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2021-10-23Geometry Nodes: Add Instances to Points NodeJarrett Johnson
This node takes a geometry set with instances as input and outputs points located on the origins of the top level of instances in the geometry set (not nested instances). It also has position and radius inputs to allow overriding the default, and a selection input to only generate points for some instances. The use case for this node is a method to use geometry proximity on instance origins, but in a more generic way that is flexible and useful in other situations. Differential Revision: https://developer.blender.org/D12893
2021-10-23Fix: Support swapped inputs properly in trim curve nodeHans Goudey
Previously, when the start input was greater than the end input, the spline was resized to a single point. That is correct, but the single point wasn't placed properly along the spline. Now, it is placed according to the "Start" value, as if the trim started, but couldn't continue because the "End" value was smaller. This behavior is handled with a separate code path to keep each simpler and avoid special cases. Any cleanup to reduce duplication should focus on making each code path shorter separately rather than merging them. Also included are some changes to `lookup_control_point_position` to support cyclic splines, though this single-point method is still disabled on cyclic splines for consistency.
2021-10-23Docs: Fixes and improvements in API documentationXavier Cho
Fixes several notable mistakes and missing information regarding the API documentation (*.rst). This will allow API stub generators like bpystubgen or fake-bpy-module to produce more accurate result. Differential Revision: https://developer.blender.org/D12639
2021-10-23Fix: Cyclic single point bezier splines have multiple evaluated pointsHans Goudey
Because `segment_is_vector` didn't handle the combined cyclic and single control point case, it returned false, that the "segment" should have the resolution evaluated point count. To avoid checking the size in every call, add an assert for the size and check it elsewhere.
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.
2021-10-23UI: Correct icons of File Browser Link/Append ID filter settingsJulian Eisel
Wasn't using the same icons as usually used for these IDs, which can be confusing. Corrected them to be consistent with other usages of these IDs.
2021-10-23Fix: Assert for unused field evaluator in resample curve nodeHans Goudey
Declare it at a lower scope so it doesn't go unused in evaluated mode.
2021-10-23Fix: Double calculation of UVs in cone primitiveHans Goudey
2021-10-23UI: Turn on overlays by default in new node editorsHans Goudey
This was missed in the initial commit adding the node editor overlays.
2021-10-23Cleanup: Remove unused functionHans Goudey
2021-10-22Fix panel pinning showing for instanced panels (e.g. FCurve modifiers)Philipp Oeser
This was reported for FCurve modifiers, but was also true (in theory) for other instanced panels (regular modifiers, spreadsheet filters, ...), these would not show pinning for other reasons (no caterories). So in the case of the Graph Editor the follwing happens: `graph_buttons_register` only registers `GRAPH_PT_modifiers`, the panel itself has no header (PANEL_TYPE_NO_HEADER), further panels for individual modifiers are added dynamically in `graph_panel_modifiers`. So when pinning a particular modifier, we would pin e.g. `GRAPH_PT_noise` (not `GRAPH_PT_modifiers`). ED_region_panels_layout_ex would only collect panels known to `graph_buttons_register` (so is not aware of the specific panels of modifiers). So while I think it should be possible to pin `GRAPH_PT_modifiers` on top of an individual modifier's panel this would result in all modifiers being shown in other categories [which would also be weird]. Panel header layout was also not correct (drawing the pin icon over the modifier delete icon). So to resolve this, just dont use pinning for these type of panels. part of T92293. Maniphest Tasks: T92293 Differential Revision: https://developer.blender.org/D12965
2021-10-22Fix test print wording that confuses build bot highlighting.Alexander Gavrilov
2021-10-22Asset Browser: fix issue rebuilding the visible asset filterSybren A. Stüvel
2021-10-22Asset Browser: add notifiers on catalog editsSybren A. Stüvel
Send out notifications on catalog edits. This way all asset browsers will refresh when catalogs are edited.
