July 5, 2021, 17:27 (GMT) |
Geometry Nodes: Curve Primitive Line This node creates a poly spline line in one of 2 modes: - Line between two points - Start Point, Direction, and Length Both modes create splines with only start and endpoints. A resample node can be used afterward to increase the point count. Differential Revision: https://developer.blender.org/D11769 |
July 5, 2021, 17:10 (GMT) |
Replace Ghost integral types with standard fixed width integers. Also replace integer with bool in Ghost API when only used as boolean, and replace uint8* with char* in Ghost API when variable is a string. Reviewed By: brecht Differential Revision: https://developer.blender.org/D11617 |
July 5, 2021, 17:05 (GMT) |
Cleanup: Clang tidy, unused include Also a stupidly-included change I made when committing the patch. |
Revision dd16d49 by Nicholas Rishel July 5, 2021, 17:03 (GMT) |
Cleanup formatting. |
Revision f7ac165 by Nicholas Rishel July 5, 2021, 17:03 (GMT) |
Replace Ghost integral types with standard fixed width integers. |
Revision 36a7e21 by Nicholas Rishel July 5, 2021, 17:03 (GMT) |
Replace uint8* with char* in Ghost API when variable is a string. |
Revision f8b9de2 by Nicholas Rishel July 5, 2021, 17:03 (GMT) |
Replace integer with bool in Ghost API when only used as boolean. |
July 5, 2021, 16:52 (GMT) |
Geometry Nodes: Add explicit Float to Int conversion node This patch adds a very simple node that explicitly converts a float to an int. While this may seem redundant, it would offer 2 benefits to the current requirement to use implicit float conversions: 1. It makes the node tree's intent more clear and self-documenting (especially if changes in the future require integer inputs). 2. It eliminates undefined behavior in current/future nodes from float inputs by guaranteeing that the input is an integer. The node offers a variety of rounding techniques to make it more flexible. Differential Revision: https://developer.blender.org/D11700 |
July 5, 2021, 16:07 (GMT) |
Fix (studio reported) missing object's parent handling in readfile expand code. This would prevent loading a parent that would only be referenced by children during a linking operation. Looks like this missing bit of code has been there since the stone ages, it is fairly baffling to find that such critical low-levels mistakes can survive decades in a codebase... Note that such fully-indirectly linked parent object is not instantiated in scene currently, this is fairly bad I think, but kind of a different issue. |
July 5, 2021, 15:54 (GMT) |
adaptive_cloth: Mesh: delete elements |
July 5, 2021, 15:54 (GMT) |
adaptive_cloth: Mesh: add empty element with interpolation |
July 5, 2021, 15:51 (GMT) |
adaptive_cloth: Mesh: get other vert when given edge and face indices |
July 5, 2021, 15:27 (GMT) |
Rename functions "for_read" -> "" and "for_write" -> "mutable" |
July 5, 2021, 15:24 (GMT) |
macOS: support Chinese and Korean input for text buttons This patch extends D11695 to provide full support for Chinese and Korean input on macOS. Chinese input notes: You can input symbolic characters (such as '! , '$') during Chinese input. The difference from Japanese input is that multiple `insertText` may be called with a single key down (`keyDown` method). This happens when you input a symbolic character (such as '! , '$') during conversion. The conversion is confirmed (`insertText`) and the symbolic character is entered (`insertText`). To solve this problem, I have `result_text` to concatenate the strings and store them in `result`. Korean input notes: Korean does not display a conversion suggestion window. Like Chinese, Korean input may call multiple `insertText` methods. Also, in Korean, the previous confirmation (`setMarkedText` and `insertText`) and the next conversion is processed (`setMarkedText`) may be called simultaneously with a single key down (`keyDown` method). For example: 1. press g ? (`setMarkedText`) 2. press k ? (`setMarkedText`) 3. press t ? (`setMarkedText`) 4. press k ?? (`setMarkedText`, `insertText`, `setMarkedText`) Fixed so that the `insertText` and the last `setMarkedText` are processed. Also, if a control character (such as Arrow, Enter) is input during Korean input, the conversion will be confirmed (`setMarkedText`, `insertText`) and the original control character will be processed. In other words, if you press the left arrow key while typing in Korean, the cursor will move to the left after the character is confirmed. Therefore, I modified the `keyDown` method so that the `handleKeyEvent` is called again after the `insertText` is processed in the `interpretKeyEvents` method. Differential Revision: https://developer.blender.org/D11699 |
July 5, 2021, 15:24 (GMT) |
macOS: support Japanese input for text buttons Blender did not support to input East Asian characters (Chinese, Japanese, Korean) on macOS. This patch adds support for Japanese input, by implementing the appropriate processing for the NSTextInputClient protocol. Technical notes: * The conversion candidate window is drawn by the input method program calling `firstRectForCharacterRange`. * The string before confirmation (called `composite` in blender) is handled in the `setMarkedText` method called by the input method program. * The string after confirmation (called `result` in the blender) is processed in the `insertText` method called by the input method program. Ref T51283 Differential Revision: https://developer.blender.org/D11695 |
July 5, 2021, 15:24 (GMT) |
Share implementation of vertex group retrieval |
July 5, 2021, 15:23 (GMT) |
Cycles X: Ensure buffers zero/copy happens in a desired order Use GPU queue to perform buffers copy form/to and zero operations, so that things happens in proper order with the `render_samples()`. Seems to solve artifacts when using OptiX denoiser in viewport and dual GPU rendering. Differential Revision: https://developer.blender.org/D11809 |
July 5, 2021, 15:20 (GMT) |
Fix: macOS wrong IME candidate window position on first display IME conversion candidate window was displayed at the mouse position, instead of below the cursor or text selection. Blender need to tell the input method program where the conversion candidate window is during Japanese and Chinese input. In macOS, the `firstRectforCharacterRange` is called when input by the input method starts, and the position of the conversion candidate window is specified. Therefore, it is necessary to set the position of the conversion candidate window before input starts. This patch changes it so that the position of the conversion candidate window is always set when the cursor is drawn. Differential Revision: https://developer.blender.org/D11697 |
July 5, 2021, 14:45 (GMT) |
Cleanup: Rename ambiguous "params" variable in File Browser notifier listeners File Browser code uses the term "params" for its file selection parameters a lot. Avoid confusion/ambiguity by calling the notifier listener parameters "listener_params". |
July 5, 2021, 14:24 (GMT) |
cleanup |
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Master Commits
MiikaHweb | 2003-2021