Blender Git Loki

Kaikki Blender Git kommitit.

Page: 64 / 8462

November 24, 2021, 14:54 (GMT)
Cleanup: formatting
November 24, 2021, 14:54 (GMT)
Fix inconsistent UI terminology for tiling option

Was meant to be Use instead of Using.
November 24, 2021, 14:51 (GMT)
UI: Fix alignment for recently added/edited icons

The patch slightly modifies two recently added icons "FILE_BLEND" and
"CURRENT_FILE" to better align them to the pixel grid, and change the
design of "FILE_BACKUP" to avoid alignment and readability issues, as
well as avoiding the outline version of the Blender logo which violates
the official logo guidelines.

Differential revision: https://developer.blender.org/D13346
November 24, 2021, 14:51 (GMT)
ImageEngine: Added skeleton for screen space drawing mode.
November 24, 2021, 12:58 (GMT)
Context: add accessors returning selected actions for animation editors.

Add a new 'selected_visible_actions' property to allow querying
actions that are selected in animation related editors for use in
UI and operators. The 'selected_editable_actions' variant excludes
linked actions (the only reason an action can be read-only).

In the Action and Shape Key editors there is only one action
that is specified by the field at the top of the editor.

In Dope Sheet it scans the channel rows and returns all actions
related to the selected items. This includes summary items for
actions and groups.

In Graph Editor, it lists actions associated with selected curves.

The new property is also used for Copy To Selected and Alt-Click.

Ref D11803
November 24, 2021, 12:58 (GMT)
Animation: allow manually setting the intended playback range for actions.

Some operations, e.g. adding a new action strip to NLA, require
knowing the active frame range of an action. However, currently it
can only be deduced by scanning the keyframes of the curves within
it. This is not ideal if e.g. curves are staggered for overlap.

As suggested by Nathan Vegdahl in comments to T54724, this patch adds
Action properties that allow manually specifying its active frame range.
The settings are exposed via a panel in the Dopesheet and Action Editor.
When enabled, the range is highlighted in the background using a striped
fill to distinguish it from the solid filled regular playback range.

When set, the frame range is used when adding or updating NLA tracks,
and by add-ons using `Action.frame_range`, e.g. FBX exporter.

Differential Revision: https://developer.blender.org/D11803
November 24, 2021, 12:58 (GMT)
Animation: allow marking actions as cyclic for Cycle-Aware Keying.

When a manual frame range is set, allow marking an action as having
Cyclic Animation. This does not affect how the action is evaluated,
but the Cycle-Aware Keying option will automatically make any newly
added F-Curves cyclic. This allows using the option from the start
to build the cycle, rather than only for tweaking an existing loop.

The curves are made cyclic when they have only one key, either
after inserting the first key, or before adding the second one.
The latter case avoids the need to manually make the first added
curve cyclic after marking a newly added action cyclic.

Differential Revision: https://developer.blender.org/D11803
November 24, 2021, 12:39 (GMT)
Geometry Nodes: add utility to show debug messages in node editor

This is only meant to be used for development purposes for now,
not to show warnings to the user.

Differential Revision: https://developer.blender.org/D13348
Revision 9fc5a9c by Ankit Meel (master)
November 24, 2021, 12:11 (GMT)
macOS: Fix build error due to std::optional<T>::value
November 24, 2021, 11:57 (GMT)
Cleanup: removed shadowed variable
November 24, 2021, 11:57 (GMT)
Geometry Nodes: reduce number of scheduled nodes in evaluator

Previously, there were a couple of cases where nodes were scheduled when
that was not really necessary. This change doesn't seem to have a big impact
on performance, but simplifies the code a bit.
November 24, 2021, 11:56 (GMT)
Merge branch 'blender-v3.0-release'
November 24, 2021, 11:47 (GMT)
Fix T93352: Material previews lost render samples

There are few layers of things which lead to the situation
of more noisy material preview: the do-version of the
preview.blend did not happen (at least from the Python
side as we did not investigate the C side deep). This made
Cycles to use default integrator settings for the preview
file ever since the Cycles X was merged. Those settings are
adaptive sampling with max 4K samples, noise threshold 0.01.
Opening the file in Blender 3.0 for edit did run the versioning
code which effectively lowered the number of samples used for
rendering.

This change makes it so the preview file is configured with
the exact effective settings as seen by Cycles prior to the
file was re-saved (adaptive sampling with the parameters noted
above).

This fix does not chaneg the fact that the versioning code is
not used for preview.blend, it only solves the regression in
the quality of previews.

The fix is done and reviewed with collaboration with Dalai and Sergey.
November 24, 2021, 11:00 (GMT)
Geometry Nodes: decouple Delete Geometry node from Mask modifier

This dependency was a bit ugly and the functions from the mask modifier
did a few things that we don't need in the Delete Geometry node:
* The mask modifier uses `CustomData_copy_data` which the node doesn't need.
* The mask modifier checks for `-2` in some values, but this special value is
not used by the node.

Differential Revision: https://developer.blender.org/D13335
November 24, 2021, 10:40 (GMT)
CMake: add WITH_UNITY_BUILD option to improve compile times

Unity builds are only used in the `bf_nodes_geometry` module for now.
This module has been prepared to support unity builds already.
Usually, there is a 2-4x speedup when building `bf_nodes_geometry`
compared to without unity builds (e.g. 145s to 55s).

For more information about how unity builds work and how they help
with compile times, see D13341.

Differential Revision: https://developer.blender.org/D13341
November 24, 2021, 10:26 (GMT)
Assets: Sanitize threaded preview creation with undo

Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.

The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.

This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.

The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
November 24, 2021, 10:24 (GMT)
Merge branch 'master' into temp-gpu-image-engine
November 24, 2021, 10:23 (GMT)
Cleanup: Renamed DefaultDrawingMode ImageSpaceDrawingMode.

Explains more what it does, not how it is used.
November 24, 2021, 10:20 (GMT)
Assets: Sanitize threaded preview creation with undo

Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.

The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.

This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.

The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
November 24, 2021, 10:03 (GMT)
Merge branch 'master' into temp-gpu-image-engine
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021