Age | Commit message (Collapse) | Author |
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Fairly straight forwards.
Also fixes the bug from recent refactor that would not show overrides as
a tree, but as a flat list directly under IDs.
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One of the log call could use freed memory.
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Changes to increase subdivision by one along both axis (X and Y)
For example with x_segment = 3 and y_segment = 3.
There should be 16 vertices ((3 + 1) * (3 + 1)) for correct
number of subdivisions. Currently they are 3 * 3 = 9 vertices.
Ref D10699
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Use a for loop that always begins with the active object,
instead of moving the active object in the array,
which failed when it's data already being handled.
While the existing logic could have been fixed,
it's simpler to change the loop order.
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In the current implementation, cryptomatte passes are connected to the node
and elements are picked by using the eyedropper tool on a special pick channel.
This design has two disadvantages - both connecting all passes individually
and always having to switch to the picker channel are tedious.
With the new design, the user selects the RenderLayer or Image from which the
Cryptomatte layers are directly loaded (the type of pass is determined by an
enum). This allows the node to automatically detect all relevant passes.
Then, when using the eyedropper tool, the operator looks up the selected
coordinates from the picked Image, Node backdrop or Clip and reads the picked
object directly from the Renderlayer/Image, therefore allowing to pick in any
context (e.g. by clicking on the Combined pass in the Image Viewer). The
sampled color is looked up in the metadata and the actual name is stored
in the cryptomatte node. This also allows to remove a hash by just removing
the name from the matte id.
Technically there is some loss of flexibility because the Cryptomatte pass
inputs can no longer be connected to other nodes, but since any compositing
done on them is likely to break the Cryptomatte system anyways, this isn't
really a concern in practise.
In the future, this would also allow to automatically translate values to names
by looking up the value in the associated metadata of the input, or to get a
better visualization of overlapping areas in the Pick output since we could
blend colors now that the output doesn't have to contain the exact value.
Idea + Original patch: Lucas Stockner
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D3959
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Info and Sample Texture nodes
See: {T86296}
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10648
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The issue is that the `last_node_hovered_while_dragging_a_link` pointer is invalidated on undo.
The pointer does not have to be on the space runtime data, because it only needs to exist
as long as the operator is running.
Differential Revision: https://developer.blender.org/D10726
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`std::get` does not seem to be available. Using `std::get_if` might work instead.
(Found the error on the buildbot.)
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This is a refactor and no functional changes are expected.
The goal is to make it simpler to add other data sources without having
to repeat the drawing code everywhere. Also, having the `CellValue` class
allows us to implement filtering and sorting in a more generic way.
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There are two caveats of the current implementation which still need
to be resolved in a separate step:
* In theory the data on the original object can be editable in the spreadsheet.
* If a complex object is in edit mode, and its original data is displayed,
the drawing code can be slow, because the bmesh is converted to a mesh
every time. The proper solution is to draw the data from the bmesh directly.
This should become easier after an upcoming refactor.
Ref T86141.
Differential Revision: https://developer.blender.org/D10701
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This implements the status bar as footer region in the
spreadsheet editor.
It shows the total number of rows and columns as well
as how many rows are actually visible (based on the filter).
The implementation stores the stats in a runtime struct during
drawing and the status bar reads from that struct.
Ref T86142.
Differential Revision: https://developer.blender.org/D10693
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Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10707
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This operator initializes mask values for the entire mesh. It supports
different modes for initializing those values, and more will be added in
the future.
The initial version supports generating a random mask per vertex, Face
Sets or loose parts. These masks are useful for introducing variations
in the model using the filters (both shapes and colors).
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10679
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Before only it was only possible interpolate frames of `Keyframe` type. Now all types except `Breakdown` can be used.
`Breakdown` cannot be used because it would be impossible interpolate two times because the extremes of the interpolation would change and the clean operator would not work.
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Sculpt undo relied on having a mode-changing undo step to properly
apply changes.
However this isn't the case with startup files or when mixing
global undo steps with sculpt (see T82851, also fixed).
Undo stepping logic follows image_undosys_step_decode_undo.
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This is basically done by ignoring override operations from old override
affecting ID pointer properties, when the new (destination) one is not
NULL.
Fix T86501: New object added to overridden collection doesn't show up in linking file on Resync.
This is more of a work-around actually, since there is no real way to
fix the issue in a fully automated and consistent way, it is caused by
older blender files being saved with 'broken' overrides.
WARNING: This cannot ensure that some purposedly edited/overridden ID
pointer properties won't be lost in the process.
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Baking to Vertex Colors would always bake to sculpt vertex colors (if
such a layer is present) even if those are not enabled in the
experimental preferences. This would bake without an error but leave the
user without a result to look in the viewport.
Now check if sculpt vertex colors are enabled and only bake to them in
that case.
Maniphest Tasks: T86455
Differential Revision: https://developer.blender.org/D10692
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Also correct typo.
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This patch fixes a visual bug related to connecting an output socket to
a Multi-Input Socket, that already has a link to that same output.
In this case, the drag link got a new index and snapped to a new
position. This path makes the drag link snap to the same position as the
first link between the two sockets.
Differential Revision: https://developer.blender.org/D10689
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When adding a notifier, `reference` data can be passed. The notifier system
uses this to filter out listeners, for example if data of a scene changes,
windows showing a different scene won't get the notifiers sent to their
listeners.
For the `NC_SPACE` notifiers, a number of places also passed the space as
`reference`, but that wasn't used at all. The notifier would still be sent to
all listeners in all windows (and the listeners didn't use it either). Causing
some unnecessary updates (e.g. see ed2c4825d3e2344).
With this commit, passing a space will make sure the notifier is only sent to
that exact space. Some code seems to already have expected that to be the case.