2021-10-22Asset Browser: Show "orphaned" assets in "Unassigned" catalogSybren A. Stüvel
Show assets that have an unknown catalog ID assigned in the "Unassigned" catalog. Another catalog named "Orphans" was considered as well, but that would clash with the usual handling of Blender (discarding orphan data on save) and thus that idea was discarded. Manifest Task: T91949
2021-10-22Asset Catalogs: support reloading without losing local changesSybren A. Stüvel
Keep track of unsaved asset catalog changes, in a more granular way than just one boolean per asset library. Individual catalogs can now be marked with a flag `has_unsaved_changes`. This is taken into account when reloading data from the catalog definition file (CDF): - New catalog in CDF: gets loaded - Already-known catalog in CDF: - local unsaved changes: on-disk catalog is ignored - otherwise: on-disk catalog replaces in-memory one - Already-known catalog that does not exist in CDF: - local unsaved changes: catalog is kept around - otherwise: catalog is deleted. Because this saving-is-also-loading behaviour, the "has unsaved changes" flags are all stored in the undo buffer; undoing after saving will not change the CDF, but at least it'll undo the loading from disk, and it'll re-mark any changes as "not saved". Reviewed By: Severin Differential Revision: https://developer.blender.org/D12967
2021-10-22Asset Catalogs: push undo step before saving to diskSybren A. Stüvel
Since writing asset catalogs to disk also means loading any on-disk changes, it's a good idea to store an undo step.
2021-10-22Increase assert epsilon in versioning for D9551.Alexander Gavrilov
The epsilon was too optimistic. Snapping to hard-coded (0,-1,0) at singularity should produce max delta 0.0005, but double it to be safe. This only affects debug builds obviously.
2021-10-22Cleanup: improve consistency between function node implementationsJacques Lucke
2021-10-22Cleanup: restore alphabetic orderingJacques Lucke
2021-10-22Geometry Nodes: add Boolean and Integer Input nodesDorian
These nodes just output a single value of their respective types, making it possible to control multiple inputs with the same value. Differential Revision: https://developer.blender.org/D12932
2021-10-22Fix T92290: Linked Color Palette datablocks can not be used.Bastien Montagne
* Forbid editing linked palettes. * Make `color` RNA property of ColorPalette '`LIB_EXCEPTION`', so that the color buttons in the palette template remain active on linked data. NOTE: This incidently makes linked palettes' colors editable from RNA, not from UI though, so think this is OK for now.
2021-10-22Fix VSE left crop not workingRichard Antalik
Caused by using 3D math on 2D vectors, violating memory boundaries. Use temporary float[3] variable.
2021-10-22Fix T90638: Inconsistent object data behavior when link-duplicating collections.Bastien Montagne
Camera, lattice and speaker object types were missing there own proper `USER_DUP_` flags, leading to not properly handling duplication of their object data. NOTE: We could probably simply opions here, by using categories (like 'GEOMETRY', 'SHADING', etc.) instead of exact object types. But this is beyond bugfix scope.
2021-10-22Geometry Nodes: disable attribute search for non-attribute string socketsJacques Lucke
This is a simplified version of D12730 by @erik85. I added attribute search only to one legacy node for testing purposes.
2021-10-22Nodes: fix link drawing for some socket typesJacques Lucke
The type of sockets is `-1` in some cases, resulting in a crash when accessing the `std_node_socket_colors` array.
2021-10-22Cleanup/Fix (unreported) 'make single user' handling of actions.Bastien Montagne
Actions of duplicated objects would not be properly made single user, unlike obdata and materials. Further more, there is no reason to manually handle such animdata copying here, `BKE_id_copy_ex` can do that for us with the proper flags.
2021-10-22Fix T91410: Make Single User operation ignores linked data-blocks.Bastien Montagne
Now 'Make Single User' will also create local copy of linked data as needed. IMPORTANT: Unlike with local data, this always happen, even if linked data has only one user. This avoids e.g. cases like two local objects sharing a same linked mesh, then when calling 'Make Single User -> Object and ObData' on both objects, yu expect both of your objects to get localized meshes, not one of them keeping its linked, un-editable mesh.
2021-10-22Cleanup: spelling in comments, use C style commentsCampbell Barton
2021-10-22Fix T92357: assert changing scenes while in edit modeCampbell Barton
ScrArea.runtime.tool needs to be updated after switching scenes.
2021-10-22Fix crash when creating a new window failsCampbell Barton
Also add operator error report.
