Blender Git Commits

Blender Git "master" branch commits.

Page: 128 / 5574

September 29, 2021, 18:48 (GMT)
Nodes: Fix Split View missing identifier

Mistake from rB84251acfcc4534059d6ccd6682f8e37d529b9063
September 29, 2021, 18:48 (GMT)
Cleanup: Compositor: Migrate most converter nodes to new socket builder

This migrates most nodes except for the switch view node.
This node requires dynamic sockets so its implementation will be more involved.
September 29, 2021, 18:25 (GMT)
Fix Cycles CPU performance regression after recent change for intersections size

This struct is much bigger now, and does not actually need to be fully zero
initialized.
September 29, 2021, 18:22 (GMT)
Tests: Disable tests for non-compiled libraries

This diff disables tests for Boolean, subdivision surface and volume
when GMP, Opensubdiv and Openvdb are not compiled respectively.
It also changes the existing file structure and adds sub-folders for
boolean and subdivison tests. The volume folder only has one test and
is as unchanged structure-wise.

Reviewed By: JacquesLucke, LazyDodo

Differential Revision: https://developer.blender.org/D12448
September 29, 2021, 17:49 (GMT)
Fix non-finite curve normal causing Cycles to crash

Similar to the previous change in the area: need to avoid ray
point and direction becoming a non-finite value.

Use the view direction when the geometrical normal can not be
calculated.

Collaboration and sanity inspiration with Brecht!

Differential Revision: https://developer.blender.org/D12703
September 29, 2021, 17:21 (GMT)
GPencil: Avoid double depsgraph tag

The eval data is updated at the end of the function and this call just adds a calculation not used.
Revision 214baf5 by Julian Eisel
September 29, 2021, 16:51 (GMT)
Assets: Enable recursive reading for the asset view template as well

This makes asset view templates, e.g. as used by the Pose Library add-on
use recursive asset loading, see

Also works around an issue that made assets not show up at all anymore
since fc7beac8d6f4. I'm creating a separate report for that regression,
but in the Asset Browser and Viewer it shouldn't be apparent currently.
Revision 45a312f by Julian Eisel
September 29, 2021, 15:49 (GMT)
Fix build failure on Windows + wrong buffer size

Was using `NAME_MAX` which is defined in `limits.h`, which again may be
implicitly included by the compiler. Intend was to use the Blender
define `MAX_NAME`.
Revision 9d9f205 by Julian Eisel
September 29, 2021, 15:15 (GMT)
Asset Browser: Initial Asset Catalog UI

The Asset Browser now displays a tree with asset catalogs in the left
sidebar.
This replaces the asset categories. It uses the new UI tree-view API
(https://wiki.blender.org/wiki/Source/Interface/Views#Tree-View).
Buttons are displayed for adding and removing of catalogs. Parent items
can be collapsed, but the collapsed/uncollapsed state is not stored in
files yet.
Note that edits to catalogs (e.g. new or removed catalogs) are only
written to the asset library's catalog definition files when saving a
.blend.

In the "Current File" asset library, we try to show asset catalogs from
a parent asset library, or if that fails, from the directory the file is
stored in. See adaf4f56e1ed.

There are plenty of TODOs and smaller glitches to be fixed still. Plus a
UI polishing pass should be done.

Important missing UI features:
* Dragging assets into catalogs (WIP, close to being ready).
* Renaming catalogs
* Proper handling of catalogs in the "Current File" asset library
(currently not working well).

The "Current File" asset library is especially limited still. Since this
is the only place where you can assign assets to a catalog, this makes
the catalogs very cumbersome in general. To assign an asset to a
catalog, one has to manually copy the Catalog ID (a random hash like
number) to the asset metadata through a temporary UI in the Asset
Browser Sidebar. These limitations should be addressed over the next few
days, they are high priority.

Differential Revision: https://developer.blender.org/D12670
September 29, 2021, 15:10 (GMT)
Fix T89864: Adding an asset referencing other objects adds it to scene but only adds data-blocks of referenced objects.

Link/append code needs proper access to scene/view3d data to handle
collections/objects instantiation.

Note that this is a temporary hack more than a proper fix, which would require
a deeper redesign of drag&drop code.

Also note that this will not handle 'properly' (i.e. as user would
expect it) cases like implicitely appended parent objects, in that only
the explicitely appended object will be dropped to the nes location, the
others will remain at their original coordinates.

