Blender Git Commits

Blender Git commits from all branches.

Page: 31 / 2888

November 20, 2021, 21:31 (GMT)
Merge branch 'master' into temp-ui-cpp
November 20, 2021, 20:59 (GMT)
Remove designated initializer
November 20, 2021, 19:25 (GMT)
Depsgraph: connect up drivers on various physics properties.

It seems drivers for physics properties weren't being linked to
evaluation nodes. This connects settings used by modifiers
to Geometry; particle settings and rigid body data to Transform
which seems to contain rigid body evaluation; and force fields
to object Transform, since fields can exist on empties.

Differential Revision: https://developer.blender.org/D10088
November 20, 2021, 19:25 (GMT)
Constraints: refactor the D7437 patch adding Custom Space for constraints.

As mentioned in the comments to that patch, I had an idea for
a different way to do some technical aspects, but it was too
complicated to force changes in the original patch. Thus I submit
this follow up patch.

First, instead of modifying all the get_constraint_targets and
flush_constraint_targets callbacks, introduce wrapper functions
for accessing constraint targets, convert all code to use them,
and handle the new reference there uniformly for all constraints.

This incidentally revealed a place in the Collada exporter that
didn't clean up after retrieving the targets.

Also, tag the special target with a flag so other code can
handle it appropriately where necessary. This for instance
allows dependency graph to know that the Use B-Bone Shape
option doesn't affect this specific target.

Finally, rename and simplify the function for initializing the
custom space, and make sure it is called everywhere necessary.

Differential Revision: https://developer.blender.org/D9732
November 20, 2021, 19:25 (GMT)
Armature: apply Y scale to B-Bone segments.

This fixes a strange behavior where the segments were not actually
scaled in the Y direction to match their actual length, thus
producing gaps or overlap depending on the shape of the curve. For
transformation the change should be very small if enough segments
are used, but this will affect the results of the Copy Transforms
and Armature constraints, so a backwards compatibility option is
provided. Newly created bones default to the new behavior.
November 20, 2021, 19:25 (GMT)
Temporary Hack: provide B-Bone scale versioning for files with old patch.

Run the versioning code for the conversion of bbone scale to an xyz
vector if it has fields that correspond to the old version of the
patch before that change requiring versioning.

The actual Y (length) scale value from the old patch isn't versioned
and will be lost, requiring manual fixing.
November 20, 2021, 19:25 (GMT)
Bone Overlay: support bone wireframe opacity settings.

When weight painting the bone overlay is extremely intrusive,
effectively requiring either extensive use of hiding individual
bones, or disabling the whole bone overlay between selections.

This addresses the issue by adding two bone opacity sliders that
are used for the 'wireframe' armature drawing mode. One directly
controls the uniform opacity as the straightforward option.

The other one allows fade based on the depth from the camera,
using exponential decay with the slider specifying the 'half-life'
depth. This is intended as a way to automatically hide bones
in distant parts of the mesh while focused on a specific part.

Differential Revision: https://developer.blender.org/D11804
November 20, 2021, 19:25 (GMT)
Force Fields: implement new true power and custom falloff options.

The 'power' falloff option in Blender force fields does not actually
generate a true power falloff function, as pointed out in D2389.
However, that patch adds a special 'gravity' falloff option to Force
fields, without addressing the shortcoming in the common options.

The reason for not using the true curve in the options, as far as
one can tell, is that the power curve goes up to infinity as the
distance is reduced to 0, while the falloff options are designed
so that the maximum value of the curve is 1.

However, in reality forces with a power falloff don't actually go
to infinity, because real objects have a nonzero size, and the force
reaches its maximum at the surface of the object. This can be used
to integrate an option to use a true power falloff with the design
of falloff settings, if it requires a nonzero 'minimum' distance
to be set, and uses a curve that reaches 1 at that distance.

Since this is adding a new feature to the minimum distance value,
it is also a good opportunity to add a feature to the maximum
distance. Specifically, the new options can be used to apply
arbitrary brush-style falloff curves between min and max,
including a fully custom curve option. When used together with
power falloff, the two curves are multiplied together.

While the true power option allows creating more physically
correct forces, the custom curves aid artistic effects.

Differential Revision: https://developer.blender.org/D8075
November 20, 2021, 19:24 (GMT)
Animation: support filtering for curves that have cycle issues.

