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 |
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 |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021