Blender Git Commits

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June 5, 2021, 16:02 (GMT)
Fix assert check in BLI_polyfill_beautify
June 5, 2021, 16:02 (GMT)
BMesh: avoid extra faces-of-edges loop building partial update data
June 5, 2021, 16:02 (GMT)
Fix T88859: Assert when changing view modes

The `loose_lines`' ibo was not being initialized.
June 5, 2021, 16:02 (GMT)
Limit Rotation: add an Euler Order option.

Since Limit Rotation is based on Euler decomposition, it should allow
specifying the order to use for the same reasons as Copy Rotation does,
namely, if the bone uses Quaternion rotation for its animation channels,
there is no way to choose the order for the constraint.

Ref D9626
June 5, 2021, 16:02 (GMT)
Limit Rotation: explicitly orthogonalize the matrix before processing.

Add a call to orthogonalize the matrix before processing for the
same reasons as D8915, and an early exit in case no limits are
enabled for a bit of extra efficiency.

Since the constraint goes through Euler decomposition, it would
in fact remove shear even before this change, but the resulting
rotation won't make much sense.

This change allows using the constraint without any enabled limits
purely for the purpose of efficiently removing shear.

Differential Revision: https://developer.blender.org/D9626
June 5, 2021, 16:01 (GMT)
Merge branch 'master' into asset-browser-snap-dragging
June 5, 2021, 15:53 (GMT)
Merge remote-tracking branch 'origin/master' into temp-lineart-contained
June 5, 2021, 15:51 (GMT)
Merge branch 'master' into asset-system-filelist
June 5, 2021, 15:44 (GMT)
Lineart: Fixed overscan to 0.1
June 5, 2021, 15:06 (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 opacity in a uniform way. The other one allows fade
based on the depth between the near and far clip planes in order
to provide an automatic visual cue about which bones are closest.
June 5, 2021, 15:06 (GMT)
Animation: allow specifying a custom frame range for actions.

Some operations, e.g. adding a new action strip to NLA, require
knowing the active frame range of an action, but currently it can
only be deduced by scanning the keyframes of the curves within it.
This is not ideal if e.g. curves are staggered for overlap.

As suggested by Nathan Vegdahl, this patch adds Action properties
that allow manually specifying its active frame range, and whether
it is intended to be cyclic. The settings are exposed in a popover
in Action Editor. When enabled, the range is highlighted in the
background using a striped fill to distinguish it from the solid
filled regular playback range.

When set, the frame range is used by NLA. In addition, the Cycle-Aware
Keying option automatically sets up F-Curves newly added to a cyclic
action to use cyclic extrapolation with the correct period.
June 5, 2021, 15:06 (GMT)
Animation: support filtering for curves with a cycle period mismatch.

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 frame range specified in the action, and treat those
with a mismatch as errors for the purpose of F-Curve filtering.

When enabled, the check verifies that curves within the 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).
June 5, 2021, 15:06 (GMT)
Copy Transforms: implement Fix Target Shear and more Mix options.

This constraint can be naturally viewed as a prototype for a future
4x4 matrix math node (or subset thereof), since its basic semantics
already is matrix assignment. Thus it makes sense to add math options
to this constraint to increase flexibility in the meantime.

This patch adds support for several operations that would be useful:

- An option to fix shear in the incoming target matrix.
- More ways to combine target and owner matrix.

Shear is known to cause issues for various mathematical operations,
so an option to remove it at key points is useful. In the future node
system this would be a separate operation, but due to the limits of
the constraint stack it has to be built in for now.

Finally, add two more ways to combine the matrices (multiplied by
two due to the necessity for the Before/After choice). Now there
are three combine modes:

Full implements regular matrix multiplication as the most basic option.

Split Channels combines location, rotation and scale separately.
Looking at D7547 there is demand for such a mode in some cases,
and even with nodes it's cumbersome to rig manually every time.

Finally, Aligned emulates the 'anti-shear' Aligned Inherit Scale mode,
and basically uses Full for location, and Split for rotation/scale.

Differential Revision: https://developer.blender.org/D9469
June 5, 2021, 15:06 (GMT)
Armature: add B-Bone lengthwise scaling and custom handle scaling options.

In addition to the base bone transformation itself, B-Bones have
controls that affect transformation of its segments. For rotation
the features are quite complete, allowing to both reorient the
Bezier handles via properties, and to control them using custom
handle bones. However for scaling there are two deficiencies.

First, there are only X and Y scale factors (actually X and Z,
but this is the legacy naming), while lengthwise all segments
have the same scaling. The ease option merely affects the shape
of the curve, and does not cause actual scaling.

Second, scaling can only be controlled via properties, thus
requiring up to 6 drivers per joint between B-Bones to transfer
scaling factors from the handle bone. This is very inefficient.

This patch addresses these deficiencies by adding Length scale
inputs, and providing toggles to apply custom handle local scale
channels to the now four scale-related properties. The 'Length'
name is used to avoid confusion due to the X/Y vs X/Z naming.

The two Length scale inputs control the ratio between the lengths
of the start and end segments of the bone: although for convenience
two inputs are provided, the whole chain is still uniformly scaled
to fit the curve.

A Scale Easing option is provided to multiply the easing value
by the Length scale factors to synchronize them - this produces
a natural scaling effect where both the shape of the curve and
the scale is affected.

The second issue is addressed by providing toggles for each handle
that multiply each of the X, Z, Length and Ease values by the matching
Local Scale channel of the handle bone, thus replacing trivial drivers.
The Scale Easing option has no effect on this process since it's easy
to just enable both Length and Ease buttons.

Finally, 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.

Differential Revision: https://developer.blender.org/D9870
June 5, 2021, 15:06 (GMT)
Constraints: add support for a new Owner Local Space for targets.

Add a new transformation space choice for bone constraints, which
represent the local transformation of the target bone in the constraint
owner's local space.

The use case for this is transferring the local (i.e. excluding the
effect of parents) motion of one bone to another one, while ignoring
the difference between their rest pose orientations.

Owner Local Space replaces the following setup:

* A `child` bone of the `target`, rotated the same as `owner` in rest pose.
* A `sibling` bone of the `target`, positioned same as `child` in rest
pose and using Copy Transforms in World Space from `child`.
* The `owner` bone constraint uses Local Space of `sibling`.

(This analogy applies provided both bones use Local Location)

Since the space list is getting long, also add a couple of separators.

Differential Revision: https://developer.blender.org/D9493
June 5, 2021, 15:04 (GMT)
LineArt: Fix edge clipping index error.
June 5, 2021, 14:00 (GMT)
EEVEE: Nodes: Fix environment texture node default mapping and ...

... empty image behavior
June 5, 2021, 13:38 (GMT)
Merge branch 'draw-viewport-data' into eevee-rewrite
June 5, 2021, 13:36 (GMT)
DRW: Fix memory leak of GPUTextures

The textures needs to be released by iterating. Not by using the
free callback.
June 5, 2021, 13:30 (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
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021