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2021-09-30move node_common to c++temp-node-common-cppJacques Lucke
2021-09-30Fix: Curve to Mesh node outputs original curveJacques Lucke
It should only output the new mesh (and potentially instances that are processed separately).
2021-09-30Fix: wrong field input deduplication with Material Selection nodeJacques Lucke
2021-09-30Fix T91773: improve numerical stability in Curve Spiral nodeJacques Lucke
2021-09-30Fix color width regression in 66e24ce35bb37753b8002283a72d55639bb40239Campbell Barton
Color buttons were drawing single icon width.
2021-09-30Cleanup: remove unused SpaceImage.curtileCampbell Barton
2021-09-30Cleanup: reduce Sequence size by 8 bytesCampbell Barton
Also use int8_t for color tag.
2021-09-30Cleanup: isolate UDIM parameters into a structCampbell Barton
Passing multiple UDIM arguments into the packing function is awkward especially since the caller may not be using UDIM. Use an argument to store UDIM packing parameters which can be NULL, which operates without any UDIM support. Add a function that extracts these parameters out of the image space allowing for multiple functions to take UDIM parameters in the future.
2021-09-30Fix(unreported): LineArt curve objects garbled result.YimingWu
This is caused by line art loading curve objects twice from curve and converted mesh instances (when instance option is on). Now only load mesh when instance option is on.
2021-09-30Fix menu width regression in c7d94a7827a5be9343eea22a9638bb059f185206Campbell Barton
Icon only popup buttons needed to be adjusted too, add an uiTextIconPadFactor.icon_only to support this.
2021-09-30UI: Increase Area Resize Edge Hit SizeHarley Acheson
This patch increases the size of the Area BORDERPADDING a bit to make it easier to hit the edges when initiating area resizing. See D11925 for details and examples. Differential Revision: https://developer.blender.org/D11925 Reviewed by Campbell Barton
2021-09-29Geometry Nodes: Expose Bezier handle positions as an attributeHans Goudey
This commit exposes left and right bezier handles as an attribute. Interaction basically works like edit mode. If you move an aligned handle, it also moves the opposite handle of the control point. The difference is that you can't edit "Auto" or "Vector" handles, you have to first use the "Set Handle Type" node. That gives the handle types a bit more meaning in the node tree-- changing them in edit mod is more like a "UI override". The attributes are named `handle_start` and `handle_end`, which is the same name used in the curve RNA API. A new virtual array implementation is added which handles the case of splines that don't have these attributes, and it also calls two new functions on `BezierSpline` to set the handle position accounting for aligned handles. The virtual arrays and attribute providers will be refactored (probably templated) in the future, as a next step after the last built-in curve attribute provider has landed. Differential Revision: https://developer.blender.org/D12005
2021-09-29Add RNA path funcs for VolumeRender & VolumeDisplayPhilipp Oeser
Without proper RNA paths, Alt-click editing properties on multiple selected objects doesn not work (as well as the 'Copy To Selected' operator). Fixes T91806. Maniphest Tasks: T91806 Differential Revision: https://developer.blender.org/D12700
2021-09-29Fix T91803: Freestyle rendering as pass broken after recent changesBrecht Van Lommel
2021-09-29Cleanup: Compositor: Migrate most converter nodes to new socket builderAaron Carlisle
This migrates most nodes except for the switch view node. This node requires dynamic sockets so its implementation will be more involved.
2021-09-29Nodes: Fix Split View missing identifierAaron Carlisle
Mistake from rB84251acfcc4534059d6ccd6682f8e37d529b9063
2021-09-29GPencil: Avoid double depsgraph tagAntonio Vazquez
The eval data is updated at the end of the function and this call just adds a calculation not used.
2021-09-29Assets: Enable recursive reading for the asset view template as wellJulian Eisel
This makes asset view templates, e.g. as used by the Pose Library add-on use recursive asset loading, see Also works around an issue that made assets not show up at all anymore since fc7beac8d6f4. I'm creating a separate report for that regression, but in the Asset Browser and Viewer it shouldn't be apparent currently.
