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2022-11-08USD export: access deform verts as custom data.universal-scene-descriptionMichael Kowalski
Due to a recent Blender API change, MDeformVert entries must be read as custom data.
2022-11-02USD export: fix curve widths calculation.Michael Kowalski
Now multiplying the curve radius values by the bevel radius when calculating curve widths. Change authored by Charles Wardlaw.
2022-11-02USD import: replace deprecated shape import code.Michael Kowalski
The static functions GetMeshPoints() and GetTopology() have been removed from the adapter classes in USD 22.11. In anticipation of this change, the code was updated to call the corresponding virtual functions instead. Change authored by Charles Wardlaw.
2022-10-27USD export: export textures for Cycles materials.Michael Kowalski
2022-10-27USD Export: handle meshes in edit mode.Michael Kowalski
Small change to ensure Edit mode meshes are committed during the export process. Without this change, meshes may be empty in the USD. This update was authored by Charles Wardlaw.
2022-10-24Merge branch 'master' into universal-scene-descriptionMichael Kowalski
2022-10-24Fix T102015: AV1 - No valid formats foundRay Molenkamp
I did a poor master merge in D14920 before landing and AV_CODEC_ID_AV1 accidentally ended up in `ffmpeg_format_items` rather than `ffmpeg_codec_items`
2022-10-24VSE: Don't use timecodes if not explicitly enabledRichard Antalik
UI panel may suggest, that disabling "Proxy & timecode" would cause timecodes not being used, but this was not the case. Now timecodes will be used only if the checkbox is checked.
2022-10-24Fix T100571: Subdivision disabled with Orbit Around SelectionGermano Cavalcante
The bug has existed since crasy space was implemented. rBbf8a26b7453d made the error even worse as the `modifiers_disable_subsurf_temporary` function, which works like a toggle, did not temporarily re-enable subsurf. The main problem is that the derived mesh is modified but not marked as dirty at the end.
2022-10-24Fix T101981: Incorrect playback of AVI filesRichard Antalik
Commit bcc56253e26e introduced 3 frame negative offset for seeking. This can result in negative seek values. Ensure, that seek value is always positive.
2022-10-24Fix T101210: invalid internal node links lead to crashJacques Lucke
Internal links are run-time/derived data. Therefore it is not necessary to load them from .blend files where invalid internal links may be stored. They will be regenerated after a node tree is loaded anyway.
2022-10-24GPencil: Fix regression (part3) with edit mode introduced in rB0ee9282b5c51Clément Foucault
Vertex indexing has not been updated and stroke_start usage was wrong. Update all `stroke_start` usage.
2022-10-24USD import: crash reading shapes.Michael Kowalski
Updated the mesh reading code when reading shapes, to fix a crash due to the updated mesh API introduced in the last merge from master.
2022-10-24Pencil: Fix regression (part2) with stroke buffer introduced in rB0ee9282b5c51Clément Foucault
`vert_len` was being shadowed and index_min & max wasn't correctly set.
2022-10-24GPencil: Fix regression with stroke buffer introduced in rB0ee9282b5c51Clément Foucault
2022-10-24GPencil: Fix regressions introduced in rB0ee9282b5c51Clément Foucault
Batching was broken / disabled and starting indices were wrong.
2022-10-24Fix T101946: Outliner data-block counter treats bones as collectionPhilipp Oeser
Mistake in own rBb6a35a8153c3 which caused code to always recurse into bone hierarchies (no matter which collapsed level an armature was found). This led to bone counts always being displayed even outside a collapsed armature (e.g. if an armature was somewhere down a object or collection, the collapsed object or collection would show this bonecount). This is inconsistent with other data counting in the Outliner, e.g. vertexgroups or bonegroups do have their indicator at object level, however the counter only shows if `Vertex Groups` or `Bone Groups` line shows (so if the object is not collapsed). And this also led to the bug reported in T101946 which was that the bone counts would be treated as collections when further down a collapsed hierarchy. Background: The whole concept of `MergedIconRow` is based on the concept of counting **objects types or collectinons/groups**. If other things like overrides, vertexgroups or bonegroups are displayed in a counted/ merged manner, then these will always be counted in the array spots that are usually reserved for groups/collections. But for things this is not a problem (since these are only displayed below their respective outliner entry -- and will never be reached otherwise). So to correct all this, we now only recurse into a bone hierarchy if a bone is at the "root-level" of a collapsed subtree (direct child of the collapsed element to merge into). NOTE: there are certainly other candidates for counted/merged display further up the hierarchy (not just bones -- constraints come to my mind here, but that is for another commit) Maniphest Tasks: T101946 Differential Revision: https://developer.blender.org/D16319
2022-10-24Fix T102008: Images are stretched when texture limit is enabledOmar Emara
Currently, if an image exceed the texture limit setup by the user or the GPU backend, it will be scaled down to satisfy the limit. However, scaling happens independently per axis, that means the aspect ratio of the image will not be maintained. This patch corrects the smaller size to maintain the aspect ratio. Differential Revision: https://developer.blender.org/D16327 Reviews By: Clement Foucault
2022-10-24GPencil: Fix build errors caused by designated initializer in C++Clément Foucault
2022-10-24Cleanup: quiet parentheses warningCampbell Barton
2022-10-24GPencil: Use indexed rendering instead of instancesClément Foucault
This allows using instancing in other ways, like resources indexing.
