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
2021-11-18Revert "Revert "Revert "Allow navigating while transforming"""Germano Cavalcante
This reverts commit 2a9cfdac7e126e37afb82e15a131717041f3d2f8.
2021-11-18Revert "Revert "Allow navigating while transforming""Germano Cavalcante
This reverts commit 5e6fdaa07fff907e02b36813ccde0702bad4fb4d.
2021-11-18Revert "Allow navigating while transforming"Germano Cavalcante
This reverts commit 1d1855e95f916685fed970904fc37701a4a0e031.
2021-11-18Allow navigating while transformingGermano Cavalcante
This feature has been desired for some time: - https://rightclickselect.com/p/ui/Tqbbbc/allow-navigating-while-transforming (See comments); - D1583; - T37427; In short, blocking navigation during transform limits the user to move the object only to visible areas within the screen and hinders the allocation of objects within closed meshes. The node editor is also impaired because some nodes are far between them and the connectors are too small. The only disadvantage of this patch (as I see it) is the conflict with the existing key map: MIDDLEMOUSE: - enable axis constrain in 3D view; WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY: - change the threshold of the proportional edit; So the patch solution was to change these keymaps: - MIDDLEMOUSE to Alt+MIDDLEMOUSE; - WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY to Alt+(corresponding key); When you use this new keymap for the first time in the proportional edit, it may seem strange due to the custom of using it (both in View2D and View3D). But quickly the user gets used to it. Alternatively we can add an option to the user preferences ([] Allow navigating while transforming). (I'm not much fan of this option). The patch was done on branch2.8. But maybe it's a good idea to apply it to 2.79 Differential Revision: https://developer.blender.org/D2624
2021-11-18Merge remote-tracking branch 'origin/blender-v3.0-release'Sybren A. Stüvel
2021-11-18Fix T92442: undo removal of Eevee cryptomatte accurate mode optionBrecht Van Lommel
The Cycles accurate mode was removed, but the Eevee option for this has a different meaning and should not have been removed. The Eevee accurate makes cryptomatte accumulate for every sample, which Cycles has always done regardless of any option.
2021-11-18VSE: Add meta.separate() Python API functionFélix
This function can be used to "dissolve" meta strip anywhere in strip hierarchy. This has same effect as `meta_separate` operator. Reviewed By: ISS Differential Revision: https://developer.blender.org/T91005
2021-11-17UI: Use ampersand instad of 'and' in labelsAaron Carlisle
- When and is used in labels use ampsand - When used in description use 'and'
2021-11-16Merge branch 'blender-v3.0-release'Sergey Sharybin
2021-11-16Asset Browser: hide catalog debug info behind debug optionSybren A. Stüvel
Add a new "experimental" debug option `show_asset_debug_info`, and use that to determine the visibility of the active asset's catalog UUID and simple name. Previously this was only determined by the "Developer Extras" option, which meant it was visible in too many situations. It's not really a "developer extra", and really just a debugging tool, so the new option is more in line with its purpose. Reviewed by: Severin Differential Revision: https://developer.blender.org/D13242
2021-11-15Merge branch 'blender-v3.0-release'Richard Antalik
2021-11-15Fix T90415: Missing cache invalidationRichard Antalik
Some RNA properties and operators did not invalidate cache or did it incorrectly. Reviewed By: sergey Differential Revision: https://developer.blender.org/D13101
2021-11-15Merge branch 'blender-v3.0-release'Hans Goudey
2021-11-15Fix T89260: Eevee crashes with custom node sockets.Jeroen Bakker
