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November 24, 2020, 10:42 (GMT)
Cleanup: clang tidy
November 24, 2020, 07:45 (GMT)
Fix Compilation Error

GCC showed this as a warning, MSVC as an error.
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
November 23, 2020, 23:32 (GMT)
Cleanup: Correct node name in definition function
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.
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
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.
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.
November 23, 2020, 18:02 (GMT)
Geometry Nodes: disable random attribute node when name is empty
November 23, 2020, 18:02 (GMT)
Limit this feature to Move, Rotate and Resize modes
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
November 23, 2020, 17:55 (GMT)
Enable modes according to the number of times the button is pressed
November 23, 2020, 17:55 (GMT)
Remove multiple modes (always return the object to the initial position)
November 23, 2020, 17:55 (GMT)
Fix: Scale operation and statusbar, Enable multi snappoints and snap inversion
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

Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021