However there were some cases that passed the space as `reference` without
reason, which would break with this commit (meaning they wouldn't redraw or
update correctly).
Corrected these so they don't pass the space anymore.
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Steps to reproduce were:
* Open an Asset Browser
* "Mark Asset" on some data-block
* Change the Asset Browser into a different editor (not File Browser!)
* "Clear Asset" on the data-block again, or mark another asset
* Change back to the Asset Browser, it will show an outdated list
Now the file-browser reloads local file data after spaces were changed. Note
that the current notifier code doesn't limit the space-change notifiers to the
affected spaces, so changing any visible space will trigger this. That's an
issue to be fixed separately.
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In some situations the strokes could be tagged before filling, so it's necessary to reset before.
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Explains how we can get rid of implicit assumptions and `void *`
arguments/storage in the future.
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Rather than letting the `TreeElementAnimData` constructor take an ID from which
we get the animation-data based on an assumption on how it's stored, let the
constructor take the animation-data directly. That way we further centralize
the assumptions on the data passed to the element creation to
`tree_element_create()`.
The following commit will add a comment explaining the plan to entirely get rid
of those assumptions in the future.
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There was an implicit assumption that tree element types using the new code
design set their name on creation. Use an assert to make this explicit. See
f59ff9e03a633, which was an error because of this broken assumption.
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Caused by 2e221de4ceee in combination with 4292bb060d59.
In the former I forgot to set the name for NLA actions in the new code design,
in the latter I made it an assumtion that tree element types using the new
design set the name.
The following commit will make this assumption explicit with an assert.
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When loading a file with an asset browser open, and it showed a custom asset
library that can't be found currently (e.g. because the file is from somebody
else), the `BLI_assert(0)` in `rna_FileAssetSelectParams_asset_library_get()`
would fail.
There was code to handle this case already, but unlike I thought it didn't run
right after file read. Now it does.
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Ref T86135.
Differential Revision: https://developer.blender.org/D10681
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This commit adds an operator to the RMB-menu "Copy Full Data Path“,
to copy the full RNA path to the clipboard. It aims to complement
"Copy Data Path“, which only copies the part of the path that is needed
for drivers, but for writing addons, etc. it is useful to have an option that
gives the full data path.
Similar patch have been submitted before, see D763 and D2746
This time I did not split the operator (as D2746) and does not contain the UI reorganization (as D763)
Note, the fixes from D2746 were committed in rB09eac0159db8 so that patch can be closed.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10539
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Since rBb279fef85d1a, the nodes properties for geometry nodes using a
texture are displayed in the Properties Editor.
It was possible to create recursive nodetrees when choosing the 'root'
nodegroup in the node link menu though leading to a crash.
Now poll if a group node of a particular node could actually be added to
the current tree.
Also check if the tree types actually match.
Maniphest Tasks: T86416
Differential Revision: https://developer.blender.org/D10671
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This Patch removes the auto sorting from Multi-Input Sockets and allows
the links to be sorted by drag and drop instead.
As a minor related change, it fixes the drawing of the mute line to
connect to the first input instead of the socket's center.
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- New Walker added `bmw_NonManifoldedgeWalker_type`.
- This walks over edges connected with 3 or more faces connected.
Ref D10497 with edits.
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This allows us to use it in rna for the spreadsheet editor.
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This implements the MVP for the new spreadsheet editor (T85879). The functionality
is still very limited, but it proved to be useful already. A more complete picture
of where we want to go with the new editor can be found in T86279.
Supported features:
* Show point attributes of evaluated meshes (no original data, no other domains,
no other geometry types, yet). Since only meshes are supported right now, the
output of the Point Distribute is not shown, because it is a point cloud.
* Only show data for selected vertices when the mesh is in edit mode.
Different parts of Blender keep track of selection state and original-indices with
varying degrees of success. Therefore, when the selected-only filter is used, the
result might be a bit confusing when using some modifiers or nodes. This will
be improved in the future.
* All data is readonly. Since only evaluated data is displayed currently, it has to
be readonly. However, this is not an inherent limitation of the spreadsheet editor.
In the future editable data will be displayed as well.
Some boilerplate code for the new editor has been committed before in
rB9cb5f0a2282a7a84f7f8636b43a32bdc04b51cd5.
It would be good to let the spreadsheet editor mature for a couple of weeks as part
of the geometry nodes project. Then other modules are invited to show their own data
in the new editor!
Differential Revision: https://developer.blender.org/D10566
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Properties Editor
Since rBb279fef85d1a, the nodes properties for geometry nodes using a
texture are displayed in the Properties Editor.
rB85421c4fab02 added an attribute search button, but this was missing
still (gave just the regular text button) if this was displayed in the
Properties Editor.
ref b279fef85d1a / T86416 / D10671 / D10673
Maniphest Tasks: T86416
Differential Revision: https://developer.blender.org/D10674
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Adds toggle to graph editor (View->Show Extrapolation). When disabled,
then fcurves only draw over the keyframe range. For baked fcurves and
ghost fcurves, the range is all sampled points.
It is intended for frequent use so anybody could assign hotkey or add
to quick favorites that's why GE-View is the best place for it.
Show Extrapolation is the default.
Reviewed By: sybren, Stan1, looch
Differential Revision: http://developer.blender.org/D10442
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A missing continue in this loop.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10610
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This adds an extra option to the Face Sets Init operator to initialize
individual Face Sets based on the current Face Sets boundaries.
In particular, this is useful for splitting the patterns created by
Expand into individual Face Sets for further editing.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10608
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Missing NULL check in {rB2bae11d5c08a}.
Candidate for corrective release I guess.
Maniphest Tasks: T86417
Differential Revision: https://developer.blender.org/D10666
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