December 16, 2020, 20:02 (GMT) |
Merge branch 'master' into sculpt-dev |
December 16, 2020, 19:59 (GMT) |
Fix elastic drag cloth brush deformation |
December 16, 2020, 19:52 (GMT) |
Sculpt: Change default damping for cloth deform target |
December 16, 2020, 19:49 (GMT) |
Sculpt: Cloth Brush elastic drag deform type |
December 16, 2020, 19:46 (GMT) |
Allow vertex tools to operate on weight groups when armature is in object mode Since a few versions (even before 2.79) we have an option that allows to restrict the vertex tools to operate only on deform groups. This was originally implemented for working with vertex groups for skeletal animation. In that case it is fortunate to have weight tools operate only on deforming vertext groups (vgroups assigned to bones) In previous versions of Blender (up to 2.79) we have been able to use this option in Mesh Edit mode regardless of the armature mode. The current implementation (since 2.80 as far as i know) enables this option only when the associated armature is in pose mode. this has a bad consequence: It is not at all intuitive that you have to put the armature into Pose mode before you can make use of the option in mesh edit mode. Besides this it is not even necessary in the case when the user wants to restrict the tool only to all pose bones. In that case the armature can safely be kept in Object mode. However, when the tool shall apply only to selected pose bones, then it actually makes sense to have the armature in pose mode (as it is implemented right now) I do not know why this feature has been restricted as described above. It must have got lost somewhere on the way to Blender 2.90 This patch fixes the issue as it allows to select the "restrict to pose bones" option when the armature is in any mode. I see no downsides of this change, actually this is a fix for a feature that once worked and apparently got forgotten in newer releases. Reviewed By: sybren, campbellbarton Differential Revision: https://developer.blender.org/D9658 |
December 16, 2020, 19:38 (GMT) |
VSE: Improve motion-picture workflow This commit resolves problem introduced in e1665c3d3190 - it was difficult to import media at their original resolution. This is done by using original resolution as reference for scale. All crop and strip transform values and their animation is converted form old files. To make both workflows easy to use, sequencer tool settings have been created with preset for preffered scaling method. This setting is in sequencer timeline header and add image or movie strip operator properties. Two new operators have been added: `sequencer.strip_transform_fit` operator with 3 options: Scale To Fit, Scale to Fill and Stretch To Fill. Operator can fail if strip image or video is not loaded currently, this case should be either sanitized or data loaded on demand. `sequencer.strip_transform_clear` operator with 4 options: Clear position, scale, rotation and all (previous 3 options combined). Reviewed By: sergey, fsiddi Differential Revision: https://developer.blender.org/D9582 |
December 16, 2020, 19:36 (GMT) |
Ghost/Linux: Avoid error print if special directory can't be determined The function is supposed to fail gracefully if there is some error. That includes not being able to find `xdg-user-dir`. So don't let the error be printed to the console, it's misleading/annoying. From what I can tell we'll detect that problem fine and return NULL then. |
December 16, 2020, 19:27 (GMT) |
Merge branch 'master' into sculpt-dev |
December 16, 2020, 18:50 (GMT) |
Geometry Nodes: Add boolean attribute in utility function This follows up rBc484b54453e607, adding the boolean custom property data type in one more place that was missed. |
December 16, 2020, 18:33 (GMT) |
Geometry Nodes: Boolean attribute type This adds a boolean attribute and custom data type, to be used in the point separate node. It also adds it as supported data types in the random attribute and attribute fill nodes. There are more clever ways of storing a boolean attribute that make more sense in certain situations-- sets, bitfields, and others, this commit keeps it simple, saving those changes for when there is a proper use case for them. In any case, we will still probably always want the idea of a boolean attribute. Differential Revision: https://developer.blender.org/D9818 |
December 16, 2020, 18:10 (GMT) |
Merge branch 'master' into sculpt-dev |
December 16, 2020, 17:02 (GMT) |
Cleanup: Replace mempcpy with memcpy There is no need of using mempcpy here, memcpy is enough. Note: This also fix building in Windows which was broken since a7628ec22a. |
December 16, 2020, 16:49 (GMT) |
Cleanup: Replace mempcpy with memcpy There is no need of using mempcpy here, memcpy is enough. Note: This may fix building in Windows as well, which was broken since a7628ec22a. |
December 16, 2020, 16:16 (GMT) |
Fix T83851: Python: operator macros cause a crash Caused by rB7447eb7e7430. This is just a copy-paste error [previous LISTBASE_FOREACH substitution of marco loop in that file has a different starting point which is not appropriate here] Maniphest Tasks: T83851 Differential Revision: https://developer.blender.org/D9872 |
December 16, 2020, 16:13 (GMT) |
Geometry Nodes: Poisson disk point distribution node/method This patch does two things: * Introduce a Seed to the random distribution method * Bring in a new distribution method for the point scattering node Patch Review: https://developer.blender.org/D9787 Note: This commit doesn't not handle doversion. Which means that users need to manually update their files that were using the Point Distribute node and reconnect inputs to the "Maximum Density" socket. Original patch by Sebastian Parborg, with changes to not rely on the cy libraries and overall cleanup. Patch review by Jacques Lucke, besides help with the new "heap" system that was required for this algorithm. Based on Cem Yuksel. 2015. Sample Elimination for Generating Poisson Disk Sample. Sets. Computer Graphics Forum 34, 2 (May 2015), 25-32 http://www.cemyuksel.com/research/sampleelimination/ |
December 16, 2020, 16:08 (GMT) |
Sculpt: Multires Displacement Smear This tool implements smearing for multires displacement over the limit surface, similar to how smearing for colors and topology slide works. When used the displacement values of the vertices "slide" over the topology, creating the effect of smearing the surface detail. As the brush just modifies displacement values instead of coordinates, the total displacement of the affected area doesn't change. This means that this smearing effect can be used multiple times over the same area without generating any artifacts in the topology. When the brush is used with the pinch or expand smear modes, displacement differences are pushed into the same area, creating hard surface effects without pinching the topology. As any other brush that relies on the limit surface (like displacement erasers), this will work better after using apply base. Reviewed By: sergey, JulienKaspar, dbystedt Differential Revision: https://developer.blender.org/D9659 |
December 16, 2020, 15:54 (GMT) |
Cleanup: Remove unused crop field from RenderResult. The `crop` field was used by Blender Internal to do an overscan per tile and merge it back to the render result. |
December 16, 2020, 15:43 (GMT) |
Merge branch 'master' into sculpt-dev |
December 16, 2020, 15:38 (GMT) |
Asset Browser: For assets without preview, show type icon in sidebar Otherwise it would just show empty space where the icon is supposed to be. Unfortunately this icon is upscaled quite a bit and doesn't look too great. Would be good to improve but not a high priority. |
December 16, 2020, 15:38 (GMT) |
Fix T83843: Crash in Asset Browser sidebar with geometry asset selected No icon should be created if the preview doesn't exist. |
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