2022-10-24GPencil: Port draw_cache_impl_gpencil.cc to C++Clément Foucault
2022-10-24Transform: limit zero radius Shrink/Fatten to only 1 curve pointGermano Cavalcante
rBb70bbfadfece allowed scaling of zero-radius points, but as it behaves differently from other radius, it may not be suitable for multi-point transformation.
2022-10-23Fix large incremental snap values in uv editorGermano Cavalcante
Regression in rBa7aa0f1a0c24. The default values of `t->snap` have been changed.
2022-10-23Fix T101607: Changing Image source inadvertently clears file pathJesse Yurkovich
This could result in wrong behavior depending on the order in which the Image.filepath and Image.source fields are set from within Python for example. Caused by rB72ab6faf5d80
2022-10-23Fix T102000: Curve Shrink Fatten doesn't work for zero radiusGermano Cavalcante
Kind of intentional regression on rB2d1fe736fabd. But the solution now is (theoretically) better than adding a hard coded threshold. For cases with zero radius, the new radius is now the offset of the ratio projected onto the plane of the origin point.
2022-10-22Cleanup: clang-formatLukas Stockner
2022-10-22Fix T101329: EXR 'JPG Preview' doesn't use color space anymoreLukas Stockner
For the JPG preview, the only thing that was changed in the image format was the format itself. However, the colorspace code now also checks the bitdepth through BKE_image_format_is_byte, so the depth needs to be explicitly set to 8-bit for the JPG preview output.
2022-10-22Transform: remove unreachable codeGermano Cavalcante
The node grid snap only works with 2D coordinates, no transformation matrix and no Objects. Also rename `applyGridAbsolute` to `node_snap_grid_apply`.
2022-10-22Cleanup: move grid snap functions to files where they are usedGermano Cavalcante
2022-10-22Fix T101991: "Absolute Grid Snap" not workingGermano Cavalcante
Error introduced in rB1edebb794b76. In that commit it was kind of forgotten that the snap to grid is also used in 3D views. Also a refactoring and cleanup was applied to simplify the code.
2022-10-22Fix T101930: NLA Actions Stash remove doesn't work on overriden linked data.Bastien Montagne
Code adding stash track was clearing out track flags, instead of editing them as it should have... Note that there are a lot of other weaknesses in action stash code (like relying on the (translated!!!!!!) name of the track to know whether it's a stah or not).
2022-10-22Video rendering: FFMpeg AV1 codec encoding supportStephen Seo
Previously, the Blender video renderer did not have support for encoding video to AV1 (not to be confused with the container AVI). The proposed solution is to leverage the existing FFMpeg renderer to encode to AV1. Note that avcodec_find_encoder(AV_CODEC_ID_AV1) usually returns "libaom-av1" which is the "reference implementation" for AV1 encoding (the default for FFMpeg, and is slow). "libsvtav1" is faster and preferred so there is extra handling when fetching the AV1 codec for encoding such that "libsvtav1" is used when possible. This commit should only affect the options available for video rendering, which includes the additional AV1 codec to choose from, and setting "-crf". Also note that the current release of FFMpeg for ArchLinux does not support "-crf" for "libsvtav1", but the equivalent option "-qp" is supported and used as a fallback when "libsvtav1" is used (as mentioned here: https://trac.ffmpeg.org/wiki/Encode/AV1#SVT-AV1 ). (Actually, both "-crf" and "-qp" is specified with the same value in the code. When a release of FFMpeg obtains support for "-crf" for "libsvtav1" is released, the code shouldn't be needed to change.) The usage of the AV1 codec should be very similar to the usage of the H264 codec, but is limited to the "mp4" and "mkv" containers. This patch pertains to the "VFX & Video" module, as its main purpose is to supplement the Video Sequencer tool with the additional AV1 codec for encoded video output. Differential Revision: https://developer.blender.org/D14920 Reviewed By: sergey , ISS, zeddb
2022-10-22Fix T101969: Crash when using large texture with nonstandard colorspaceLukas Stockner
When the image colorspace is not data, linear or sRGB, the image will be converted to float (and colorspace-converted) during loading. However, if it also needs to be rescaled (due to exceeding the GPU texture size limit), the resizing assumed that it's still a byte texture.
