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2022-10-10Allow passing View3DShading directly to XRAY macrosMiguel Pozo
Prevents code duplication by handling View3D.shading and SceneDisplay.shading in the same code path.
2022-10-01Cleanup: simplify uv packing for non-square materialsChris Blackbourn
2022-10-01Sculpt: Fix sculpt face set undo creating duplicate face set layersJoseph Eagar
2022-10-01Sculpt: fix crash in relax face sets brushJoseph Eagar
2022-10-01Sculpt: Fix T101430: Dyntopo undo crashJoseph Eagar
2022-10-01Sculpt: Fix T101430: Curve shown improperly in mask from cavity redoJoseph Eagar
2022-09-30Fix missing Outliner updates when adding nodetreesPhilipp Oeser
When e.g. grouping nodes into nodegroups, these would not show up immediately in the Outliner (Blender File / Data API view). Now send (unique combination, not used elsewhere) notifiers (and listen for these in the Outliner). Differential Revision: https://developer.blender.org/D16093
2022-09-30Fix T101347: Curve draw fails to project to cursor depth in ortho viewsCampbell Barton
ED_view3d_win_to_3d_on_plane with do_clip enabled wasn't working in non-camera orthographic views as it didn't take into account the ray origin being centered to the view. Resolve by testing viewport clipping after the ray has been projected.
2022-09-30Cleanup: use function style casts for C++Campbell Barton
2022-09-30Cleanup: Move files that use mesh runtime data to C++Hans Goudey
In preparation for moving the mesh runtime struct out of DNA.
2022-09-29Sculpt: fix stroke-only attributes not being freed at stroke endJoseph Eagar
2022-09-29Sculpt: fix T101465, crash in cloth filter with new automasking modesJoseph Eagar
2022-09-29Sculpt: Fix T101464: Crash in mask from cavityJoseph Eagar
2022-09-29Sculpt: Fix T101463: Don't initialize automask to zero inJoseph Eagar
factor mode if topology or boundary modes are inactive Factors mode (precomputing the automask) should initialize the mask to 1.0 if no additive automasking modes are enabled, instead of zero.
2022-09-29Cleanup: Simplify code and remove duplicationsAntonio Vazquez
This commit simplify the previous fix for T101455 f6c2f1c65e146bf20b9182f275b67c747d9e2990
2022-09-29GPencil: Remove Fill `use_collide_only` optionAntonio Vazquez
After a lot of testing, this option is not required and now this is managed by stroke_collsion. If the stroke_collision is enabled, only collide strokes are used.
2022-09-29GPencil: Fix missing Fill stroke cross detectionAntonio Vazquez
If the cross point was in the extreme of the stroke the collision was not detected because it could be outside of the bbox. Removed the bbox check because now it is not necessary.
2022-09-29Fix T101455: GPencil Gizmo in wrong location when using Active ElementAntonio Vazquez
The gizmo was not set when this option was selected. By design, in grease pencil the active element option uses the object origin as pivot point.
2022-09-29Sculpt: Reset automask cache on non-color non-mask undo stepsJoseph Eagar
2022-09-29Sculpt: fix draw face sets not updating on first strokeJoseph Eagar
2022-09-29Fix T94441: fix crash parenting object to a boneAndrew Oates
This crash occurs when the bone is newly created. In certain circumstances the depsgraph data for the armature is not updated, causing `pchan_eval` to be NULL when the parent is updated. This causes a segfault in `ED_object_parent_set` when the flags are updated. This change fixes the underlying depsgraph bug, and also adds both an assertion and NULL pointer check to `ED_object_parent_set` to better handle this scenario if it recurs via another path. Maniphest Tasks: T94441 Differential Revision: https://developer.blender.org/D16065
2022-09-29Sculpt: fix missing nullptr check in pbvh drawJoseph Eagar
This time it was face sets.
2022-09-29Cleanup: Address format-security warningSergey Sharybin
2022-09-29Cleanup: Set but unused variableSergey Sharybin
2022-09-29Cleanup: quiet warnings (unused arg & trailing fullstop)Campbell Barton
2022-09-29Cleanup: run clang-format in sculpt codeJoseph Eagar
2022-09-29Cleanup: Use c++-style unused paramter form in automasking code.Joseph Eagar
Also renamed shadowed variable in sculpt_filter_mesh.c
2022-09-29Sculpt: Normal-based automasking modesJoseph Eagar
Two new normal-based automasking modes. The first mode, "brush", compares vertex normals with the initial normal at the beginning of the brush stroke. The second, "view", compares vertex normals with the view normal. If "occlusion" is on then rays will be shot from each vertex to test if it is occluded by other geometry (note: this can be very slow).\ Only geometry inside the sculpt mesh is considered. Each mode has an associated angular limit and a falloff. Reviewed by: Julien Kaspar and Jeroen Bakker Differential Revision: https://developer.blender.org/D15297 Ref D15297
2022-09-29Cleanup: remove '.' from the end of descriptionsCampbell Barton
Quiet warnings at startup & build time.