It is possible to have curves with cyclic extrapolation that
have a mismatch in their end keyframes, causing a jump.

Also, since the looping behavior is defined per curve rather than at
action level, it is possible for curve loop periods to get out of
sync with each other. This commit adds an option to compare curves
against the manual frame range specified in the action, and treat
any mismatches as errors for the purpose of F-Curve filtering.

When enabled, the check verifies that end values of cyclic curves
match, curves within a cyclic action have valid cyclic extrapolation,
and the action period evenly divides by the curve period (since
a curve looping at e.g. half of the action period length still
repeats in sync with the action).

Ref: https://developer.blender.org/D11803
November 20, 2021, 17:31 (GMT)
Merge branch 'master' into temp-vert-normals-cleanup
November 20, 2021, 17:13 (GMT)
Fix merge error
November 20, 2021, 17:02 (GMT)
Merge branch 'master' into temp-geometry-nodes-timings
November 20, 2021, 16:52 (GMT)
Sculpt-dev: undo debug disabling of threads for
color filter.
November 20, 2021, 16:51 (GMT)
Fix T92090: Eevee crash with Intel HD 4000 and macOS 10.15.7

A recent security update to macOS 10.15.7 causes crashes when using Eevee and
various other 3D viewport features. It appears that glGenerateMipmap is
broken, causing a crash whenever its commands are flushed/submitted to the GPU.

Ideally this would be fixed in a driver update, however it's unlikely this will
happen. Earlier macOS versions have been receiving security updates for 2 years,
and that window has just passed for 10.15. Further, computers with these GPUs
can't upgrade to a newer macOS version.

As a workaround, disable mipmaps on these GPUs, by setting the mipmap max level
to 0 and not calling glGenerateMipmaps. Effects like depth of field also use
mipmaps, but fill in the mip levels by other means. In those cases we keep the
mipmap level.

Differential Revision: https://developer.blender.org/D13295
November 20, 2021, 16:49 (GMT)
Sculpt-dev: add random_[hue/sat/value]
color filter options from
sculpt-mode-features

* Follows comment in mesh filter's randomize and
uses BLI_hash_int_3d.
* Added a seed parameter.
* Also renamed SCULPT_get_mdyntopo to SCULPT_get_sculptvert.
November 20, 2021, 15:49 (GMT)
Sculpt-dev: fix broken vcol attr
auto-creation

* Fixed BKE_sculpt_color_layer_create_if_needed
* Also fixed BKE_id_attribute_active_color_set,
accidentally pasted the getter's precondition.
November 20, 2021, 04:51 (GMT)
Cleanup: Move search menu template to C++

This will allow using improved data structures, and
make other refactors to the search button API cleaner.
November 20, 2021, 00:08 (GMT)
This review fixes USD Preview Surface import bugs reported in T90535 (missing materials in Animal Logic's ALab).

Differential Revision: https://developer.blender.org/D13297
November 19, 2021, 19:09 (GMT)
Merge branch 'arcpatch-D2624'

Conflicts:
source/blender/editors/transform/transform_input.c
source/blender/editors/transform/transform_ops.c
source/blender/windowmanager/intern/wm_operator_utils.c
November 19, 2021, 19:06 (GMT)
Allow navigating while transforming

Navigating while transforming is not a new idea:
- https://rightclickselect.com/p/ui/Tqbbbc/allow-navigating-while-transforming (See comments);
- {D1583}
- {T37427}

This feature allows us to be more precise where the transformed element will be placed.

This would avoid, for example, the need for the node editor to automatically update the viewport when a node is transformed.

And with {D9415} navigating while transform becomes a necessity because: how could we move from a point at the bottom of one object to the top of another without being able to rotate the view?

##Patch
The patch implements this feature as being experimental (See image):
{F11826349, layout=left, width=600}
Because transform's modal keymaps conflict, two (temporary) operators were created to update the keymap and avoid conflicts.
The main solution in the patch was to create the `bool WM_operator_do_navigation(...);` utility that can be used for any operator.

##Implementation Details
- This feature affects all editors where transforming is possible (UV, VSE, Graph...)
- The Node editor is the only one that, when canceling, the viewport position is reset
- Default modal keymaps need to be edited to avoid conflict (in the patch a temporary operator was implemented to automatically update keymaps)

Differential Revision: https://developer.blender.org/D2624
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021