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2021-01-22Functions: use better conversion from float2 to float3Jacques Lucke
Previously float2 was converted to float3 by implicitly converting to a float pointer first, which was then passed to the float3 constructor. This leads to uninitialized memory in the z component of the new float3. Ideally this should be solved in float2/float3 itself, but my first fix for that resulted in a compile error: rB6ac0a3d83c8e5a39bd5356aa0d68e3166bd91e82 This is an alternative fix that can be used for now. Will have to look into the conversion in more detail again.
2021-01-22Merge branch 'blender-v2.92-release'Jacques Lucke
2021-01-22Revert "BLI: add conversion from float2 to float3"Jacques Lucke
This reverts commit 6ac0a3d83c8e5a39bd5356aa0d68e3166bd91e82.
2021-01-22Merge branch 'blender-v2.92-release'Sergey Sharybin
2021-01-22Fix T76936: Mesh shape amended upon undoing in sculpt modeSergey Sharybin
Was happening when there are deform modifiers prior to the multires. There are detail in the comment around sculpt_undo_refine_subdiv(), but briefly: the subdiv was refined with wrong base mesh coordinates. Differential Revision: https://developer.blender.org/D10158
2021-01-22Merge branch 'blender-v2.92-release'Jacques Lucke
2021-01-22BLI: add conversion from float2 to float3Jacques Lucke
Previously float2 was converted to float3 by implicitly converting to a float pointer first, which was then passed to the float3 constructor. This leads to uninitialized memory in the z component of the new float3.
2021-01-22Merge branch 'blender-v2.92-release'Bastien Montagne
2021-01-22Cleanup - Point Instance: Use own DNA structDalai Felinto
We will need to expand this node soon to add weight/count for different elements inside the collection. For that it is better to have the node to use its own DNA.
2021-01-22Fix (unreported) LibOverride: hair cache settings not working.Bastien Montagne
Thanks to that same point cache being exposed in **four** different RNA paths (twice in particle system, and twice in its embedded cloth simulation settings). Only way is to also make particle system overridable.
2021-01-22Merge branch 'blender-v2.92-release'Antonio Vazquez
2021-01-22GPencil: Fix unreported Vertex Paint masking errorAntonio Vazquez
The masking was not working as expected and allowed to paint non selected strokes.
2021-01-22Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-22Particles: Fixed thread work size calculation.Stefan Werner
Dividing the workload by number of tasks in float is imprecise and lead in some cases to particles not being calculated at all (example: 20000 particles, 144 tasks). Switching this calculation to integer makes sure we don't lose count. Differential Revision: https://developer.blender.org/D10157
2021-01-22Particles: Fixed thread work size calculation.Stefan Werner
Dividing the workload by number of tasks in float is imprecise and lead in some cases to particles not being calculated at all (example: 20000 particles, 144 tasks). Switching this calculation to integer makes sure we don't lose count. Differential Revision: https://developer.blender.org/D10157
2021-01-22Fix outliner and animation editors exiting multi-object edit-modeCampbell Barton
When multiple objects were in edit-mode, only the active object would exit edit-mode.
2021-01-22Cleanup: correct last spelling cleanupCampbell Barton
2021-01-22Cleanup: spelling, remove outdated/invalid commentsCampbell Barton
2021-01-22Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-22Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-22Fix the NLA setting the active object without exiting edit-modeCampbell Barton
This is done by convention in the outliner and dope-sheet. Missing edit-mode exit causes glitches with mixed object/edit-mode undo.
2021-01-22Fix dope-sheet exiting edit-mode when activating an objectCampbell Barton
Regression from d8992192e5512380f57433df113f3e3f8b22f7cb The original code relied on having a separate edit-object pointer than the active object.
2021-01-22Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-22Fix undo crash on active object change without exiting edit-modeCampbell Barton
While the previous fix for T84920 is correct, the crash could still be triggered by changing the active object while in edit-mode. Ensure stale data isn't used by tagging for depsgraph update when edit-mode data is freed on undo. While exiting edit-mode normally does this, it's possible to set the active object to a non edit-mode mesh, skipping the mode-switch operator and it's depsgraph tagging.
2021-01-22Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-22Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-22Fix T84920: Crash undoing object activation in the outlinerCampbell Barton
Regression from d8992192e5512380f57433df113f3e3f8b22f7cb The original code relied on having a separate edit-object pointer than the active object. Use a utility function to avoid code duplication as there are other areas that have similar functionality.
2021-01-22Fix marker camera switch + undo crashes in edit-modeCampbell Barton
Selecting markers and cameras could crash when in edit-mode. Only support this in object mode as mode-switching as part of activating cameras doesn't seem like a priority. This has the same root cause as T84920.
