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November 26, 2020, 14:33 (GMT)
Geometry Nodes: maintain some more data in the Join node

Material indices and smooth states are not destroyed anymore.
If the two incoming meshes use different materials, the materials of
the first input will be used. This is obviously not ideal, because the
second input might change its material.

In the future we want to handle that differently and keep both materials,
but for now this is consistent with the boolean node.
November 26, 2020, 13:46 (GMT)
WIP changes to point dist node
November 26, 2020, 12:46 (GMT)
Geometry Nodes: update normals after transforming mesh

This is not done in `BKE_mesh_transform`.
November 26, 2020, 11:32 (GMT)
Geometry Nodes: fix computing bounding box of evaluated point cloud

Currently, the bounding box does not include instances. This is consistent
with other object types.
November 26, 2020, 05:46 (GMT)
fix missing params update in the scene BVH
November 26, 2020, 04:32 (GMT)
Merge branch 'master' into xr-actions-D9124
November 26, 2020, 01:15 (GMT)
a few more optimizations in OptiX

- avoid recreating temporary buffers for every builds
- avoid looking up the available memory when refitting, helps a lot in
files with lots of low-poly objects
- only allocate enough memory for the current build (build vs update)
November 25, 2020, 20:34 (GMT)
Geometry Nodes: Node editor header interaction with active modifier

This commit makes the way the selector in the middle of the node editor
header interacts with the active modifier much more intuitive.

- With no active modifier, or when the active modifier is a non-node
modifier, the "new" operator adds a new nodes modifier.
- With an active node modifier, the drop-down affects the modifier's
selected node group.
- With no active object, there is no drop-down in the header.
- The node editor's node group always updates, even when there is no
active modifier.
- Pinning disables the drop-down and keeps the same node group
selected, regardless of the context.

This is designed to work similarly to materials and material slots,
which should be familiar to any Blender user. One workflow not allowed
by this design is editing any geometry node group, regardless of the
context, but if that turns out to be an issue it should be solved in a
similar way for all node editors.
November 25, 2020, 18:32 (GMT)
Geometry Nodes: Improve wording of modifier error messages

- Don't use contractions
- Remove unecessary words
November 25, 2020, 18:27 (GMT)
Fix compile error on Windows

`alloca.h` doesn't seem to be available there.
November 25, 2020, 18:03 (GMT)
Fix broken custom preview-icons & failing script_load_addons test
November 25, 2020, 16:58 (GMT)
Merge branch 'master' into asset-browser
November 25, 2020, 16:46 (GMT)
Geometry Nodes: Use context for active modifier operators

This adds "modifier" as a new context variable in the property editor.
It is used instead of getting the active modifier directly. This way it
displays in the breadcrumbs panel, and the variable can be set only
in the modifier tab, meaning it won't work from the shortcut even
when the modifiers aren't visible.
Revision 272e077 by Julian Eisel (asset-browser)
November 25, 2020, 15:58 (GMT)
Proper implementation of "Make Asset" for button context menus

Buttons or other UI elements can now set a "focused_id" context pointer. The
asset operators (and in future, general data-block operators) can use this
then. Further the UI code automatically sets it when a button represents a
data-block pointer. That way, data-block search menus or data-block selectors
also show "Make Asset" in the context menu.

This also works for material slots now, the material slot you right click will
properly set the "focused_id" context pointer, and "Make Asset" makes that
material an asset.

Had to add support for using custom context pointers to context menus and
UILists.

Addresses T82664.
November 25, 2020, 15:47 (GMT)
Cleanup: avoid very generic using-namespace statements
November 25, 2020, 15:17 (GMT)
Cleanup: minor changes
November 25, 2020, 14:57 (GMT)
Geometry Nodes: hide domain enum from random attribute node

While we can support different domains already in this node, there is not
really anything you could do with that data yet. It can be added back when
there is a use case for it.
November 25, 2020, 14:55 (GMT)
Geometry Nodes: change builtin attribute names based on T82693
November 25, 2020, 14:46 (GMT)
OCIOv2: Fix compilations issues in Cycles.

This is a rough version. The result should be slower than we have. We
should find a solution where we could cache the device_processor or find
a better way how to increase the performance by evaluating an area or
using GPU processors. OCIO also has a function called
`getOptimizedCPUProcessor`.
November 25, 2020, 14:46 (GMT)
OCIOv2: Update install_deps
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021