September 27, 2021, 15:18 (GMT) |
Hopefully fix asset catalog test on Windows |
September 27, 2021, 15:18 (GMT) |
Hopefully fix `BLI_path_contains()` on Windows |
September 27, 2021, 14:13 (GMT) |
Merge branch 'master' into asset-greasepencil |
September 27, 2021, 14:11 (GMT) |
Merge branch 'master' into temp-ui-tweaks |
September 27, 2021, 14:03 (GMT) |
BLI Path: add function `BLI_path_contains()` Add function `BLI_path_contains(container, containee)` that returns true if and only `container` contains `containee`. Paths are normalised and converted to native path separators before comparing. Relative paths are *not* made absolute, to simplify the function call; if this is necessary the caller has to do this conversion first. |
September 27, 2021, 14:03 (GMT) |
BKE Preferences: find asset library containing a path Add `BKE_preferences_asset_library_containing_path(&U, some_path)` that finds the asset library that contains the given path. This is a simple linear search, returning the first asset library that matches. There is no smartness when it comes to nested asset libraries (like returning the library with the best-matching path), although this could be a useful feature to add later. |
September 27, 2021, 14:03 (GMT) |
Asset Catalogs: write catalogs to disk when saving the blend file The Asset Catalog Definition File is now saved whenever the blend file is saved. The location of the CDF depends on where the blend file is saved, and whether previously a CDF was already loaded, according to the following rules. The first matching rule wins: 1. Already loaded a CDF from disk? -> Always write to that file. 2. The directory containing the blend file has a `blender_assets.cats.txt` file? -> Merge with & write to that file. 3. The directory containing the blend file is part of an asset library, as per the user's preferences? -> Merge with & write to `${ASSET_LIBRARY_ROOT}/blender_assets.cats.txt` 4. Create a new file `blender_assets.cats.txt` next to the blend file. |
September 27, 2021, 13:38 (GMT) |
Merge branch 'master' into temp-asset-browser-catalogs-ui |
September 27, 2021, 09:55 (GMT) |
Fix last commit (why did that ever work?) |
September 27, 2021, 09:39 (GMT) |
Sculpt Dyntopo: Fixed memory leak * Fixed a particularly nasty memory leak where the entire process of entering sculpt mode was being done twice. * Discovered that range tree is extremely slow. Got the alternative freelist version up and running, and replace a usage of GSet with a bitmap. However the new code is disabled pending further testing. Literally an order of magnutude improvement. |
September 27, 2021, 06:37 (GMT) |
Fix T91557: Texture Paint Stencil doesnt use assigned UV Layer Choosing a UV layer would actually affect the overlay in the viewport and also painting with the mask brush was in that UV space, but the resulting stencil mask was always applied with the active UV (not the explicitly selected stencil UV -- the one one is looking at in the viewport!) to painting. This has been like that as far as I have checked back (at least 2.79b), I am surprised this has not come up before, but it does not seem to make sense at all... Now use the UV specified for the stencil layer when applying the mask for painting, so it corresponds to the stencil mask one is looking at in the viewport. Maniphest Tasks: T91557 Differential Revision: https://developer.blender.org/D12583 |
September 27, 2021, 06:36 (GMT) |
Fix default surface resolution U/V mis-match The resolution for surfaces was 12 for U, 4 for V, where both should have been set to 4. Regression in 9a076dd95a01135ea50f9ccc675668db9f2155f4 |
September 27, 2021, 06:30 (GMT) |
Fix building without audaspace |
September 27, 2021, 06:28 (GMT) |
Fix 'WM_window_find_under_cursor' This function was not working if the window is partially out of screen space. |
September 27, 2021, 06:24 (GMT) |
Fix default surface resolution U/V mis-match The resolution for surfaces was 12 for U, 4 for V, where both should have been set to 4. Regression in 9a076dd95a01135ea50f9ccc675668db9f2155f4 |
September 27, 2021, 06:24 (GMT) |
Fix T91557: Texture Paint Stencil doesnt use assigned UV Layer Choosing a UV layer would actually affect the overlay in the viewport and also painting with the mask brush was in that UV space, but the resulting stencil mask was always applied with the active UV (not the explicitly selected stencil UV -- the one one is looking at in the viewport!) to painting. This has been like that as far as I have checked back (at least 2.79b), I am surprised this has not come up before, but it does not seem to make sense at all... Now use the UV specified for the stencil layer when applying the mask for painting, so it corresponds to the stencil mask one is looking at in the viewport. Maniphest Tasks: T91557 Differential Revision: https://developer.blender.org/D12583 |
September 27, 2021, 06:23 (GMT) |
September 26, 2021, 22:50 (GMT) |
Sculpt: fix crash in multires layer brush |
September 26, 2021, 22:11 (GMT) |
Sculpt: Cleaned up custom customdata api * Cleaned up the SculptCustomLayer API that is used for custom data. * Various SculptCustomLayer references are now maintained in ss->custom_layers and are updated automatically when the CD layout changes. * PBVH_GRIDS now forcibly allocate custom layers in simple_array mode (i.e. they don't allocated real customdata layers at all). * SculptCustomLayers can optionally be preserved in the final mesh. * Fixed handling of CD_TEMPORARY which was broken. * The layer brush can now split the pbvh during use. * Persistent base data is now saved as permanent CD layers (except for PBVH_GRIDS). This is necessary for undo, if we want we can add special code to remove them on exising sculpt mode. * The layer brush now uses the SculptCustomLayer API instead of having seperate bmesh and faces/grids implementations. * In unrelated changes, fixed curve presets for clay brushes. - Still need to implement stabilized input mappings, which the clay thumb brush needs. |
September 26, 2021, 19:47 (GMT) |
Merge branch 'master' into soc-2021-porting-modifiers-to-nodes-merge-by-distance |
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