Cause of this issue is that Custom Node Sockets info type was initialized as SOCK_FLOAT when registering. Areas within the core that would ignore custom socket types by checking its type would use the socket as being a float type. When custom node sockets have a property called default_value blender tries to store it as an internal default value what failed in debug builds. This patch will set the socket type to SOCK_CUSTOM when registering a custom socket type and allow, but skip storage of custom default values. In this case the default values should already be stored as custom properies. Reviewed By: campbellbarton, JacquesLucke Maniphest Tasks: T89260 Differential Revision: https://developer.blender.org/D13174
2021-11-13BLF: Use Floats for Font Point SizesHarley Acheson
Allow the use of floating-point values for font point sizes, which allows greater precision and flexibility for text output. See D8960 for more information, details, and justification. Differential Revision: https://developer.blender.org/D8960 Reviewed by Campbell Barton
2021-11-13Text Editor: Auto close relevant charactersMatheus Santos
Support the ability to close relevant characters like '(', '[' and '{'. It will also delete the pair character if they're empty. Ref D13119 Reviewed By: campbellbarton
2021-11-13Cleanup: spelling in comments, comment block formattingCampbell Barton
2021-11-12Fix T93007: Cycles not updating for animated Object properties like colorBrecht Van Lommel
2021-11-12Fix T93007: Cycles not updating for animated Object properties like colorBrecht Van Lommel
2021-11-09Cleanup: clang-formatCampbell Barton
2021-11-09Merge branch 'blender-v3.0-release'Philipp Oeser
2021-11-09Fix T92318: adding layers (UVs, ...) doesn't notify about limitPhilipp Oeser
When adding certain customdata layers (namely UVs, vertex colors and sculpt vertex colors), the user does not get notified the specific limit has been hit (blender just silently does nothing). Now inform the user [decided to not do this in poll() since it could get messy once operators are extended to operate on all selected objects, so left this as a visible error in execute() -- or from python]. Maniphest Tasks: T92318 Differential Revision: https://developer.blender.org/D13147
2021-11-08Fix inconsistent creation of `NodeTreeTypeUndefined` type of node treeBastien Montagne
Currently, when creating a new node tree ID, its `typeinfo` is set to `NodeTreeTypeUndefined`, but its `type` enum value is left to `0`, aka `NTREE_SHADER`. This patch adds a new `NTREE_UNDIFINED` value, and use it for `NodeTreeTypeUndefined` types of node trees. NOTE: While it is not clear whether that actually fixes issues currently, quite a bit of code still relies on the value of `type`, so think it makes sense to sanitize this. NOTE: Would have been ideal to reserve `0` value to undefined type, but at this point this is not possible anymore, so chose to use `-2` instead. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13123
2021-11-06Cleanup: remove window_manager & editor includes from BLFCampbell Barton
Remove the need to include the window manager & editor functions in low level font rendering code. - The default font size is now set when changed in the preferences. - Flushing cache is set as a callback.
2021-11-04Merge branch 'blender-v3.0-release'Jacques Lucke
2021-11-04Fix T91986: incorrect syncing of geometry instancesJacques Lucke
The issue was that some geometries were not synced again even when they changed. This commit adds a map that keeps track of the geometries that need to be updated when an object has changed. Differential Revision: https://developer.blender.org/D13020
2021-11-03Spreadsheet: Display geometry volume component gridsHans Goudey
This shows a geometry's volume grids in the spreadsheet. Three columns are displayed: - Name: The text name of each grid - Data type: Float, Vector, etc. - Class: Fog volume, Level Set, or unkown In the future, values of the voxels themselves could be displayed, but that is a much more complex problem, with important performance implications, etc. Differential Revision: https://developer.blender.org/D13049
2021-11-03Add documentation for some 'hidden' RNA properties.Bastien Montagne
Even never-shown RNA properties should have at least a description, as this is used by API doc generation scripts. NOTE: this is more of an opportunistic set of changes than a proper complete fix of that loack of documentation.
