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2020-09-11Property Search: Code to use new button group structsHans Goudey
2020-09-11Merge branch 'property-search-add-theme-color' into property-search-single-tabHans Goudey
2020-09-11Merge branch 'property-search-move-context-to-panel' into ↵Hans Goudey
property-search-add-theme-color
2020-09-11Merge branch 'property-search-button-label-pointer' into ↵Hans Goudey
property-search-move-context-to-panel
2020-09-11Property Search: Use button groups instead of button pointersHans Goudey
2020-09-11Merge branch 'property-search-add-theme-color' into property-search-single-tabHans Goudey
2020-09-11Merge branch 'property-search-move-context-to-panel' into ↵Hans Goudey
property-search-add-theme-color
2020-09-11Merge branch 'property-search-button-label-pointer' into ↵Hans Goudey
property-search-move-context-to-panel
2020-09-11Merge branch 'properties-pin-operator' into property-search-button-label-pointerHans Goudey
2020-09-11Merge branch 'master' into properties-pin-operatorHans Goudey
2020-09-11Constraints: Child-Of, set inverse matrix upon creationJoseph Brandenburg
Set the inverse matrix when the Child Of constraint is created. This prevents the bone/object from jumping away when the constraint is added, improving usability. Reviewed by: sybren Differential Revision: https://developer.blender.org/D8851
2020-09-11OpenSubdiv: initialize in background-modeCampbell Barton
Previously this was initialized with OpenGL, however this uses a more proper/complete implementation it is not only for OpenGL.
2020-09-11Cleanup: remove unused includesJacques Lucke
2020-09-11Fix T79464: Crash adding objects without an active screenCampbell Barton
Running add-objects operator without an active screen would crash as CTX_data_edit_object would return NULL in this case. This could happen when adding objects from frame-change handlers for e.g. In the case of adding new objects there is no need for a context lookup, pass this directly to ED_object_editmode_exit_ex.
2020-09-11Refactor: move CacheFile .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Refactor: move Sound .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Particles: Allow python to write hair keysSergey Sharybin
Add a function HairKey.co_object_set() which can be used to modify hair keys positions in a way that hair strands respects the new coordinates, without doing extra trickery with edit mode toggle. The naming comes from existing HairKey.co_object(). The usage is a bit tricky: - The function is to be called on the hair key from an original object. - The arguments are to be passed from evaluated object. Basically: hair_key_orig.co_object_set(object_eval, modifier_eval, particle_eval) This is required because coordinate space conversion needs to know evaluated state of the hair system in order to access hair space matrix. It is a deliberate choice to not pass dependency graph and not to do lookup of evaluated ID on every call of co_object_set() to keep performance on a manageable levels. One requirement is that the hair strands are to be calculated once, by, for example, toggling particle edit mode. Without this there will be no `particles` to access hair keys from in the original object. Such functionality is something what got lost during 2.80 development and is something what is needed here at the studio. Below is the file with more complete example: convert strands from mesh edges to actual particle system hair strands. The viewport refresh is sometimes missing, and this does not seem to be related to this specific change. {F8858104} Differential Revision: https://developer.blender.org/D8849
2020-09-11Refactor: move Simulation .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Refactor: move Volume .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Cleanup: make formatJacques Lucke
2020-09-11Refactor: move PointCloud .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Refactor: move Hair .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Refactor: move GPencil .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Refactor: move Texture .blend I/O to IDTypeInfo callbacksJacques Lucke
2020-09-11Image Editor: Smooth Wire User PreferencesJeroen Bakker
The old image editor has an option to enable the smooth wire drawing. This option was stored per editor and disabled by default. This patch connects the smooth wires in the UV/Image editor to `User Prefereces -> Viewport -> Quality -> Smooth Wire [] Overlay`. The old option is left in place and will be removed when the old image editor drawing code will be removed before BCon 3.
2020-09-11Image Editor: Enable New DrawingJeroen Bakker
This patch reverses use draw manager for image editor the experimental feature. Now the new drawing is enabled by default. Inside the experimental tab in the user preferences there is now an option to revert back to the old drawing method. Using this option we can easilly check if all drawing features have been migrated over. The plan is to remove the legacy drawing before BCon 3.
