September 27, 2021, 11:04 (GMT) |
Fix T81922: Pose bones F-Curves hidden for unselected objects Whilst in pose-mode, the selection filter only includes other objects in pose-mode instead of the object selection. This makes sense as the selection of the pose bones what the user as acting on in the 3D view. The object selection only makes sense to use in object mode. Reviewed By: sybren Maniphest Tasks: T81922 Ref D12494 |
September 27, 2021, 11:04 (GMT) |
Cleanup: remove unnecessary use of MEM_SAFE_FREE macro |
September 27, 2021, 11:04 (GMT) |
Cleanup: spelling in comments |
September 27, 2021, 10:43 (GMT) |
Cleanup: make format |
September 27, 2021, 10:32 (GMT) |
Cleanup: Move asset library remove function next to add function Better to keep such related operations close together in code. |
September 27, 2021, 10:31 (GMT) |
Cleanup: Remove function declaration without definition There is no function definition for this declaration. Instead there is `BKE_preferences_asset_library_remove()`. |
September 27, 2021, 09:55 (GMT) |
Fix last commit (why did that ever work?) |
September 27, 2021, 09:54 (GMT) |
3DView: ability to cancel out of viewport roll This adds the ability to cancel out of the roll using ESC or RMB (which is not common for viewops -- but makes sense in the case of roll I think). This resets the view as well as potential locked cameras to the original orientations (but does not remove potential autokeys -- which no transform does on cancel btw.) Maniphest Tasks: T89883 Differential Revision: https://developer.blender.org/D12582 |
September 27, 2021, 09:53 (GMT) |
3DView: Use "real" angle for viewport roll Since its introduction in {rB5c569d227b64}, the view roll was based on horizontal movement only. Using a "real" angle not only feels more natural but also has the benefit of getting more precission the further away from the center you are (just like regular rotation, brush/stencil rotation etc.). A similar thing has already been implemented in the Grease Pencil Tools Addon, now make the blender standard roll the same. Since this is not using the transform system, we are still lacking a line in the viewport (this could be added but since this is always based on the center of the view we dont necessarily need this), as well as the additional Shift-extra-precission behavior. Fixes T89883 Maniphest Tasks: T89883 Differential Revision: https://developer.blender.org/D12582 |
September 27, 2021, 09:39 (GMT) |
Sculpt Dyntopo: Fixed memory leak * Fixed a particularly nasty memory leak where the entire process of entering sculpt mode was being done twice. * Discovered that range tree is extremely slow. Got the alternative freelist version up and running, and replace a usage of GSet with a bitmap. However the new code is disabled pending further testing. Literally an order of magnutude improvement. |
September 27, 2021, 09:11 (GMT) |
Fix T91711: Blender 3.0 - The Rain demo scene breaks (Proxy to Override auto conversion). Proxy conversion is a fairly particular case of liboverride creation, in which remapping all local usages of linked data probably makes more sense, rather than only doing so whitin the overridden 'group' of IDs. |
September 27, 2021, 08:57 (GMT) |
Kernel: allow unregistering BKE callback functions Introduce `BKE_callback_remove()`, which undoes the effect of `BKE_callback_add()`. It also respects `funcstore->alloc` by freeing the removed `funcstore` when needed. This allows for shorter-lived objects in memory to unregister their callbacks at the end of their lifespan. `BKE_callback_global_finalize()` has been adjusted so that the responsibility "remove a callback" is given to one function only. Reviewed by: campbellbarton Differential Revision: https://developer.blender.org/D12625 |
September 27, 2021, 08:17 (GMT) |
Geometry Nodes: support outputting collection children as instances This adds two new input sockets to the Collection Info node: * `Separate Children`: When turned off, the entire collection is output as a single collection instance (same behavior as before). When turned on, each child of the collection is output as a separate instance (children can be objects and collections). Toggling this input should not change the visual transforms of the output geometry. * `Reset Children`: Only used when `Separate Children` is on. When used, the transforms of the instances are reset to the origin. This is useful when one wants to e.g. instance the collection children separately in the upcoming instancing node. Part of D12478. |
September 27, 2021, 08:17 (GMT) |
Geometry Nodes: new Instance on Points node This adds a new Instance on Points node that is a replacement for the old Point Instance node. Contrary to the old node, it does not have a mode to instance objects or collections directly. Instead, the node has to be used with an Object/ Collection Info to achieve the same effect. Rotation and scale of the instances can be adjusted in the node directly or can be controlled with a field to get some variation between instances. The node supports placing different instances on different points. The user has control over which instance is placed on which point using an Instance Index input. If that functionality is used, the Instance Geometry has to contain multiple instances that can are instanced separately. Differential Revision: https://developer.blender.org/D12478 |
September 27, 2021, 07:54 (GMT) |
Fixes T91632 by stopping the sample correlation between dimensions which was causing rendering artifacts on simple scenes. Fix T91632: Stops the sample correlation between dimensions which was causing rendering artefacts on simple scenes. This is done by increasing the amount of jitter the Cranley Patterson Rotation is allowed to add. Also, it uses the y dimension of the of the sample table for 1D sampling which causes further decorrelation between dimensions. As an additional measure the x and y dimensions are swapped randomly to provide further decorrelation. Maniphest Tasks: T91632 Differential Revision: https://developer.blender.org/D12610 |
September 27, 2021, 07:34 (GMT) |
Fix: wrong socket shape in Vector input node |
September 27, 2021, 06:37 (GMT) |
Fix T91557: Texture Paint Stencil doesnt use assigned UV Layer Choosing a UV layer would actually affect the overlay in the viewport and also painting with the mask brush was in that UV space, but the resulting stencil mask was always applied with the active UV (not the explicitly selected stencil UV -- the one one is looking at in the viewport!) to painting. This has been like that as far as I have checked back (at least 2.79b), I am surprised this has not come up before, but it does not seem to make sense at all... Now use the UV specified for the stencil layer when applying the mask for painting, so it corresponds to the stencil mask one is looking at in the viewport. Maniphest Tasks: T91557 Differential Revision: https://developer.blender.org/D12583 |
September 27, 2021, 06:36 (GMT) |
Fix default surface resolution U/V mis-match The resolution for surfaces was 12 for U, 4 for V, where both should have been set to 4. Regression in 9a076dd95a01135ea50f9ccc675668db9f2155f4 |
September 27, 2021, 06:30 (GMT) |
Fix building without audaspace |
September 27, 2021, 06:28 (GMT) |
Fix 'WM_window_find_under_cursor' This function was not working if the window is partially out of screen space. |
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