Revision b6d2bee by Hans Goudey October 26, 2021, 17:45 (GMT) |
Geometry Nodes: Support instances in the remove attribute node This node is still hidden, but allowing removing the `id` attribute is useful for testing, and possibly optimization in the future. |
Revision 6871f84 by Sybren A. Stüvel October 26, 2021, 17:27 (GMT) |
3D View, Objects menu: Always show Assets sub-menu Now that object assets are no longer considered experimental, the Assets submenu can always be shown (regardless of the Extended Asset Browser experimental feature). |
Revision 3286150 by Julian Eisel October 26, 2021, 17:24 (GMT) |
Revision 7bffddf by Sybren A. Stüvel October 26, 2021, 17:21 (GMT) |
Don't deselect assets in `ED_fileselect_activate_by_id` `ED_fileselect_activate_by_id()` activates an asset (i.e. marks it as the active asset in the asset browser). To avoid an "active but not selected" state, it also selects it. Before this commit, the function would also deselect all other assets, but that's considered doing too much. If deselection is required, the `ED_fileselect_deselect_all()` function can be called. Manifest Task: T92152 |
Revision a062d86 by Campbell Barton October 26, 2021, 17:19 (GMT) |
Drop object assets and associated objects at the cursor location When dropping asset objects, place them under the mouse-cursor along with any other objects they link in. Ref D12935 Reviewed By: Severin |
Revision eaed38c by Sybren A. Stüvel October 26, 2021, 16:56 (GMT) |
Add Assets menu to 3D View's Object menu In the 3D Viewport, add an "Assets" submenu to the Objects menu, for the same operators as available in the outliner: Mark as Asset, Clear Asset, Clear Asset (Set Fake User). Since object assets are still considered experimental, the menu is only shown when the Extended Asset Browser experimental feature is enabled. |
Revision 11e8a2e by Julian Eisel October 26, 2021, 16:55 (GMT) |
UI: Support disabled-hint for dropping in the tree-view API A tree-view item's drop controller can now return a message for the user explaining why dropping isn't possible with the dropped data. This is then displayed in red text next to the cursor. This isn't actually used yet, the follow up commit will do that. |
Revision 730de2e by Julian Eisel October 26, 2021, 16:55 (GMT) |
Asset Browser: Show disabled-hint when dragging external assets over catalog There's now a message displayed in red next to the cursor explaining that only assets from the current file can be moved between catalogs. The previous commit prepared this. |
Revision 26e3045 by Sybren A. Stüvel October 26, 2021, 16:35 (GMT) |
3D View context: return "ok" when fetching view3d context dir `view3d_context()` would return `-1` ("found but not available") when fetching the context dir. This is incorrect; it should return 1 ("ok"). This is a semantic change in preparation of further cleanup of the code. |
Revision 5acbc01 by Sybren A. Stüvel October 26, 2021, 16:35 (GMT) |
Cleanup: 3D View context, use enum values Use explicit enum values instead of returning 0/1 from `view3d_context()`. No functional changes. |
Revision 2d5c9e0 by Sybren A. Stüvel October 26, 2021, 16:35 (GMT) |
Cleanup: 3D View context, early returns for clearer flow Refactor `view3d_context()` to use early `return`s instead of a bundle of `if`/`else if`/`else`, some of which had `return`s and some not. No functional changes. |
Revision 03c0581 by Sybren A. Stüvel October 26, 2021, 16:35 (GMT) |
Assets: allow Mark/Clear Asset operators from 3D Viewport Make it possible to run `ASSET_OT_mark` and `ASSET_OT_clear` operators from the 3D Viewport. There is no menu entry, just compatibility with pressing F3 and executing the operators from the operator search. |
Revision 03013d1 by Kévin Dietrich October 26, 2021, 16:29 (GMT) |
Eevee: support accessing custom mesh attributes This adds generic attribute rendering support for meshes for Eevee and Workbench. Each attribute is stored inside of the `MeshBufferList` as a separate VBO, with a maximum of `GPU_MAX_ATTR` VBOs for consistency with the GPU shader compilation code. Since `DRW_MeshCDMask` is not general enough, attribute requests are stored in new `DRW_AttributeRequest` structures inside of a convenient `DRW_MeshAttributes` structure. The latter is used in a similar manner as `DRW_MeshCDMask`, with the `MeshBatchCache` keeping track of needed, used, and used-over-time attributes. Again, `GPU_MAX_ATTR` is used in `DRW_MeshAttributes` to prevent too many attributes being