Revision 6c1cf39 by Campbell Barton May 27, 2020, 01:50 (GMT) |
Cleanup: remove unnecessary copy constructor Caused deprecated-copy warnings as it wasn't used. |
Revision a739dc6 by Campbell Barton May 27, 2020, 00:52 (GMT) |
Cleanup: sort file, structs |
Revision e5458fa by Campbell Barton May 27, 2020, 00:52 (GMT) |
Cleanup: warning |
Revision a8551f9 by Nathan Craddock May 26, 2020, 22:52 (GMT) |
Merge branch 'blender-v2.83-release' |
Revision f772a4b by Nathan Craddock May 26, 2020, 22:42 (GMT) |
Fix: A few missing outliner selection sync tags Add selection syncing for object add named (e.g. drag and drop from outliner to 3D view), outliner right click (a sync when the context menu is cancelled), and for object selection from Python. |
Revision eb54228 by Hans Goudey May 26, 2020, 20:02 (GMT) |
Cleanup: Quiet unused variable warning in non-debug builds |
Revision 5171d86 by Hans Goudey May 26, 2020, 19:39 (GMT) |
UI: List Panel System This implements a general system to implement drag and drop, subpanels, and UI animation for the stack UIs in Blender. There are NO functional changes in this patch, but it makes it relatively trivial to implement these features for stacks. The biggest complication to using panels to implement the UI for lists is that there can be multiple modifiers of the same type. Currently there is an assumed 1 to 1 relationship between every panel and its type, but there can be multiple list items of the same type, so we have to break this relationship. The mapping between panels and their data is stored with an index in the panel's runtime struct. To make use the system for a list like modifiers, four components must be added: 1. A panel type defined and registered for each list data type, with a known mapping between list data types and panel idnames. 1. A function called by interface code to build the add the panel layouts with the provided helper functions. - UI_panel_list_matches_data will check if the panel list needs to be rebuilt. - UI_panels_free_instanced will remove the existing list panels - UI_panel_add_instanced adds a list panel of a given type. 3. An expand flag for the list data and implementations of get_list_data_expand_flag and set_list_data_expand_flag. 4. For reordering, the panel type's reorder callback. This is called when the instanced panels are drag-dropped. This requires implementing a "move to index" operator for the list data. Reviewed By: Severin, brecht Differential Revision: https://developer.blender.org/D7490 |
May 26, 2020, 18:56 (GMT) |
Modifiers: Add normalize weights option to vertex weight modifiers Original patch by Cody Winchester (@CodyWinch), several fixes and cleanup by Bastien Montagne (@mont29). Differential revision: https://developer.blender.org/D7656 |
Revision 00674c1 by Pablo Dobarro May 26, 2020, 18:49 (GMT) |
Merge branch 'blender-v2.83-release' |
Revision 18f33f2 by Pablo Dobarro May 26, 2020, 18:48 (GMT) |
Fix Cloth Brush grab deformation mode The grab mode was not correctly implemented, so the way it was working was confusing for users. - Grab delta was calculated in increments from the last stroke position, so it did not match the behavior of a grab brush. I refactored the grab delta calculation to make this change more explicit. - Grab displacement was not calculated from the original coordinates - Grab was using an incorrect strength Grab is now setting the position of the affected vertices directly and the constraints solve the rest of the cloth. I also tried to implement an alternative version based on applying forces to move the vertices to the grab position, but I think this is more controllable and the grab falloff can be adjusted by tweaking the simulation falloff. Reviewed By: sergey Differential Revision: https://developer.blender.org/D7756 |
Revision 9aea7dc by Pablo Dobarro May 26, 2020, 18:45 (GMT) |
Fix Pose Brush origin position with large brush size When the brush size is bigger than the entire mesh, fdata.tot_co can be 0, so the pose origin will default to (0,0,0), which does not make much sense. After this patch, the pose origin will be set to the farthest vertex from the pose origin, which at least should be in the surface of the mesh and in most cases in the direction the pose brush was already detecting the origin. Reviewed By: sergey Differential Revision: https://developer.blender.org/D7773 |
Revision 9b0f65c by Pablo Dobarro May 26, 2020, 18:43 (GMT) |
Fix naming in the PBVH neighbor iterator macro The only possible name for the iterator was ni, this should fix that. Reviewed By: sergey Differential Revision: https://developer.blender.org/D7774 |
Revision 5f63344 by Pablo Dobarro May 26, 2020, 18:40 (GMT) |
Fix PBVH API returning wrong normal when using shape keys and modifiers The implementation of this function should match the one in SCULPT_vertex_co_get. This does not solve the issue when sculpting with modifiers active but I think this code is wrong Reviewed By: sergey, brecht Differential Revision: https://developer.blender.org/D7805 |
Revision a2baf50 by Julian Eisel May 26, 2020, 18:32 (GMT) |
Cleanup/refactor: Workspace API, boilerplate code, early exit * Simplify workspace API a bit * Comment on behavior of workspace-layout relations where exposed in API * Remove annoying getters/setters * Avoid lookups if we can early exit * A NULL check is removed in `direct_link_workspace()` that I don't see a need for. Am not 100% sure though, fingers crossed. In general these changes should improve readability and make things easier to reason about. |
Revision 1f223b9 by Harley Acheson May 26, 2020, 15:15 (GMT) |
UI: Windows Shell Links & Improved Mac Aliases Adds support for Windows Shell Links (shortcuts) to the File Browser. Extended Mac Alias usage. Better visualization of linked items. Differential Revision: https://developer.blender.org/D7380 Reviewed by Campbell Barton |
Revision 78eae89 by Sybren A. Stüvel May 26, 2020, 14:44 (GMT) |
Merge remote-tracking branch 'origin/blender-v2.83-release' |
Revision a1c9d42 by Sybren A. Stüvel May 26, 2020, 14:42 (GMT) |
Fix T77021: Alembic export of animated mesh with multiple UV maps fails This was caused by a side-effect of our exporting code's memory management (Alembic considers data "written" and "final" when its C++ objects go out of scope) in combination with my change in rB65574463fa2d. I removed an "only export UVs on the first frame" clause because it was unclear why this restriction was there. As it turns out, it breaks the export of the 2nd and subsequent UV maps on an animated mesh. Effectively, on every frame the Alembic library thought we want to create a new UV map, instead of continuing to write a new frame of data to the existing one. This is resolved by keeping a reference to the C++ objects for the UV maps in memory while the exporter is running. |
Revision 4102e7e by Germano Cavalcante May 26, 2020, 14:38 (GMT) |
Fix T77032: Crash when creating GPUOffscreen without GPUContext in Python |
Revision d873353 by Philipp Oeser May 26, 2020, 14:26 (GMT) |
Merge branch 'blender-v2.83-release' |
Revision f3cf29a by Philipp Oeser May 26, 2020, 14:22 (GMT) |
Fix T77074: Collections: Exclude From ViewLayer toggle crashes Consider this a bandaid fix (similar to rBe2724abc22d5). Real issue seems to be that object is still in OB_MODE_PARTICLE_EDIT whereas it should be in OB_MODE_OBJECT after toggling 'Exclude From ViewLayer'. So while this patch prevents the crash, it leaves the object in a weird state (it cannot be selected for example), needs further investigation. Maniphest Tasks: T77074 Differential Revision: https://developer.blender.org/D7843 |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021