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2019-09-19Fix T66154: viewlayer hide/exclude settings getting lost for linked collectionsBrecht Van Lommel
The problem was that the object and collection pointers in Base and LayerCollection would get lost of file read. Normally such ID pointers would be resolved by pointing to an ID_ID placeholder which has the datablock name, and then replacing it will the real datablock. However ID_ID is only written for directly linked datablocks. This adds the concept of an indirectly linked datablock with a weak reference to it. For this we write an ID_ID_WEAK_REF code, which is a reference that will only be resolved if the datablock was read for another reason. Differential Revision: https://developer.blender.org/D4416
2019-09-19Cleanup: spellingCampbell Barton
2019-09-18Sculpt: Split original normal into original normal and planePablo Dobarro
This allows to create different effects with some brushes that use the sculpt plane. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D5818
2019-09-18UI: Preference for file browser as fullscreen areaJulian Eisel
Addes a Preference setting to choose between opening new file browsers in a maximized area (like with the old file browser) or in a new window (like the new one).
2019-09-18UI: Move render display type to PreferencesJulian Eisel
Moves the render display type (to choose between rendering in a new window, in a fullscreen area, in an Image Editor, etc) from the scene to the preferences.
2019-09-18Refactor temp-space opening for optional fullscreen modeJulian Eisel
Will be put to use in followup commits.
2019-09-16UI: Show in-/decrement buttons for exportersJulian Eisel
As per Brecht's suggestion, use the check_existing property to control visibility of the '+' and '-' icons. It is typically set for save operations. Adds another FileSelectParams flag (to avoid duplicated propertie lookups) and removes the recently introduced FileSelectParams.action_type again. Fixes T69881.
2019-09-14VSE: prefetchingRichard Antalik
When enabled prefetching(preview panel>view settings), a pernament running job is created, that will render frames in the background until the cache is full. If the cache is not filled fast enough, prefetch job suspends itself at the last moment and will wait until it has chance to "catch up". Effectively this will decouple rendering to separate thread, so rendering itself is a bit faster. Cache recycling behavior will be changed to "free furthest frame to the left of playhead if possible, otherwise rightmost frame". Reviewed By: brecht Differential Revision: https://developer.blender.org/D5386
2019-09-14Cleanup: undeclared variable warnings, extra semicolonCampbell Barton
2019-09-13Per-Viewport Collection VisibilityDalai Felinto
Support per-viewport collection visibility options. Note 1: There is no way to show a collection that was not visible before due to depsgraph. Otherwise we would risk having all the collections in the depsgraph and I believe this is not the idea. An alternative would be to have a new depsgraph for viewports that are not local. Something to keep in mind if we do per-viewport current frame in the future. So for now what we do is to only allow collections visibility to be disabled/hidden in this mode. Note 2: hide_viewport (the eye icon) doesn't really matter for depsgraph. So after the merge we can still ignore it to show the collections locally in a viewport with no problems for the depsgraph. Reviewers: brecht, sergey Subscribers: billreynish Related task: T61327 Differential Revision: https://developer.blender.org/D5611
2019-09-13Add QuadriFlow remesherSebastian Parborg
2019-09-12GPencil: New set of Brush iconsAntonio Vazquez
Added: Airbrush and Chisel Changed: Marker Design: @mendio Subscribers: mendio Differential Revision: https://developer.blender.org/D5774
2019-09-12Shading: Add Vertex Color node.OmarSquircleArt
This patch adds a new Vertex Color node. The node also returns the alpha of the vertex color layer as an output. Reviewers: brecht Differential Revision: https://developer.blender.org/D5767
2019-09-12Shading: Add More Features To The Voronoi Node.OmarSquircleArt
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space. It also adds a Randomness input to control the randomness of the texture. Additionally, it adds three new modes of operation: - Smooth F1: A smooth version of F1 Voronoi with no discontinuities. - Distance To Edge: Returns the distance to the edges of the cells. - N-Sphere Radius: Returns the radius of the n-sphere inscribed in the cells. In other words, it is half the distance between the closest feature point and the feature point closest to it. And it removes the following three modes of operation: - F3. - F4. - Cracks. The Distance metric is now called Euclidean, and it computes the actual euclidean distance as opposed to the old method of computing the squared euclidean distance. This breaks backward compatibility in many ways, including the base case. Reviewers: brecht, JacquesLucke Differential Revision: https://developer.blender.org/D5743
2019-09-12Fix T69737: Crash using the Elastic Deform brush and CompressibilityPablo Dobarro
Also renamed "compressibility" to "volume preservation" Reviewed By: brecht Maniphest Tasks: T69737 Differential Revision: https://developer.blender.org/D5757
2019-09-11DNA: use defaults for SceneEEVEECampbell Barton
2019-09-11DNA: move View3D, View3DOverlay into DNA_view3d_defaults.hCampbell Barton
2019-09-11DNA: defaults for ID typesCampbell Barton
2019-09-11DNA: initialize defaults for output pathsCampbell Barton
2019-09-11DNA: make DNA_elem_size_nr a public functionCampbell Barton
Needed for getting struct member offsets.
