Age | Commit message (Collapse) | Author |
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When using Optimal Display, some edges are not flagged `ME_EDGEDRAW` |
`ME_EDGERENDER`.
When the modifier is applied through the UI in the modifier stack this is
not an issue because the `modifyMesh` callback is run with
`MOD_APPLY_TO_BASE_MESH` (this will effectively turn of Optimal
Display).
When converting to mesh though, this will just get an evaluated mesh
(where the edge flags are still the same as with the subdivision
modifier).
Now ensure every edge is flagged to draw after conversion.
Maniphest Tasks: T81997
Differential Revision: https://developer.blender.org/D9331
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Those two features are not directly related and one might be activated
in master earlier than the other.
WITH_PARTICLE_NODES was removed, because we continue the project
under the name "Geometry Nodes".
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Corrects incorrect usages of the word 'loose' when 'lose' was required.
Differential Revision: https://developer.blender.org/D9243
Reviewed by Campbell Barton
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Follow our code style guide by using C-comments for text descriptions.
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Those were only shallow wrappers around `BKE_id_copy`, barely used (even
fully unused in some cases), and we want to get rid of those ID-specific
helpers for the common ID management tasks. Also prevents weird custom
behaviors (like `BKE_object_copy`, who was the only basic ID copy
function to reset user count of the new copy to zero).
Part of 71219.
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Move the information about the type of the source objects to the item
descriptions instead of the names. The extra information in the names
made the labels cluttered, and it's less important information.
Differential Revision: https://developer.blender.org/D8352
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Follow the MLA style, agreed upon in T79589. This means "from" within UI
labels should be lowercase.
Differential Revision: https://developer.blender.org/D8345
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Cleanup old tracker task format to the new. e.g: [#34039] to T34039
Ref D8718
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Just converts verts to points and vice versa.
Materials and Attribute layers are preserved (so for example if you set
custom radii on the pointcloud, convert to mesh, then convert back to
pointcloud, this will be preserved).
Also not add a Radius layer by default (it is still added and
filled when adding a pointcloud object from the menu), a global Radius
property that will be used if there is no radius attribute can be added
later. A Radius attribute can also be added in the pointcloud data
properties (and filled via python).
This will also add a new utility function that copies materials between
datablocks: BKE_id_materials_copy
ref T75717
Differential Revision: https://developer.blender.org/D7391
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Running add-objects operator without an active screen would crash
as CTX_data_edit_object would return NULL in this case.
This could happen when adding objects from frame-change handlers for e.g.
In the case of adding new objects there is no need for a context lookup,
pass this directly to ED_object_editmode_exit_ex.
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There were some problems when converted several objects at the same time, especially with the material conversion. The problems were more visible when bake an animation with several objects at the same time.
* Now the layer name include the object name.
* Reorganize how the materials are generated including object name.
* Fix color not converted to sRGB.
* Avoid triangles when generate the stroke. This fix a draw manager issue and also add more geometry to use later.
* Code cleanup.
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The point cache code needs a non NULL rbw pointer.
This could have been avoided if there was a sanity check in the convert
function, so added a check there as well.
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Minor changes to match OBJECT_OT_data_instance_add.
- Access properties once & reuse them.
- Early exit when the data to instance can't be found.
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ED_object_add_type creates empty object data, add
ED_object_add_type_with_obdata which can take existing object data.
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This allows orphan object data for example (meshes, curves, etc)
to be dropped into the 3D View from the outliner,
creating a new object instance.
Previously the only way to do this was to add the same type of object
then swap it's data through the ID selector drop-down.
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Use invert_m4_m4_safe_ortho when joining objects so zero scaled axis
doesn't cause all points to be scaled to zero.
Instead geometry is left un-scaled on degenerate axes.
Report a warning in this case since users may want to adjust the
active objects scale.
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We can avoid the rather expensive outliner tree rebuilds and only redraw
if nothing but the selection or active item changes. This should give a
bit of speedup for heavy scenes.
For this to work I had to correct a few notifiers, some were only
sending selection/active change notifiers that actually did things like
adding objects. I also added a more precise notifier type for when the
active collection changes. At the notifier subtype/action level we're
not even close to running out of bits, so this should be fine.
Also had to correct a wrong notifier check (was using `&` rather than
`==`).
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The only_stroke parameter is not used
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This allows to resample the stroke to avoid too dense geometry.
