March 2, 2021, 18:43 (GMT) |
UI: Rename search button variable I landed D10527 in rB1a8aee0a7cec accidentally, and the version there was missing a name change discussed in review. This commit just renames the boolean variable controlling the special behavior for attribute search. Original message meant for this change: For geometry nodes we will use search buttons to display a list of attributes available the last time the node tree was executed (D10519). Because this list is just a hint, we need to be able to enter any string, not just strings from the search items. This patch adds a boolean option to string buttons to enable this. The change is quite simple, changes to behavior are only required in two places. The type-specific button struct changes help a lot here. Differential Revision: https://developer.blender.org/D10527 |
March 2, 2021, 18:08 (GMT) |
CMake/deps: Append platform CFLAGS and LDFLAGS to Python build to ensure compatibility with minimum macOS version Similarly to other dependencies, the Python build should make use of the default CMake arguments. On macOS, for example, these arguments are required to set the deployment target correctly. See also: https://devtalk.blender.org/t/compiling-latest-branch-on-macos-fails-undefined-symbol/17649 Reviewed By: brecht, sybren Differential Revision: https://developer.blender.org/D10498 |
March 2, 2021, 17:58 (GMT) |
UI: Clean up labels and descriptions: "Draw" to "Display" In Blender, we used to use the term 'draw' to refer to information displayed to the user. For version 2.80, it was decided to change these instances to 'display' instead. This was to avoid the ambiguity between end-user drawing tools and display options. From the Oxford English Dictionary: - Draw: produce (a picture or diagram) by making lines and marks on paper with a pencil, pen, etc. - Display: show (data or an image) on a computer, television, or other screen. Therefore, we should use draw when referring to drawing tools for making marks, but use display when referring to information shown/displayed to the user. From a user POV, the computer displays certain information, whereas the user draws a mark. Apparently this change was not implemented consistently, so this patch changes all remaining relevant instances of "draw". Differential Revision: https://developer.blender.org/D10551 |
March 2, 2021, 17:42 (GMT) |
UI: Expose an "is first search" boolean to search button callbacks Currently when you open an RNA collection search button, like a vertex group selector, the search filter isn't applied until you start typing, in order to display every option at the start. Otherwise they wouldn't be visible, since the search filter would run for the current text. Currently this check happens in one place, but it relies on the `changed` value of `uiBut`. This is fine in the interface directory, but anywhere else it would require exposing `uiBut.changed`, which is probably too low-level to expose. The solution is adding an `is_first` argument to the search callbacks, which is nice for a few reasons: - They work at a higher level of abstraction, meaning they don't have to worry about how exactly to tell if this is the first search. - It makes it easier to do special behavior when the search menu is first opened. - Then, obviously, it makes that state accessible without including `interface_intern.h`. Needed for attribute search: T85658 Differential Revision: https://developer.blender.org/D10528 |
March 2, 2021, 17:26 (GMT) |
Merge branch 'master' of https://gitlab-master.nvidia.com/omniverse/blender into omniverse |
March 2, 2021, 17:08 (GMT) |
Fix Node UI Storage Threading Issues Since the same node tree can be used in modifiers on different objects, there can be multiple threads writing to the maps in the node tree UI storage at the same time. The additions for attribute name hints and error messages made it so this would often cause a crash or at least an ASAN report. This patch adds locks to prevent multiple threads from using the maps concurrently. In a brief test I actually didn't observe a crash without the global `bNodeTree` UI storage mutex, but I think it's necessary for the change to be correct, and I did notice some unfreed memory without it anyway. Ideally it would be in a node tree runtime struct though. Differential Revision: https://developer.blender.org/D10577 |
March 2, 2021, 17:00 (GMT) |
EEVEE: Fix incorrect volumetric light shadowing The shadowing was computed on the light distance squared, leaking to much light since it was integrating the extinction behind the ligth itself. Also bump the maximum shadow max step to the actual UI values. Otherwise we get shadowing under evaluated because `dd` is too small. |
March 2, 2021, 16:54 (GMT) |
Fix (unreported) light cache bake crash missing NULL check if there is no cache there to begin with. Differential Revision: https://developer.blender.org/D10581 |
March 2, 2021, 16:47 (GMT) |
Fix Fuild error with lite build With audaspace disabled, function SEQ_add_sound_strip was declared as prototype. |
March 2, 2021, 16:46 (GMT) |
ISD Import: Fixed compiler warnings. |
March 2, 2021, 16:05 (GMT) |
Merge branch 'master' into sculpt-dev |
March 2, 2021, 15:53 (GMT) |
Sculpt: Expand Operator Expand is a new operator for Sculpt Mode which is intended to be the main tool for masking, Face Set editing, interacting with the filters and pattern creation. The fundamentals of the tool are similar to the previous sculpt.mask_expand operator. It shares the same default shortcuts and functionality, making the previous operator obsolete. The shortcuts to execute the operator are: - Shift + A: Expand mask - Shift + Alt + A: Expand mask by normals - Shift + W: Expand Face Set - Shift + Alt + W: Resize current Face Set The main changes compared to the previous sculpt.mask_expand operator are: - Modal keymap, all operator options can be changed in real time while the operator is running. - Supports creating Mask, Face Sets and Sculpt Vertex Colors. - Much better code, new features can be easily integrated. Limitations: - All Mask operations are supported for Sculpt Vertex colors, but not exposed by default as their support is still experimental. - Dyntopo does not support any Face Set or Sculpt Vertex Colors. functionality (they are not implemented in general for Dyntopo). - Multires does not support any feature related to geodesic distances. - Multires does not support vertex colors. - Multires does not support recursions. - In Multires, Face Sets snaping does not initialize all current enabled Face Sets when toggling snapping. - In Multires, Face Sets are created at base mesh level (works by this by design, like any other tool). - Unlike the previous mask_expand operator, this one does not blur the mask by default after finishing Expand as that does not fit the new design. The mask can still be blurred by using the mask filter manually. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D10455 |
Revision eef2a34 by Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 2, 2021, 15:23 (GMT) |
Refactor UIList template for further changes and to fix some glitches Could go further than that, I think this would benefit from some C++ features, but we can do that in another pass. |
March 2, 2021, 15:21 (GMT) |
Fix T86026: Crash Opening Cryptomatte File. Not sure this fixes the root cause. It seems that memory corruption happens in dynstr. This patch replaces dynstr with a streamstring. |
March 2, 2021, 14:21 (GMT) |
Fix crash on NULL dereference Caused by e1f3996d740c, `seq_update_meta_disp_range()` did not check if sequencer data exists. |
March 2, 2021, 13:27 (GMT) |
Fix T86122: Performance Debug View Viewport Not Working The performance debug menu isn't used that often anymore as render doc also show the timings. This patch will make sure that enabling the performance debug view (21) does not crash blender. |
March 2, 2021, 13:21 (GMT) |
Cleanup: remove unused arguments |
March 2, 2021, 13:16 (GMT) |
Fix compilation without CUDA enabled Also ensure own headers are always coming first in the implementation file by putting them to own "group" (add empty line after the include statement). Ensures that there are no implicit dependencies in the header. |
March 2, 2021, 13:11 (GMT) |
March 2, 2021, 12:56 (GMT) |
Fix T86138 EEVEE: Bake Indirect Lighting crash in 2.93 with older files This was caused by a missing version check. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021