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Revision e298339 by Hans Goudey (master)
December 18, 2020, 18:39 (GMT)
Cleanup: Declare variables where initialized

Also decrease scope of some variable declarations.
Revision 6be9747 by Hans Goudey (master)
December 18, 2020, 18:12 (GMT)
Cleanup: Use bool instead of int
December 18, 2020, 18:02 (GMT)
Merge branch 'master' into greasepencil-object
December 18, 2020, 18:01 (GMT)
GPencil: Fix merge problems

There were some changes in the include files
December 18, 2020, 17:28 (GMT)
UI: Redesigned data-block selectors

The previous design is rather old and has a couple of problems:

* Scalability: The current solution of adding little icon buttons next to the
data-block name field doesn't scale well. It only works if there's a small
number of operations. We need to be able to place more items there for better
data-block management. Especially with the introduction of library overrides.
* Discoverability: It's not obvious what some of the icons do. They appear and
disappear, but it's not obvious why some are available at times and others
not.
* Unclear Status: Currently their library status (linked, indirectly linked,
broken link, library override) isn't really clear.
* Unusual behavior: Some of the icon buttons allow Shift or Ctrl clicking to
invoke alternative behaviors. This is not a usual pattern in Blender.

This patch does the following changes:

* Adds a menu to the right of the name button to access all kinds of operations
(create, delete, unlink, user management, library overrides, etc).
* Make good use of the "disabled hint" for tooltips, to explain why buttons are
disabled. The UI team wants to establish this as a good practise.
* Use superimposed icons for duplicate and unlink, rather than extra buttons
(uses less space, looks less distracting and is a nice + consistent design
language).
* Remove fake user and user count button, they are available from the menu now.
* Support tooltips for superimposed icons (committed mouse hover feedback to
master already).
* Slightly increase size of the name button - it was already a bit small
before, and the move from real buttons to superimposed icons reduces usable
space for the name itself.
* More clearly differentiate between duplicate and creating a new data-block.
The latter is only available in the menu.
* Display library status icon on the left (linked, missing library, overridden,
asset)
* Disables "Make Single User" button - in review we weren't sure if there are
good use-cases for it, so better to see if we can remove it.

Note that I do expect some aspects of this design to change still. I think some
changes are problematic, but others disagreed. I will open a feedback thread on
devtalk to see what others think.

Differential Revision: https://developer.blender.org/D8554

Reviewed by: Bastien Montagne

Design discussed and agreed on with the UI team, also see T79959.
Revision 7bee148 by Hans Goudey (master)
December 18, 2020, 15:34 (GMT)
UI: Rename "Float Color" attribute data type to "Color"

Since "Float Color" is more commonly used than "Byte Color",
which is not exposed in the interface yet anyway, it makes sense to
drop the "Float" label on the color data type name.
December 18, 2020, 15:02 (GMT)
Geometry Nodes: support randomly picking instances from collection

This uses the "id" attribute to randomly pick instances from a collection
for each point.

There is one issue. When the collection is updated (e.g. when an object is
added to it), the nodes modifier is not automatically updated. It seems
like we don't have the infrastructure to support this dependency yet.
The same issue exists in the Boolean modifier and with collision collections.
This should be solved separately soonish.

When "Whole Collection" is disabled, one direct child of the input collection
is instanced at each point. A direct child can be an object or a collection.

Currently, all objects are picked approximately equally often. In the future,
we will provide more control over which point gets which instance.

Differential Revision: https://developer.blender.org/D9884

Ref T82372.
December 18, 2020, 14:57 (GMT)
GPencil: Fix potential error in interpolate frame

As now it is using a duplicated frame, the untag must be done before copying the frames.
December 18, 2020, 13:41 (GMT)
Fix T83916: Cannot drag link from socket if node is inside frame

Caused by rB7470c10601d0 where iterating nodetree nodes was changed from
backwards to forwards by mistake.

Maniphest Tasks: T83916

Differential Revision: https://developer.blender.org/D9890
December 18, 2020, 13:13 (GMT)
Fix T83716: Dope Sheet, incorrect scaling of channel UI elements

Change the top coordinate of the animation channel list UI elements to
`rect->ymin` so they correctly span from `rect->ymin` to
`channel_height`.

Some buttons in the dope sheet channels didn't scale properly with the
`Keyframe Scale Factor` preferences setting. This was caused by using
the `ymid` value (`ymid = BLI_rctf_cent_y(rect) - 0.5f * ICON_WIDTH`) to
position the buttons that supposed to fill all vertical space in the
channel (with `channel_height` height). The `ymid` value is only
appropriate for the UI elements that with `ICON_WIDTH` height.

Maniphest Tasks: T83716

Reviewed by: sybren

Differential Revision: https://developer.blender.org/D9841
December 18, 2020, 12:55 (GMT)
Merge branch 'master' into temp-geometry-nodes-sample-texture
December 18, 2020, 12:40 (GMT)
apply changes from optimization review
December 18, 2020, 12:38 (GMT)
Merge branch 'master' into cycles_procedural_api
December 18, 2020, 12:33 (GMT)
Geometry Nodes: move Boolean node to mesh category

This node works on meshes specifically.
December 18, 2020, 12:28 (GMT)
Geometry Nodes: do not crash when there are undefined nodes

Undefined geometry nodes will just output a default value now.
December 18, 2020, 12:28 (GMT)
Functions: add generic pointer class for const pointers

This adds a GPointer class, which is mostly the same as GMutablePointer.
The main difference is that GPointer references const data, while GMutablePointer
references non-const data.
December 18, 2020, 12:03 (GMT)
Function Nodes: Input Vector

Ref: T82651

Normally people use "Combine XYZ" to input a vector, but it is more
interesting to have an explicit vector input.

So this is basically "Combine XYZ" without any input sockets, the values
are stored in the node itself.

Differential Revision: https://developer.blender.org/D9885
December 18, 2020, 12:02 (GMT)
Fix mistake in Bake Action discontinuity fix

Fix mistake in e5528904f12 where one change accidentally wasn't included
in the commit.
December 18, 2020, 11:50 (GMT)
Fix T83351: Baked object rotation has discontinuities

Fix Euler discontinuities in the Bake Action operator, by explicitly
using the previous Euler angles when converting from matrix to rotation.

This basically follows the same approach as used in e4ca1fc4ea43, although
the Euler Discontinuity Filter also performs single-channel filtering which
the Bake Action operator doesn't.
December 18, 2020, 09:26 (GMT)
Fix T83494: Eevee clamp node incorrect when min > max.

In glsl the clamp function has undefined behavior when min > max. For
the clamp node this resulted in differences between cycles and eevee.
This patch adds the expected implementation for minmax.

The old clamp function is still used in cases where we know for certain
that the input values are correct (math node clamp option). GPU uses
optimized code and silicon in these cases.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021