Blender Git Commits

Blender Git "master" branch commits.

Page: 99 / 5574

October 19, 2021, 20:27 (GMT)
Geometry Nodes: Replace String node

This commit adds a node that can be used to find and replace strings
inside of the input string. One initial use case is to have an easier
way to add line breaks to strings to the string to curves node.

Differential Revision: https://developer.blender.org/D12721
Revision 85c8dd6 by Hans Goudey
October 19, 2021, 19:04 (GMT)
Fix: Display color sockets without labels correctly

Don't build a manual property split layout when the label
for the socket is hidden.
Revision fccc530 by Julian Eisel
October 19, 2021, 16:54 (GMT)
Fix asset catalog operators disabled without experimental feature flag

If the Extended Asset Browser experimental feature was disabled, the asset
catalog operators wouldn't work. This wasn't intentional, catalogs aren't
considered experimental.
October 19, 2021, 16:30 (GMT)
Geometry Nodes: Add Wave texture node

Port shader wave texture node

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12733
October 19, 2021, 16:18 (GMT)
Geometry Nodes: Add Magic texture node

Port shader node magic texture

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D12732
October 19, 2021, 16:07 (GMT)
Asset Browser: Improved workflow for asset catalog saving

No longer save asset catalogs on blendfile save. Instead:

- extend the confirmation prompt for unsaved changes to show unsaved
catalogs.
- In the confirmation prompt, make catalog saving explicit & optional,
just like we do it for external images. {F10881736}
- In the Asset Browser catalog tree, show an operator icon to save the
catalogs to disk. It's grayed out if there are no changes to save, or
if the .blend wasn't saved yet (required to know where to save the
catalog definitions to). {F10881743}

Much of the work was done by @Severin and reviewed by me, then we
swapped roles.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D12796
October 19, 2021, 16:05 (GMT)
Cleanup: use nullptr in C++
October 19, 2021, 16:01 (GMT)
Fix liblink tests after recent commit.

NOTE: This needs new tests, no time now, will do tomorrow.
Revision 7a61916 by Hans Goudey
October 19, 2021, 15:42 (GMT)
Fix T92345: Crash with only pointcloud in attribute transfer node

The distances array is only allocated if there are mesh distances to
compare to, so it is empty when there is only a point cloud.
October 19, 2021, 14:55 (GMT)
Asset Catalogs: allow creating catalog in unsaved blend file

Allow creating a new asset catalog in a yet-to-be-saved blend file. The
problem was caused by `AssetLibrary` not having an `AssetCatalogService`
right after creation; only after loading data from disk was this
instance created. It's now always there.
October 19, 2021, 14:47 (GMT)
Fix compilation error about undefined `PATH_MAX`
October 19, 2021, 14:42 (GMT)
Fix T92265: Outliner crash clicking override warning buttons

`outliner_draw_overrides_buts` uses `uiDefIconBlockBut` but doing so
without defining a function callback to actually build a block.
This will make the button go down the route of spawning a popup, but
without a menu. Crash then happens later accesing the (missing) menu in
`ui_handler_region_menu`.

So while we could dive into making this usage failsafe (carefully
checking `BUTTON_STATE_MENU_OPEN` in combination with
`uiHandleButtonData->menu` being NULL all over), but it seems much more
straightforward to just use `uiDefIconBut` (instead of
`uiDefIconBlockBut`) since this Override Warning buttons seem not to
intend spawning a menu anyways?

Maniphest Tasks: T92265

Differential Revision: https://developer.blender.org/D12917
October 19, 2021, 14:26 (GMT)
Fix T92224: Refactor of append code unexpectedly changed behavior with 'localize all' off.

In 2.93 and before, when appending wityh 'localize all' off, all linked
IDs (including indirectly linked ones) from initial library would be
made local.
In 3.0, after refactor from rB3be5ce4aad5e, only directly linked IDs
(i.e. user-selected IDs) would be made local.

This change was not intentional (result of confusing code and naming in
previous implementation), and old behavior is used in some workflows to
control which data is kept linked and which data is made local.