2019-09-11GPencil: New Brush postprocesing SimplifyAntonio Vazquez
This option allows to apply a simplify when the stroke is completed. The simplify use the Adaptive option to keep the shape.
2019-09-11Cycles: Display RenderPass in ViewportJeroen Bakker
This change allows the user to select a renderpass in the 3d viewport. Added support for external renderers to extend the `View3DShading` struct. This way Blender doesn't need to know the features an external render engine wants to support. Note that the View3DShading is also available in the scene->display.shading; although this is supported, it does not make sense for render engines to put something here as it is really scene/workbench related. Currently cycles assumes that it always needs to calculate the combined pass; it ignores the `pass_flag` in KernelFilm. We could optimize this but that was not in scope of this change Reviewed By: brecht Differential Revision: https://developer.blender.org/D5689
2019-09-10Fix SDNA error expanding names not updating name array sizesCampbell Barton
This doesn't cause problems at the moment, it just makes using name sizes possible in the future.
2019-09-10Cleanup: no need to add Brush.flag2Campbell Barton
Also use 'use_' prefix for RNA booleans.
2019-09-10GPencil: New Simplify Tint optionAntonio Vazquez
This is useful to disable all layers tint in one step and it will be used for future operators.
2019-09-10UI: File Browser Custom Folder ColorHarley Acheson
Allows file browser folders to be shown in a theme-selectable color, default of manila. Differential Revision: https://developer.blender.org/D5713 Reviewed by Brecht Van Lommel
2019-09-10Sculpt: Grab Active Vertex and Dynamic Mesh PreviewPablo Dobarro
Grab active vertex snaps the maximum strength of the grab brush to the highlighted active vertex, making it easier to manipulate low poly models or meshes with subdivision surfaces. Dynamic Mesh Preview generates a list of connected vertices from the active vertex and draws them from the cursor code. This helps to visualize the real geometry the user is manipulating from sculpt mode when there are active modifiers. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5646
2019-09-09Shading: Extend Musgrave node to other dimensions.OmarSquircleArt
This patch extends Musgrave noise to operate in 1D, 2D, 3D, and 4D space. The Color output was also removed because it was identical to the Fac output. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5566
2019-09-09DNA: use defaults for Object, Mesh, MaterialCampbell Barton
2019-09-09DNA: add theme & preferences to defaultsCampbell Barton
Use existing theme & preferences for defaults.
2019-09-09Sculpt: Pose BrushPablo Dobarro
This brush lets the user pose a model simulating an armature-like deformation. The pivot point for rotation is calculated automatically based on the radius of the brush and the topology of the model. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5647
2019-09-09Sculpt: Topology automaskingPablo Dobarro
The sculpt automasking feature assigns a factor to each vertex before starting the stroke. This can be used for isolating disconnected meshes, masking cavities, mesh boundary edges or creating topological falloffs. This commit implements automasking in all brushes and topology automasking without topology falloff. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5645
2019-09-09Sculpt: Elastic Deform BrushPablo Dobarro
This patch implements the paper "Regularized Kelvinlets: Sculpting Brushes based on Fundamental Solutions of Elasticity" https://graphics.pixar.com/library/Kelvinlets/paper.pdf It includes grab, biscale grab, triscale grab, scale and twist. All deformation modes are accessible under the same tool. This helps to keep the code organized and it should not make any difference to the user when a better brush management system is implemented. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5634
2019-09-09DNA: initial DNA defaults supportCampbell Barton
This provides an API to access structs with their members set to default values: - DNA_struct_default_get(name) - DNA_struct_default_alloc(name) Currently this is only used for scene & view shading initialization, eventually it can be used for RNA defaults and initializing DNA struct members on file reading.
