Blender Git Commit Log

All Blender Git commits.

Page: 1714 / 8462

April 15, 2020, 03:04 (GMT)
UI: expand names of collection menu
April 15, 2020, 03:04 (GMT)
Cleanup: shadow warning
April 14, 2020, 22:25 (GMT)
Use layout row with heading

Also use the new uiItemR flag to clear decorators
April 14, 2020, 21:54 (GMT)
Add new options to solidify modifier

The subpanel organization might need to be rethought here, some of the
new items don't fit perfectly into the categories.
April 14, 2020, 20:36 (GMT)
Merge branch 'master' into modifier-panels-ui
April 14, 2020, 20:29 (GMT)
Add margin and rounded corners to list panels

This helps differentiate them from regular panels and makes it clearer
that they are separate from each other.

Also added a list panel subpanel flag to avoid always searching parents to
see if a panel belongs to a list panel.
April 14, 2020, 20:14 (GMT)
Fix T75733: Curve extrusion does not include endpoints

This error only occurs when the end points are part of
a sequence of selected points.
April 14, 2020, 19:07 (GMT)
Sculpt: New Layer Brush

The Layer brush was in Blender before 2.81, when the sculpt API was
introduced. It had a huge amount of bugs and glitches which made it
almost unusable for anything but the most trivial cases. Also, it needed
some hacks in the code just to support the persistent base.

The brush was completely rewritten using the Sculpt API. It fulfills the
same use case as the old one, but it has:
- All previous artifacts fixed
- Simpler code
- Persistent base now works with multires thanks to the sculpt API
- Small cursor widget to preview the layer height
- More controllable and smoother strength and deformation
- More correct masking support
- More predictable invert support. When using persistent base, the brush invert mode resets to layer height 0, instead of jumping from +1 to -1. The brush can still be inverted in the brush direction property.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7147
April 14, 2020, 19:00 (GMT)
Sculpt: Sharpen Mesh Filter

This mesh filter sharpens and smooths the mesh based on its curvature,
resulting in pinching hard edges and polishing flat surfaces. It fixes
most of the artifacts of the voxel remesher and those produced when
sculpting hard surfaces and stylized models with creasing and flattening
brushes.

It needs and accumulate_displacement step before each filter iteration which
can't be multithreaded in an easy way (it would need something to sync the
threads when modifying the data of neighbors in a different node), but this
does not affect performance in a significant way.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D7335
April 14, 2020, 18:55 (GMT)
Fix Shift-Smooth mode using wrong parameters

When using the shift-smooth mode, sculpt_update_cache_invariants is
changing the brush datablock of the paint session if it finds a brush
named "Smooth" (which is a huge hack the brush management project should
try to solve). This is done after the PaintStroke data in the modal
operator is created, which holds a reference to the active brush in the
paint session that was active when the operator started. Because of
this, the StrokeCache was getting the correct smooth brush values but
the paint modal operator was applying the wrong ones from the previous
brush. This was causing the smooth brush behaves unpredictably depending
on the current active brush.

This patch updates the brush in PaintStroke on each modal callback, so
it always gets the values from the current active brush in the Paint
Session.

The way brush switching works and a way to make it more flexible needs
to be discussed in the future as part of the brush management project.

The default smooth brush parameters and curves will probably need to
be updated after this change, as previously they were set using an
incorrect behavior.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7354
April 14, 2020, 18:53 (GMT)
Fix automasking using the wrong active face set

All tools should now use the API function to get the active face set
directly from the face under the cursor.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7362
April 14, 2020, 18:52 (GMT)
Fix Randomize Face Sets Colors not working in Multires

The operator was disabled when it was added because Face Sets were not
supported in Multires.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7312
April 14, 2020, 18:44 (GMT)
GPUShader: Implement workaround for gizmo drawing on sRGB framebuffer

This solution involves adding a uniform to each fragment shader that is
used by gizmo drawing and use the framebuffer state to set this uniform
accordingly.

This solution can also be carried to external shaders (addons).
A single line of code would then be enough to fix the issue.

