Revision 433fcbe by Jacques Lucke (geometry-nodes, geometry-nodes-deduplicate-float-math, geometry-nodes-distribute-points, geometry-nodes-mix-attributes, geometry-nodes-point-separate-node, temp-geometry-nodes-distribute-points-cleanup) November 24, 2020, 10:42 (GMT) |
Cleanup: clang tidy |
Revision ef1ee26 by Jeroen Bakker (geometry-nodes, geometry-nodes-deduplicate-float-math, geometry-nodes-distribute-points, geometry-nodes-mix-attributes, geometry-nodes-point-separate-node, temp-geometry-nodes-distribute-points-cleanup) November 24, 2020, 07:45 (GMT) |
Fix Compilation Error GCC showed this as a warning, MSVC as an error. |
Revision 72386c6 by Hans Goudey (geometry-nodes, geometry-nodes-deduplicate-float-math, geometry-nodes-distribute-points, geometry-nodes-mix-attributes, geometry-nodes-point-separate-node, temp-geometry-nodes-distribute-points-cleanup) November 24, 2020, 03:38 (GMT) |
UI: Improvements to interaction with active modifier This commit includes these improvements to operators and how they relate to the active modifier: - Shortcuts performed while there is an active modifier will affect only that modifier. - Clicking anywhere on the empty space in a modifier's panel will make it active. - Clicking anywhere in the empty properties space will clear the active. These changes require some refactoring of object modifier code. First is splitting up the modifier property invoke callback, which now needs to be able to get the active modifier separately from the hovered modifier for the different operators. Second is a change to removing modifiers, where there is now a separate function to remove a modifier from an object's list, in order to handle changing the active. Finally the panel handler neeeds a small tweak so that this "click in panel" event can be handled afterwards. |
November 24, 2020, 02:48 (GMT) |
add a tag_update method on the procedural |
Revision e68e897 by Hans Goudey (geometry-nodes, geometry-nodes-deduplicate-float-math, geometry-nodes-distribute-points, geometry-nodes-mix-attributes, geometry-nodes-point-separate-node, temp-geometry-nodes-distribute-points-cleanup) November 23, 2020, 23:32 (GMT) |
Cleanup: Correct node name in definition function |
Revision 52c6d36 by Hans Goudey (geometry-nodes, geometry-nodes-deduplicate-float-math, geometry-nodes-distribute-points, geometry-nodes-mix-attributes, geometry-nodes-point-separate-node, temp-geometry-nodes-distribute-points-cleanup) November 23, 2020, 22:01 (GMT) |
Geometry Nodes: Initial implementation for attribute math node This provide a simple implementation for basic math operations. Add, subtract, multiple, and divide are implemented so far. Domain interpolation is not implemented yet either. This commit also adds two "Type" options to the node for choosing explicitly whether to use an attribute or a float value as one of the inputs. It is not possible to use two floats as inputs, because that would be a regular math node. Some cleanup to avoid some code duplication will come in a future commit. |
Revision 8f561de by Sebastian Parborg November 23, 2020, 19:56 (GMT) |
Add intial work on possion disk distribution |
November 23, 2020, 18:45 (GMT) |
Asset Browser: Milestone 1 - Basic, Local Asset Browser NOTE: This is not ready for a merge yet. Purpose of this patch is to give reviewers a first look. I plan to address some TODOs marked in code, and then merge it soon to continue work in master. The patch can go through some proper review then. For remaining TODOs and project description, see #asset_browser_milestone_1. This patch includes: * "Make Asset" operator, exposed in Outliner and button context menus (the latter is disabled currently) * Asset meta-data storage and management * Custom asset tags * Reading asset meta-data for separate files (but not more) * Automatic object previews * Custmo Asset repository setup via Preferences (has to be .blend files currently), directories are a ToDo. * Default repository at ~/assets.blend on Linux/macOS, ~/Documents/assets.blend on Windows * Asset Browser editor, internally a sub-editor of the File Browser * Internal File Browser changes need for asset browsing * "Current File" repository for the File Browser * Basic UI for editing asset meta-data * Dragging object, collection, image and material assets into 3D Views * Option to only show assets on Append/Link * Some unfinished code for per repository Asset Catalogs (should likely be disabled for now) Differential Revision: https://developer.blender.org/D9633 |
Revision 75a92d4 by Jacques Lucke (geometry-nodes, geometry-nodes-deduplicate-float-math, geometry-nodes-distribute-points, geometry-nodes-mix-attributes, geometry-nodes-point-separate-node, temp-geometry-nodes-distribute-points-cleanup) November 23, 2020, 18:13 (GMT) |
Geometry Nodes: new Join node This node creates a new geometry based on two incoming geometries. In the future the node ui can be extended to support more than two inputs. The output geometry will have all the attributes of the inputs. If both inputs have non-matching set of attributes, missing data is either interpolated, type cast or zeroed. Ref T82786. |
Revision d84bf96 by Jacques Lucke (geometry-nodes, geometry-nodes-deduplicate-float-math, geometry-nodes-distribute-points, geometry-nodes-mix-attributes, geometry-nodes-point-separate-node, temp-geometry-nodes-distribute-points-cleanup) November 23, 2020, 18:05 (GMT) |
Geometry Nodes: improve geometry component * It now knows its own component type. * Add virtual method to check if the component is empty. * Add virtual methods to find all attribute names. * Support adding existing components to a geometry set. |
Revision 02d61fa by Jacques Lucke (geometry-nodes, geometry-nodes-deduplicate-float-math, geometry-nodes-distribute-points, geometry-nodes-mix-attributes, geometry-nodes-point-separate-node, temp-geometry-nodes-distribute-points-cleanup) November 23, 2020, 18:02 (GMT) |
Geometry Nodes: disable random attribute node when name is empty |
Revision 84896bb by Germano Cavalcante November 23, 2020, 18:02 (GMT) |
Limit this feature to Move, Rotate and Resize modes |
Revision 685b329 by Germano Cavalcante November 23, 2020, 17:55 (GMT) |
Transform: New feature to set a custom 'Snap With' Ref T66484 Basically the idea is to use a modal keymap to change the current Base Point defined by `Snap With` by one that can be chosen through snapping. {F9170047} I prefer to avoid using any of the modifier buttons (Shift, Alt, Ctrl) as they can be used in the future to allow navigation during transform operations. So the shortcut chosen in this patch is the {key B}. Note: This feature is not enabled if the scene snap option is Incremental or grid. Maniphest Tasks: T66484 Differential Revision: https://developer.blender.org/D9415 # Conflicts: # source/tools |
Revision 448afd7 by Germano Cavalcante November 23, 2020, 17:55 (GMT) |
Enable modes according to the number of times the button is pressed |
Revision 45a2ee6 by Germano Cavalcante November 23, 2020, 17:55 (GMT) |
Remove multiple modes (always return the object to the initial position) |
Revision 31946bb by Germano Cavalcante November 23, 2020, 17:55 (GMT) |
Fix: Scale operation and statusbar, Enable multi snappoints and snap inversion |
Revision 2c15364 by Germano Cavalcante November 23, 2020, 17:55 (GMT) |
Rename "Edit Snap With" to "Edit Snap Point" |
November 23, 2020, 17:17 (GMT) |
GPencil: More cleanup |
November 23, 2020, 16:24 (GMT) |
GPencil: Fix typo error |
November 23, 2020, 16:17 (GMT) |
GPencil: Cleanup unused code |
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