Age | Commit message (Collapse) | Author |
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This patch adds data about instances generated by geometry nodes
to the spreadsheet. The transform data is decomposed into position,
rotation, and scale, and there is a name column to display the name
of the instanced object or collection.
This data is implemented specifically for the spreadsheet, because
we're not sure that we want to expose this data as attributes for the
use elsewhere.
Differential Revision: https://developer.blender.org/D10770
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The point separate node was failing in situations where one of the
outputs was empty. In addition, the code was not structured very well.
This new implementation stores less temporary information, is more
geometry component type agnostic, and is more self-descriptive.
It also solves the problems mentioned above.
Fixes T86573
Differential Revision: https://developer.blender.org/D10764
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This option was missing from the UI.
Also add missing camera settings depsgraph relation.
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Make options that are usually only useful in edge cases off by default.
These settings would requite extra work and thus the modifier evaluation
would be needlessly slower as most users do not need these options to be
on.
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It caused some chaining errors when used in combination with image space
chaining. After some internal discussion, we realized it is not
useful as chaining in image space essentially does the same thing.
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Instead of storing those in scne's master collection, which is fairly
annoying, we now add them to a (hidden) specific collection. Easy to
ignore, or check and cleanup.
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MemoryBuffer->getRect was returning a ptr.
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No functional changes.
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`determineDependingMemoryProxies` was mapping a value in a temp vector.
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This gives the cone mesh primitive more pleasing proportions by default.
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This is generally what people expect when generating a cone. Note that
this translation currently happens after the rotation, but since the rotation
will likely be removed in the future, that won't be a problem for long.
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This patch adds the remaining 6 interpolations for mesh domains.
The new interpolations are:
- Corner / point / polygon to edge
- Edge to corner / point / polygon
After this it is possible to adapt an attribute to and from every
mesh domain. This is simple to test with the "Attribute Convert" node.
Though, as a note for the future, there are still some improvements
possible to the interpolations, like lazily calculating values for the
interpolations where it's possible, and slightly improving the
algorithms used for some interpolations, like using corner angles
for polygon to point.
Differential Revision: https://developer.blender.org/D10765
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This is not only potentially extremely expensive, it is also fairly
futile, and code is not designed to handle it currently anyway (could
easily end up in inifinite loops and other crashes).
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When adding a node group there can be no inputs in the input map that
was triggering an assert.
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- Remove use of evaluated poses, instead calculate transformations
into an array which is applied afterwards.
- Only update ID's for poses that have been changed.
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This is simply a convenience when using this type. More similar
constructors can be added in the future when they are useful.
Differential Revision: https://developer.blender.org/D10714
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Allow python access to the `reset_view` functionality which before
was only available through the menu. This was suggested for
consistency after D10561.
Differential Revision: https://developer.blender.org/D10595
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The size in the transform matrices was extra, since it is also
passed as an argument to the BMesh operators.
Differential Revision: https://developer.blender.org/D10763
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Previously even if the input goemetry set had no point cloud or no mesh
instances, `geometry_set_realize_instances` would create empty data.
This isn't necessarily bad, but it can complicate things down the line if
there are a bunch of empty components getting passed around.
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Caused by recent change for contact shadow raytracing. rB4e236326c137
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This was reported for geometry nodes, but was true for all nodetrees
(e.g. after deleting the active node). Geometry node trees just made
this more obvious since they start without an active node to begin with.
Fix provided by @lone_noel, thx!
Maniphest Tasks: T86677
Differential Revision: https://developer.blender.org/D10762
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We need to brute-force reset IDs with `ID_RECALC_ALL` here...
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Also more consistent with the name used for the 3DView operator.
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Outliner uses a lot `NC_ID | NA_EDITED` e.g., which was not caught by
the View3D editor for update.
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Now behavior is similar to the one from 3DView: once override of the
collection is successfuly created, we remove the instancing empty from
the scene.
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Since {rB46aa70cb486d}, using `NC_SPACE | ND_SPACE_VIEW3D` as notifier is
restricted to space data as a reference. This was still used though for
RNA updates in other places (namely `rna_camera`, `rna_scene`,
`rna_animviz`), and passing NULL would automatically set the notifier
reference to the owner id. Above commit would happily filter these out,
leading to missing refreshes.
Now use more specific notifiers (in case of animviz a new
`ND_DRAW_ANIMVIZ` was added).
This was reported for Camera background images btw.
Fixes T86670.
Maniphest Tasks: T86670
Differential Revision: https://developer.blender.org/D10758
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Data-block selectors (or other selectors using the
`UILayout.teamplate_search` or `UILayout.template_search_preview`)
in headers used a fixed size width for the name button. Often that meant
the text would be clipped to fit even though there was plenty of
whitespace surrounding the data-block selector.
Now the name button can increase in width with the contained string,
clamped to some arbitrary and quite big maximum (3 times the minimum
width).
We could further take the available space into account, to reduce the
need for scrolling in the header. But I don't think that is much of an
issue and the name clipping it would re-introduce would probably be more
annoying.
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Issue was actually in some Collection management code, a bit too eager
to add collection to the scene master one when it was not actually
needed.
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Forgot to add this in: "Cleanup, LineArt: Rename LineartLine -> LineartEdge"
df280637952d35cfaa74e31f03a0d825b22eddf4
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Clear up what sample length does by renaming the option and variables.
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It was missing from the UI.
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If playback starts before the first GP frame, we will get "ghost"
strokes.
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