2021-01-22Merge branch 'blender-v2.92-release'Pablo Dobarro
2021-01-22Fix T84896: Boundary brush not affected by automaskingPablo Dobarro
This uses the values form the stroke automasking cache to control the falloff of all deformers in the boundary brush. Usually this is already considered in the general brush falloff function for the rest of the brushes, but this is one of the exceptions where the brush implements its custom falloff. Reviewed By: JacquesLucke Maniphest Tasks: T84896 Differential Revision: https://developer.blender.org/D10161
2021-01-22Fix editors showing old data-block name after renaming in OutlinerJulian Eisel
E.g. the graph editor channels list would still show the old name of a material that was renamed in the Outliner. Same for the Asset Browser when showing data-blocks in the "Current File" repository. The Outliner didn't send the notifier for some data-block types that editors listen to for data-block name changes.
2021-01-22Fix Asset Browser showing old name after renaming data-blockJulian Eisel
The "Current File" asset library didn't get refreshed after the data-block name changed. But rather than entirely refreshing the file list, or doing possibly problematic partial refreshes, reference the data-block name directly, so a simple redraw gets the new name displayed. Addresses T83751
2021-01-21Merge branch 'blender-v2.92-release'Falk David
2021-01-21GPencil: Deactivate interpolation of gpencil curvesFalk David
To avoid unexpected behavior and desync issues with stroke and curve data, the interpolation operators are deactivated in curve edit mode.
2021-01-21UI: Transform Arrow Cursor RefactorHarley Acheson
Mouse cursors used during transforms made to work better with changes of user scale and line width. Differential Revision: https://developer.blender.org/D9668 Reviewed by Campbell Barton
2021-01-21Geometry Nodes: fix losing data when attribute has incorrect typeJacques Lucke
Differential Revision: https://developer.blender.org/D10165
2021-01-21Geometry Nodes: new Attribute Sample Texture nodeJacques Lucke
This node allows sampling a texture for every vertex based on some mapping attribute. Typical attribute names are the name of a uv map (e.g. "UVMap") and "position". However, every attribute that can be converted to a vector implicitly is supported. It should be noted that as of right now, uv map attributes can only be accessed after a Point Distribute node. Ref T82584. Differential Revision: https://developer.blender.org/D10121
2021-01-21Gpencil: Fix missing change in previous commit Antonio Vazquez
This was related to the changes for Layer and Frame duplication.
2021-01-21GPencil: New option to Duplicate Layers with Empty KeyframesAntonio Vazquez
This option allows to duplicate the layer and keyframes but without copying the strokes. This is very handy for the cleanup and paint process.
2021-01-21GPencil: Make Layer and Frame duplicate functions more flexibleAntonio Vazquez
Now it's possible to copy only part of the data. This will be used in future operators.
2021-01-21Cleanup: variable rename.Bastien Montagne
Avoid using two or three chars names when it's not absolutely obvious what they mean.
2021-01-21Asset Browser: Enable by default in alpha buildsJulian Eisel
The Asset Browser is still considered an experimental feature right now. But it can be enabled by default for alpha builds, to get further testing and feedback. It will hopefully be a non-experimental feature by the end of bcon1. This is done in agreement with Dalai.
2021-01-21Fix T84242: freestyle animated camera shift lags behind in animation renderBrecht Van Lommel
2021-01-21Tracking: Cleanup, yet another spelling in the same lineSergey Sharybin
Spotted by Jacques, thanks!
2021-01-21Merge branch 'blender-v2.92-release'Sebastian Parborg
2021-01-21Fix T84867: Transform node applies transforms in the wrong orderSebastian Parborg
2021-01-21Tracking: Actual spelling cleanup in the commentSergey Sharybin
The previous spelling cleanup did not catch this, so didn't the review of the coming proportional editing code change.
2021-01-21Geometry Nodes: initial support for volumesJacques Lucke
For the most part, this just adds boilerplate code for volume support in geometry nodes: * Add `VolumeComponent` next to `MeshComponent`, etc. * Support `VolumeComponent` in depsgraph object iterator. Furthermore, I added initial volume support in a few nodes: * The Object Info node outputs an object instance when the input is a volume object (that will be the same for mesh objects soonish, to avoid copies). * Support transforming a `VolumeComponent` in the Transform node. * Support the `VolumeComponent` in Join Geometry nodes, but only when just one of the inputs has a volume component for now. Right now, there is no way to create a `VolumeComponent`, because the Object Info node outputs an object instance. The `VolumeComponent` will be necessary for upcoming nodes, which will generate volumes on the fly. Viewport selection does not work correctly with `VolumeComponent`s currently. I don't know why that is. That can be figured out a bit later, once we can actually create new volumes in geometry nodes. Ref T84604. Differential Revision: https://developer.blender.org/D10147
2021-01-21Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-21Fix use of uninitialized variable in image sequence detectionCampbell Barton
Uninitialized stack memory was being re-used in a loop. Error in original commit from 04f81c8225f28ba9722cc06dc7f2d8a4d72a3fa3 This happened to work as the same memory location was re-used between iterations and not overwritten.