Blender Git Commits

Blender Git "lineart-shadow" branch commits.

Page: 4 / 76

December 8, 2021, 06:53 (GMT)
Disable asset indexing in the Asset List

Asset indexing should be disabled, but this was overlooked in the
asset list (used for the pose library in the 3D View).
December 8, 2021, 06:53 (GMT)
Shader Nodes: Unity Build

- Create a new `bf_nodes_shader` library
- Enable unity builds for `bf_nodes_shader`, gives abount a 2.7x speed up for compile times

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D13484
December 8, 2021, 06:53 (GMT)
Nodes: Add Shader Socket to new decleration API

This commit adds the shader socket type to the new socket builder api.

As a test, this commit also converts the Add Shader node to the new API

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D13485
December 8, 2021, 06:53 (GMT)
Geometry Nodes: 4 Field Inputs for Mesh Topology Data

Creates 4 new nodes which provide topology information
for the mesh. Values are interpolated from the primary
domain in each case using basic attribute interpolation.

Vertex Neighbors
- Vertex Count
- Face Count
Face Neighbors
- Vertex Count
- Neighboring Face Count
Edge Vertices
- Vertex Index 1
- Vertex Index 2
- Position 1
- Position 2
Face Area
- Face Area

Differential Revision: https://developer.blender.org/D13343
December 8, 2021, 06:53 (GMT)
Geometry Nodes: reduce code duplication with new GeometyrFieldInput

Most of our field inputs are currently specific to geometry. This patch introduces
a new `GeometryFieldInput` that reduces the overhead of adding new geometry
field input.

Differential Revision: https://developer.blender.org/D13489
December 8, 2021, 06:53 (GMT)
Nodes: Add function to set compact socket flag for vectors

This flag is currently only used for vector sockets
so the function is limited to the vector builder.

The flag is only used by two shader nodes at the moment
and this is needed to port them over to the new socket declaration API.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D13490
December 8, 2021, 06:53 (GMT)
Fix: Attempt to fix build error on macOS
December 8, 2021, 06:53 (GMT)
Cleanup: Fix warnings about copied Map loop variables

The `Map::items()` iterator does not return references.
December 8, 2021, 06:53 (GMT)
Fix T93521: Single point NURBS crash in resample node

The resample node didn't handle the case of when a spline didn't have
any evaluated points. For poly and Bezier splines we should never hit
this case, but it is expected when the number of NURBS control points
is smaller than its order, so we have to handle the case here.

It's not that obvious what to do in this case, there are a few options:
- Remove the bad splines from the result
- Generate empty splines for those inputs
- Skip resampling the bad splines, copy them to the result
- Arbitrarily generate single point splines

I chose option three, just skipping the "bad" splines. Since the node
already has a selection input, this can be described by just extending
that. "Splines with no evaluated points are implicitly deselected."
The first option would probably be valid too though.

Differential Revision: https://developer.blender.org/D13434
December 8, 2021, 06:53 (GMT)
Shader Nodes: Split each node into own file

This improves both code finding, for example "color ramp" now has its own file.
And now each node has its own namespace so function names can be simplified
similar to rBfab39440e94

This commit also makes all file names use snake case instead of camel case.

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D13482
December 8, 2021, 06:53 (GMT)
Blender 3.0 - version bump -> release
December 8, 2021, 06:53 (GMT)
Asset Browser: Don't expand top-level catalogs by default

The "All" item will be expanded of course, and the tree will also be
expanded so that the active item is visible. But feedback was that in
some setups, opening all the top-level catalogs is a bit too much. So
collapse them for a more compact default layout.

Part of T93582.
December 8, 2021, 06:53 (GMT)
UI: Expand tree-view items (e.g. asset catalogs) on click to activate

This actually gives a quite nice behavior in my opinion, especially for
asset catalogs, where activating a catalog makes all assets inside it or
its (grand-)child catalogs visible, so showing the child catalogs then
adds useful information. Maybe this should become a feature for
asset catalogs only, to be evaluated once the tree-view API is used in
more cases. Only asset catalogs are affected by this change right now.

Part of T93582.
December 8, 2021, 06:53 (GMT)
Fix T93574: Asset triangulating a mesh

Correct assert for edit-mesh normal calculation.
December 8, 2021, 06:53 (GMT)
Fix T93541: Use warning instead of error for exceeding layer limits

Instead of using RPT_ERROR, use RPT_WARNING which will not raise an
exception to Python. This broke some scripts (including FBX import)
which already check for a None return value.

Ref D13458

Reviewed By: campbellbarton
December 8, 2021, 06:53 (GMT)
Cleanup: move public doc-strings into headers for 'bmesh'

Some minor improvements to doc-strings too.

Ref T92709
December 8, 2021, 06:53 (GMT)
ImBuf: Made Wrapping and Cropping optional in IMB_transform.

`IMB_transform` is used in VSE. It had a required crop parameter
for cropping the source buffer. This is not always needed.

In the image engine we want to use the use the `IMB_transform`
with wrap repeat. Both options are mutual exclusive and due
to performance reasons the wrap repeat is only available when
performing a nearest interpolation.
December 8, 2021, 06:53 (GMT)
Cleanup: Use typed enum for node resize direction
December 8, 2021, 06:53 (GMT)
Cleanup: Comments and ordering in node editor header
December 8, 2021, 06:53 (GMT)
Cleanup: Const, use references, C++ types

Also remove some unnecessary includes
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021