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2021-03-18Progress on read only point separate node, doesn't work right nowtemp-geometry-nodes-instances-api-v2Hans Goudey
2021-03-18Further cleanupHans Goudey
2021-03-18Merge branch 'master' into geometry-nodes-read-only-instancesHans Goudey
2021-03-17Cleanup: Remove commented codeHans Goudey
Mistake in earlier commit rBbe33d3eccdcdf252. Also use const and set layouts disabled when the line art is baked.
2021-03-17Geometry Nodes: Rename "Subdivide Smooth" back to "Subdivision Surface"Hans Goudey
Following concerns raised in the commit that changed the name initially, rB2e19509e60b39837, it makes more sense to keep the "Surface" name for this node because it has a specific meaning that should not be confused with other types of subdivision.
2021-03-17Geometry Nodes: Use consistent default for cylinder nodeHans Goudey
- Use 2m height instead of 1m - Default to N-Gon fill for the top and bottom
2021-03-17UI: Tweak labels, descriptions, and panel layout for line artHans Goudey
Changes include: - Use `IFACE_` for UI labels set in the modifier panels - Use a sub-sub-panel for transparency - Fix grammar and spelling mistakes - Use more natural user-friendly wording - Make descriptions more specific and more useful - Don't capitalize "line art" in descriptions (tooltips) These changes are aimed at making the UI strings more consistent with the rest of the UI and being more helpful to someone trying to understand how to use the modifier. Differential Revision: https://developer.blender.org/D10750
2021-03-17Nodes: make derived link data more obvious in NodeTreeRefJacques Lucke
`NodeTreeRef` is a thin wrapper on top of `bNodeTree`. By default it should not hide anything from the underlying `bNodeTree` (before this it was hiding muted links). For convenience some "derived" data is cached on sockets. For example all the connected sockets when reroutes and muted links are ignored. A nice side benefit of this refactor is that `NodeTreeRef` requires less memory than before.
2021-03-17BLI: support equality operator on Span and VectorJacques Lucke
This is quite convenient sometimes and is available for `std::vector` as well.
2021-03-17BLI: improve implicit conversions of spansJacques Lucke
Some conversions that should work did not work before. For example, `MutableSpan<int *> -> MutableSpan<const int *>`.
2021-03-17LineArt: Fix transparenct mask in cutting function.YimingWu
2021-03-17LineArt: Fix transparency flag error during cutting and chaining.YimingWu
2021-03-17LineArt: Remove "Render" in structure names.YimingWu
2021-03-17LineArt: better explaination in lineart_line_cut()YimingWu
2021-03-17UI: Correct icon and description for "Object Line Art"Hans Goudey
The icon should be the same as other object icons rather than "Cube", and the description was just the collection description copy and pasted.
2021-03-17Cleanup: Reduce variable scopeJulian Eisel
2021-03-17Modify Dopesheet block between keyframesAntonio Vazquez
This makes more visible where ends each keyframe. To use, as we did before, full block sometimes looks hard to view where a keyframe ends. Reviewed By: pepeland, mendio, Severin Differential Revision: https://developer.blender.org/D10588
2021-03-17Nodes: Add support to mute node wiresCharlie Jolly
This patch adds the ability to mute individual wires in the node editor. This is invoked like the cut links operator but with a new shortcut. Mute = Ctrl + Alt Cut = Ctrl Dragging over wires will toggle the mute state for that wire. The muted wires are drawn in red with a bar across the center. Red is used in the nodes context to indicate invalid links, muted links and internal links. When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected. Downstream and upstream links connected using reroute nodes are also muted. Outside scope of patch: - Add support for pynodes e.g. Animation Nodes - Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property. Maniphest Tasks: T52659 Differential Revision: https://developer.blender.org/D2807
2021-03-17Fix T86645: Executing "Operator Cheat Sheet" Crashes BlenderJulian Eisel
The "Operator Cheat Sheet" operator collects info about all operators, and as part of that executes the callbacks to create dynamic enums. The callback to enumerate the Outliner ID operations depends on Outliner context. If this isn't available, it can just return a context-less version of the enum, that is, a static enum with all available items. This was already done in case no context is available at all.
2021-03-17Fix T86655: remove doubled transformsWannes Malfait
Differential Revision: https://developer.blender.org/D10744
2021-03-17Cleanup: clang formatJacques Lucke
2021-03-17Cleanup: remove unnecessary namespace specifiersJacques Lucke
2021-03-17Cleanup: improve gathering supported domains by geometry typeJacques Lucke
2021-03-17Fix T86609: GPencil: Sculpt brush cursor disappears on undo.Bastien Montagne
Regression from rB2a8122fb65c5, somehow that piece of code was lost during the refactor.
2021-03-17BLI: provide a default hash for enumsJacques Lucke
This avoids some boilerplate code that was necessary when using enums as keys in maps or sets.
2021-03-17Geometry Nodes: store domain and data type in attribute hintsJacques Lucke
The information is not exposed in the attribute search yet.
2021-03-17Fix concern: lookup could fail.Jeroen Bakker
Concern raised on {93e2491ee724}.
2021-03-17Cleanup: Use blender::MultiValueMap.Jeroen Bakker
Fixed concern raise on {93e2491ee724}.
2021-03-17Cryptomatte: Show Name of Object/Material Under The Cursor.Jeroen Bakker
This change shows the object or material name with the cursor when picking for a cryptomatte node. Reviewed By: Julian Eisel Differential Revision: https://developer.blender.org/D10705
2021-03-17Fix outliner multi-object edit-armature operationsCampbell Barton
Recursive restrict selection (hide/selectable flag) & renaming edit-bones both used the active object, even when bones for another non-active object were being operated on. Bone renaming would rename a bone in the active object (if that name exists).