2021-11-03Merge branch 'master' into soc-2021-uv-edge-select-supportSiddhartha Jejurkar
2021-11-02Images: refactor how failed image load attempts are rememberedJacques Lucke
Previously, `ImageTile->ok` and `ImageUser->ok` were used to indicate whether an image failed to load. There were three possible values which (probably) had the following meanings: * `0`: There was an error while loading the image. Don't try to load again. * `1`: Default value. Try to load the image. * `2`: The image was loaded successfully. This image-wide flag did not make sense unfortunately, because loading may work for some frames of an image sequence but not for others. Remember than an image data block can also contain a movie. The purpose of the `->ok` flag was to serve as an optimization to avoid trying to load a file over and over again when there is an error (e.g. the file does not exist or is invalid). To get the optimization back, the patch is changing `MovieCache` so that it can also cache failed load attempts. As a consequence, `ibuf` is allowed to be `NULL` in a few more places. I added the appropriate null checks. This also solves issues when image sequences are used with the Image Texture node in Geometry nodes (also see D12827). Differential Revision: https://developer.blender.org/D12957
2021-10-27Geometry Nodes: Add Image Socket to Switch NodeJohnny Matthews
Add the image type to the switch node without field support. Differential Revision: https://developer.blender.org/D13012
2021-10-27Cleanup: use 'use_' prefix for RNA naming in grease pencil modifiersCampbell Barton
2021-10-26Don't deselect assets in `ED_fileselect_activate_by_id`Sybren A. Stüvel
`ED_fileselect_activate_by_id()` activates an asset (i.e. marks it as the active asset in the asset browser). To avoid an "active but not selected" state, it also selects it. Before this commit, the function would also deselect all other assets, but that's considered doing too much. If deselection is required, the `ED_fileselect_deselect_all()` function can be called. Manifest Task: T92152
2021-10-26LineArt: Trimming edges right at the image borderYimingWu
This option allows the edge to end right at the border instead of extending beyond. Useful when having multiple camera setup where you want the border to be clean. Also moved overscan option down inside "Composition" sub panel so it makes more sense. Reviewed By: Antonio Vazquez (antoniov) Differential Revision: https://developer.blender.org/D12126
2021-10-26UI: Improve node editor breadcrumbs displayHans Goudey
This patch upgrades node editor breadcrumbs to have slightly more visual weight, to including the base path of object/modifier/world, etc, have more visually pleasing spacing, and contain icons. In the code, a generic "context path" is added to interface code. The idea is that this could be used to draw other breadcrumbs in areas like the property editor or the spreadsheet, and features could be added to all of those areas at the same time. Ideally we would be able to control the color of the breadcrumbs with a specific theme color, but since they are drawn with the regular layout system, that is not easily possible. Thanks to @fabian_schempp for the original patch. Differential Revision: https://developer.blender.org/D10413
2021-10-26LineArt: Custom CameraYimingWu
Allows line art camera to be different from scene active camera, useful when baking multiple shots in different angle as well as for motion graphics effect. Reviewed By: Antonio Vazquez (antoniov) Differential Revision: https://developer.blender.org/D12047
2021-10-26LineArt: Fix prop range for stroke_depth_offset.YimingWu
2021-10-26LineArt: Stroke offset towards camera.YimingWu
Allows the user to turn off in_front option for grease pencil object and offset strokes towards camera to allow depth interaction of the rest of the scene. Reviewed By: Antonio Vazquez (antoniov) Differential Revision: https://developer.blender.org/D12046
2021-10-26Nodes: support transparency for link highlight colorDorian
Node links that are connected to selected nodes are highlighted using the Wire Select theme color. Now it is possible to change the transparency of this color to allow the actual link color to be visible through the highlight (or to turn of the highlight entirely). Differential Revision: https://developer.blender.org/D12973
2021-10-26Cleanup: silence address sanitizer warning about NULL + 0Brecht Van Lommel
2021-10-26Cycles: add additive AO support through Fast GI settingsBrecht Van Lommel
Add a Fast GI Method, either Replace for the existing behavior, or Add to add ambient occlusion like the old world settings. This replaces the old Ambient Occlusion settings in the world properties.
