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2019-12-12Add support for tiled images and the UDIM naming schemeLukas Stockner
This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12Cleanup: Typomano-wii
2019-12-12Cleanup: Follow the commenting conventionmano-wii
Capital letter and full stop.
2019-12-12Cleanup: Rename variables (_tot -> _len)mano-wii
2019-12-12UI: Remove User Preference "Enable All Experimental Features"Dalai Felinto
Users should be able to know explicitly what they are testing. By having them all enabled we run into a scenario where a new experimental feature may have been introduced, and the user is now using it without being even aware of that. Differential Revision: https://developer.blender.org/D6404
2019-12-12Cleanup: Fix typo in user preference codeDalai Felinto
2019-12-12Fix T72380: New Weld Modifier is crashing when used after a Vertex Weight ↵mano-wii
Modifier It happened when the vertex group was empty.
2019-12-12Cleanup: redundant NULL checks, simplify tool fallback arg checksCampbell Barton
2019-12-12Fix fallback tool for tools that don't define their own keymapsCampbell Barton
Needed for UV editor transform tool.
2019-12-12Fix tool fallback being ignored with transform gizmosCampbell Barton
This only worked once the gizmo was displayed.
2019-12-12Modifier: New Weld Modifiermano-wii
Part of T70240 This is the initial implementation of Weld Modifier. New features will be added later. ToDo: - Seams: restrict welding to vertices along boundary edges. - Edge Collapse: collapse edges below the length threshold. - New icon. - Some customdata are not being correctly interpolated. Differential Revision: https://developer.blender.org/D6383
2019-12-12BLI_bvhtree_overlap_ex: add 'max_interactions' parametermano-wii
No functional changes. Allows more performance control and is important for Weld Modifier.
2019-12-11Cleanup: disable debug print define in override code.Bastien Montagne
Thanks to Blazej Floch (@bfloch) for the head-up.
2019-12-11DrawManager: Disable Clipping in material/rendered modeJeroen Bakker
Viewport: Disable Clipping For EEVEE and External Renderers Currently it is possible that, when using viewport clipping, the display and tools communicate different information to the user then the renderer does. The reason is that the renderer does not support viewport clipping. Both EEVEE and Cycles do not support it. This patch will disable the clipping in all the tools and drawing code when the viewport drawing mode is `Material Preview` or `Rendered`. This patch introduces a `RV3D_CLIPPING_ENABLED` util that checks if clipping is enabled for the given `rv3d` and `v3d`. Also in places where it was needed we added the `ViewContext` as a carrier for the `View3D` and `RegionView3D`. There are a few areas in the tooling (select, projection painting) that still needs to be tackled after this patch. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6047
2019-12-11Add missing draw state check to OVERLAY_edit_mesh_drawRobert Guetzkow
Fix for T72309. The crash was caused by a missing check of the draw state, which resulted in dereferencing of a null pointer. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6380
2019-12-11Depsgraph: add missing #include to DEG_depsgraph_query.hSybren A. Stüvel
The `DEG_depsgraph_query.h` file uses the `ITER_BEGIN` and `ITER_END` macros defined in `BLI_iterator.h` without including that header. No functional changes.
2019-12-11UI: show tool cycling shortcuts in the toolbarCampbell Barton
2019-12-11PyAPI: add utility functions get the size from an evaluated stringCampbell Barton
Allows including null bytes in the resulting string.
2019-12-11Docs: expand comments in versioning codeCampbell Barton
Help ensure we update all necessary areas when version bumping.
2019-12-11Fix T72340: Version bump for recent Userdef changesHarley Acheson
Updates blender subversion in order to properly handle recent userdef theme changes. Differential Revision: https://developer.blender.org/D6388 Reviewed by Campbell Barton
2019-12-11Cleanup: spellingCampbell Barton
2019-12-11Overlay Engine: Armature: Fix bones disapearing with custom bone colorClément Foucault
This seems to only affect some drivers. Rendering to multiple targets without all output variables defined seems to be undefined behavior. Thanks to gaiaclary for reporting on blendercoders.
2019-12-10Cycles: support for custom shader AOVsLukas Stockner
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
2019-12-10Fix menu buttons not displaying down arrow with emboss=FalseBrecht Van Lommel
2019-12-10Fix: Fullscreen File Browser showing override warning on file openJulian Eisel
Steps to reproduce were: * Change File Browser display mode to fullscreen in Preferences * File > Save As (make sure existing .blend is selected) * File > Open The file name would still be shown in red and the + and - icons would be visible, which should only be the case for saving files, not opening. Note that this change makes all `FileSelectParams.flag` values be reset on re-opening a File Browser, which *may* in fact cause other issues. It's easy to fix those though, and I'd prefer properly resetting the flags and only keeping specific ones in that case.
2019-12-10Fix T71995: Texture Paint workspace crash with new sceneJulian Eisel
Issue likely caused by 8b31f6fb2169. With this, initializing the toolsystem (e.g. for a new workspace-scene combination) would skip the entire create->initialize routine for image/texture painting settings. Reason being that these are not allocated, unlike other paint settings. So while correctly skipping the create part, it also skipped the initialization, which was still needed. This does further changes in related code to avoid NULL pointer accesses.
