Blender Git Loki

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July 1, 2021, 17:45 (GMT)
USD skel export WIP.

Added Export Armatures USD exporter option.
Added initial, partial implementation of
USDSkinnedMeshWriter.
July 1, 2021, 15:58 (GMT)
Merge branch 'master' into curve-nodes-modifier
July 1, 2021, 14:14 (GMT)
adaptive_cloth: MeshIO: test: ReadDNAMesh: finish up
July 1, 2021, 14:13 (GMT)
Cleanup: Separate each extractor into specific compile units

Makes code cleaner and easier to find.
July 1, 2021, 13:25 (GMT)
adaptive_cloth: fix: MeshIO: write obj normals started with 'v ' instead of 'vn '
July 1, 2021, 13:22 (GMT)
Fix race condition when loading multiple File/Asset Browsers at once

When multiple File or Asset Browsers would load at once (e.g. when loading a
file with two File Browsers open) and they would load multiple directories or
.blend files (using the Recursions option in the File Browser or loading an
asset library with multiple .blends), often only one File/Asset Browser would
correctly load all files. Others would be incomplete or entirely empty. That
was because of a race condition, where the directories or .blend files would be
loaded concurrently and the first one that finished would cancel the other
ones. This again happened because they used the job system with the same
"owner", which by design makes all jobs with the same owner cancel as soon as
the first is finished.
Address this by making sure they have different owners. That is, not the scene
anymore, but the filelist the job belongs to. Doesn't make much sense to use
the scene as owner for scene-unrelated file loading anyway.

Steps to reproduce were:
* Open two File Browsers as regular editors.
* In the Display Settings popover, set "Recursions" to 2 or 3 levels.
* Navigate to a directory with plenty of subdirectories in both File Browsers.
* Save the file.
* Reload the file, one of the File Browsers likely has an incomplete file list.

Alternatively, use Asset Browsers and open an asset library containing multiple
.blends.
July 1, 2021, 13:04 (GMT)
adaptive_cloth: MeshIO: read DNA Mesh

The conversion was easy enough but the test case for this is extremely difficult.

Creating `Mesh` is not possible without initializing `idtype` using `BKE_idtype_init()` (there should actually be a check for this, at least in debug mode).

Converting this `Mesh` to `BMesh` is simple without any hassles.

Using the `BMesh`, create a cube. Now turns out that is also simple if `BMO_op_callf()` is known about. The previous approach was to create a copy of the code in `bmo_primitive.c` and use that. This also leads to problems because without the `BMOperator` functions pre-applied on the `BMesh`, `BMO_face_flag_enable()` crashes without any proper indication of what could have caused the error. Simplest way to fix is to just remove that flag check. Then found out about `BMO_op_callf()`, this really needs documentation since it has variadic arguments and is magically calling the required operator (printf style).

Now that we have the cube in the `BMesh`, converting it back to `Mesh` is another massive problem. There are many functions that can do this `BM_mesh_bm_to_me()` and `BKE_mesh_from_bmesh_eval_nomain()` are most appropriate. These functions write the CustomData blocks to `Mesh` but before doing do, set the `mvert->co` and such. For some reason, `BMesh` has not updated the blocks so `mvert->co` just has (0.0, 0.0, 0.0). After spending multiple hours on this, found one way to fix this, copy the `BMesh` which then initializes the blocks in the new `BMesh` and this can be used in `BM_mesh_bm_to_me()` to get the `Mesh` that is needed.
July 1, 2021, 12:59 (GMT)
Merge branch 'master' into soc-2021-uv-editor-improvements
July 1, 2021, 12:26 (GMT)
Fix T88887: Audio causes issues with Playback when PC put to Sleep, Hibernate or when Screensaver appears

Porting WASAPI device reinitialization from upstream.
July 1, 2021, 12:26 (GMT)
Audaspace: porting pulseaudio fixes from upstream.
July 1, 2021, 12:00 (GMT)
Merge branch 'master' into soc-2021-vse-strip-thumbnails
July 1, 2021, 10:58 (GMT)
Fix broken physics modifiers after cleanup commits

4f3ec0110 and 5a64c687dd should have removed the entire conditional to skip
time depedent modifiers, rather than always enable it.
July 1, 2021, 10:48 (GMT)
Merge branch 'master' into geometry-nodes-unnamed-attributes
July 1, 2021, 10:21 (GMT)
Fix: Export subtitles timecode relative to scene start frame, ignore muted strips

This patch writes the timecode in the .srt file relative to the start
frame of the scene. If the timecode is global but scene does not start
at frame 0 the subtitles don't match if they get loaded in an external
video player. Muted strips will be ignored. Don't allow negative
timecodes in .srt.

Reviewed By: Richard Antalik
Differential Revision: https://developer.blender.org/D11762
July 1, 2021, 09:50 (GMT)
Explicitly remove write for o and g.
July 1, 2021, 09:29 (GMT)
Zoom influence factor for edge scroll speed.

This allows modifying the scroll speed based on the View2D zoom factor.
With influence 0.0 (default behavior) the speed will be constant in
UI space as before.
At maximum influence 1.0 the speed will instead max out in the view
space, i.e. scrolls slower in UI space when zooming out.
At intermediate values the zoom influence is proportionally reduced,
for example at influence 0.5 the view will scroll as if zoom factor is
half of the actual zoom.

This feature is used in the node editor to slow down scrolling a bit
when zoomed out.
July 1, 2021, 09:00 (GMT)
Merge remote-tracking branch 'origin/master' into asset-browser-poselib
July 1, 2021, 07:25 (GMT)
Cleanup: remove redundant calls to BMO_error_clear
July 1, 2021, 07:01 (GMT)
Cleanup: remove bmesh-operator error code

The error codes could be used to look up messages from a table
of messages however this wasn't especially useful.

Now all calls to BMO_error_raise must inclue a message.
July 1, 2021, 06:32 (GMT)
Change the max limit for Dynamic grid

The max limit for dynamic grid was set at 12. This commit changes that
to 5000
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021