Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

Page: 536 / 5574

October 16, 2020, 03:06 (GMT)
Cleanup: remove f-string use
October 16, 2020, 03:00 (GMT)
Cleanup: assign variables for re-used context members
October 16, 2020, 00:46 (GMT)
Cleanup: spelling
October 15, 2020, 23:14 (GMT)
Windows: Fix build issue on windows

TBB includes Windows.h which defines a min/max macro
leading to issues when you want to use std::min and
std::max.

This change prevents Windows.h from defining them
sidestepping the issue.
Revision ba82331 by Julian Eisel
October 15, 2020, 21:02 (GMT)
Fix build error with clean builds

Needed after d1b3439b80fd6e. Think the error only happened with fresh builds,
where dna_type_offsets.h didn't already exist.

We have to do the same in other places too, see 8594cdb45684.
Revision e936f04 by Julian Eisel
October 15, 2020, 19:31 (GMT)
Outliner: Use operator option to decide which item to rename

The `outliner.item_rename` operator needs to decide if it should rename the
active or the hovered item. Previously it checked if the event is a press
event, which is a hacky way of doing this and limit how the operator can be
used in the keymap.
Now use a operator option to let this be controlled on the keymap level.

Doesn't change any default behavior.
Revision 0a66436 by Wayde Moss
October 15, 2020, 18:55 (GMT)
Fix T76597: Support Keyframe: Copy To Selected

Reviewed By: Sybren, Luciano Mu�oz Sessarego

Differential Revision: https://developer.blender.org/D7783
Revision a88076e by Julian Eisel
October 15, 2020, 18:40 (GMT)
Fix error in previous commit

Missing null-check, could lead to null-pointer dereference.
Revision d4f94d8 by Julian Eisel
October 15, 2020, 18:31 (GMT)
Cleanup: Refactor lookup for hovered Outliner element for renaming

* Use existing and optimized lookup function, rather than own duplicated logic.
* Move low-level coordinate check into general function, alongside similar
ones.
Revision 5129e2e by Julian Eisel
October 15, 2020, 18:31 (GMT)
Fix T81675: Renaming collapsed collection in Outliner renames nested items

* `do_outliner_item_rename()` enables the rename mode for the item under the
cursor. Issue is, collapsed children end up having stored the same coordinate
as their parent, so they too would get the rename mode enabled (there is no
early-exit that would hide this).
* The items displayed as inline icons do get the proper coordinates of the
icons, so they are not mistaken as being under the cursor.

After rBb077de086e14, the Outliner tree is rebuilt less often, so the
coordinates are cleared less often too.

As far as I can see we can always clear coordinates of invisible items now. No
code seems to depend on keeping the old coordinates anymore.
October 15, 2020, 18:03 (GMT)
Silence warning
October 15, 2020, 17:59 (GMT)
Fix T81580: No doversion for Emission Strength

The new parameter made so that previously keyed Alpha values were lost
and instead the new "Emission Strength" was keyed.

Issue introduced with the original commit of Emission Strength: b248ec97769f

Note: Files created since the issue (September 17) that keyframed the
Emission Strength will have to fix their files manually.

Differential Revision: https://developer.blender.org/D9221
October 15, 2020, 17:54 (GMT)
Fix Cloth brush grab artifacts in the affected area

The cloth brush grab mode was creating constraints at 1.0 strength in
the area of the brush where the fade was evaluated to 1. This was causing
stability issues in the simulation and not producing ideal results.
Now the constraint strength is scaled with an empirically found factor.

The values in this patch may require further tweaking after experimenting
a little bit more with them.

Reviewed By: sergey, zeddb

Differential Revision: https://developer.blender.org/D9201
October 15, 2020, 17:48 (GMT)
Fix T81743: Changed behaviour in RGB Curves node interpolation

Restore the old `correct_bezpart()` (pre-rBda95d1d851b4) function as
`BKE_curve_correct_bezpart()`, and use that where the old behaviour was
desired (that is, curve maps like used by the RGB Curves shader node).