2021-09-29Fix build failure on Windows + wrong buffer sizeJulian Eisel
Was using `NAME_MAX` which is defined in `limits.h`, which again may be implicitly included by the compiler. Intend was to use the Blender define `MAX_NAME`.
2021-09-29Asset Browser: Initial Asset Catalog UIJulian Eisel
The Asset Browser now displays a tree with asset catalogs in the left sidebar. This replaces the asset categories. It uses the new UI tree-view API (https://wiki.blender.org/wiki/Source/Interface/Views#Tree-View). Buttons are displayed for adding and removing of catalogs. Parent items can be collapsed, but the collapsed/uncollapsed state is not stored in files yet. Note that edits to catalogs (e.g. new or removed catalogs) are only written to the asset library's catalog definition files when saving a .blend. In the "Current File" asset library, we try to show asset catalogs from a parent asset library, or if that fails, from the directory the file is stored in. See adaf4f56e1ed. There are plenty of TODOs and smaller glitches to be fixed still. Plus a UI polishing pass should be done. Important missing UI features: * Dragging assets into catalogs (WIP, close to being ready). * Renaming catalogs * Proper handling of catalogs in the "Current File" asset library (currently not working well). The "Current File" asset library is especially limited still. Since this is the only place where you can assign assets to a catalog, this makes the catalogs very cumbersome in general. To assign an asset to a catalog, one has to manually copy the Catalog ID (a random hash like number) to the asset metadata through a temporary UI in the Asset Browser Sidebar. These limitations should be addressed over the next few days, they are high priority. Differential Revision: https://developer.blender.org/D12670
2021-09-29Fix T89864: Adding an asset referencing other objects adds it to scene but ↵Bastien Montagne
only adds data-blocks of referenced objects. Link/append code needs proper access to scene/view3d data to handle collections/objects instantiation. Note that this is a temporary hack more than a proper fix, which would require a deeper redesign of drag&drop code. Also note that this will not handle 'properly' (i.e. as user would expect it) cases like implicitely appended parent objects, in that only the explicitely appended object will be dropped to the nes location, the others will remain at their original coordinates. Differential Revision: https://developer.blender.org/D12696
2021-09-29Cleanup: Enforce C linkage for internal File Browser headerJulian Eisel
This will be used by C++ code in the upcoming asset catalog UI commit.
2021-09-29Cleanup: else-after-returnJacques Lucke
2021-09-29Fix T89164: Sculpt "Smooth" brush crash with zero pressurePhilipp Oeser
Caused by {rB3e5431fdf439} Issue is that sculpting could start with using `SCULPT_smooth` and (because of the Pressure sensitivity dropping to zero) code would switch to `SCULPT_enhance_details_brush` at strength zero. Issue with this though is that this can be in the middle or end of a stroke and the necessary `ss->cache->detail_directions` are only initialized for the first brush step (see `SCULPT_stroke_is_first_brush_step` in `SCULPT_enhance_details_brush`). With these missing, it could only go downhill from there. Suggest to prevent the "mode-flip" from `SCULPT_smooth` to `SCULPT_enhance_details_brush` (happening solely because of pressure strength) by changing the condition. Now do `SCULPT_enhance_details_brush` only if strength is **below** zero and `SCULPT_smooth` else (flipping from enhance_details to regular smooth is fine). If inverting the brush in the middle of the stroke will be supported at some point, the codepath of `smooth` would have to inform the cache that invert changed and detail_directions would have to be initialized then (even if not at the start of the stroke). Maniphest Tasks: T89164 Differential Revision: https://developer.blender.org/D12676
2021-09-29Texts in Outliner dont activatePhilipp Oeser
Texts in Outliner dont activate on selecting (Text Editor did not change to selected text) which is a bit inconsistent to other ID types. ref T90862 Maniphest Tasks: T90862 Differential Revision: https://developer.blender.org/D12412
2021-09-29Assets: Expose option to reuse data-block data when appendingJulian Eisel