This commit revert to 2.93 behavior.

NOTE: there is still an (extreme) corner case where behavior is
different between 2.93 and 3.0:
If you append (at the same time) object A from LibA.blend, and object B
from LibB.blend, and object B uses somehow a material from LibA.blend:
* In 2.93, that material would have been made local (because it belonged
to one of the 'initial' libraries, even though not the initial lib of
object B).
* In 3.0, this material will remain linked, since from object B
persective it comes from a different library.
October 19, 2021, 14:17 (GMT)
Fix T91197: marking assets from Python may crash

When using `asset_mark` function from a Python script and afterwards
updating the preview image, a crash might happen. The preview image is
generated by the `asset_mark` function. This may happen on a background
thread, introducing potential synchronization issues.

This patch fixes this by separating the preview generation
`ID.asset_generate_preview` from the mark as asset `ID.asset_mark`.

Note: this separation of "mark as asset" and "generate preview" also
applies to the `ED_asset_mark_id()` C function; if it is desired to have
previews rendered after marking as asset, a call to
`ED_asset_generate_preview()` is now also required.

Reviewed By: sybren

Maniphest Tasks: T91197

Differential Revision: https://developer.blender.org/D12922
Revision 0a6cf3e by Hans Goudey
October 19, 2021, 14:01 (GMT)
Geometry Nodes: Fields version of the raycast node

This patch includes an updated version of the raycast node that uses
fields instead of attributes for inputs instead of outputs. This makes
the node's UI much clearer. It should be faster too, since the
evaluation system for fields provides multi-threading.

The source position replaces the input geometry (since this node is
evaluated in the context of a geometry like the other field nodes).

Thanks to @guitargeek for an initial version of this patch.

Differential Revision: https://developer.blender.org/D12638
October 19, 2021, 13:53 (GMT)
BKE_callback_remove: prevent crash on Blender exit

`BKE_callback_remove` now checks whether the callback actually is known,
before trying to remove it.

`BKE_blender_atexit()` runs after `BKE_callback_global_finalize()`. When
an at-exit callback tried to unregister its BKE callbacks, these would
already be unregistered, causing a crash of Blender when exiting,
October 19, 2021, 13:53 (GMT)
Asset Library Service: make insensitive to trailing slashes

Make `AssetLibraryService::get_asset_library_on_disk(path)` insensitive
to trailing slashes; i.e. `get_asset_library_on_disk("/path")` and
`get_asset_library_on_disk("/path/�)` will now return the same
`AssetLibrary*`.
Revision 219058c by Hans Goudey
October 19, 2021, 13:39 (GMT)
Geometry Nodes: Remove implicit realizing and conversion

This commit removes the implicit conversion from points to a mesh
that used to happen before the next modifier. It also removes the
implicit realizing of instances that happened before another modifier.

Now we have specific nodes for both of these operations, the
implicit conversions make less sense, and implicit instance
realizing has already been removed in other nodes.

This adds another geometry nodes modifier before modifiers that would
have realized instances implicitly before. Currently adding another
data-block during versioning after linking means that an assert needs
to be changed. That should be made unnecessary by T92333.

Differential Revision: https://developer.blender.org/D12722
October 19, 2021, 13:30 (GMT)
Cleanup: trailing whitespace
October 19, 2021, 13:11 (GMT)
Cycles: bake transparent shadows for hair

These transparent shadows can be expansive to evaluate. Especially on the
GPU they can lead to poor occupancy when only some pixels require many kernel
launches to trace and evaluate many layers of transparency.

Baked transparency allows tracing a single ray in many cases by accumulating
the throughput directly in the intersection program without recording hits
or evaluating shaders. Transparency is baked at curve vertices and
interpolated, for most shaders this will look practically the same as actual
shader evaluation.

Fixes T91428, performance regression with spring demo file due to transparent
hair, and makes it render significantly faster than Blender 2.93.

Differential Revision: https://developer.blender.org/D12880
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021