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June 16, 2021, 18:19 (GMT)
Fix T89204: slow repeated rendering with GPUOffscreen.draw_view3d

Cache the GPUViewport so the framebuffers and associated textures are not
reallocated each time.
Revision a1cc704 by Lukas Toenne
June 16, 2021, 17:35 (GMT)
Edge-scrolling for node editor

Starts scrolling when dragging a node or node link and going outside the current window.
Largely copied from the VIEW2D_OT_edge_pan operator.

Edge panning operator customdata and supporting functions now in
UI_view2d.h, so they could be used by operators in other editor
libraries. The VIEW2D_OT_edge_pan operator also uses this customdata and
shared functions now. Operators properties can be used to configure
edge panning margins and speed for each use case, rather than using
hardcoded values.

The speed function for edge panning has been tweaked somewhat:
* "Speed per pixel" has been replaced with a "speed ramp" distance.
This is more intuitive and also creates an upper bound for the speed,
which can otherwise become extreme with large cursor distance.
* "Max speed" is reached at the end of the speed ramp.
* Padding the region inside and outside is applied as before, but both
values are operator properties now.

Node transform operator also supports edge panning. This requires
an offset for changes in the view2d rect, otherwise nodes are "stuck"
to the original view.

Transform operator had cursor wrapping categorically enabled, but this
gets quite confusing with the edge scrolling mechanism. A new TransInfo
option T_NO_CURSOR_WRAP has been introduced to disable this behavior.
The double negative is a bit annoying, but want to avoid affecting the
existing transform modes, so by default it should still set the
OP_IS_MODAL_GRAB_CURSOR flag (which then sets the WM_CURSOR_WRAP_XY
flag during modal execution).

Reviewed By: HooglyBoogly, JacquesLucke

Differential Revision: https://developer.blender.org/D11073
Revision 247abdb by YimingWu
June 16, 2021, 14:38 (GMT)
LineArt: Cached calculation for modifiers in the same stack.

This allows line art to run only once for each modifier stacks,
with an option to toggle a specific line art modifier should
use cache or re-do their own calculations.

Reviewed By: Sebastian Parborg (zeddb), Hans Goudey (HooglyBoogly)

Differential Revision: https://developer.blender.org/D11291
June 16, 2021, 14:29 (GMT)
BLI: add C++ wrapper for task isolation

This makes it easier to use task isolation in c++ code.
Previously, one either had to check `WITH_TBB` (possibly indirectly
through `WITH_OPENVDB`) or one had to use the C function which
is less convenient.
June 16, 2021, 14:14 (GMT)
BLI: add threading namespace

This namespace groups threading related functions/classes. This avoids
adding more threading related stuff to the blender namespace. Also it
makes naming a bit easier, e.g. the c++ version of BLI_task_isolate could
become blender::threading::isolate_task or something similar.

Differential Revision: https://developer.blender.org/D11624
June 16, 2021, 14:09 (GMT)
Tweaks to Constraints operators poll functions.

Mainly:
* Make `ED_operator_object_active_editable_ex` properly report poll
messages on failure.
* Add `ED_operator_object_active_local_editable_posemode_exclusive` for
bone constraints requiring pure local Object (non-override one).
* General cleanup and adding more poll messages on failures.
June 16, 2021, 14:09 (GMT)
ShaderFX/LibOverride: Add `BKE_shaderfx_is_nonlocal_in_liboverride` util.

Used to detect if a shaderfx is purely local, or comes from linked data,
in case of a liboverride.

Not actually used yet since we do not currently support adding
shaderfx's to overrides, but will be in the future, and matches
constraints and modifiers code.
June 16, 2021, 14:09 (GMT)
ShaderFX operators: Tweak a bit poll functions, forbid in liboverride cases.

Similar to what we do for constraints and modifiers, except that
currently adding or editing shaderfx in liboverride objects is
completely unsuported.

Fix T88974.
June 16, 2021, 12:04 (GMT)
Fix: Image node alpha socket converted to operations twice

On selecting a multi-layer image with a combined pass, a "Combined"
socket is created and default combined pass socket "Image" is
disabled by setting `SOCK_UNAVAIL` flag. When converting into
operations, `ImageNode` converts alpha socket on finding any socket with
a combined pass without checking the flag.

Since commit rB93e2491ee724 an assertion fails when mapping sockets
twice because now map `add_new` is used.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11566
June 16, 2021, 12:02 (GMT)
Compositor: Full frame Value node

Adds full frame implementation to Value node operation.
No functional changes.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11594
June 16, 2021, 12:00 (GMT)
Compositor: Full frame RGB node

Adds full frame implementation to RGB node operation.
No functional changes.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11593
June 16, 2021, 10:20 (GMT)
Geometry Nodes: fix z-up spline normal calculation

Previously it didn't work when the tangents were collinear to the z axis.
June 16, 2021, 07:39 (GMT)
Alembic procedural: support reading per-vertex UV sets

This adds support for importing UV sets which are defined per vertex,
instead of per face corners. Such UV sets can be generated when the
mesh is split according to UV islands, or when there is only one UV
island, in which cases only a single UV value can be stored per
vertex since vertices will never be on a seam.
June 16, 2021, 07:17 (GMT)
Cleanup: sculpt mode checks when calculating stats

Sculpting dynamic topology used to code-path for counting object
then never used the result.

Match object mode checks in string access & drawing.
June 16, 2021, 07:17 (GMT)
Fix pose-mode statistics with multi-object editing

- Include all objects in pose mode.
- Show the number of objects in pose mode.
- Show the number of objects in edit mode for all types of objects
(not just meshes).
June 16, 2021, 07:17 (GMT)
Cleanup: minor simplification to status allocation
June 16, 2021, 06:22 (GMT)
Alembic: support reading per-vertex UV sets

This adds support for importing UV sets which are defined per vertex,
instead of per face corners. Such UV sets can be generated when the
mesh is split according to UV islands, or when there is only one UV
island, in which cases only a single UV value can be stored per
vertex since vertices will never be on a seam.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D11584
June 16, 2021, 06:00 (GMT)
Cleanup: reduce warnings when compiling release builds.
June 16, 2021, 03:31 (GMT)
Geometry Nodes: Separate Components Node

Implementation of T86970. This node takes a geometry input with
multiple components and outputs them by component type. Meshes,
Curves, and Point Clouds support combining multiple input instances,
while volumes will only output the first volume component input until
suitable instance realization for multiple volumes is finished.

When direct geometry instancing is implemented it will be possible to
avoid realizing instances in this node.

Differential Revision: https://developer.blender.org/D11577
June 16, 2021, 02:50 (GMT)
Screen: simplify internal logic for new full-screen areas

Creating a new full screen area had it's area initialized as empty,
updating the screen then set the area to a 3D view (as a fallback),
before the actual area type was set.

This made setting the intended space-type run the 3D views exit callback
on a 3D view without a View3D struct allocated, which the exit callback
needed to account for.

Resolve by calling ED_screen_change after the area type has been set.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021