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2020-04-16add runtime field to Simulationtemp-test-point-cloud-simulation-depsgraph-integrationJacques Lucke
2020-04-16get current scene timeJacques Lucke
2020-04-16separate simulation eval functionJacques Lucke
2020-04-15initial testing for integration in depsgraphJacques Lucke
2020-04-14Add Boolean Math, Switch and Float Compare function nodesJacques Lucke
Since those nodes did not exist for shader node trees before, I implemented them directly as "function nodes". Those could later be used in shader node trees as well. Differential Revision: https://developer.blender.org/D7424
2020-04-14Use some shader nodes in the simulation nodesJacques Lucke
This makes a subset of the shader nodes available in simulation node trees. More can be made available in the future, but we might not be able to actually implement all the nodes before the release. For now, their name remains `ShaderNode...`. We should rename them to e.g. `FunctionNode...` and move them to a separate folder in the future. Differential Revision: https://developer.blender.org/D7422
2020-04-09Core particle nodes (ui only)Jacques Lucke
Differential Revision: https://developer.blender.org/D7384
2020-04-09show name in particle simulation nodeJacques Lucke
2020-04-09add missing cases for new types in switch statementJacques Lucke
2020-04-09core particle simulation nodesJacques Lucke
2020-04-09Merge branch 'image-and-object-socket-type' into ↵Jacques Lucke
influence-and-control-flow-socket-types
2020-04-09Merge branch 'embedded_simulation_node_tree' into image-and-object-socket-typeJacques Lucke
2020-04-09Merge branch 'simulation-tree-arc' into embedded_simulation_node_treeJacques Lucke
2020-04-09Merge branch 'simulation-data-block' into simulation-tree-arcJacques Lucke
2020-04-09Merge branch 'master' into simulation-data-blockJacques Lucke
2020-04-09add missing enum itemJacques Lucke
2020-04-09add simulation node trees to node tree iteratorJacques Lucke
2020-04-09Silence assert on ID usercount for deprecated IPO.Bastien Montagne
We do not really care about those, so just avoid the noise when loading very old files... Re T75389.
2020-04-09fix user counting when freeing interface socketsJacques Lucke
2020-04-09copy object/image pointer in node_socket_copy_default_valueJacques Lucke
2020-04-09Tracking: Forward compatibility code for distortion modelsSergey Sharybin
Allows to open newer files in older Blender after new distortion model has been added. It will behave as if this is a polynomial model with all 0 coefficients which are then being refined and assigned explicitly after solving the motion.
2020-04-09Cleanup: Fix typo errorAntonio Vazquez
2020-04-09Fix T75122: Annotations: Only visible scene annotations in dopesheetAntonio Vazquez
The loop of datablocks was using the scene datablock (3D View) only, but all others datablocks were ignored. Now the loop consider any annotation datablock.
2020-04-09Fix T75425: Bone selection cycling not workingCampbell Barton
Edit-mode bone selection now cycles on successive clicks. This now cycles through multiple edit-objects & bones.
2020-04-06bring back a breakJacques Lucke
2020-04-06handle node tree in lib_query.cJacques Lucke
2020-04-06Add emitters, events, forces and control flow socket typesJacques Lucke
This is part of T73324. The shapes and colors of the sockets will most likely change later on. This script can be used to create a node with the new socket types: ``` import bpy class MyCustomNode(bpy.types.Node): bl_idname = 'CustomNodeType' bl_label = "Custom Node" def init(self, context): self.inputs.new('NodeSocketEmitters', "Emitters") self.inputs.new('NodeSocketEvents', "Events") self.inputs.new('NodeSocketForces', "Forces") self.inputs.new('NodeSocketControlFlow', "Control Flow") self.outputs.new('NodeSocketEmitters', "Emitters") self.outputs.new('NodeSocketEvents', "Events") self.outputs.new('NodeSocketForces', "Forces") self.outputs.new('NodeSocketControlFlow', "Control Flow") bpy.utils.register_class(MyCustomNode) if len(bpy.data.simulations) == 0: bpy.data.simulations.new("Simulation") sim = bpy.data.simulations[0] sim.node_tree.nodes.new("CustomNodeType") ``` Differential Revision: https://developer.blender.org/D7349
2020-04-06New Object and Image socket typesJacques Lucke
The main difficulty with adding these types is that they are the first sockets types that reference ID data in their `default_value`. That means that I had to add some new logic in a few places to deal with reference counting. I hope I found all the places... It seems to work fine in my tests. For now these socket types can only be created using a script like the one below: ``` import bpy class MyCustomNode(bpy.types.Node): bl_idname = 'CustomNodeType' bl_label = "Custom Node" def init(self, context): self.inputs.new('NodeSocketObject', "Object") self.inputs.new('NodeSocketImage', "Image") bpy.utils.register_class(MyCustomNode) if len(bpy.data.simulations) == 0: bpy.data.simulations.new("Simulation") sim = bpy.data.simulations[0] sim.node_tree.nodes.new("CustomNodeType") ``` After running the script, go to the simulation editor and select the newly created simulation. --- We might want to change `readfile.c` so that linked objects/images are only loaded, when the socket is not connected. Otherwise it can be tricky to figure out why certain id data blocks are still referenced by the node tree later on. Differential Revision: https://developer.blender.org/D7347
