August 25, 2021, 02:39 (GMT) |
LineArt: Stroke Offset fixes |
August 25, 2021, 02:34 (GMT) |
Remove subdivision hole feature. For easier patch extraction, the code is in a separate branch. |
August 25, 2021, 02:33 (GMT) |
Merge branch 'master' into geometry-nodes-level-set-nodes |
August 25, 2021, 02:31 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lineart-contained |
August 25, 2021, 02:15 (GMT) |
Try adding some relation on the subdivision component |
August 25, 2021, 00:23 (GMT) |
Merge branch 'master' into subdivision_work |
August 24, 2021, 22:40 (GMT) |
Merge branch 'master' into refactor-idprop-ui-data |
Revision fb26ee8 by Hans Goudey (temp-geometry-nodes-fields, temp-geometry-nodes-fields--fields, temp-geometry-nodes-fields--fields-jacques, temp-parallel-multi-function) August 24, 2021, 22:35 (GMT) |
Initial crappy code that doesn't do anything and wouldn't compile |
August 24, 2021, 20:18 (GMT) |
* Implemented bounday/face set corner handling. * New function SCULPT_vertex_is_corner, similar to SCULPT_vertex_is_boundary it takes argument to check face sets. PBVH_FACES/GRIDS version is incomplete. It returns a bitmask of whether the vert is a boundary corner and/or a face set one. * PBVH_BMESH uses a somewhat more expensive calculation to detect corners of face set islands by edge angle. This is currently not done for boundary corners. Corner pinning now happens in: * The internal smoother dyntopo uses for stability reasons. * SCULPT_vertex_neighbor_average_interior. * Topology rake. * Dyntopo collapse. Note that DynTopo always pins face set corners but everything else only does so if preserve face sets is on. |
Revision 0010727 by Hans Goudey (temp-geometry-nodes-fields, temp-geometry-nodes-fields--fields, temp-geometry-nodes-fields--fields-jacques, temp-parallel-multi-function) August 24, 2021, 18:45 (GMT) |
Merge branch 'master' into temp-geometry-nodes-fields |
August 24, 2021, 18:38 (GMT) |
Fix T90900: Crash when rendering geometry nodes created curve The comment for data_eval mentions that it should contain a mesh for curve objects, however with geometry nodes, objects can evaluate to curves as well (though they are only containers for the `CurveEval`. That is a larger issue, but with the upcoming geometry instancing patch the situation changes, so this commit does not correct that. I also hope to remove this code in favor of the new curve to mesh code soon. Instead, just check the evaluated data type in this case, which prevents the crash, though it is hacky. |
August 24, 2021, 18:27 (GMT) |
Cleanup: Make function static, remove unused arguments |
August 24, 2021, 17:55 (GMT) |
Merge branch 'master' into soc-2021-curves |
August 24, 2021, 17:30 (GMT) |
Merge branch 'master' into soc-2021-curve-fillet |
August 24, 2021, 17:27 (GMT) |
UI: Use rounded corners for panels and subpanels |
August 24, 2021, 17:00 (GMT) |
Nodes: Improvements to edge panning in the node editor. - New operator property to toggle edge panning in the keymap: This is disabled by default to avoid edge-panning in cases where it gets distracting, such as adding a new node. Only the explicit translate operator(s) (GKEY or drag) have this enabled now. - Restore the initial view rect on edge pan cancel: The initial view rect is now stored in the edge pan operator data. When an operator with edge panning is cancelled it can now call the `UI_view2d_edge_pan_cancel` function to restore the original View2D rect. - Less delay in node editor scrolling: Delay is useful when scrolling through long lists, such as in the outliner, but makes node scrolling feel sluggish and unresponsive. The lower scroll speed here makes a faster response the better option. - Zoom influence feature: Somewhat slower scrolling in UI-space when zoomed out. With the 0.5 zoom influence factor nodes behave as if zoom factor is halved, otherwise it gets too fast when zoomed out. Previously scrolling would always be constant-speed in UI space, now it's half-way between UI space and node (view) space. |
August 24, 2021, 16:54 (GMT) |
UI: Separate each choice inside radio buttons Add some room between the choices. This way we can give the background and non-active options the same color and make it look more like only one choice can be active at a time. This is in an effort to make the radio buttons and toggle buttons look different. Currently in Blender they looked the same even though radio buttons only allow one active option at a time, while toggles can be have multiple. |
August 24, 2021, 16:41 (GMT) |
Fix T90715: Remove correct particle modifier through Python API Before this patch attempting to remove a particle modifier programmatically through Python would fail, because it deleted the modifier associated with the currently active particle system instead of the one passed as an argument to `bpy.types.ObjectModifiers.remove()`. This fix adds an additional argument for the particle system to `object_remove_particle_system`. This allows to specify which particle system and its associated modifier shall be removed. In case of `particle_system_remove_exec` it will remain the currently active particle system, whereas `object_remove_particle_system` passes the particle system of the modifier. Hence, the correct modifier will be removed. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D12234 |
Revision 65a1ec8 by Jacques Lucke (temp-geometry-nodes-fields, temp-geometry-nodes-fields--anonymous-attributes, temp-parallel-multi-function) August 24, 2021, 15:56 (GMT) |
Merge branch 'temp-geometry-nodes-fields' into temp-geometry-nodes-fields--anonymous-attributes |
Revision ef9fbf2 by Jacques Lucke (temp-geometry-nodes-fields, temp-geometry-nodes-fields--anonymous-attributes, temp-parallel-multi-function) August 24, 2021, 15:53 (GMT) |
use attribute id in more places |
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Master Commits
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