used. To ensure thread-safety when updating the used attributes list, a mutex is added to the Mesh runtime. This mutex will also be used in the future for other things when other part of the rendre pre-processing are multi-threaded. `GPU_BATCH_VBO_MAX_LEN` was increased to 16 in order to accommodate for this design. Since `CD_PROP_COLOR` are a valid attribute type, sculpt vertex colors are now handled using this system to avoid to complicate things. In the future regular vertex colors will also use this. From this change, bit operations for DRW_MeshCDMask are now using uint32_t (to match the representation now used by the compiler). Due to the difference in behavior for implicit type conversion for scalar types between OpenGL and what users expect (a scalar `s` is converted to `vec4(s, 0, 0, 1)` by OpenGL, vs. `vec4(s, s, s, 1)` in Blender's various node graphs) , all scalar types are using a float3 internally for now, which increases memory usage. This will be resolved during or after the EEVEE rewrite as properly handling this involves much deeper changes. Ref T85075 Reviewed By: fclem Maniphest Tasks: T85075 Differential Revision: https://developer.blender.org/D12969 |
Revision 8ddfdfd by Hans Goudey October 26, 2021, 16:25 (GMT) |
Geometry Nodes: Handle multiple grids in the volume to mesh node In future use cases, a volume can contain many grids that represent the density information. In this case, it's better if the volume to mesh node creates a mesh based on all of the grids in the volume. This is also a benefit to share-ability, since one doesn't have to specify the grid name in the node. Instead, in the future we can have a way to split particular grids into separate volumes, if only one grid should be considered. The code changes are relatively simple: - Move the old volume to mesh node to the legacy folder. - Run the volume to mesh node on all instance geometry, like elsewhere. - Make the blenkernel's volume to mesh API a bit more specific. Differential Revision: https://developer.blender.org/D12997 |
Revision df2e053 by Julian Eisel October 26, 2021, 16:14 (GMT) |
UI: Improved feedback when dropping is not possible on drag 'n drop * Allow operators to show a "disabled hint" in red text explaining why dropping at the current location and in current context doesn't work. Should greatly help users to understand what's the problem. * Show a "stop" cursor when dropping isn't possible, like it's common on OSes. Differential Revision: https://developer.blender.org/D10358 |
Revision 7979dff by Julian Eisel October 26, 2021, 16:14 (GMT) |
UI: Let object drop operator display hint why it's disabled When dragging an object in non-object mode into a 3D View, there will now be red text explaining that this is only possible in object mode. The previous commit enabled this. |
October 26, 2021, 16:10 (GMT) |
LineArt: Trimming edges right at the image border This option allows the edge to end right at the border instead of extending beyond. Useful when having multiple camera setup where you want the border to be clean. Also moved overscan option down inside "Composition" sub panel so it makes more sense. Reviewed By: Antonio Vazquez (antoniov) Differential Revision: https://developer.blender.org/D12126 |
Revision 3371a4c by Hans Goudey October 26, 2021, 16:05 (GMT) |
UI: Improve node editor breadcrumbs display This patch upgrades node editor breadcrumbs to have slightly more visual weight, to including the base path of object/modifier/world, etc, have more visually pleasing spacing, and contain icons. In the code, a generic "context path" is added to interface code. The idea is that this could be used to draw other breadcrumbs in areas like the property editor or the spreadsheet, and features could be added to all of those areas at the same time. Ideally we would be able to control the color of the breadcrumbs with a specific theme color, but since they are drawn with the regular layout system, that is not easily possible. Thanks to @fabian_schempp for the original patch. Differential Revision: https://developer.blender.org/D10413 |
Revision f1a662c by Hans Goudey October 26, 2021, 16:03 (GMT) |
Fix: Assert on startup from incorrect float property min |
Revision 01d7211 by Jacques Lucke October 26, 2021, 15:53 (GMT) |
Fix T92505: previewing specific node outputs did not work anymore This was missing from my refactor in rB5bfe09df2244cb9de0b6554a378eecef77b1e75d. |
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