2021-10-22Fix errors in be171b295fc7dGermano Cavalcante
´´´ error C4133: 'function': incompatible types - from 'float [2]' to 'int *' error C4133: 'function': incompatible types - from 'const int [2]' to 'const float *' ´´´
2021-10-22Cleanup: Compile warningsAaron Carlisle
2021-10-21Assets: Enable material and world assets by defaultJulian Eisel
Both material and world assets should be ready to use as non-experimental feature. They were not enabled by default yet because the work from the previous commit was needed first. Objects should follow soon. Maniphest Task: https://developer.blender.org/T91752
2021-10-21Assets: Allow specific data-block types to be enabled by defaultJulian Eisel
Updates UI code so that we can enable the asset UI for specific data-block types by default, i.e. irrespective of the "Extended Asset Browser" experimental feature. "Mark as Asset" and "Clear Asset" are always visible in the Outliner context menu now, but are grayed out if not applicable and show a disabled hint in the tooltip. A known side-effect of this: The "Mark as Asset" and "Clear Asset" operators are enabled for action data-blocks now, even though only pose actions created through the Pose Libraries add-on are supported. If this is something worth addressing is being discussed still. Differential Revision: https://developer.blender.org/D12955 Reviewed by: Sybren Stüvel
2021-10-21Cleanup: unused codePablo Vazquez
Also fixes incompatible types.
2021-10-21View3D Snap Cursor: Fix drawing state incorrectly resetGermano Cavalcante
The viewport was being changed, so it needs to be reset.
2021-10-21Cleanup: Use array utility for cursor eventsAaron Carlisle
2021-10-21Nodes: Fix missing variablePablo Vazquez
2021-10-21Node Editor: Introduce color overlay and dashed wires theme settingPablo Vazquez
This patch includes code from D9891 and D12754, so credit goes to Juanfran and Dalai. I updated the patches to work with `master` and with the new overlay toggle. The reason to include both changes as part of one patch is that the dimmed dashed lines work much better together with colored wires. Theme setting for dash opacity: {F11370574, size=full} {F11286177, size=full, autoplay, loop} {F11149912, size=full} For adding the overlay I used `SpaceImageOverlay` as reference, although I'm not familiar with this code so there might be mistakes. Reviewed By: #user_interface, HooglyBoogly Differential Revision: https://developer.blender.org/D12886
2021-10-21Geometry Nodes: Attribute search in the modifierHans Goudey
This adds attribute search to the geometry nodes modifier for the input and output attributes. The "New" search item is only shown for the output attributes. Some of the attribute search code is extracted to a new file in the interface code, to avoid some code duplication. The UI code required two fixes so that the search would work for dynamic length strings (IDProperties do not have a fixed size). Since this does changes to the UI layout of the modifier, I also addressed T91485 here. Differential Revisiion: https://developer.blender.org/D12788
2021-10-21Fix T92371: Move AZONE_REGION When OverlappedHarley Acheson
Overlapped regions have transparent backgrounds, so when placing AZONE_REGION we need to move them in to the content edge. See D12956 for details and examples. Differential Revision: https://developer.blender.org/D12956 Reviewed by Hans Goudey
2021-10-21Cleanup: Use common define for menu separator arrowHans Goudey
2021-10-21Geometry Nodes: Update bounding box to work on individual instancesHans Goudey
This commit makes the bounding box node work on each unique geometry (including instances) individually instead of making one large bounding box for everything. This makes the node much faster, and is often the desired result anyway. For the old behavior, a realize instances node can be used in front of this node (versioning adds it automatically). The min and max outputs now only output the values from the realized geometry. Differential Revision: https://developer.blender.org/D12951
2021-10-21Suppress the unused parameter warning from D9551.Alexander Gavrilov
The parameter is only used in an assert.
2021-10-21Fix tooltip disabled hint not using correct context from the buttonJulian Eisel
To display the "disabled hint" (text explaining why a button is disabled) in a tooltip, it would run the operator poll callback, which could then set a poll message. But the context for the poll check wasn't the one from the button, so the poll may give a different result (and disabled hint) than the check of the button itself did. Make sure it uses the exact context from the button.
2021-10-21Asset Catalogs: add test for backslashed catalog pathsSybren A. Stüvel
No functional changes necessary, test already succeeds.
2021-10-21Fix: Curve trim crash on splines with no edgesHans Goudey
2021-10-21Asset Catalogs: refresh simple name when renaming catalogSybren A. Stüvel
When renaming an asset catalog, also update its simple name. Catalogs will most likely be created from within Blender, so via the catalog tree in the asset browser. Here catalogs are always named "Catalog" until the user renames them, which was reflected in all simple names being "Catalog".
2021-10-21Asset Catalogs: treat first-loaded catalog as main catalogSybren A. Stüvel
When there are multiple catalogs with the same path (so different UUIDs all mapped to the same catalog path), treat the first-loaded one as the main catalog for that path, and the rest as aliases. This ensures that the UUID of a catalog (as chosen in the tree UI and thus interacted with by users) is stable, regardless of whether by some coincidence later another catalog with the same UUID is created.