2020-09-11Use DrawManager for Image/UV EditorJeroen Bakker
This project moves the current UV/Image editor drawing to the draw manager. Why would we do this: **Performance**: Current implementation would draw each texel per time. Multiple texels could be drawn per pixel what would overwrite the previous result. You can notice this when working with large textures. Repeat image drawing made this visible by drawing for a small period of time and stop drawing the rest. Now the rendering is fast and all repeated images are drawn. **Alpha drawing**: Current implementation would draw directly in display space. Giving incorrect results when displaying alpha transparent images. This addresses {T52680}, {T74709}, {T79518} The image editor now can show emission only colors. See {D8234} for examples. **Current Limitations** Using images that are larger than supported by your GPU are resized (eg larger than 16000x16000 are resized to 8k). This leaves some blurring artifacts. It is a low priority to add support back of displaying individual pixels of huge images. There is a design task {T80113} with more detail. **Implementation overview** Introduced an Image Engine in the draw module. this engine is responsible for drawing the texture in the main area of the UV/Image editor. The overlay engine has a edit_uv overlay which is responsible to draw the UV's, shadows and overlays specifically for the UV Image editor. The background + checker pattern is drawn by the overlay_background. The patch will allow us to share overlays between the 3d viewport and UV/Image editor more easily. In most cases we just need to switch the `pos` with the `u` attribute in the vertex shader. The project can be activated in the user preferences as experimental features. In a later commit this will be reversed. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D8234
2020-09-11Cleanup: spelling, correct commentsCampbell Barton
2020-09-11Cleanup: const cast warning, use string replace functionCampbell Barton
2020-09-11Merge branch 'property-search-add-theme-color' into property-search-single-tabHans Goudey
2020-09-11Merge branch 'property-search-move-context-to-panel' into ↵Hans Goudey
property-search-add-theme-color
2020-09-11Merge branch 'property-search-button-label-pointer' into ↵Hans Goudey
property-search-move-context-to-panel
2020-09-11Merge branch 'properties-pin-operator' into property-search-button-label-pointerHans Goudey
2020-09-11Merge branch 'master' into properties-pin-operatorHans Goudey
2020-09-11Property Search: Fix tab buttons graying out after refactorHans Goudey
2020-09-11GPUState: Fix missing changed program point size stateClément Foucault
Also avoid a case where size is zero and making it impossible to change it back. This fix T80664 Tiny node sockets
2020-09-11Fix T80327 UI: Glitches in UI drawingClément Foucault
This was caused by an uninitialized variable that was left unchanged when calling GPU_vertformat_clear.
2020-09-10Sculpt: Enable pen pressure for Scrape/Fill Area RadiusPablo Dobarro
This should improve the issue with Scrape accumulation in concave surfaces. When the strength of the brush is higher, the area radius is also bigger, so the scrape plane is more stable preventing it from accumulating displacement in the same area. The Scrape/Fill default presets are also updated to include this functionality. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8821
2020-09-10Property Search: Clear region search filter active flag on readHans Goudey
2020-09-10Property Search: Set expansion for subpanels based on resultsHans Goudey
2020-09-10Property Search: Use RNA_property_enum_items_gettextedHans Goudey
2020-09-10Fix particle "Mass" option not showing enough precision (appears broken)Julian Eisel
When using the left and right arrows of the number button, the button would seem to do nothing. That is because it modified a value smaller than what is displayed. Show more precision so the button doesn't appear broken.
2020-09-10Fix particle "Loop Count" number button left/right arrows doing nothingJulian Eisel
Was using a step size of 0.1 for an integer. Got caught by sanity assert in UI code.
2020-09-10Cleanup: Fix bad spelling in previous commit.Ray Molenkamp
Thanks for @deadpin for noticing!
2020-09-10Fix T80191: GPencil - Improve Mesh conversionAntonio Vazquez
There were some problems when converted several objects at the same time, especially with the material conversion. The problems were more visible when bake an animation with several objects at the same time. * Now the layer name include the object name. * Reorganize how the materials are generated including object name. * Fix color not converted to sRGB. * Avoid triangles when generate the stroke. This fix a draw manager issue and also add more geometry to use later. * Code cleanup.
2020-09-10Property Search: Remove redundant button hiding codeHans Goudey
2020-09-10Property Search: Refactor block search into new functionHans Goudey
2020-09-10Fix T79754: Boundary Brush crashing with symmetry enabledPablo Dobarro
When creating the boundaries for the symmetry passess, it could happen that a symmetrical vertex is not found inside the radius of the brush. In that case, the function to initialize a new boundary was called with index -1 (BOUNDARY_VERTEX_NONE), so this function should also check that the initial vertex that is going to be used to find the boundary is a valid index. Reviewed By: sergey Maniphest Tasks: T79754 Differential Revision: https://developer.blender.org/D8860
2020-09-10DNA: fix asan warning when casting typesJacques Lucke
Reviewers: brecht Differential Revision: https://developer.blender.org/D8865
2020-09-10Property Search: Move search string to a runtime structHans Goudey