December 8, 2021, 06:53 (GMT) |
Disable asset indexing in the Asset List Asset indexing should be disabled, but this was overlooked in the asset list (used for the pose library in the 3D View). |
December 8, 2021, 06:53 (GMT) |
Shader Nodes: Unity Build - Create a new `bf_nodes_shader` library - Enable unity builds for `bf_nodes_shader`, gives abount a 2.7x speed up for compile times Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13484 |
December 8, 2021, 06:53 (GMT) |
Nodes: Add Shader Socket to new decleration API This commit adds the shader socket type to the new socket builder api. As a test, this commit also converts the Add Shader node to the new API Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13485 |
December 8, 2021, 06:53 (GMT) |
Geometry Nodes: 4 Field Inputs for Mesh Topology Data Creates 4 new nodes which provide topology information for the mesh. Values are interpolated from the primary domain in each case using basic attribute interpolation. Vertex Neighbors - Vertex Count - Face Count Face Neighbors - Vertex Count - Neighboring Face Count Edge Vertices - Vertex Index 1 - Vertex Index 2 - Position 1 - Position 2 Face Area - Face Area Differential Revision: https://developer.blender.org/D13343 |
December 8, 2021, 06:53 (GMT) |
Geometry Nodes: reduce code duplication with new GeometyrFieldInput Most of our field inputs are currently specific to geometry. This patch introduces a new `GeometryFieldInput` that reduces the overhead of adding new geometry field input. Differential Revision: https://developer.blender.org/D13489 |
December 8, 2021, 06:53 (GMT) |
Nodes: Add function to set compact socket flag for vectors This flag is currently only used for vector sockets so the function is limited to the vector builder. The flag is only used by two shader nodes at the moment and this is needed to port them over to the new socket declaration API. Reviewed By: JacquesLucke Differential Revision: https://developer.blender.org/D13490 |
December 8, 2021, 06:53 (GMT) |
Fix: Attempt to fix build error on macOS |
December 8, 2021, 06:53 (GMT) |
Cleanup: Fix warnings about copied Map loop variables The `Map::items()` iterator does not return references. |
December 8, 2021, 06:53 (GMT) |
Fix T93521: Single point NURBS crash in resample node The resample node didn't handle the case of when a spline didn't have any evaluated points. For poly and Bezier splines we should never hit this case, but it is expected when the number of NURBS control points is smaller than its order, so we have to handle the case here. It's not that obvious what to do in this case, there are a few options: - Remove the bad splines from the result - Generate empty splines for those inputs - Skip resampling the bad splines, copy them to the result - Arbitrarily generate single point splines I chose option three, just skipping the "bad" splines. Since the node already has a selection input, this can be described by just extending that. "Splines with no evaluated points are implicitly deselected." The first option would probably be valid too though. Differential Revision: https://developer.blender.org/D13434 |
December 8, 2021, 06:53 (GMT) |
Shader Nodes: Split each node into own file This improves both code finding, for example "color ramp" now has its own file. And now each node has its own namespace so function names can be simplified similar to rBfab39440e94 This commit also makes all file names use snake case instead of camel case. Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D13482 |
December 8, 2021, 06:53 (GMT) |
Blender 3.0 - version bump -> release |
December 8, 2021, 06:53 (GMT) |
Asset Browser: Don't expand top-level catalogs by default The "All" item will be expanded of course, and the tree will also be expanded so that the active item is visible. But feedback was that in some setups, opening all the top-level catalogs is a bit too much. So collapse them for a more compact default layout. Part of T93582. |
December 8, 2021, 06:53 (GMT) |
UI: Expand tree-view items (e.g. asset catalogs) on click to activate This actually gives a quite nice behavior in my opinion, especially for asset catalogs, where activating a catalog makes all assets inside it or its (grand-)child catalogs visible, so showing the child catalogs then adds useful information. Maybe this should become a feature for asset catalogs only, to be evaluated once the tree-view API is used in more cases. Only asset catalogs are affected by this change right now. Part of T93582. |
December 8, 2021, 06:53 (GMT) |
December 8, 2021, 06:53 (GMT) |
December 8, 2021, 06:53 (GMT) |
Cleanup: move public doc-strings into headers for 'bmesh' Some minor improvements to doc-strings too. Ref T92709 |
December 8, 2021, 06:53 (GMT) |
ImBuf: Made Wrapping and Cropping optional in IMB_transform. `IMB_transform` is used in VSE. It had a required crop parameter for cropping the source buffer. This is not always needed. In the image engine we want to use the use the `IMB_transform` with wrap repeat. Both options are mutual exclusive and due to performance reasons the wrap repeat is only available when performing a nearest interpolation. |
December 8, 2021, 06:53 (GMT) |
Cleanup: Use typed enum for node resize direction |
December 8, 2021, 06:53 (GMT) |
Cleanup: Comments and ordering in node editor header |
December 8, 2021, 06:53 (GMT) |
Cleanup: Const, use references, C++ types Also remove some unnecessary includes |
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