Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2020-04-28IDProperties: add a foreach looper and use it in libquery code.Bastien Montagne
Note: part of fix for T75279. Differential Revision: https://developer.blender.org/D7550
2020-04-24UI: Move Scene Statistics to the 3D ViewportHarley Acheson
Removes statistics from footer and to an (optional) overlay in 3DView. Differential Revision: https://developer.blender.org/D7410 Reviewed by Campbell Barton
2020-04-24Cleanup: declare values for enum typesCampbell Barton
Avoids accidents when adding/removing items from an enum.
2020-04-23Merge branch 'blender-v2.83-release'Campbell Barton
2020-04-23Cleanup: add explicit enum values in DNA_rigidbody_types.hCampbell Barton
2020-04-23Merge branch 'blender-v2.83-release'Campbell Barton
2020-04-23Fix invalid rigid body constraint values during 2.83 developmentCampbell Barton
Own error in cleanup from 5dcb6fb22f3f unintentionally changed enum values. Although this code violated our own rules to use explicit values to avoid this happening.
2020-04-22Fluid: Improved cache 'Replay' optionSebastián Barschkis
When using the 'Replay' cache mode the cache needs to be invalidated whenever simulation variables have been changed. The invalidation will always only affect the according subcaches, e.g. when changing a mesh paramter only the mesh cache will be invalidated, the base cache will remain intact. Before this change Blender always invalidated the entire cache.
2020-04-20Simulations: Add Boolean Math, Switch and Float Compare node UIJacques Lucke
Reviewers: brecht Differential Revision: https://developer.blender.org/D7424
2020-04-20Simulations: UI for core particle nodesJacques Lucke
This commit adds the initial set of particles nodes. These are fairly low level and are expected to be put into groups that we ship with Blender. See D7384 for a description of the individual nodes. Reviewers: brecht Differential Revision: https://developer.blender.org/D7384
2020-04-20Nodes: Add emitters, events, forces and control flow socket typesJacques Lucke
These socket types will be necessary for particle nodes. The way these sockets are drawn can be changed separately. Reviewers: brecht Differential Revision: https://developer.blender.org/D7349
2020-04-20Nodes: New Object and Image socket typesJacques Lucke
Those new socket types will be necessary for particle nodes. The main difficulty with adding these socket types is that they are the first that reference ID data in their `value`. Therefore, user counting code had to be added in a couple new places. Reviewers: brecht, mont29 Differential Revision: https://developer.blender.org/D7347
2020-04-20Simulations: Embed simulation node tree in simulation data blockJacques Lucke
This adds an embedded node tree to the simulation data block dna. The UI in the `Simulation Editor` has been updated to show a list of simulation data blocks, instead of individual node trees. The new `SpaceNodeEditor.simulation` property wraps the existing `SpaceNodeEditor.id` property. It allows scripts to get and set the simulation data block that is being edited. Reviewers: brecht, mont29 Differential Revision: https://developer.blender.org/D7301
2020-04-20Simulations: Add simulation node tree typeJacques Lucke
This implements a new builtin node tree type called `SimulationNodeTree`. It is not yet embedded in the `Simulation` data block. The node tree will initially be used for the new particle nodes system. When the cmake option `WITH_NEW_SIMULATION_TYPE` is enabled, a new `Simulation Editor` is shown in the editors menu (which is just a node editor). This patch does not add entries to the Add Node menu, so it is empty. Reviewers: brecht Differential Revision: https://developer.blender.org/D7287
2020-04-20Simulations: Add new simulation data blockJacques Lucke
This data block will be the container for simulation node trees. It will be used for the new particle node system (T73324). The new data block has the type `ID_SIM`. It is not visible to users and other developers by default yet. To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`. New simulation data blocks can be created by running `bpy.data.simulations.new("name")`. Reviewers: brecht Differential Revision: https://developer.blender.org/D7225
2020-04-19GPencil: Add Texture modifierCody Winchester
This patch aims to add a new modifier for grease pencil objects that gives more control over the strokes texture UVs. There are 3 modes. 1 Control the stroke texture UVs alone 2 Control the fill texture UVs alone 3 Control both the fill and stroke texture UVs For the stroke texture UVs there are 2 options for fitting the texture to the stroke. 1 The texture uvs are kept a consistent length how it currently is set by default. 2 The uvs are normalized to fit the length of the stroke regardless of how long or short it gets allowing the texture to fit the length of the stroke. There are then 2 controls to scale up and down the uvs and an offset value that allows moving the texture along the stroke. For the fill texture UVs it includes all of the transformational controls. Location offset, scale, and rotation. Reviewed By: antoniov, mendio Differential Revision: https://developer.blender.org/D7439
2020-04-17Merge branch 'blender-v2.83-release'Bastien Montagne
Conflicts: source/blender/makesdna/DNA_userdef_types.h source/blender/makesrna/intern/rna_userdef.c
2020-04-17Enable new undo code by default.Bastien Montagne
Note that given how experimental is working currently, I had to rename and inverse the effect of the experimental undo flag, which will now instead activate legacy code when set.