2022-09-29Cleanup: simplify storage when uv island packingChris Blackbourn
Refactor ahead of upcoming packing changes. Differential Revision: https://developer.blender.org/D16096
2022-09-29Cleanup: use doxy-sections in anim_channels_edit.cCampbell Barton
2022-09-29Cleanup: spelling in commentsCampbell Barton
2022-09-29Cleanup: quiet deprecated copy warningCampbell Barton
2022-09-29Cleanup: replace UNUSED() with commented argumentsCampbell Barton
This is the conventional way of dealing with unused arguments in C++. Also quiet enum conversion warnings.
2022-09-29Cleanup: formatCampbell Barton
2022-09-29Sculpt: New Cavity Automasking ModeJoseph Eagar
Add new cavity automasking mode based on local mesh curvature. Cavity masking is a great way to quickly add detail in crevices and the like. It's meant to be used with the Paint brush in color attribute mode. It does work with other brushes but the results can be unpredictable. {F13131497} The old "dirty mask" operator has been replace with a new "mask from cavity" operator that shares the same code with cavity automasking. Differences from the sculpt-dev implementation: * It uses the word "cavity." When I first implemented this I wasn't aware this feature existed in other software (and other paint modes in Blender), and for reasons that escape me today I initially decided to call it a concave or concavity mask. * The cavity factor works a bit differently. It's no longer non-linear and functions as a simple scale around 0.5f. * Supports custom curves. * Supports blurring. Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton Differential Revision: https://developer.blender.org/D15122 Ref D15122
2022-09-28GPencil: Avoid infinite loop in Fill debug modeAntonio Vazquez
If the internal flag is set to debug and the Ctrl key is used the program keeps running endless.
2022-09-28GPencil: Disable Fill visual aids if use InvertedAntonio Vazquez
When the inverted mode is used, the visual aids must not be displayed.
2022-09-28GPencil: Extend Fill lines when visual aids are disabledAntonio Vazquez
When the visual aids are disabled, but the extend factor is > 0, the lines must be extended, but not displayed. Also, some variables renamed to clarify.
2022-09-28GPencil: Fix unreported memory leak in Fill inverseAntonio Vazquez
There was a memory leak when use inverted fill.
2022-09-28Geometry Nodes: viewport previewJacques Lucke
This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28Cleanup: Rename variablesAntonio Vazquez
2022-09-28GPencil: Fix unreported bug for fill closing strokesAntonio Vazquez
The extend lines were included in render by error when the only collide option was ON.
2022-09-28GPencil: Fix compiler warningAntonio Vazquez
2022-09-28GPencil: Fill Tool - Check if extensions collide with real strokesAntonio Vazquez
This commit is an improvement in the previous fill tool changes in order to improve how the extended strokes are managed. * Now, the algorithm checks if the extend cross a standard stroke, not only extend strokes. * Option to enable or disable the stroke cross checking because this can be slow in very complex scenes. * Added `D` key to toggle stroke cross option. * Option to use only collide strokes to be used as fill limit. If the option to use only collide strokes is enabled, the open extensions are in different color. * Status text now shows mode and the actual extend factor. This commits also contains a refactor of the loops to use arrays as much as possible. Reviewed By: mendio, pepeland Differential Revision: https://developer.blender.org/D16052
2022-09-28Cleanup: decentralize .blend I/O for space typesKévin Dietrich
This adds callbacks to `SpaceType` to make each editor responsible to manage their own .blend I/O, and moves relevant code from `screen.c` to the editors files. Differential Revision: D11069
2022-09-28Fix T101414: in 3d viewport, smart uv project failed to packChris Blackbourn
Regression from https://developer.blender.org/rBa5c696a0c2b9
2022-09-28Cleanup: spelling in commentsCampbell Barton
Also add missing task ID.
2022-09-27Fix T101348: Sculpt smooth brush artifacts with hidden facesHans Goudey
The brush mixed up the vert and poly hide layers.
2022-09-27Cleanup: Use signed integers for mesh vertex indicesHans Goudey