Blender Git Loki

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Page: 49 / 8462

December 3, 2021, 05:55 (GMT)
Fix T93574: Asset triangulating a mesh

Correct assert for edit-mesh normal calculation.
December 3, 2021, 05:49 (GMT)
Test fix.
December 3, 2021, 05:41 (GMT)
Test fix.
December 3, 2021, 00:37 (GMT)
Sculpt-dev: fix elastic deform brush

* Volume preservation had wrong bounds in
elastic deform brush leading to wrong
behavior.
* Fixed unprojected_radius channel not
being shown in header when scene radius
unit is on.
* Draw face sets now only fully rebuild draw buffers
in indexed draw modes that require it.
December 2, 2021, 23:20 (GMT)
Allow navigating while transforming

This feature has been desired for some time:
- https://rightclickselect.com/p/ui/Tqbbbc/allow-navigating-while-transforming (See comments);
- D1583;
- T37427;
- D2624;
December 2, 2021, 23:03 (GMT)
Transform: interactive mode for setting a 'Snap Source'

This patch implements part of what was stated in {T66484}, with respect to `Base Point`.

## Introduction

The snapping feature of the transform tools has a variety of applications:
- Organization of nodes.
- Positioning of frames in precise time units.
- Retopology with snap to face
- Creation of armatures with bone positioning through the snap to volume
- Precise positioning of 3D or 2D objects in the surrounding geometry (CAD modeling)

The goal of this document is to make it more powerful for precision modeling and still supporting the old use cases without extra complexity.
The main topic addressed here is the introduction of a **interactive mode for setting a snap source** (See terminology).

## Terminology

* **Snap Source**: 3d coordinate * we want to snap from. (Currently defined by the `Snap With` options: `Closest`, `Center`, `Median` and `Active`).
* **Snap Target**: 3d coordinate* we want to snap to. (Vertices, Edges, Faces, Grid...)

## Interactive Mode for Editing a Snap Source

Currently the fixed snap point can only be obtained through the `Snap With` options. So it's a little tricky for the user to define a snap source point having so much geometry on an object.
Because of this, the user needs to resort to impractical solutions to get a point in the geometry.
See example of an impractical use:
{F11714181, layout=left, width=960, alt="The user used the cursor (which can be snapped) to choose the snap origin point."}
The user used the cursor (which can be snapped) to choose the snap source point.

While it is possible to work around this current limitation, it is important to reduce the number of steps and allow the user to set a snap source point through an optional interactive mode during a transformation.

The proposed solution is to be able to move the current snap source point through a modal modifier activated with a key (eg. B).
The snap source point can thus "snap" to the elements in the scene (vertex, mid-edge, Lamp, ?) during this mode.
{F9122814, layout=left, width=960, alt="Base Point Snap, example of transform operation via the shortcut (not the tool). After pressing g and the snap base change shortcut (e.g., shift + ctrl) the user set the base point. The base point is then visible until the end of the operation. The z axis constrains the final position."}

## Implementation Details

- The feature will only be available in 3D View.
- The feature will only be available for `Move`, `Rotate` and `Scale` transform modes.
- The snap source editing will be enabled with a single click on the modifier key (B).
- Having a snap point indicated, the new snap origin point will be confirmed with the same buttons that confirms the transformation (but the transformation will not be concluded).
- The snap source editing can be canceled with the same key that activated it (B).
- If the transformation is done with "release_confirm" (common for gizmos), the new feature cannot be enabled.
- During the transformation, when enabling the feature, if the snap option is turned off in the scene, the snap will be forced on throughout the rest of the transformation (unless interactive mode is canceled).
- During a transformation, if no snap target is set for an element in the scene (Vertex, Grid...), the snap targets to geometry Vertex, Edge, Face, Center of Edge and Perpendicular of Edge will be set automatically.
- Snap cannot be turned off during the snap source editing.
- Constraint or similar modification features will not be available during the snap source editing.
- Text input will not be available during the snap source editing.
- When adding multiple snap points (A) the new prone snap source point will be indicated with an "X" drawing.
{F11817267}

Maniphest Tasks: T66484

Differential Revision: https://developer.blender.org/D9415
December 2, 2021, 18:49 (GMT)
Asset Browser: Don't expand top-level catalogs by default

The "All" item will be expanded of course, and the tree will also be
expanded so that the active item is visible. But feedback was that in
some setups, opening all the top-level catalogs is a bit too much. So
collapse them for a more compact default layout.

Part of T93582.
December 2, 2021, 18:49 (GMT)
UI: Expand tree-view items (e.g. asset catalogs) on click to activate

This actually gives a quite nice behavior in my opinion, especially for
asset catalogs, where activating a catalog makes all assets inside it or
its (grand-)child catalogs visible, so showing the child catalogs then
adds useful information. Maybe this should become a feature for
asset catalogs only, to be evaluated once the tree-view API is used in
more cases. Only asset catalogs are affected by this change right now.

Part of T93582.
December 2, 2021, 18:37 (GMT)
Merge remote-tracking branch 'origin/blender-v3.0-release'
December 2, 2021, 18:35 (GMT)
Blender 3.0 - version bump -> release
December 2, 2021, 18:35 (GMT)
Licenses: Attribution document for Blender 3.0

A few libraries were updated, a few were added, and a few were missing
from the previous license document.
December 2, 2021, 18:14 (GMT)
Asset Browser: Nest all catalogs under the "All" item

This makes the relation to the catalogs and the behavior more clear.

Part of T93582.
December 2, 2021, 18:14 (GMT)
Asset Browser: Remove home icon for "All" item

Originally this wasn't really meant to stay there permanently, but
helped giving things a nicer alignment. Others seemed to like it at
first so it stayed, but after more feedback we decided to remove it
again. The alingment is better now with the previous commit.

Part of T93582.
December 2, 2021, 17:43 (GMT)
Docs: add README for HIPEW library
December 2, 2021, 17:22 (GMT)
NanoSVG: Mention the version we use
December 2, 2021, 17:02 (GMT)
Docs: 3.0 release description for Linux appdata

Includes a typo fix for 2.93.
Revision 27b7042 by Hans Goudey (master)
December 2, 2021, 16:20 (GMT)
Cleanup: Avoid using C++ keyword as variable name
December 2, 2021, 15:43 (GMT)
Merge branch 'blender-v3.0-release'
December 2, 2021, 15:35 (GMT)
Fix missing Blender logo in Windows store package

D9681 was not properly merged to all branches, leaving a path to a non-existent
icon file in the maniphest.
December 2, 2021, 15:34 (GMT)
Fix T93560: crash with image paint undo and cycles preview render

Cycles preview rendering could free the image buffers being used by drawing in
another thread due to a race condition. This race condition was unlikely before,
but now that preview renders are started right before we draw the image in the
image editor or load it as a texture in the 3D viewport, it's likely to happen.

As we are close to release this is too risky to fix properly, just avoid freeing
the cache for preview renders instead and accept increased memory usage in some
cases.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021