With 794c2828af60 & f48a4aa0f915 it's possible to reuse possibly expensive, nested data of a data-block when appending. E.g. the texture of a material, or the mesh of an object. Without this it's easy to bloat memory and the file size. Duplicated textures also cause unnecessary shader recompilations. The feature was intended to be the new default behavior for the Asset Browser, but it wasn't actually added to the UI yet. This patch adds a new import type option to the Asset Browser. So from the menu in the header, you can now choose between: * Link * Append * Append (Reuse Data) The latter is the new default. Maniphest Task: https://developer.blender.org/T91741 Differential Revision: https://developer.blender.org/D12647 Reviewed by: Sybren Stüvel, Bastien Montagne
2021-09-29VSE: Add color tags to stripsFalk David
This patch adds color tags to VSE strips, an overlay option to toggle the colors on and off, a section in the theme settings to define the 9 possible colors and two ways of changing the color tag through the UI. You can change the color through the right-click context menu, or in the strip side panel next to the strip name. Color tags are defined in user preferences and they can be disabled in overlay settings. Reviewed By: campbellbarton, ISS Differential Revision: https://developer.blender.org/D12405
2021-09-29Support loading catalogs in the Current File asset libraryJulian Eisel
When the Asset Browser shows the "Current File" asset library, now it also attempts to load an asset catalog definition file from location of the current .blend file. This happens as follows: * First, see if the file is inside of an asset library that is "mounted" in the Preferences. Load the catalogs from there if so. * Otherwise, if the file is saved, load the catalogs from the directory the file is saved in. * If the file is not saved, no catalogs will be loaded. Unit tests are being worked on in D12689. Creating catalogs from the "Current File" asset library still doesn't work, as the asset catalog service doesn't construct an in-memory catalog definition file in that case yet. Differential Revision: https://developer.blender.org/D12675
2021-09-29Add an option to silence bpy.ops.anim.keyframe_delete_v3d when used in AddonsGaia Clary
The issues: 1.) When we want to remove keyframes from a range of frames in an action, then we can use bpy.ops.anim.keyframe_delete_v3d to remove the keys frame by frame. However, whenever the operator hits a frame with no keyframes, then it generates an error. While when it hits a frame with keyframes, then it reports the numbner of removed keys. This creates a lot of unnecessary noise in the Blender console. 2.) Furthermore a related issue is that WM_event_add_notifier() is called also when no frames where removed. This seems to significantly slow down the removal of keyframes in a range of frames at least when i use vscode for debugging. A proposal for improvement: This patch adds an attribute 'confirm_success' which controls if the operator reports back what it did (or did not) while executing. Silent mode would then be called like this: bpy.ops.anim.keyframe_delete_v3d(confirm_success=False) Note: confirm_success is True by default so this patchj does not change the behavior of Blender, it only gives the option to scripts. 3.) Personal note: I have chosen the attribute name to be equal as it is used in other related operators. However i rather would rename the attribute to "verbose" (preferred) or "with_confirm". But i let this to be decided by the reviewers. Thanks for your time to review! Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D12629
2021-09-29Fix T88954: Rearranging of modifiers for linked objects no longer works.Bastien Montagne
There would be no modifier set in context in drag and drop case, in that case try to get active modifier from active object instead.
2021-09-29Fix T91756: String to Curve node produces NaN when size is zeroJacques Lucke
2021-09-29UI: swap tool and regular headerCampbell Barton
Swap the tool-header and header order so the tool-header so the header is always next to the window edge. Note that files saved in 3.0 will have overlapping headers when opened in any version of Blender before this commit. Reviewed By: Severin, fsiddi Maniphest Tasks: T91536 Ref D12631
2021-09-29Fix T91767: crash when instancing geometry coming from modifierJacques Lucke
The issue was that the `GeometrySet` that comes from the modifier does not have full ownership of the mesh for legacy reasons to avoid copies. Calling `ensure_owns_direct_data` makes sure that the geometry set actually owns the geometry so that it can be instanced.
