Blender Git Commits

Blender Git "master" branch commits.

Page: 2 / 5470

6 hours 31 min ago
Cleanup: refactor BVH2 shadow intersection for upcoming changes
8 hours 34 min ago
Geometry Nodes: fix getting mutable geometry component

The previous code did not take into account that they geometry
component may not be mutable because it is shared between
multiple geometry sets.
Revision da3946b by Julian Eisel
9 hours 36 min ago
Fix wrong DNA struct element lookup in versioning

The type of the element is `short`, not `int`. Harmless since this was checking
for a specific version anyway.
10 hours 1 min ago
Fix T92131: handle node declaration in material properties

The issue was that this menu was only looking at socket templates,
but not at the new node declarations. This fix is to just check those
as well. The fix comes with a small refactor that makes the memory
management a bit simpler.

Differential Revision:
10 hours 20 min ago
UI: Fix offset of vertical scale indicators

`BLF_height_max()` uses the tallest character in the font, and many characters
in our font are taller than numbers. Use `BLF_height` with `0` as reference instead.

Fix by @harley, thanks!
10 hours 31 min ago
Cleanup: Commonize code for checking scene lights/world settings

There were several places attempting to check to see if scene lights
and world were enabled for display. This tries to find a common place
for both of these to reduce duplication.

Honestly, I couldn't find a really good spot for these and settled on
DRW_engine. It's not the best spot since they're not strictly drawing
related, but let's start here.

Reviewed By: fclem

Differential Revision:
10 hours 50 min ago
Fix T92226 EEVEE: AO misaligned on first sample

Caused by tricky state tracking. `GPU_framebuffer_bind()` is updating
the framebuffer on first time and will reset the viewport state of it.
10 hours 56 min ago
Fix is_repeat being set for in between mouse-move events
13 hours 22 min ago
Fix crash using menu search without an active area
14 hours 40 min ago
Fix some property shortcuts not showing in tooltip

Shortcut lookups for property buttons were only supported for a subset
of RNA types.

Replace inline data-path calculation with

Now the shortcut for the 3D View's overlay toggle (for e.g.) is shown.
14 hours 42 min ago
Cleanup: clang-tidy
14 hours 42 min ago
Cleanup: use const for context argument
19 hours 20 min ago
UI: View2D: Align vertical indicators to view

In editors with vertical scale indicators, such as Graph Editor,
Drivers, or VSE, display the values aligned to the view.

Also add a shadow (similar to the 3D View info) to improve readability when the text is on top of curves, strips, or other content.

{F10987240, size=full}

Reviewed By: Severin

Differential Revision:
Revision 2055ef1 by Hans Goudey
23 hours 37 min ago
Geometry Nodes: Order selection inputs after geometry inputs

While there may be arguments for different positions of the selection
inputs, it's important to be consistent, and putting them right after
the corresponding geometry works well when there are multiple
geometry inputs. Addresses T91646.
Revision 89c7c11 by Hans Goudey
1 day and 2 hours ago
Geometry Nodes: Create empty components less often

Avoiding creating empty components can be a hassle for code that
interacts with a geometry set. One easy way to do that was calling
the functions that retrieved mutable access to geometry data directly,
like get_mesh_for_write. This commit makes it so that sort of direct
function does not create an empty component if there is no data.

Another way to create an empty component was calling the replace_*
methods with a null pointer. It's more convenient to have a nice API
that handles those cases without creating an empty component.

It's still convenient that the regular get_component_for_write adds
the component if it doesn't exist, because that's often a nice way to
add data to the geometry set.

Differential Revision:
1 day and 2 hours ago
Geometry Nodes: Merge Conflict Cleanup

Removing a line that remained from a merge.
1 day and 3 hours ago
Geometry Nodes: Rename Nodes ID Names + Menu Org

Re-alphabetize the main add menu.

Rename Node ID Names:
FloatCompare => CompareFloats
AttributeCapture => CaptureAttribute
Boolean => MeshBoolean
CurveFill => FillCurve
CurveFillet => FilletCurve
CurveReverse => ReverseCurve
CurveSample => SampleCurve
CurveResmaple => ResampleCurve
CurveSubdivide => SubdivideCurve
CurveTrim => TrimCurve
MaterialReplace => ReplaceMaterial
MeshSubdivide => SubdivideMesh
EdgeSplit => SplitEdges

Differential Revision:
Revision 17b8da7 by Hans Goudey
1 day and 3 hours ago
Geometry Nodes: Field version of mesh to curve node

This commit adds a fields version of the mesh to curve node, with a
field for the input selection. In order to reduce code duplication,
it adds the mesh to curve conversion to the new geometry module
and calls that implementation from both places.

More details on the geometry module can be found here: T86869

Differential Revision:
1 day and 3 hours ago
Python API: implement `PoseBone.children` via `Bone.children`.

Currently `PoseBone.children` is implemented by a linear scan of
the list of armature bones. This is doubly inefficient, since
not only is it scanning all bones, the `` list
is actually synthetic and generated from Bone children lists.

Instead, use the `Bone.children` native RNA property.

Differential Revision:
1 day and 3 hours ago
Fix another error in rB5e12e62a6a4e

The code was ignoring the icremental with small distances.
By: Miika HämäläinenLast update: Nov-07-2014 14:18 MiikaHweb | 2003-2021