level code to use, core process shall use own tags.
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The issue was caused by dependency graph always ignoring animation
update when it is first time constructed. This was a way to make it
preserve unkeyed changes on undo/redo. This, however, made it so
changes of animation data itself (such as deleting/moving keyframes)
did not trigger animation update by the dependency graph.
This worked prior to copy-on-write because animation recalc flags
were stored in the DNA and never re-set on file/undo load. This was
giving dependency graph a clue that animation is to be re-evaluated
when operator explicitly asked to (more precisely, when such operator
was undone/redone).
This change makes it so original ID's recalc flags are storing
recalc flags when ID is tagged for update as an response to user
input. This way re-building dependency graph can force animation
to be updated on redo.
Tricky part here is that ID's recalc flag is no longer to be zeroed
when loading undo step (which is the same as reading .blend file).
This is something what works differently comparing to legacy
dependency graph, which was zeroing object's recalc flags there but
not animation data's recalc flags.
Shouldn't be causing issues, since unkeyed changes are not preserved
upon opening a file anyway, at least to my knowledge.
Related reports which are to be taken into account and verified
they are not re-introduced when making changes in the area:
- T63111: Auto-Bake stuck at constant re-rendering
- T54296: Cycles viewport render stuck on constant re-render
Reviewers: campbellbarton, brecht
Reviewed By: campbellbarton, brecht
Maniphest Tasks: T66325
Differential Revision: https://developer.blender.org/D5316
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We need a final subversion bump before release in case there are
remaining 'unversioned' code in our versionning callbacks...
Should have been done before first RC actually. ;)
To be ported to 2.80 release branch.
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Second completely unrelated issue reported in same task (tssst...),
caused by missing doversion code of some changes in recent-ish 2.80
development (tsst... again).
Proper fix for the issue (reverted rB8a5a8282ce48 was merely sweeping
the dirt under the carpet...).
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CDData checking on file load was not taking into account deprecated
CD_MTEXPOLY datatype, which unfortunately shows same weird glitch as
CD_PAINT_MASK and CD_FACEMAP ones...
Note that it was annoying (due to amount of warnings in console), but
totally harmless, since that data type is just deleted anyway.
This commit also generally cleans up the CD_MTEXPOLY deprecation code, we
have a system to handle that, let's use it, instead of defining local
static values to replace it...
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This option from the very beginning of its existence needed more work
to make it work correct and this was never done.
This option was working fine during continuous playback, when there
are no skipped frames, but it was failing when AV-sync of framedrop
was enabled.
It was never working correct when jumping between frames, including
rendering on a farm which usually does frame-range based rendering.
With copy-on-write things became even more tricky, since the "stuck"
flag was never preserved between re-evaluations.
Fixes T65683: Sticky Option in Floor Constraint for Bones Not Working
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D5129
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- Add 'Navigation Buttons' preference, used for 2D views
(previously this couldn't be disabled).
- Add "Off" option for 3D view axis.
- Support minimal axis with navigation buttons.
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This reverts commit 36faf739a71624b6ca10cec7233779f9eeace0bd.
Somewhat annoying but this change had some unforeseen consequences,
which lead to an actual bug.
Since this change was not sufficient to get original report fixed
is easier to simply revert for now.
Fixes T65842: Hair disappears when clicking on particle system name
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Migrate old legacy code to the draw mamager/object mode. The old legacy
version did not work with wireframe. By migrating the code
to modern draw manager code we have mode control on the drawing process.
Still background images do not work with OIT, the cause seems to be that the transparent pixels are treated as background pixels.
Also There are some artifacts when working with Holdouts and DoF, this
is because the draw engines do not pass the correct alpha values.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D4638
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Don't make assumptions about which nodes exist in which node trees when loading.
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Better to make internal code naming match official/UI naming to some
extent, this will reduce confusion in the future.
This is 'breaking' scripts and files that would use that feature, but
since it is not yet officially supported nor exposed in 2.80, as far
as that release is concerned, it is effectively
a 'no functional changes' commit.
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