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2022-11-11Add support for XrSession (untested).temp-xr-virtual-camera-experimentJeroen Bakker
2022-11-11Revert incorrect change.Jeroen Bakker
2022-11-11Rename to virtual monitor.Jeroen Bakker
2022-11-11Fix corrupt rv3d.Jeroen Bakker
2022-11-09First setup of rv3d.Jeroen Bakker
2022-11-09Fixed using correct texture.Jeroen Bakker
2022-11-09Add GPU debugging group.Jeroen Bakker
2022-11-02Initial implementation of 2 stage drawing.Jeroen Bakker
2022-11-02First iteration of a virtual camera node.Jeroen Bakker
2022-11-01UI/Nodes: Update node add menu as assets get loadedJulian Eisel
Adds a listener to the node add menu so that it refreshes as assets get loaded asynchronously. Followup to cf985180551d, also see 99e5024e97f1 and the previous commit.
2022-11-01UI: Support C defined menu types to listen to notifiersJulian Eisel
Needed to dynamically load assets as menu items, see cf985180551d and 99e5024e97f1. The next commit will add the listener for the node add menu.
2022-11-01UI: Support refreshing menu popupsJulian Eisel
This allows us to asynchronously load items into the menu, see cf985180551d. All menus spawned from Python using the `wm.call_menu` operator will be affected by this. We could avoid that and only refresh the menu we need to, but it's worth trying to get this to work as a general menu feature. This is a slightly risky change, so keeping an eye open for bugs.
2022-11-01Nodes: Add node group assets in add menuHans Goudey
This patch builds on the work from bdb57541475f to add node group assets directly in the node editor add menu. Assets are added after separators to distinguish them, but otherwise they look like any other node. The catalog trees from all configured libraries are used to build the menu hierarchy. Only catalogs with matching asset types are used though. There are a few limitations of this initial version. For now this only supports geometry nodes. Support for other built-in node systems just requires some refactoring of the corresponding add menu though. Lazy loading will be added in a followup commit. For now there is a label the first time the menu is opened. Like the search menu integration, re-saving asset library files in 3.4 is required, if it hasn't been done already. Implementation wise, there is a some ugly code here. A lot of that is because the asset system isn't complete. The RNA API doesn't work well yet, and the system isn't built to interact with multiple libraries at once. It's also ugly because of the way we combine automatic menu generation with builtin menus. As noted in a code comment, these two systems could be merged completely so that the menus for builtin nodes are also generated in the same way. Differential Revision: https://developer.blender.org/D16135
2022-11-01Fix T101062: sculpt curves crash using a paintcurve brushPhilipp Oeser
For one, paintcurves were not considered in curves sculpt mode at all (so you couldnt draw them). This is now enabled. And the second issue was that since curves sculpt mode uses the reguar paint_stroke_modal() [which handles paintcurves], this was actually excuted, freeing the PaintStroke from SculptCurvesBrushStrokeData (but not the CurvesSculptStrokeOperation) and immediately return OPERATOR_FINISHED from modal (resulting in a double MEM_delete of SculptCurvesBrushStrokeData -- in both invoke and modal). There might be better ways to handle the memory free, for now the double freeing is prevented by setting the operator customdata to NULL (and check for that later). Maniphest Tasks: T101062 Differential Revision: https://developer.blender.org/D16099
2022-11-01Refactor: Rename Object->obmat to Object->object_to_worldSergey Sharybin
Motivation is to disambiguate on the naming level what the matrix actually means. It is very easy to understand the meaning backwards, especially since in Python the name goes the opposite way (it is called `world_matrix` in the Python API). It is important to disambiguate the naming without making developers to look into the comment in the header file (which is also not super clear either). Additionally, more clear naming facilitates the unit verification (or, in this case, space validation) when reading an expression. This patch calls the matrix `object_to_world` which makes it clear from the local code what is it exactly going on. This is only done on DNA level, and a lot of local variables still follow the old naming. A DNA rename is setup in a way that there is no change on the file level, so there should be no regressions at all. The possibility is to add `_matrix` or `_mat` suffix to the name to make it explicit that it is a matrix. Although, not sure if it really helps the readability, or is it something redundant. Differential Revision: https://developer.blender.org/D16328
2022-11-01Cleanup: spelling in commentsCampbell Barton
2022-11-01Cleanup: doxy comment formattingCampbell Barton
2022-11-01Cleanup: fix translation for rare UV unwrapping with unit scaleChris Blackbourn
Fixes very rare cases where the UV Cylinder Project, UV Sphere Project and UV From View might not set the translation correctly if the scale is exactly 1.0. Mainly fixed because this code might later be reused elsewhere.
2022-10-31Fix variable value assigned twice in successionGermano Cavalcante
Error introduced in rBa7aa0f1a0c24 Mentioned in https://pvs-studio.com/en/blog/posts/cpp/1004/ It could cause the absolute snap to the y direction to fail in some editor.
