Blender Git Commits

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July 30, 2021, 14:56 (GMT)
Speedup rigid body "Copy from Active" operator

If there were lots of selected objects without an existing rigid body,
we would add rigid bodies to them one by one.

This would be slow in python, now we instead do this as a batch
operation in C.

On my (Intel) MacBook it used to take 60 seconds and with this change it
takes about 0.3 seconds.

Reviewed By: Sebastian Parborg

Differential Revision: https://developer.blender.org/D11957
July 30, 2021, 14:56 (GMT)
Armature test: properly initialize bone hierarchy

Fix segfault in `BKE_armature_find_selected_bones_test` by property
initializing the bone hierarchy listbases.

No functional changes to Blender.
July 30, 2021, 14:56 (GMT)
Cleanup: Use const arguments and less sequential iteration

Using const indexes and offsets helps to make the logic less sequential,
which is hopefully easier to understand and possibly easier to parallelize
in the future. Also order return arguments last.
July 30, 2021, 14:56 (GMT)
Fix T89687: Curve to mesh node incorrect face orientation

The new faces should have a winding direction that points them outward,
the fix was swapping the order of each face's edge and vertex indices.
July 30, 2021, 14:56 (GMT)
Fix T89993: Failed assert drawing single point cyclic splines

The same check used for the curve to mesh node.
July 30, 2021, 14:56 (GMT)
Cleanup: Correct asset TODO comment, move setter next to getter
July 30, 2021, 14:56 (GMT)
Asset: Clearly describe RNA property description as temporary

The asset handle design is only temporary (see 35affaa971cf) and this
RNA property is only needed for internal, technical reasons of the asset
view template. So although not nice, at least make it clear in the RNA
property description that this should not be used.
July 30, 2021, 14:56 (GMT)
Cleanup: Use const for internal file data of asset-handle

Note that the current asset-handle design is temporary, see
35affaa971cf. I still prefer this to be const, as code outside the
asset-list/file-list code should never mess with the file data of an
asset.
July 30, 2021, 14:56 (GMT)
Cleanup: Getters for asset-handle data

While the asset-handle design is supposed to be temporary (see
35affaa971cf), I prefer keeping the fact that it's nothing but a file
entry pointer an implementation detail that is abstracted away. So this
introduces getters for the file data we typically access for
asset-handles.
July 30, 2021, 14:56 (GMT)
Cleanup: Move asset-handle functions to own file

Keeps files minimal and focused. I much prefer that over having all
kinds of stuff in general files like `asset_edit.cc`.
July 30, 2021, 14:56 (GMT)
Cleanup: Use asset utility function to get the asset .blend path

For this to work, the utility function needs to be callable without
context, which is only needed for a File Browser specific hack anyway
(doesn't apply to this usage of it).
July 30, 2021, 14:56 (GMT)
Cleanup: Store asset-handle in drag data

Would previously pass a few properties that are available via the
asset-handle now. This asset-handle is also required for some of the
asset API, e.g. the temporary ID loading. This will probably be needed
before too long.
July 30, 2021, 14:56 (GMT)
Fix memory leak with asset view template operator properties
July 30, 2021, 14:56 (GMT)
Fix T89827: Attribute transfer node crash on mesh with no faces

Just add a check for whether the mesh has faces when retrieving an
attribute on the corner domain. In the future there could be an info
message in the node in this case, since maybe it's not intuitive.
July 30, 2021, 14:56 (GMT)
Fix API doc generation after recent context additions
July 30, 2021, 14:56 (GMT)
UI: Fix Cycles Materials menu Layout

Fix an incoherence between the Eevee Materials menu and the Cycles Materials menu :

Eevee :
{F10230448}

Cycles :
{F10230449}

Simply Fixed by replacing the Cycles UI code by the Eevee UI code.

Thanks to @Brainzman for helping me create this diff and translate

Reviewed By: Blendify

Differential Revision: https://developer.blender.org/D11979
July 30, 2021, 14:56 (GMT)
UI: Use more descriptive wording for particle modifier conversions

Currently the wording is a bit unclear: it doesn't specify //what// the particles will be converted into. This clarifies it by stating what the particles will be converted into: they will either be converted to a mesh or the instances will be made real.

Reviewed By: Blendify

Differential Revision: https://developer.blender.org/D11795
July 30, 2021, 14:56 (GMT)
Cleanup: replace NB with NOTE in comments
July 30, 2021, 14:56 (GMT)
Cleanup: use named enum types.

Added ePreviewRenderMethod and ePreviewType.
July 30, 2021, 14:56 (GMT)
Cleanup Preview rendering: Separate world preparation.

Small cleanup that moves world preparation out of scene preparation.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021