2019-12-10GPencil: Invert Simplify optionsAntonio Vazquez
To follow the standard conventions, the simplify options for grease pencil are inverted now, so to disable the file, uncheck the fill option and not as before that must be checked.. Before it was confusing because the simplify was activated checking the option and this was opposite to the mesh simplify options.
2019-12-10Fix T71609: Resizing bone length to 0 gets it stuck to that sizeSybren A. Stüvel
The result of normalising the bone vector wasn't checked, so it resulted in a zero-length vector being multiplied with the desired length. Choosing an arbitrary vector prevents the bone being 'stuck' at zero length. Thanks @mano-wii for the patch.
2019-12-10CMake: fix linking Blender as a Python moduleCampbell Barton
Remove direct links to Blender binary, only link to the window manager and rely on indirect links for everything else.
2019-12-10Fix T72220: Hide Edit OverlaysJeroen Bakker
The edit overlays were drawn dispite of the global hide overlays toggle. This patch checks the global hide overlay toggle to see if it needs to draw these overlays. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6371
2019-12-10GHOST: add support for application/menu keyHarley Acheson
Support the application key on Linux & Windows.
2019-12-10Fix T72258: Loading keymap crashes on startupCampbell Barton
2019-12-10Cleanup: header guardsCampbell Barton
2019-12-10Cleanup: undeclared variable warningCampbell Barton
2019-12-09Cleanup: remove duplicate variablesCampbell Barton
Previous code made it seem as if the original edit-object was re-created after separating.
2019-12-09Edit Armature: match separate selection with meshesCampbell Barton
- Existing objects remain selected. - The content of the armatures is unselected.
2019-12-09Fix separating bones on hidden layersCampbell Barton
2019-12-09Fix T72310: Separate bones creates empty armaturesCampbell Barton
Armatures that didn't contain any selected bones were still creating armatures.
2019-12-09Add the ability to create internal springs to the cloth simSebastian Parborg
This can be used to make closed surfaces behave more like a soft body. Reviewed By: Jacques Lucke Differential Revision: http://developer.blender.org/D5788
2019-12-09Fix T72006: Clay brush with size pressure corrupts meshPablo Dobarro
When size pressure is enabled, the radius may not be enough to sample any vertices to calculate the area normal. This lead to a vector 0 plane and a division by 0 when calculating the signed distance to the plane, which produces a NaN that was being written to the vertex coordinates. Reviewed By: brecht Maniphest Tasks: T72006 Differential Revision: https://developer.blender.org/D6326
2019-12-09Fix T72054: Sculpt Mode crash when using Relax Mesh Filter with Dyntopo enabledPablo Dobarro
This commit fixes 3 bugs: - Fix the crash reported in T72054. The BMesh elem table and the vd.no was null, so we now ensure that the table exists before running any sculpt tool in dyntopo. The relax function also uses vd.fno in case that vd.no is not available. - Fix missing updates of the bounding boxes when running the mesh filter. This can be optimized by running the updates only when the filter finishes. Without this, it is impossible to sculpt the user modifies the mesh too much with the filter. - Fix incorrect solution of relax vertex when using EEVEE. Relaxing the mesh requires the updated normals after each iteration. This was done by the PBVH rendering code, but when running EEVEE it was using incorrect normals. Now normals are updated after each iteration. Reviewed By: brecht Maniphest Tasks: T72054 Differential Revision: https://developer.blender.org/D6333
2019-12-09Fix T72092: Clay Strips Brush stroke crash with Brush Detail SizePablo Dobarro
Some other areas in the brush code outside sculpt mode assume that pressure is multiplied directly on top of the initial size. This patch calculates the pixel radius correctly using the brush size from sculpt mode to get the dyntopo detail size. When the new brush input system is in place, all these values will come directly from the brush input code with all the custom curves applied per brush, so all paint modes will have a correct brush behavior and all this sculpt mode specific code won't be necessary. Reviewed By: jbakker Maniphest Tasks: T72092 Differential Revision: https://developer.blender.org/D6339
2019-12-09Fix Mask Brush gradient artifactsPablo Dobarro
The old mask brush implementation was adding the brush value to the previous vertex mask value and clamping the result. This leads to visible artifacts in the mask gradient as the value approaches 0 or 1, so it was not possible to paint a smooth mask with this brush. Now we are also multiplying by the previous mask value before clamping, fixing all those gradient artifacts. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6341
2019-12-09Cleanup: Redundant variable assignment to selfSergey Sharybin
Was triggering strict compiler warning.
2019-12-09Fix T72145: Object.update_from_editmode crashes with emptiesCampbell Barton
Also corrects the return value, where objects that don't have an edit-mode returned true, making it seem as if object data was flushed.
2019-12-09Gizmo: add view aligned gizmo for shearCampbell Barton
2019-12-08Fix T71480: crash with Eevee image texture node and clippingBrecht Van Lommel
2019-12-08Fix T72269: crash with Eevee and normal maps after recent math node changesBrecht Van Lommel
Reusing math node functions for normal map node caused problems.
2019-12-08Fix T72240: GLSL error with some old NVIDIA drivers, causing crash at startupBrecht Van Lommel
2019-12-08Fix T72252: crash running ocean bake in background modeBrecht Van Lommel