2022-10-30Fix T102163: GPencil:Set start point Operator make stroke deletedAntonio Vazquez
There were two problems: * The stroke was deleted if the last point was selected. Now the stroke is flipped because is faster. * If the second point was selected, the first point was removed because the internal api, removed one point strokes by default. This was done becaus ethe tools that used this API did not need one point strokes as result. Now this optional and keep one point strokes.
2022-10-30Cleanup: replace BLI string copy & append with BLI_path_join(..)Campbell Barton
Copying and appending is unnecessarily verbose with each call having to pass in the buffer size.
2022-10-30BLI_path: add BLI_path_append_dir (appends and ensures trailing slash)Campbell Barton
Avoid copying the string then calling BLI_path_slash_ensure afterwards.
2022-10-30Fix potential buffer overflow with BLI_path_slash_ensure useCampbell Barton
BLI_path_slash_ensure was appending to fixed sized buffers without a size check.
2022-10-30Fix T102132: Directory selection fails to add trailing slashCampbell Barton
Regression in [0], accessing the path from the file selector relied on BLI_join_dirfile adding a trailing "/" when the filename was empty. [0]: 9f6a045e23cf4ab132ef78eeaf070bd53d0c509f
2022-10-29Cleanup: use STREQ macroCampbell Barton
2022-10-27Fix T102092: GPencil Sculpt Grab crash using Shift keyAntonio Vazquez
There was a problem with the hash table that was not created as expected. Also fixed an unreported memory leak in Grab tool not related to this crash but detected during debug.
2022-10-26Fix T101925: sculpt color painting not updating with Cycles viewport renderBrecht Van Lommel
* External engines do not use the PBVH and need slower depsgraph updates. * Final depsgraph tag after stroke finishes was missing for sculpt color painting, caused missing updates for other viewports as well as any modifiers or nodes on other objects using the colors.
2022-10-25Fix T101933: pick deselecting bones in empty space deactivates armaturePhilipp Oeser
As a consequence of this, subsequent box-selection of bones would not show correctly in Animation Editors (not showing the channels there because of the lack of an active object). The bug was caused by rBba6d59a85a38. Prior to said commit, code logic was relying on the check for `basact` being NULL to determine if object selection changes need to happen. After that commit, this was handled by a `handled` variable, but this was not set correctly if `basact` is actually NULL after the initial pick (aka deselection by picking). Maniphest Tasks: T101933 Differential Revision: https://developer.blender.org/D16326
2022-10-25UI: Fix count on node editor/group header when fake userDalai Felinto
The number of node groups was including the fake user count. I was ignoring the Fake User, and how it affects the id->us count. This problem was present since the initial commit: 84825e4ed2e09895.
2022-10-24Fix T101946: Outliner data-block counter treats bones as collectionPhilipp Oeser
Mistake in own rBb6a35a8153c3 which caused code to always recurse into bone hierarchies (no matter which collapsed level an armature was found). This led to bone counts always being displayed even outside a collapsed armature (e.g. if an armature was somewhere down a object or collection, the collapsed object or collection would show this bonecount). This is inconsistent with other data counting in the Outliner, e.g. vertexgroups or bonegroups do have their indicator at object level, however the counter only shows if `Vertex Groups` or `Bone Groups` line shows (so if the object is not collapsed). And this also led to the bug reported in T101946 which was that the bone counts would be treated as collections when further down a collapsed hierarchy. Background: The whole concept of `MergedIconRow` is based on the concept of counting **objects types or collectinons/groups**. If other things like overrides, vertexgroups or bonegroups are displayed in a counted/ merged manner, then these will always be counted in the array spots that are usually reserved for groups/collections. But for things this is not a problem (since these are only displayed below their respective outliner entry -- and will never be reached otherwise). So to correct all this, we now only recurse into a bone hierarchy if a bone is at the "root-level" of a collapsed subtree (direct child of the collapsed element to merge into). NOTE: there are certainly other candidates for counted/merged display further up the hierarchy (not just bones -- constraints come to my mind here, but that is for another commit) Maniphest Tasks: T101946 Differential Revision: https://developer.blender.org/D16319
2022-10-24Cleanup: quiet parentheses warningCampbell Barton
2022-10-24Transform: limit zero radius Shrink/Fatten to only 1 curve pointGermano Cavalcante
rBb70bbfadfece allowed scaling of zero-radius points, but as it behaves differently from other radius, it may not be suitable for multi-point transformation.
2022-10-23Fix large incremental snap values in uv editorGermano Cavalcante
Regression in rBa7aa0f1a0c24. The default values of `t->snap` have been changed.
2022-10-23Fix T102000: Curve Shrink Fatten doesn't work for zero radiusGermano Cavalcante
Kind of intentional regression on rB2d1fe736fabd. But the solution now is (theoretically) better than adding a hard coded threshold. For cases with zero radius, the new radius is now the offset of the ratio projected onto the plane of the origin point.