2020-04-16Merge branch 'blender-v2.83-release'Bastien Montagne
2020-04-16Fix T75730: Properly remove unused override properties/operations.Bastien Montagne
While code is supposed to handle gracefully invalid override operations, it is much cleaner to avoid those completely.
2020-04-16Cleanup: typo in commentPhilipp Oeser
2020-04-16UV: support changing the opacity of the UV overlayCampbell Barton
Add this option as it's useful to adjust how much UV's cover the image when UV mapping. D5348 by @EitanSomething with edits
2020-04-15UI: default to searching menus instead of operatorsCampbell Barton
Menus from the top-bar, space-header and key bindings are used to gather menus to populate the search popup. Giving better context and default options for operators. Part of T74157 Enabling "Developer Extras" exposes operator search in the Edit menu, as this can be useful for developers to run operators without first exposing them in the interface.
2020-04-15Fluid: Improved cache 'Replay' optionSebastián Barschkis
When using the 'Replay' cache mode the cache needs to be invalidated whenever simulation variables have been changed. The invalidation will always only affect the according subcaches, e.g. when changing a mesh paramter only the mesh cache will be invalidated, the base cache will remain intact. Before this change Blender always invalidated the entire cache.
2020-04-14Sculpt: New Layer BrushPablo Dobarro
The Layer brush was in Blender before 2.81, when the sculpt API was introduced. It had a huge amount of bugs and glitches which made it almost unusable for anything but the most trivial cases. Also, it needed some hacks in the code just to support the persistent base. The brush was completely rewritten using the Sculpt API. It fulfills the same use case as the old one, but it has: - All previous artifacts fixed - Simpler code - Persistent base now works with multires thanks to the sculpt API - Small cursor widget to preview the layer height - More controllable and smoother strength and deformation - More correct masking support - More predictable invert support. When using persistent base, the brush invert mode resets to layer height 0, instead of jumping from +1 to -1. The brush can still be inverted in the brush direction property. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7147
2020-04-14Add Complex Solidify option for thickness per faceHenrik Dick
Add an option to solidify complex which will make faces which have thickness controlled by vertex weights flat/even, and parallel to their original face. For each face it uses the minimal weight assigned to its vertices to control the thickness. This will help users for example in architecture or basic CAD design by finally making solidify work there at all if altering thickness is needed. Differential Revision: https://developer.blender.org/D7340 Reviewed and minor cleanups by Batien Montagne (@mont29).
2020-04-14Improve Solidify/Bevel Modifier cooperationHenrik Dick
Adds a slider to solidify which allows the user to add bevel weight on the outside or remove bevel weight from the inside. Also includes a very small improvment for working with subsurface modifier where the rim edge in complex solidify will now also have a chance to get a crease if there is only two adjacent edges. Differential Revision: https://developer.blender.org/D7334 Reviewing and minor cleanups: Bastien Montagne (@mont29).
2020-04-14Fix T75542: toggling modifier visibility not working correct with undo speedupBrecht Van Lommel
The problem was that in direct_link_id_restore_recalc, recalc_undo_accumulated should contain the changes from the target state to the current state. However it had already been cleared at that point, to start accumulating changes up to the next undo push. Delaying the clear of this flag seems like the obvious solution, but it's hard to find the right place for that (if there is one). Instead this splits up the flag into two separate variables. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D7402
2020-04-13Fix T75032: New complex solidify algorithm handles poorly merging threshold ↵Henrik Dick
of small geometry details. * Implemented the algortihm that would merge vertices to the weighted center between them. * Exposed the merge threshold to the user. The new default tolerance is 0.0001 (versionning code ensures that previous default value remains in use to avoid any change in existing files). Review and minor changes/cleanups from Bastien Montagne (@mont29).
2020-04-10Modifiers: Add Bone option for Texture Mask ObjectCody Winchester
This patch adds the option to use an armature bone in place of an object for texture mask coordinates. This affects the 3 vertex weight modifiers, the displace modifier, the warp modifier, and the wave modifier. With minor changes from Bastien Montagne (@mont29). Differential Revision: https://developer.blender.org/D7348
2020-04-09Collections: preserve exclude flag of child collections when unexcludingSzymon Ulatowski
Excluding a collection also changes the exclude setting on all child collections so that it is possible to selectively enable some children without the parent being enabled. This change makes it so that if you unexclude the parent, the exclude setting of children are restored again instead of being permanently lost. Original patch by Szymon with modifications by Brecht. Differential Revision: https://developer.blender.org/D7016
2020-04-08Cleanup: clang-formatCampbell Barton
2020-04-08Fix building without translations enabledCampbell Barton
2020-04-07UI: Language Selection ChangesHarley Acheson
Removal of 'Translation' checkbox. Enable translation options when selecting non-English languages. Differential Revision: https://developer.blender.org/D7210 Reviewed by Brecht Van Lommel
2020-04-06VSE: Draw f-curves for opacity and volume values on the stripsRichard Antalik
Feature can be enabled or disabled in timeline view menu item "Show F-Curves". Author a.monti Reviewed By: ISS Differential Revision: https://developer.blender.org/D7205
2020-04-05Cleanup: macro hygiene, parenthesize argumentsCampbell Barton
2020-04-03Fluid: Refactored caching in main Mantaflow classSebastián Barschkis
This refactor cleans up code for the Manta file IO. It also improves the cache 'Replay' option.