2022-10-21GPU: remove unused member from FrameBufferGermano Cavalcante
Accidentally added in rB2510bd3a5f35d14f5e0e098c79a776916d273223
2022-10-21GPU: Don't exit after first GPUBackend.Jeroen Bakker
2022-10-21GPU: Add gpu.platform.backend_type_get function.Jeroen Bakker
Function returns the active GPU backend type.
2022-10-21GPU: Fix Metal GLSL compilation errors due to recent changes.Jeroen Bakker
vec.st is legacy OpenGL and should not be used.
2022-10-21Fix T101964: Edge and face snapping no locking to axisGermano Cavalcante
In rBed6c8d82b804 it was wrongly assumed that the constraint functions always apply the transformations. But that is not the case for when axes are aligned. The `mul_m3_v3(t->con.pmtx, out)` fallback is still required.
2022-10-21Fix: Bokeh blur node flips its bokeh inputOmar Emara
The bokeh blur node flipped its bokeh input due to the conceptual difference between the search window space and the weights texture space. This patches fixes that by inverting the weights texture to match the search window. The variable size option actually flips the bokeh input for the CPU compositor. It is unclear if this is expected, so we deviate from that behavior for now.
2022-10-21EEVEE: Fix ill defined blend in cubemap array workaroundClément Foucault
This fixes some firefly issues on corners of the cubemaps where the blending factors would go above 1 or below 0.
2022-10-21Fix T66713: Walk mode doesn't take scene unit scale into accountCampbell Barton
When changing a scene's unit scale from 1 to something else, 0.1 for e.g. walk navigation no longer worked properly. Whenever gravity is enabled, and the user starts to fall or jump, the view-port glitched out into low earth orbit. Reviewed By: campbellbarton Ref D16277
2022-10-21Fix: USD & Alembic importers might not initialize material indicesHans Goudey
f1c0249f34c4171ec incorrectly assumed that the importer functions that assigned material indices set all of the values, but that isn't true for all files.
2022-10-20USD Import: hide instance prototype collections.Michael Kowalski
Now hiding the instance prototype parent collection in both the viewport and render. This change was also necessary because the previous code for hiding prototype layer collections stopped working with the latest merge from master.
2022-10-20Buildfix for 078e034 missing includeJens Verwiebe
2022-10-20Fix T101215: Distribute Points in Volume node does not refresh on frame changeJacques Lucke
2022-10-20Fix memory leak when proxy building failsRichard Antalik
Leak introduced in recent fix - bf8d4a9bc6fb28.
2022-10-20Fix T101316: workbench texture mode not working with geometry nodesJacques Lucke
The `ED_object_get_active_image` is used from the renderer which deals with evaluated objects. This means the material api for evaluated objects has to be used.
2022-10-20Fix T101554: disable viewer node when corresponding modifier is disabledJacques Lucke
2022-10-20UI: Icon number indicator for data-blocksDalai Felinto
Adds the possibility of having a little number on top of icons. At the moment this is used for: * Outliner * Node Editor bread-crumb * Node Group node header For the outliner there is almost no functional change. It is mostly a refactor to handle the indicators as part of the icon shader instead of the outliner draw code. (note that this was already recently changed in a5d3b648e3e2). The difference is that now we use rounded border rectangle instead of circles, and we can go up to 999 elements. So for the outliner this shows the number of collapsed elements of a certain type (e.g., mesh objects inside a collapsed collection). For the node editors is being used to show the use count for the data-block. This is important for the node editor, so users know whether the node-group they are editing (or are about to edit) is used elsewhere. This is particularly important when the Node Options are hidden, which is the default for node groups appended from the asset libraries. --- Note: This can be easily enabled for ID templates which can then be part of T84669. It just need to call UI_but_icon_indicator_number_set in the function template_add_button_search_menu. --- Special thanks Clément Foucault for the help figuring out the shader, Julian Eisel for the help navigating the UI code, and Pablo Vazquez for the collaboration in this design solution. For images showing the result check the Differential Revision. Differential Revision: https://developer.blender.org/D16284