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This parameter allows to scale the thickness.
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When adding multiple force fields of different types they are all called
"Field", making it difficult to tell them apart.
Lights were already named based on their type. This follows the light
code.
New names:
- Force
- Vortex
- Magnet
- Wind
- Guide
- TextureField
- Harmonic
- Charge
- Lennard-Jones
- Boid
- Turbulence
- Drag
- Fluid
- Field
Reviewed by: Julian Eisel
Differential Revision: https://developer.blender.org/D8420
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Also order return matrices last.
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Operators are one of the last places in Blender to use older UI designs
that don't fit in with recent style conventions. This commit updates
these custom operator UI callbacks for consistency and clarity.
Some of the code is also simplified a lot. Some of the older operator layouts
were much more complex (in terms of code) than they needed to be.
See the differential revision for a before and after screenshot
of each operator.
Differential Revision: https://developer.blender.org/D8326
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That project cannot be opened correctly ayway, it has recursive
collections intanciating themselves...
But at least now we have a check at startup to detect and 'fix' those
nasty cycles in collections.
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When the mesh is linked, the materials can not be available or be the same assigned to mesh. Now, if the mesh is linked, a simple two materials conversion is used.
To get the full list of materials, the mesh must not be linked.
Also checked some indexes to be sure never get a wrong value and that materials are not created again and again.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/object` module.
No functional changes.
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Caused by refactor of duplicate code in rBad6cccf058d0, we need to take
into account the duplication of groups of objects here too...
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Prevent operators that should not perform on override data to be
callable in those cases.
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This replaces the cmake options `WITH_NEW_OBJECT_TYPES` and
`WITH_NEW_SIMULATION_TYPE` with two experimental userpref settings:
* `use_new_particle_system`: Enables the point cloud type and the simulation editor.
* `use_new_hair_type`: Only displays the add-operator in the add menu for now.
Note, in the current state you can't do anything productive with the new particle
system or the new hair type. Features will be added step by step in the upcoming
weeks and months.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8096
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Main change from user side, besides that all pointers should now be
properly remapped to new IDs, is that linked objects are no longer
preserved when doing a full copy of scenes.
Will open a task to check whether we actually still want that behavior
(and re-code it in a more correct way then).
This is the main part of work done here, it aims at uniformizing and
sanitizing that 'deep copy' process for supported IDs (currently scenes,
collections and objects).
Note that there will be more follow up commits after that one, but this
should be the most risky and changing one.
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Change how the radius, changing the size of meta plane, sphere & cube.
Previously the size of these primitives would be kept the same,
with only the radius outside the primitive being scaled.
This led to small scale adding a lot of polygons instead
of scaling the primitive down as users would expect.
Also change behavior not to change the resolution when adding
to an existing meta-ball.
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Using enum type itself in implementations, and uint in headers (as using
enums types in headers is a pain when enum are not defined and used in a
single same header file...).
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This patch adds two options:
- Convert a mesh to grease pencil strokes.
- Bake the mesh animation into grease pencil strokes.
Both are related and must be included in the same patch.
Related to tasks: T77629 and T77630
Notice: The conversion is done for mesh edges and it's not considering any visibility clipping. All edges are exported, no matters if it's visible or not.
Example of Convert a Mesh to Grease Pencil strokes:
{F8606028}
This conversion was inspired by the technique used by @luamono in this tweet: https://twitter.com/luamono/status/1239983662176841730
Example of Bake Animation (the video is a little outdate, but the basic functionality is the same, only small changes in UI):
{F8606032}
Reviewed By: mendio, pepeland
Maniphest Tasks: T77629, T77630
Differential Revision: https://developer.blender.org/D7983
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Needed for to create objects of a specific size.
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Add selection syncing for object add named (e.g. drag and drop from
outliner to 3D view), outliner right click (a sync when the context menu
is cancelled), and for object selection from Python.
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Better to use more general term since in theory these forces can be used for smoke and liquid.
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Parenting to a curve path animation depends on both geometry and
transform components. Conversion of mesh to curve will make it so
parent have path animation, conversion of curve to mesh makes it
so there is no more path animation. Both cases affects children
of the converted objects, and it's not possible to rely on special
case for curve parent in the dependency graph as that link will be
lost after conversion of curve to mesh.
Simplest approach is to tag object for both geometry and transform
update, which will ensure all children are at valid state after
the conversion.
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