2020-04-06Merge branch 'simulation-tree-arc' into embedded_simulation_node_treeJacques Lucke
2020-04-06fix after mergeJacques Lucke
2020-04-06Merge branch 'simulation-data-block' into simulation-tree-arcJacques Lucke
2020-04-06Merge branch 'master' into simulation-data-blockJacques Lucke
2020-04-06Fix T75311, T75310: Edit Weight Paint Overlay Render ArtifactsJeroen Bakker
During recent refactoring of the edit weight overlay we moved a assignment before it was valid. Making everything one frame off what resulted in a flashing frame during TAA, not drawing the overlay until a second action happened, making overlays too bright. The reason whas that the painting overlay wasn't initialized in the first sample, but the draw passes and groups were filled. Resulting in rendering the overlay twice or not at all. This change moves the assignment to where it is valid.
2020-04-06Cleanup: Add some comments removed in rB0d0036cb53f8Richard Antalik
2020-04-06Cleanup: spellingCampbell Barton
2020-04-06Fix displaying edit-mesh measurements with deform modifiersCampbell Barton
Resolves regression from 2.7x
2020-04-06Fix T74602: Sequencer slip operator ignores offset constraintsRichard Antalik
Limit offsets, so each strip contains at least 1 frame of content. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D7288
2020-04-06VSE: Draw f-curves for opacity and volume values on the stripsRichard Antalik
Feature can be enabled or disabled in timeline view menu item "Show F-Curves". Author a.monti Reviewed By: ISS Differential Revision: https://developer.blender.org/D7205
2020-04-06VSE: don't allow strip preview when clicking on the scrubbing regionRichard Antalik
Don't set 'special preview' or Solo mode if scrubbing in scrubbing region. Author: a.monti Reviewed By: Severin Differential Revision: https://developer.blender.org/D7234
2020-04-06Cleanup: Fix comment style and check if they are valid or make sense.Richard Antalik
2020-04-06Cleanup: Use `_fn` as a suffix for callbacks in VSE codeRichard Antalik
2020-04-05Volumes: add volume.grids.frame_filepath to get the current frame filepathBrecht Van Lommel
This can be used by external renderers that can load OpenVDB files.
2020-04-05UI: Support split property layout for pointer search buttonsJulian Eisel
Pointer search buttons created with `uiItemPointerR()` (which allows also passing a collection property to search in) did not work with the split property layout (i.e. `uiLayout.use_property_split`). For example vertex group search buttons typically use this. Note that decorators (`uiLayout.use_property_decorate`) are not supported yet. Although if they are enabled, the decorator column is still created to keep the layout alignment visually intact. Also re-uses the existing hack to allow placing multiple items in the row before the decorator column. Needed for some in-progress changes to the modifier stack UI.
2020-04-05Cleanup: spellingCampbell Barton
2020-04-09Fix T75203: Crash when changing active keying setJulian Eisel
When updating the active button, the search data wasn't updated, so it kept using the old pointers. A check in `ui_rna_collection_search_cb()` relied on this incorrect behavior so I had to fix that too. Note that the previous commit was also needed for the second fix to work. Caused by c46dcdf8871e.
2020-04-09Fix error in UI_butstore_ APIJulian Eisel
If the `uiButStore` data was freed after the buttons/blocks were updated from previous instances (see `UI_block_update_from_old()`), e.g. by delaying that to the "afterfuncs" (`ui_apply_but_funcs_after()`), the data would get lost. As result, the button pointers that the API is supposed to keep valid would point to freed memory. This wasn't an issue so far since the API didn't happen to be used this way. That changes with the next commit.
2020-04-08GPencil: Small changes to brush defaultsAntonio Vazquez
2020-04-08NewUndo: Fix (studio-reported) discrepency in proxies when undoing.Bastien Montagne
Took me an unreasonable amount of time to understand what was happening here... Our beloved proxies, as usual, need some specific careful handling.
2020-04-08Tracking: Fix missing distortion update on focal length changeSergey Sharybin
2020-04-08Fix wrong material indicated in the error message when bakingGermano Cavalcante
The material displayed in the error message due to the lack of active texture was that of the previous slot.