2021-09-29Geometry Nodes: instance on points in instancesJacques Lucke
For consistency with other nodes, we also want to process all instances in the Points input independently. This allows for more efficient instancing of many objects but also leads to nested instancing. All instances are processed in their local space, so that instances don't have to be realized. Differential Revision: https://developer.blender.org/D12660
2021-09-29Fix/bypass doversion for wire new colorsDalai Felinto
Some cases were not covered by the original doversion in 4a0ddeb62bb. For now we make it always change the wire color regardless of whether it was changed before or not. This do a subversion bump.
2021-09-29UV: Pack to closest/active UDIMSiddhartha Jejurkar
Implements T78397 Extends the functionality of pack islands operator to allow packing UVs to either the closest or active UDIM tile. This provides 2 new options for packing UVs : * Closest UDIM: Selected UVs will be packed to the UDIM tile they were placed on. If not present on a valid UDIM tile, the UVs will be packed to the closest UDIM in UV space * Active UDIM: Selected UVs will be packed to the active UDIM image tile In case, no image is present in the UV editor, then UVs will be packed to the tile on the UDIM grid where the 2D cursor is located. Reviewed By: campbellbarton Maniphest Tasks: T78397 Ref D12680
2021-09-29UV Editor: Grid and snapping improvementsSiddhartha Jejurkar
Implements T89789, T89792, custom grid (described as dynamic grid in T78389) and UV grid snapping (T78391) Replaces the default UV editor grid with 2 new types of grid : * Custom grid: Allows the user to create an NxN grid, where the value of N is specified by the user. * Subdividing grid: Subdivides the UV editor grid when the user zooms in the viewport and vice versa when zooming out. UV snapping improvements : * Increment snapping: Increment values for snapping are calculated based on which grid type is being used in the UV editor (subdividing or custom). In general the increment value is equal to the distance between 2 visible grid lines. * Absolute grid snap: New toggle added to increment snapping option in the UV editor, allows UV grid snapping during translation. Reviewed By: campbellbarton Ref D12684
2021-09-29Fix T91237: Wrong Editors could sync animation 'Visible Range'Philipp Oeser
This was reported for the Outliner. It was possible to set 'show_locked_time' on any space (via python, not sure if there are other ways to achieve this). Navigating in an animation editor obviously ruined the layout in certain Editors that are not made for this. Now restrict syncing to editors that support it well (the ones that have this setting exposed in their menus) and prevent setting this in RNA. Maniphest Tasks: T91237 Differential Revision: https://developer.blender.org/D12512
2021-09-29Cleanup: Add constructor for AttributeFieldInputHans Goudey
2021-09-29Cleanup: Compositor: Migrate color nodes to new socket builderAaron Carlisle
2021-09-29UI: Update Levels NodesAaron Carlisle
- Instead of making the enum expanded leave it in menu form. - Use full words instead of letters. Differential Revision: https://developer.blender.org/D12686
2021-09-29Nodes: Fix compositor viewer nodes having wrong alpha channelAaron Carlisle
Default should be black image with an alpha value of 1.
2021-09-29Cleanup: Compositor: Migrate most output nodes to new socket builderAaron Carlisle
This migrates most nodes except for the file output node. This node requires dynamic sockets so its implementation will be more involved.
2021-09-29Cleanup: Simplify compositor Z Combine operation conversionAaron Carlisle
2021-09-29Fix: Knife undo with no cut segments leftCian Jinks
Now if a user presses the knife tool undo key when there are no more cut segments to undo, the operator exits. Previously, it did nothing.
2021-09-29Cleanup: Make formatAaron Carlisle
2021-09-29Cleanup: Compositor: Migrate most input nodes to new socket builderAaron Carlisle
This migrates most nodes except for the image/render layer nodes. These nodes require dynamic sockets so their implementation will be more involved.
2021-09-29Cleanup: sort cmake file listsCampbell Barton
2021-09-29Cleanup: trailing space, newlines at EOFCampbell Barton
2021-09-29Cleanup: use C comments for plain textCampbell Barton