August 16, 2021, 05:58 (GMT) |
Merge branch 'temp-lineart-contained' into lineart-shadow |
August 16, 2021, 05:58 (GMT) |
LineArt: Back face culling auto for shadow scenes. |
Revision 6dda3a7 by Fabian Schempp (soc-2021-porting-modifiers-to-nodes-extrude-and-move, soc-2021-porting-modifiers-to-nodes_all) August 16, 2021, 05:56 (GMT) |
Cleanup |
Revision 4a5d913 by Fabian Schempp (soc-2021-porting-modifiers-to-nodes-extrude-and-move, soc-2021-porting-modifiers-to-nodes_all) August 16, 2021, 05:53 (GMT) |
Merge remote-tracking branch 'origin/soc-2021-porting-modifiers-to-nodes-extrude-and-move' into soc-2021-porting-modifiers-to-nodes-extrude-and-move |
Revision 038b87b by Fabian Schempp (soc-2021-porting-modifiers-to-nodes-extrude-and-move, soc-2021-porting-modifiers-to-nodes_all) August 16, 2021, 05:53 (GMT) |
Cleanup |
Revision 9887dac by Fabian Schempp (soc-2021-porting-modifiers-to-nodes-extrude-and-move, soc-2021-porting-modifiers-to-nodes_all) August 16, 2021, 05:50 (GMT) |
Geometry Nodes: Mesh Extrude Node that extrudes vertices, edges and Faces. Uses the corresponding bmesh operator. I renamed D12108, which was previously named Mesh Extrude to Mesh Inset, because that uses the bmesh inset operators. NOTE: This requires an update of the attribute interpolation to work, that is not yet in master. Part of the GSOC 2021 Differential Revision: https://developer.blender.org/D12224 |
Revision 33c35c9 by Fabian Schempp (soc-2021-porting-modifiers-to-nodes-extrude-and-move, soc-2021-porting-modifiers-to-nodes_all) August 16, 2021, 05:48 (GMT) |
Geometry Nodes: Mesh Extrude Node that extrudes vertices, edges and Faces. Uses the corresponding bmesh operator. I renamed D12108, which was previously named Mesh Extrude to Mesh Inset, because that uses the bmesh inset operators. NOTE: This requires an update of the attribute interpolation to work, that is not yet in master. Part of the GSOC 2021 |
August 16, 2021, 05:08 (GMT) |
Merge branch 'master' into soc-2021-uv-edge-select-support |
August 16, 2021, 05:04 (GMT) |
Merge branch 'master' into soc-2021-uv-editor-improvements |
August 16, 2021, 04:48 (GMT) |
Merge branch 'master' into soc-2021-vse-strip-thumbnails |
August 16, 2021, 04:34 (GMT) |
Cleanup and fix: Dynamic grid and offset operator * Minor fix for dynamic grid * Cleanup UV offset operator |
August 16, 2021, 04:20 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lineart-contained |
August 16, 2021, 04:19 (GMT) |
Add Extras Dropdown Menu to Constraints Add Apply Constraint, Duplicate Constraint, and Copy To Selected operators, and include them in a menu similar to the menu for modifiers. The shortcuts in the extras menu are also matched to modifiers. All the here added operators are intended to work exactly like the analogous ones for modifiers. That means the apply operator should apply a constraint as if it was first in the list, just like modifiers do. I have added the same warning message as for modifiers when that happens. The decision to use this approach of appling the constraint as if it was first, was made for consistency with modifiers. People are already used to how it works there. Is also provides more intricate control over the applied transforms, then just applying all constraints up to that one. Apply all constraints is already kinda implemented in Bake Animation. Reviewed By: HooglyBoogly, sybren, #user_interface Differential Revision: https://developer.blender.org/D10914 |
August 16, 2021, 04:19 (GMT) |
Fix T88498: 'Clear Parent' does not clear parent_bone Clearing the parent from the UI using the X (or from python) clears the `parsubstr` and set `partype` back to `PAROBJECT`. Using the Clear Parent operator would leave the `parsubstr` (and thus `parent_bone`) untouched even though this operator claims to "clear parenting relationship completely" (it also removes parent deform modifiers for example). So now, also clear `parsubstr` and set back to `PAROBJECT` [which is default]. Maniphest Tasks: T88498 Differential Revision: https://developer.blender.org/D11503 |
August 16, 2021, 04:19 (GMT) |
Fix T89805: NLA crash without active track Was reported for a file which does not have an active track set in AnimData even though it was in strip twek mode (but this was accessed in is_nlatrack_evaluatable()). Root cause for this is not totally clear, but I assume the situation is described as part T87681 (and is fixed in D11052). This patch here just prevents the crash for files that are already in the borked state. Reviewers: sybren Maniphest Tasks: T89805 Differential Revision: https://developer.blender.org/D12085 |
August 16, 2021, 04:19 (GMT) |
Fix NLA action cannot be unlinked in certain cases The poll for unlinking calls `nla_panel_context` without providing an adt pointer, and there is a check for this pointer in `nla_panel_context` leading to never returning true if it is not provided. (this is fine if there are tracks already, poll would succeed in this case, `nla_panel_context` goes a different code path then) Same call to `nla_panel_context` is also done in the beginning of the corresponding unlink exec function (but this time providing the pointer because it is used later), so it makes sense to do the same thing in the poll function. Equal check is also done in the panel poll function, so now these are all in sync. Part of T87681. Maniphest Tasks: T87681 Differential Revision: https://developer.blender.org/D11041 |
August 16, 2021, 04:19 (GMT) |
Fix T89241: 3D Text "Scale to Fit" wraps onto the second line Disable wrapping when "scale to fit" is used, assert the error is small so an invalid scale-to-fit value wont go by unnoticed. |
August 16, 2021, 04:19 (GMT) |
Geometry Nodes: tag normals dirty after join Under some circumstances the normals were not tagged dirty even though they are. |
August 16, 2021, 04:19 (GMT) |
Cleanup: Remove unused includes I noticed this file was recompiling when adding a node. |
August 16, 2021, 04:19 (GMT) |
Mesh: optimize normal calculation Optimize mesh normal calculation. - Remove the intermediate `lnors_weighted` array, accumulate directly into the normal array using a spin-lock for thread safety. - Remove single threaded iteration over loops (normal calculation is now fully multi-threaded). - Remove stack array (alloca) for pre-calculating edge-directions. Summary of Performance Characteristics: - The largest gains are for single high poly meshes, with isolated normal-calculation benchmarks of meshes over ~1.5 million showing 2x+ speedup, ~25 million polygons are ~2.85x faster. - Single lower poly meshes (250k polys) can be ~2x slower. Since these meshes aren't normally a bottleneck, and this problem isn't noticeable on large scenes, we considered the performance trade-off reasonable. - The performance difference reduces with larger scenes, tests with production files from "Sprite Fight" showing the same or slightly better overall performance. NOTE: tested on a AMD Ryzen TR 3970X 32-Core. For more details & benchmarking scripts, see the patch description. Reviewed By: mont29 Ref D11993 |
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