Revision ffd5186 by Jeroen Bakker / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Cleanup: use zero_v3 to clear colors. |
Revision 19e6db3 by Philipp Oeser / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Geometry Nodes: show "Show Texture in texture tab" button This enables the quick access button [to show the relevant Texture in the Properties Editor] for textures used in geometry nodes. This goes in line to what we do for other textures: - modifier textures have this button - particle textures have this button - brush textures will soon have it, too (see D9813) When outside of the Properties Editor, the button will always show (if a texture is actually assigned), but will be inactive if no suiting Properties Editor to show the texture in can be found. Note this also changes the behavior to not show the button if _no_ texture is assigned (as in: we are still showing the "New" button). Previously it was always there (e.g. for modifier textures), even if it would take us to an empty texture tab. (Sure, we could add a texture there then, but imho it makes more sense to just start showing it once a texture is already there) For this to work with geometry nodes, the following chages were done: - implement foreachTexLink for geonode modifiers - new buttons_texture_user_node_property_add() that stores prop as well as node - also use NODE_ACTIVE_TEXTURE flag in geometry nodetrees notes: - this still uses the first suiting (as in: pinning does not interfere) Properties Editor it finds, this should (maybe?) find the _closest_ Property Editor instead (see related feedback in D9813). - this will already show the button for brush textures as well (disabled), but there is another mandatory change in an upcomming commit to make it work there as well (see D9813) ref. T85278 Maniphest Tasks: T85278 Differential Revision: https://developer.blender.org/D10293 |
Revision 1a2ab21 by Bastien Montagne / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Fix T85981, part II: bone's custom shape disappear on undo in some cases. Nicely hidden bug in pose read library code, it was using the library from the wrong ID as reference to relink the custom shape object pointer (pose is data from Object, not Armature). |
Revision 3522532 by FabianSchempp / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Fix T85966: Wrong link picked when dragging multi-input socket The socket drag operator stored the index of the last picked socket into RNA in case the mouse cursor leaves the link while dragging. This id was not unique which is why sometimes a link from an other node with the same id is picked. This patch changes the way the last picked link is stored and stores a pointer to the link directly into bNodeLinkDrag struct instead. Differential Revision: https://developer.blender.org/D10590 |
Revision 356d624 by William Reynish / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (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 |
Revision 3bf8074 by Campbell Barton / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Cleanup: spelling, minor corrections Also use doxygen comments for sculpt functions. |
Revision 3f8edc5 by Hans Goudey / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (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 |
Revision 4ecdc40 by Richard Antalik / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Cleanup: remove unused arguments |
Revision 4ed86e0 by Jeroen Bakker / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (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. |
Revision 5726029 by Richard Antalik / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Fix crash on NULL dereference Caused by e1f3996d740c, `seq_update_meta_disp_range()` did not check if sequencer data exists. |
Revision 5bc7acb by Clément Foucault / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Fix T86138 EEVEE: Bake Indirect Lighting crash in 2.93 with older files This was caused by a missing version check. |
Revision 5d42e77 by Hans Goudey / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Geometry Nodes: Attribute search drop-down This commit adds a search for existing attributes when you click on an attribute field. This is useful because otherwise you have to remember which attributes should be available at each node in the tree. The fundamental complication is that this information is not accessible statically. So the search data is only a cache from the previous node tree evaluation. The information is added with `BKE_nodetree_attribute_hint_add`, currently for every input geometry socket for a single node. This is only an initial implementation, and later versions will expose the data type and domain of the attributes. Differential Revision: https://developer.blender.org/D10519 |
Revision 5dcf164 by Richard Antalik / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
VSE: Refactor meta operators Move low level logic to module code and versioning logic to versioning code. Metas strip position was handled in diffrent way compared to other strips. This was introduced in c8b0d25794be as bugfix for T28158. I disagree with such design. Meta strips should be handled in same way as any other strips. I have tested this change and haven't found any problems. No problems after checking T28158 as well. There should be no functional changes on user level. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D9972 |
Revision 6045464 by Hans Goudey / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
Cleanup: Use span and float matrix type in direct boolean code This commit includes a few simple improvements to the direct mesh boolean code added recently. - Passing the transforms and meshes to `direct_mesh_boolean` as spans makes the function easier to call from C++. - The definition of `TransMat`, was unecessary when we have the `float4x4` type already used elsewhere in C++ code. Differential Revision: https://developer.blender.org/D10592 |
Revision 6c0c809 by Clément Foucault / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
EEVEE: Depth of field: Do not shrink highlights when using overblur This fixes the issue of bokeh size being smaller when using overblur. The additional overblur needs to be centered on the outer radius. |
Revision 8457a23 by Pablo Dobarro / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (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 89fa444 by Hans Goudey / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (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 |
Revision 8e126c3 by Clément Foucault / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (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. |
Revision 9d08f2d by Richard Antalik / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (GMT) |
VSE: Refactor VSE strip loading code Isolate RNA and operator logic from functions that create strips. - Operator specific code was removed from `SeqLoadInfo` structure and `SEQ_add_*` functions. - Strip loading code was removed from RNA and operator functions. - `SEQ_add_*` API was unified to work on `SeqLoadData` struct. Only exception is image strip, which require files to be loaded separately to strip creation itself. This is not ideal, but I think it's acceptable. - Some functions and variables were refactored so the code reads better. There are minor functional changes (coincidental bugfixes): - Operator errors are reported per-strip. Previously they were not reported at all? - `new_sound()` RNA API function now create sound with length of 1 if source file does not exist. Previously it created strip with length of 0. - Replace selection operator property wasn't working correctly. Fixed in this patch. Reviewed By: sergey Differential Revision: https://developer.blender.org/D9760 |
Revision a371a0e by Sebastián Barschkis / Julian Eisel (asset-browser, asset-browser-poselib, asset-system-filelist, temp-pose-flipping-fix-attempt, ui-asset-view-template) March 3, 2021, 17:15 (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 |
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