2022-10-22Cleanup: clang-formatLukas Stockner
2022-10-22Transform: remove unreachable codeGermano Cavalcante
The node grid snap only works with 2D coordinates, no transformation matrix and no Objects. Also rename `applyGridAbsolute` to `node_snap_grid_apply`.
2022-10-22Cleanup: move grid snap functions to files where they are usedGermano Cavalcante
2022-10-22Fix T101991: "Absolute Grid Snap" not workingGermano Cavalcante
Error introduced in rB1edebb794b76. In that commit it was kind of forgotten that the snap to grid is also used in 3D views. Also a refactoring and cleanup was applied to simplify the code.
2022-10-21Fix T101964: Edge and face snapping no locking to axisGermano Cavalcante
In rBed6c8d82b804 it was wrongly assumed that the constraint functions always apply the transformations. But that is not the case for when axes are aligned. The `mul_m3_v3(t->con.pmtx, out)` fallback is still required.
2022-10-21Fix T66713: Walk mode doesn't take scene unit scale into accountCampbell Barton
When changing a scene's unit scale from 1 to something else, 0.1 for e.g. walk navigation no longer worked properly. Whenever gravity is enabled, and the user starts to fall or jump, the view-port glitched out into low earth orbit. Reviewed By: campbellbarton Ref D16277
2022-10-20Fix T101316: workbench texture mode not working with geometry nodesJacques Lucke
The `ED_object_get_active_image` is used from the renderer which deals with evaluated objects. This means the material api for evaluated objects has to be used.
2022-10-20Fix T101554: disable viewer node when corresponding modifier is disabledJacques Lucke
2022-10-20UI: Icon number indicator for data-blocksDalai Felinto
Adds the possibility of having a little number on top of icons. At the moment this is used for: * Outliner * Node Editor bread-crumb * Node Group node header For the outliner there is almost no functional change. It is mostly a refactor to handle the indicators as part of the icon shader instead of the outliner draw code. (note that this was already recently changed in a5d3b648e3e2). The difference is that now we use rounded border rectangle instead of circles, and we can go up to 999 elements. So for the outliner this shows the number of collapsed elements of a certain type (e.g., mesh objects inside a collapsed collection). For the node editors is being used to show the use count for the data-block. This is important for the node editor, so users know whether the node-group they are editing (or are about to edit) is used elsewhere. This is particularly important when the Node Options are hidden, which is the default for node groups appended from the asset libraries. --- Note: This can be easily enabled for ID templates which can then be part of T84669. It just need to call UI_but_icon_indicator_number_set in the function template_add_button_search_menu. --- Special thanks Clément Foucault for the help figuring out the shader, Julian Eisel for the help navigating the UI code, and Pablo Vazquez for the collaboration in this design solution. For images showing the result check the Differential Revision. Differential Revision: https://developer.blender.org/D16284
2022-10-20ViewLayer: Reduce object duplication syncingMonique Dewanchand
During object duplication the syncing is temporarily disabled. With {D15885} this isn't useful as when disabled the view_layer is still accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. This patch removes the resync forbid and improve the times that resyncing actually must happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15886
2022-10-20Cleanup: simplify uv packing apiChris Blackbourn
Part of a wider set of changes to migrate UV packing from uv_parametrizer.cc to uvedit_islands.cc. This allows UV packing improvements including margin calculation, correctness fixes such as support for non-manifold geometry, and new packing algorithms including speed and quality improvements. See for example c2256bf7f714, T82637 This change migrates UV.unwrap and Live UV Unwrap. Differential Revision: https://developer.blender.org/D16296
2022-10-20Cleanup: Remove unused grease pencil / RNA includesHans Goudey
2022-10-20Fix T101907: restore snapping in node editorChris Blackbourn
Regression from 1edebb794b76
2022-10-19Fix T101622: Sequencer channels not updating while panning viewYann Lanthony
`V2D_VIEWSYNC_AREA_VERTICAL` flag was mistakenly set to the sequencer toolbar region instead of the channels region. Reviewed By: ISS Differential Revision: https://developer.blender.org/D16155
2022-10-19Fix T101928: transform operator properties saving wrong snap valuesGermano Cavalcante
The check for the flags should be `== 0` since they are describing a negative state. Thanks to @lone_noel for pointing out the error.
2022-10-19Fix T99997: Calling teleport without waiting for the previous event disables ↵Pratik Borhade
gravity During teleport event, gravity is disabled and WalkMethod is stored in `teleport.navigation_mode` which is used later to reset the status after execution. Calling teleport events consecutively will change the initial WalkMethod value. So update it only on the first call. Also remove `else condition` as it stops the previously running teleport when the new teleport call fails to find a hit point. Reviewed by: dfelinto, mano-wii Differential Revision: https://developer.blender.org/D15574