Blender Git Commits

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October 13, 2020, 12:39 (GMT)
Fix condition for processing xr actions.
October 13, 2020, 12:39 (GMT)
Add basic controller visualization.

Differential Revision: https://developer.blender.org/D9124
October 13, 2020, 11:11 (GMT)
Make the operators that change keyframe data update the motion paths

**Problem **

Right now, when auto-keying is on and and one transforms an object in the 3d view, its motion paths get updated. This makes it easy to iterate over an animation and make sure the object's trajectory looks right.

However, when the animation data is updated in any other way (e.g. through the graph editor, timeline, or action editor), the motion paths don't get updated right away, requiring an extra manual refresh on each incremental change.

**Proposed solution **

This patch makes sure that motion paths get updated whenever keyframe data changes, allowing for easier incremental changes. For now, the active object's motion paths are recomputed on every edit that triggers an "ND_KEYFRAME_PROP" notifier.

**Before**

{F8944697}

**After**

{F8944698}

Performance is fine now, there is no noticeable slow down with the Rain scene. Earlier it was slow because I was updating every point on the motion path as the mouse was moving, but now (as of diff 29494) only a single point is moved interactively and the whole path gets updated once the transform is confirmed, which matches what happens with viewport updates.

Here is a stress test, with a dozen motion paths having each 100 frames. I'm not an animator, so please excuse the wonkiness of it :)

{F8965509}

I've also tried moving around the keyframes in the timeline and dope sheet, and there isn't a noticeable slow down there either, which makes sense because the code that runs is almost the same each time (tiny bit of setup + a call to ED_objects_and_pose_recalculate_paths). For very large updates, say, selecting every single keyframe of every single bone and changing their handle type at once, there is a lag of about half a second (on a Ryzen 3600 with a debug build), which in my opinion is reasonable considering that this is an unusual scenario.

Reviewed By: looch

Differential Revision: https://developer.blender.org/D9019
October 13, 2020, 11:11 (GMT)
Cleanup: Animation, rename function to match operator

Rename `animchannels_deselectall_exec` ? `animchannels_selectall_exec` so
that it matches the operator `ANIM_OT_channels_select_all`.

No functional changes.
October 13, 2020, 06:31 (GMT)
Merge branch 'master' into cycles_procedural_api
October 13, 2020, 06:31 (GMT)
quiet warning
October 13, 2020, 06:31 (GMT)
rename NODE_PUBLIC* macros to NODE_SOCKET*
October 13, 2020, 03:06 (GMT)
Moved USD importer files to import directory.
October 12, 2020, 19:03 (GMT)
tweak attrs: fix UV attribute output type.
October 12, 2020, 18:50 (GMT)
USD mesh import winding order bug fix.

Fixed vert and normal indexing errors for left-handed orientation.
October 12, 2020, 18:33 (GMT)
USD importer: normals bug fix.

Removed incorrect normal flip.
October 12, 2020, 13:43 (GMT)
Merge branch 'master' into greasepencil-edit-curve

Conflicts:
source/blender/editors/gpencil/gpencil_edit.c
October 12, 2020, 13:41 (GMT)
Merge branch 'master' into greasepencil-object
October 12, 2020, 10:19 (GMT)
Materials: support the custom uniform attributes in Eevee.

The attributes are provided to the shader via a UBO indexed with
resource_id, similar to the existing Object Info data. Unlike that,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.

This is done using a hash table with the attribute set as the key,
as it is not inconceivable that technically different materials may
use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't require that set of data don't have to allocate any memory.

Differential Revision: https://developer.blender.org/D2057
October 12, 2020, 10:19 (GMT)
Materials: add custom object properties as uniform attributes.

This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.

In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The Cycles design
seems to intend to treat all attributes equally, so the Blender
interface uses a name prefix that can't be entered with keyboard.

Differential Revision: https://developer.blender.org/D2057
October 12, 2020, 10:19 (GMT)
Materials: support true float4 attributes in the Attribute node.

Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.
October 12, 2020, 10:19 (GMT)
Cycles: rename uchar4 attribute accessors from 'float4' to 'uchar4'.
October 12, 2020, 02:50 (GMT)
USD importer bug fix.

Fixed error in merging logic when creating
readers, which was causing missing Xforms
in the Blender hierarchy.
October 11, 2020, 23:31 (GMT)
Format changes.
October 10, 2020, 18:57 (GMT)
USD importer: improved stage traversal.

Now creating readers in a recursive traversal of the
USD prim hierarchy, which simplifies pruning of empty
Xform and Scope subtrees.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021