2020-04-02Sculpt: Delay Viewport UpdatesPablo Dobarro
In Blender 2.81 we update and draw all nodes inside the view planes. When navigating with a pen tablet after an operation that tags the whole mesh to update (like undo or inverting the mask), this introduces some lag as nodes are updating when they enter the view. The viewport is not fully responsive again until all nodes have entered the view after the operation. This commit delays nodes updates until the view navigation stops, so the viewport navigation is always fully responsive. This introduces some artifacts while navigating, so it can be disabled if you don't want to see them. I'm storing the update planes in the PBVH. This way I can add support for some tools to update in real-time only the nodes inside this plane while running the operator, like the mesh filter. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6269
2020-04-02Sculpt: Add global automasking options for all brushesPablo Dobarro
This adds the automasking options to the Sculpt Tool options in a way that they affect all brushes. This is more convenient when working with some of these options while switching brushes as they don't need to be enabled/disabled per brush. An automasking option is enabled if it is enabled in the brush or in the sculpt options. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7304
2020-04-02Scultp: Face Set boundary automaskingPablo Dobarro
With this brush option it is possible to mask the boundary vertices of all face sets. This is especially useful in the cloth brush, where face sets can be used to simulate seams between different patches of cloth and produce different patterns and effects. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7230
2020-04-01GPencil: Cleanup typo errorAntonio Vazquez
2020-03-31Add Voxel Mode to the Remesh modifierPablo Dobarro
This adds the Voxel Mode to the current remesh modifier. It works exactly the same way as the voxel remesh operator and uses the same properties to control the remeshing. We can exand this with more options in the future (fix poles, reprojection...) Reviewed By: brecht Differential Revision: https://developer.blender.org/D7292
2020-03-30GPencil: Remove GP_DATA_PYTHON_UPDATED used by old engineAntonio Vazquez
2020-03-30GPencil: Rename Overlay blend mode to Hard LightAntonio Vazquez
Differential Revision: https://developer.blender.org/D7280
2020-03-29Cleanup: remove DNA_view2d_types.h from DNA_sound_types.hCampbell Barton
2020-03-27Sculpt: Pose Brush Face Sets origin modePablo Dobarro
This commit introduces a new mode for calculating the positions and weights of the IK segments in the Pose Brush based on the Face Sets. The first segment of the chain will always include all face sets inside the brush radius and it will propagate until the boundary of the last face sets added in the flood fill. Then consecutive connected face sets are added to the chain until the chain length limit is reached or all face sets of the mesh are already part of the chain. This feature enables complete control over the pose brush origins in case that is needed. Also, with this mode, the user can have a library of base meshes with face sets already configured to get to the initial pose as fast as possible. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7235
2020-03-27CPencil: Cleanup unused fill codeAntonio Vazquez
This is now replaced by draw engine and annotations don't use fill.
2020-03-27Surface Deform modifier: add vertex group and strength control.Cody Winchester
This commit aims to add functionality to the surface deform modifier that gives more control and allows it to work better with the modifier stack. * Maintains compatibility with older files. The default settings keep it so that the whole object is bound and vertex coordinates get overwritten as the modifier currently does. * Turns the deformations from an absolute vertex coordinate overwrite into an additive offset from the vertex location before the modifier to the resulting bound deformation. This gives the ability to control the strength of the deformation and mix the deformation of the modifier with the modifier stack that comes before it. * Also adds in a vertex group with the invert option. This is applied after the bind deformation is added. So the whole object is still bound to target, and the vertex group filters afterwards what parts get affected. I experimented with a version to only binds the geometry weighted to the vertex group, but that would break compatibility with old files. I may bring it in later as a separate option/mode for the surface deform. With several fixes from @mont29. Reviewed By: mont29 Differencial Revision: https://developer.blender.org/D6894
2020-03-27Solidify modifier: add option to assign shell & rim geometry to selected ↵Cody Winchester
vertex groups. This commit gives the solidify modifier the ability to assign the newly created shell and rim geometries to selected vertex groups. This expands the procedural control over the modifier stack by letting users apply modifiers to the shell geometry without affecting the original geometry. This will be especially helpful for NPR users that use solidify to create backface culling lines on their characters giving them the ability to add displace noise and other effects. Differential Revision: https://developer.blender.org/D6903
2020-03-27Warp modifier: add bone from and bone to options when using armature objectsCody Winchester
This commit adds the option to use armature bones for the From and To targets when using armature objects. The changes are based on the UV Warp modifier. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6820