2021-10-26Geometry Nodes: support viewing field values in spreadsheetJacques Lucke
The viewer node has been expanded to have a field input next to the geometry input. When both are connected (by ctrl+shift clicking on a node) the spreadsheet will show the evaluated field on the geometry. The operator to link to the viewer has become a bit smarter. It automatically detects if it should link to the geometry or field input. In the future some more smartness could be added, such as automatically relinking the "right" geometry when viewing a field. Internally, there are two major changes: * Refactor of what happens when ctrl+shift clicking on a node to link to a viewer. The behavior of the geometry nodes viewer is a bit more complex than that of the compositor viewers. The behavior in compositing nodes should not have changed. Any change should be reported as a bug (and then we can decide if it's worse than before or if it needs fixing). * Evaluation, display and caching of fields in the spreadsheet editor. Differential Revision: https://developer.blender.org/D12938
2021-10-26Cleanup: Improve description for XR absolute trackingPeter Kim
2021-10-26XR Controller Support Step 5: NavigationPeter Kim
Adds navigation transforms (pose, scale) to the XR session state that will be applied to the viewer/controller poses. By manipulating these values, a viewer can move through the VR viewport without the need to physically walk through it. Add-ons can access these transforms via Python (XrSessionState.navigation_location/rotation/scale) to use with custom operators. Also adds 3 new VR navigation operators that will be exposed to users as default actions in the VR Scene Inspection add-on. While all three of these operators have custom properties that can greatly influence their behaviors, for now these properties will not be accessible by users from the UI. However, other add-ons can still set these custom properties if they desire. 1). Raycast-based teleport Moves the user to a location pointed at on a mesh object. The result can optionally be constrained to specific axes, for example to achieve "elevation snapping" behavior by constraining to the Z-axis. In addition, one can specify an interpolation factor and offset. Credit to KISKA for the elevation snapping concept. 2). "Grab" navigation Moves the user through the viewport by pressing inputs on one or two held controllers and applying deltas to the navigation matrix based on the displacement of these controllers. When inputs on both controllers are pressed at the same time (bimanual interaction), the user can scale themselves relative to the scene based on the distance between the controllers. Also supports locks for location, rotation, and scale. 3). Fly navigation Navigates the viewport by pressing a button and moving/turning relative to navigation space or the VR viewer or controller. Via the operator's properties, one can select from a variety of these modes as well as specify the min/max speed and whether to lock elevation. Reviewed By: Severin Differential Revision: https://developer.blender.org/D11501
2021-10-26UI: Change node editor grid into a dot gridHans Goudey
This patch makes the background grid of the node editor a grid of dots instead of lines. This makes the background look a bit more subtle and reduces visual complexity. The dots are meant to provide a reference when panning and zooming. Based on the design of @pablovazquez, and a patch originally authored by @fabian_schempp. The "Grid Levels" controls how many levels of dots are drawn. As the editor zooms in, the higher levels of dots fade in, making them closer together visually. The zoom factor at which each grid starts and ends fading in is controllable in the code, and could be tweaked further in the future. The new default value is 7, out of a range from 0 to 9. Differential Revision: https://developer.blender.org/D10345
2021-10-25UI: Make the mesh to volume node slightly narrowerHans Goudey
Also use consistent UI names for properties that are similar between that node and the points to volume node (which happen to be shorter, allowing the node to be narrower).
2021-10-25Assets: Add Author field to asset metadataJulian Eisel
This is information you'd typically want to be visible in the UI. It's optional of course, so if not relevant, it can just remain unset.
2021-10-25Geometry Nodes: new Image Texture nodeJacques Lucke
This adds a new image texture node for geometry nodes. It does not reuse the same node that is used in shading, because we want to be able to expose the image and frame as sockets. There is a known update issue when a movie or image sequence is used. That will be fixed separately (also see D12957). Currently, the image socket is just a pointer to an Image ID data block. This can contain single images but also movies and image sequences. In the future, the definition of an image socket can be expanded to include images that are generated from scratch in the node tree. For more details read the discussion in D12827. Some of the code is a direct port from cycles and should be cleaned up a bit in the future. For example `image_cubic_texture_lookup`. For still images, the frame input is ignored. Otherwise, the frame has to be in a valid range for the node to work. In the future we may add e.g. automatic looping functionality. Differential Revision: https://developer.blender.org/D12827
2021-10-25Spreadsheet: fix updating active domain when component type changesJacques Lucke
The mesh and instances case wasn't handled before.
2021-10-23Asset Browser: Filter options for specific ID typesJulian Eisel
Adds a filter popup to the header that allows specifiying which data-block types to show. The menu automatically reflects all supported ID types, so it shows a checkbox for materials, worlds and actions currently by default, and all ID types with the "Extended Asset Browser" experimental feature enabled.