2021-03-17Comments: document memory management for `BPyPropStore`Campbell Barton
2021-03-17PyAPI: use union to store pointer poll callbackCampbell Barton
Reduces `BPyPropStore` size by one pointer.
2021-03-17Add versioning code removed in 91561629cd0bHans Goudey
rB91561629cd0b removed the versioning code added in rBb617b4441961 for the spreadsheet status bar. This commit simply adds it back.
2021-03-17Bugfix: properly rename Null audio device to NoneJörg Müller
2021-03-17Audaspace: add support for CoreAudio on macOSJörg Müller
This adds CoreAudio as audio backend on macOS. CoreAudio is the standard audio API on macOS. Ref T86590
2021-03-17Audaspace: add support for WASAPI on WindowsJörg Müller
This adds WASAPI as audio backend on Windows. WASAPI is the modern standard audio API on Windows introduced with Windows Vista. Ref T86590
2021-03-17Audaspace: add support for PulseAudio on LinuxJörg Müller
This adds PulseAudio as audio backend on Linux. PulseAudio is the main audio engine used on most, if not all, Linux distributions today. Ref T86590
2021-03-17Audaspace: porting minor improvements from upstreamJörg Müller
- NullDevice is now called None - Automatic choice of best available device. - Minor formatting, documentation and cmake fixes.
2021-03-17Fix issues with automatic proxy buildingRichard Antalik
After merging patches and resolving conflicts, typo prevented correct operation. This uncovered crash on NULL dereference as well.
2021-03-17Geometry Nodes: Add initial version of mesh primitivesHans Goudey
This commit includes nodes to build the following primitives: - Cone - Cylinder - Circle - Cube - UV Sphere - Ico Sphere - Line - Plane/Grid In general the inputs are the same as the corresponding operators in the 3D view. **Line Primitive** The line primitive has two modes-- adding vertices between two end points, or adding vertices each at an offset from the start point. For the former mode, there is a choice between a vertex count and a distance between each point. **Plane Primitive** This commit includes the "Plane" and "Grid" primitives as one node. Generally primitives are named after the simpler form of the shape they create (i.e. "Cone" can make some more complex shapes). Also, generally you want to tweak the number of subdivisions anyway, so defaulting to plane is not an inconvenience. And generally having fewer redundant base primitives is better. **Future Improvements** A following patch proposes to improve the speed of the cylinder, cone, and sphere primitives: D10730. Additional possible future improvements would be adding subdivisions to the cube node and rings to the cone and cylinder nodes. Differential Revision: https://developer.blender.org/D10715
2021-03-16Grease Pencil: Add LineArt modifierYimingWu
This adds the LineArt grease pencil modifier. It takes objects or collections as input and generates various grease pencil lines from these objects with the help of the active scene camera. For example it can generate contour lines, intersection lines and crease lines to name a few. This is really useful as artists can then use 3D meshes to automatically generate grease pencil lines for characters, enviroments or other visualization purposes. These lines can then be baked and edited as regular grease pencil lines. Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola Differential Revision: http://developer.blender.org/D8758
2021-03-16Geometry Nodes: Implicit conversion add int to colorCharlie Jolly
Add implicit `int32 to Color4f` conversion. Matches `int32 to float3` conversion logic. This may not be the most useful conversion but prevents an error in the Attribute Convert node. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10686
2021-03-16Geometry Nodes: Implicit conversion change from distance to averageCharlie Jolly
Use average instead of distance when converting from float3/float2 to float. This matches behaviour of shader nodes. See: https://developer.blender.org/T86454 Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10684
2021-03-16VSE: Automatic proxy buildingRichard Antalik
Build proxies automatically when added to sequencer timeline and when switching preview size. This behavior can be disabled in user preferences. Reviewed By: sergey, fsiddi Differential Revision: https://developer.blender.org/D10363
2021-03-16FFmpeg: Improve proxy building performanceRichard Antalik
Use h264 codec for output. This codec produces smaller files, can be multithreaded and decodes even faster than MJPEG. Quality setting 0-100 corresponds to "Lowest Quality" to "Perceptually Lossless" in Blender's h264 encoding presets. All available cores are used for decoding. Same goes for decoding but only for codecs that supports this (h264, vp9 seems to support this option out of th box as well). Other decoders can probably be optimized in similar way, but threaded encoding provides significant boost already. I have tested variety of codecs, and all were transcoded properly. Reviewed By: sergey, fsiddi Differential Revision: https://developer.blender.org/D10731
2021-03-16VSE: Simplify proxy settingsRichard Antalik
- Remove Full Render size from VSE preview size. Use just 100% instead. - Add Use Proxies checkbox to control whether proxies are used globally - Move preview size to top so it is most prominent - Set default to 100% preview size and use proxies Reviewed By: sergey, fsiddi Differential Revision: https://developer.blender.org/D10362
2021-03-16Outliner: Refactor: Move overrides tree items to new CPP code.Bastien Montagne
Fairly straight forwards. Also fixes the bug from recent refactor that would not show overrides as a tree, but as a flat list directly under IDs.
2021-03-16LibOverride: Resync: Fix most remaining 'overrides in master collection' issues.Bastien Montagne
Problem is, when a collection is excluded from the scene, none of its objects are technically instantiated. This should not happen when *creating* an override, but can be fairly common during resync process. For now, use a lesser precise check in resync case, only relying on object usercount. This might lead to some objects being left without any collection in some rare weird case, but this cannot really be avoided currently.
2021-03-16LibOverride: Resync: Fix too many objects being rooted in master collection.Bastien Montagne
No need to instantiate systematically the root object if it is already instantiated in the scene... Issue reported by the studio.
2021-03-16LibOverride: tweak log messages, fix crash in log code.Bastien Montagne
One of the log call could use freed memory.