2019-09-09Sculpt: Draw Sharp BrushPablo Dobarro
This brush is similar to the draw brush but it deforms the mesh from the original coordinates. When used with the sharper curve presets it has a much more pleasant crease/cut behavior than any of the other brushes. This is useful for creating cloth wrinkles, stylized hair or hard surface edges. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5530
2019-09-09Cleanup: remove unused scene struct membersCampbell Barton
2019-09-07Cleanup: style, spellingCampbell Barton
2019-09-06GPencil: New option to fade not selected objectsAntonio Vazquez
Before, it was only possible to fade the active object. The new option allows to fade all non gpencil selected object. This is a common request by artists. {F7719513} Reviewers: mendio, pepeland Reviewed By: mendio Differential Revision: https://developer.blender.org/D5704
2019-09-06Eevee: Use manual derivatives for better quality bump.Clément Foucault
We basically duplicate the height map branch plugged into the bump node, and tag each node in each branch as dx/dy/ref using `branch_tag`. Then we add a one pixel offset on the texture coordinates if the node is tagged as dx or dy. The dx/dy branches are plugged into (new) hidden sockets on the bump node. This match cycles bump better but have a performance impact. Also, complex nodetrees can now become instruction limited and not compile anymore. Reviewers: brecht Differential Revision: https://developer.blender.org/D5531
2019-09-06GPencil: Guides: Refactor and add new ISO optionCharlie Jolly
+ Simplify code, move into own function and run once rather than on every point + Improved snapping when a stroke is between increments + Added ISO grid option for lines specified by Angle under guide settings + Radial snapping mode uses Angle as an offset Differential Revision: https://developer.blender.org/D5668
2019-09-06Transformation Constraint: implement a Mix Mode option.Alexander Gavrilov
Allow selecting how the new location/rotation/scale is combined with the existing transformation. This is most useful for rotation, which has multiple options, and scale, which previously could only replace.
2019-09-06Viewport Shading: StudioLight IntensityJeroen Bakker
Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles Reviewed By: brecht, fclem Differential Revision: https://developer.blender.org/D5674
2019-09-06Copy Transforms: add a mixing mode option.Alexander Gavrilov
Allow combining location, rotation and scale at the same time, using one constraint. The mixing modes are based on matrix multiplication, but handle scale in a way that avoids creating shear. Reviewers: brecht Differential Revision: https://developer.blender.org/D5640
2019-09-06Copy Rotation: implement new mixing modes that actually work.Alexander Gavrilov
Upon close inspection, the way the Offset mode works in the Copy Rotation constraint makes no sense, and in fact, destroys the rotation of its owner unless either it's single axis, or the order is set specifically to `ZYX Euler`. Since it can't simply be changed because of backward compatibility concerns, replace the checkbox with a dropdown that provides a set of new modes that actually make sense. Specifically, add a mode that simply adds Euler components together, and two options that use matrix multiplication in different order. The Python use_offset property is replaced with compatibility stubs. Reviewers: brecht Differential Revision: https://developer.blender.org/D5640
2019-09-05LibOverride: add a generic macro to check whetehr an ID is overridable.Bastien Montagne
...and use it in code generating library overrides.
2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
2019-09-05File Browser: Add Zip files as native recognised file typeWilliam Reynish
Differential Revision: https://developer.blender.org/D5683 Reviewers: Brecht
2019-09-05Shading: Rewrite Mapping node with dynamic inputs.OmarSquircleArt
This patch rewrites the Mapping node to support dynamic inputs. The Max and Min options have been removed. They can be added as Min and Max Vector Math nodes manually. Texture nodes still use the old matrix-based mapping. A new SVM node `NODE_TEXTURE_MAPPING` has been added to preserve this functionality. Similarly, in GLSL, a `mapping_mat4` function has been added. Reviewers: brecht, JacquesLucke
2019-09-04Missed from last commitCampbell Barton
2019-09-04Cleanup: userpref UI options into their own structCampbell Barton
Mixing options for showing preferences with other flags was confusing.