Differential Revision: https://developer.blender.org/D12696
Revision 6aac892 by Julian Eisel
September 29, 2021, 14:59 (GMT)
Cleanup: Enforce C linkage for internal File Browser header

This will be used by C++ code in the upcoming asset catalog UI commit.
September 29, 2021, 14:37 (GMT)
Cycles: record large number of transparent shadow intersections on CPU

So we can do fewer intersection calls, only on the GPU do we need to save
memory and do this in small steps.

Ref T87836
September 29, 2021, 14:37 (GMT)
Fix Cycles use of uninitialized value in volume stack intersection on CPU

Could cause an actual bug but probability is low in practice.
September 29, 2021, 14:14 (GMT)
Fix Cycles crash in certain hair configurations

The issue was caused by hair shader setup setting normal to a non
finite value, which then gets used to create a ray with non-finite
direction, making BVH traversal to run out of stack memory.

Happens with 150_0040_A.lighting.blend frame 112 of the Sprites
project.

Differential Revision: https://developer.blender.org/D12692
September 29, 2021, 13:57 (GMT)
Keymap: New preference to open folders on single click in file browser

Introduce a new keymap preference to navigate into folders by clicking on them once instead of twice.
Makes browsing folders faster albeit non-standard, so keeping this off by default for now.

Does not affect Industry Compatible or other keymaps.

It is still the possible to right-click to open context menu, hold Ctrl or Shift to select multiple items:

{F10651030, size=full}

----

Keymap preference:

{F10652759, size=full}

Part of T91537

Reviewed By: fsiddi, campbellbarton

Differential Revision: https://developer.blender.org/D12667
September 29, 2021, 13:48 (GMT)
Cleanup: else-after-return
September 29, 2021, 13:07 (GMT)
Fix T89164: Sculpt "Smooth" brush crash with zero pressure

Caused by {rB3e5431fdf439}

Issue is that sculpting could start with using `SCULPT_smooth` and
(because of the Pressure sensitivity dropping to zero) code would switch
to `SCULPT_enhance_details_brush` at strength zero.
Issue with this though is that this can be in the middle or end of a
stroke and the necessary `ss->cache->detail_directions` are only
initialized for the first brush step (see
`SCULPT_stroke_is_first_brush_step` in `SCULPT_enhance_details_brush`).
With these missing, it could only go downhill from there.

Suggest to prevent the "mode-flip" from `SCULPT_smooth` to
`SCULPT_enhance_details_brush` (happening solely because of pressure
strength) by changing the condition.
Now do `SCULPT_enhance_details_brush` only if strength is **below** zero
and `SCULPT_smooth` else (flipping from enhance_details to regular smooth
is fine).

If inverting the brush in the middle of the stroke will be supported at
some point, the codepath of `smooth` would have to inform the cache that
invert changed and detail_directions would have to be initialized then
(even if not at the start of the stroke).

Maniphest Tasks: T89164

Differential Revision: https://developer.blender.org/D12676
September 29, 2021, 13:07 (GMT)
Texts in Outliner dont activate

Texts in Outliner dont activate on selecting (Text Editor did not change
to selected text) which is a bit inconsistent to other ID types.

ref T90862

Maniphest Tasks: T90862

Differential Revision: https://developer.blender.org/D12412
Revision ef29bf9 by Julian Eisel
September 29, 2021, 13:02 (GMT)
Assets: Expose option to reuse data-block data when appending

With 794c2828af60 & f48a4aa0f915 it's possible to reuse possibly
expensive, nested data of a data-block when appending. E.g. the
texture of a material, or the mesh of an object. Without this it's easy
to bloat memory and the file size. Duplicated textures also cause
unnecessary shader recompilations.

The feature was intended to be the new default behavior for the Asset
Browser, but it wasn't actually added to the UI yet. This patch adds a
new import type option to the Asset Browser. So from the menu in the
header, you can now choose between:

* Link
* Append
* Append (Reuse Data)

The latter is the new default.

Maniphest Task: https://developer.blender.org/T91741

Differential Revision: https://developer.blender.org/D12647

Reviewed by: Sybren St�vel, Bastien Montagne
September 29, 2021, 12:34 (GMT)
VSE: Add color tags to strips

This patch adds color tags to VSE strips, an overlay option to toggle the colors
on and off, a section in the theme settings to define the 9 possible colors and
two ways of changing the color tag through the UI. You can change the color
through the right-click context menu, or in the strip side panel next to the
strip name.

Color tags are defined in user preferences and they can be disabled in overlay
settings.

Reviewed By: campbellbarton, ISS

Differential Revision: https://developer.blender.org/D12405
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021