The new (post-rBda95d1d851b4) function is also renamed to
`BKE_fcurve_correct_bezpart()` to avoid confusion.
October 15, 2020, 17:45 (GMT)
Fix brush tip delta orientation with anchored strokes

When using anchored stroke, the stroke operator was modifying the
coordinates on the "mouse" rna property by setting them to the original
position. Because of this, all the sculpt delta calculation was failing
and the delta for these brushes was set randomly (with a 0 vector) at
the beginning of the stroke.
There is now an extra property that uses the unmodified coordinates of
the mouse to calculate the delta. Now delta orientation works as expected
in all brushes and features that require brush tip orientation.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D9183
October 15, 2020, 17:40 (GMT)
Fix T81649: Cloth simulation dynamic area mode tearing the mesh

Dynamic area should use the radius instead of the initial radius to get
the nodes as the radius can now change during the stroke. In case of
anchored strokes, the current radius can be bigger than the initial
radius, simulating vertices outside the falloff area and breaking the
mesh.

Reviewed By: sergey

Maniphest Tasks: T81649

Differential Revision: https://developer.blender.org/D9181
October 15, 2020, 17:39 (GMT)
Sculpt: Use mpoly flags to sync Face Sets visibility

Previously, all Face Set visibility logic was using mvert flags directly
to store the visibility state on the vertices while sculpting. As Face
Sets are a poly attribute, it is much simpler to use mpoly flags and let
BKE_mesh_flush_hidden_from_polys handle the vertex visibility, even for
Multires.

Now all operators that update the Face Set visibility state will always
copy the visibility to the mesh (using poly flags) and the grids, all
using the same code.

This should fix a lot of visibility glitches and bugs like the following:
- Sculpt visibility reset when changing multires levels.
- Multires visibility not updating in edit mode.
- Single face visibible when surrounded by visibile face set, even when
the face set was hidden.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D9175
October 15, 2020, 17:37 (GMT)
Fix Multires edge adjacency info returning wrong vertex indices

ME_POLY_LOOP_NEXT and ME_POLY_LOOP_PREV expect the offset of
the loop in the poly as an argument, in other words, corner index of the poly.
This was violated in some places. It didn't cause issues when base mesh consists
of only quads due to the way how modulus worked inside of the macro. However,
if mesh had non-quad faces adjacency information was returning wrong vertex
indices. This was causing multiple brushes to work erratically, including brushes
like Face Set, Boundary automasking, mesh relax, and others.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D9173
October 15, 2020, 17:35 (GMT)
Sculpt: Add global automasking settings support in filters

When using the sculpt filters, global automasking settings that affect
all brushes were ignored because the automasking system was not
implemented for filters, making filters and brushes react differently
to the global sculpt settings which creates confusion.

This makes all filter tools (mesh, cloth, color) use the same general
automasking settings and features as the brush tools. Filters will now
use the settings in the options panel to limit their effect.

This also removes the "use Face Sets" option from the Mesh filter code,
as it was duplicated from the automasking code just to have that
funcitonality. This is now handled by the regular automasking system.

The "Use Face Sets" option is still available in the cloth filter as that
option limits the action of the forces, not the displacement.

After this, it is possible to initialize the automasking system
independently from the StrokeCache and Brush settings, so it can also be
added to more tools and features in the future.

Fixes T81619

Reviewed By: dbystedt, sergey

Maniphest Tasks: T81619

Differential Revision: https://developer.blender.org/D9171
October 15, 2020, 17:15 (GMT)
Sculpt: Use cursor depth in trimming gestures

This adds an operator property to use the paint cursor radius and
position for the depth of the trimming shape created by the trimming
tools.
When enabled, the shape is located in the surface point when the gesture
started and it will have the depth of the cursor radius. When the cursor
is not over the mesh, the shape will be positioned at the center of the
depth of the whole object from the viewport camera.

Reviewed By: dbystedt, sergey

Differential Revision: https://developer.blender.org/D9129
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