The only trickery here is the dummy define:
`#define srgb_to_framebuffer_space(a)`
This is in order to avoid breaking other DRW shaders that use the same
fragment shader code but do not need the tranformation.

Related to T74139

Reviewed By: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D7261
April 14, 2020, 17:24 (GMT)
UI: Layout changes for new checkbox layout possibilities

Follow-up to D7427.

Screenshots:
[TODO]

Main changes:
* Changes the split percentage from 50/50% to 40/60%.
* ... [TODO]

Most changes here are by @billreynish.

Maniphest Tasks: T65965

Differential Revision: https://developer.blender.org/D7430
Revision bf49bb3 by Pablo Dobarro (master)
April 14, 2020, 17:24 (GMT)
Fix T75104: Update Face Sets visibility when entering Sculpt Mode

Geometry that was just added to sculpt mode has the SCULPT_FACE_SET_NONE
assigned, so it was hidden by default. By doing this when entering
sculpt mode a new visible face set is created for it, making it easier
to isolate it again if you want to do further tweaking with the sculpt
tools.

Also, this also fixes the issue that may happen when changing the mesh
visibility in edit mode. Now visibility changes done outside sculpt mode
are stored in the face sets when entering sculpt mode, so mesh
visibility should stay the same.

Reviewed By: jbakker

Maniphest Tasks: T75104

Differential Revision: https://developer.blender.org/D7249
April 14, 2020, 17:18 (GMT)
Merge branch 'master' into greasepencil-object
April 14, 2020, 17:06 (GMT)
Merge branch 'master' into greasepencil-object
April 14, 2020, 16:58 (GMT)
Revert "Windows: support high resolution tablet pen events for Wintab"

This reverts commit 1a3928f33c and 1a3928f3. This is not working stable
with some Wintab implementations, so reverting for now. This leaves only
the Windows Ink changes for 2.83.
April 14, 2020, 16:56 (GMT)
UI: Better split layout support for checkboxes

Makes these kinds of layouts possible:

Best test this in the `temp-checkbox-changes` branch which contains layout
tweaks all over to make good use of the changes here. These will be submitted
separately.
Patch on top of D7409.

Main changes:
* Add support for row and column headers (i.e.
`uiLayout.column(heading="Foo")`, `uiLayout.row(heading="Bar")). If the
first property added to this layout doesn't insert anything into the label
split column, the heading is inserted there. Otherwise, it's inserted as own
item.
* Add support for manually inserting decorators for an existing item
(`uiLayout.prop_decorator()`). That way layout creators can manually insert
this, which was the only way I saw to support these layouts:
* Autogenerated layouts for operator properties look bad if there are only
checkboxes (which only use half the region width). So before creating the
layout, we iterate over visible properties and disable split layout if all
are booleans. I think this is fine, if needed we could also add layout hints
to operators.
* `uiTemplateOperatorPropertyButs()` now handles macros itself, the caller
used to be responsible for this. Code that didn't handle these so far never
used macros I think, so this change should be visible.
* Remove manual property split layout from autogenerated operator properties
layout.
* Padding of checkboxes is tweaked to make their label visually more connected
to the checkboxes.
* Support split layout for menus (should work for `uiLayout.menu()`,
`.operator_menu_enum()`, `.prop_menu_enum()`, maybe more)
* Add `uiLayout.`

Maniphest Task: T65965

Reviewers: brecht pablovazquez billreynish
April 14, 2020, 16:32 (GMT)
Fix T75535: Compositor backdrop gizmo dragging interrupts with node
mouse over

Caused by rB5929dd7129f6.

Above commit would reset the gizmo highlight on node mouseover.
This would also assert in gizmo_rect_pivot_from_scale_part() and stop
the drag.

So now, only reset the gizmo when we are not in EVT_GIZMO_UPDATE,
allowing for starting the tweak outside a node and then travelling
'inside' while still preventing to use it over a node when starting a
tweak there.

Maniphest Tasks: T75535

Differential Revision: https://developer.blender.org/D7383
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021