April 6, 2020, 15:24 (GMT) |
Merge branch 'master' into greasepencil-object |
April 6, 2020, 15:23 (GMT) |
GPencil: Improve Bake Animation to Linked Also allows to bake several meshes at the same time. |
April 6, 2020, 13:43 (GMT) |
GPUVertexFormat: Add Rename function This is needed for motion blur. |
April 6, 2020, 13:22 (GMT) |
bring back a break |
April 6, 2020, 13:20 (GMT) |
handle node tree in lib_query.c |
April 6, 2020, 13:06 (GMT) |
GPUVertBuf: Add duplication function |
April 6, 2020, 12:11 (GMT) |
allow using shader texture nodes in simulation node tree |
April 6, 2020, 11:52 (GMT) |
Add emitters, events, forces and control flow socket types This is part of T73324. The shapes and colors of the sockets will most likely change later on. This script can be used to create a node with the new socket types: ``` import bpy class MyCustomNode(bpy.types.Node): bl_idname = 'CustomNodeType' bl_label = "Custom Node" def init(self, context): self.inputs.new('NodeSocketEmitters', "Emitters") self.inputs.new('NodeSocketEvents', "Events") self.inputs.new('NodeSocketForces', "Forces") self.inputs.new('NodeSocketControlFlow', "Control Flow") self.outputs.new('NodeSocketEmitters', "Emitters") self.outputs.new('NodeSocketEvents', "Events") self.outputs.new('NodeSocketForces', "Forces") self.outputs.new('NodeSocketControlFlow', "Control Flow") bpy.utils.register_class(MyCustomNode) if len(bpy.data.simulations) == 0: bpy.data.simulations.new("Simulation") sim = bpy.data.simulations[0] sim.node_tree.nodes.new("CustomNodeType") ``` Differential Revision: https://developer.blender.org/D7349 |
April 6, 2020, 11:42 (GMT) |
GPencil: Use BKE function to get mesh_eval |
April 6, 2020, 11:23 (GMT) |
New Object and Image socket types The main difficulty with adding these types is that they are the first sockets types that reference ID data in their `default_value`. That means that I had to add some new logic in a few places to deal with reference counting. I hope I found all the places... It seems to work fine in my tests. For now these socket types can only be created using a script like the one below: ``` import bpy class MyCustomNode(bpy.types.Node): bl_idname = 'CustomNodeType' bl_label = "Custom Node" def init(self, context): self.inputs.new('NodeSocketObject', "Object") self.inputs.new('NodeSocketImage', "Image") bpy.utils.register_class(MyCustomNode) if len(bpy.data.simulations) == 0: bpy.data.simulations.new("Simulation") sim = bpy.data.simulations[0] sim.node_tree.nodes.new("CustomNodeType") ``` After running the script, go to the simulation editor and select the newly created simulation. --- We might want to change `readfile.c` so that linked objects/images are only loaded, when the socket is not connected. Otherwise it can be tricky to figure out why certain id data blocks are still referenced by the node tree later on. Differential Revision: https://developer.blender.org/D7347 |
April 6, 2020, 10:55 (GMT) |
Remove emboss around modifier remove button. |
April 6, 2020, 10:04 (GMT) |
Merge branch 'simulation-tree-arc' into embedded_simulation_node_tree |
April 6, 2020, 10:01 (GMT) |
fix after merge |
April 6, 2020, 09:55 (GMT) |
Merge branch 'simulation-data-block' into simulation-tree-arc |
April 6, 2020, 09:51 (GMT) |
Merge branch 'master' into simulation-data-block |
April 6, 2020, 09:32 (GMT) |
Merge branch 'master' into greasepencil-object |
April 6, 2020, 09:22 (GMT) |
fix after merge |
April 6, 2020, 09:22 (GMT) |
Merge branch 'functions' into builtin-simulation-nodes |
April 6, 2020, 09:10 (GMT) |
Merge branch 'master' into functions |
April 6, 2020, 03:02 (GMT) |
Remove modifier list for now |
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