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Revision b6d2bee by Hans Goudey
October 26, 2021, 17:45 (GMT)
Geometry Nodes: Support instances in the remove attribute node

This node is still hidden, but allowing removing the `id` attribute is
useful for testing, and possibly optimization in the future.
October 26, 2021, 17:27 (GMT)
3D View, Objects menu: Always show Assets sub-menu

Now that object assets are no longer considered experimental, the Assets
submenu can always be shown (regardless of the Extended Asset Browser
experimental feature).
Revision 3286150 by Julian Eisel
October 26, 2021, 17:24 (GMT)
Assets: Enable object asset support by default

The two blocking issues for object assets are addressed, see T92111 and T90198.
So now, objects can be marked as assets and be used in the Asset Browser.
October 26, 2021, 17:21 (GMT)
Don't deselect assets in `ED_fileselect_activate_by_id`

`ED_fileselect_activate_by_id()` activates an asset (i.e. marks it as
the active asset in the asset browser). To avoid an "active but not
selected" state, it also selects it.

Before this commit, the function would also deselect all other assets,
but that's considered doing too much. If deselection is required, the
`ED_fileselect_deselect_all()` function can be called.

Manifest Task: T92152
October 26, 2021, 17:19 (GMT)
Drop object assets and associated objects at the cursor location

When dropping asset objects, place them under the mouse-cursor
along with any other objects they link in.

Ref D12935

Reviewed By: Severin
October 26, 2021, 16:56 (GMT)
Add Assets menu to 3D View's Object menu

In the 3D Viewport, add an "Assets" submenu to the Objects menu, for the
same operators as available in the outliner: Mark as Asset, Clear Asset,
Clear Asset (Set Fake User).

Since object assets are still considered experimental, the menu is only
shown when the Extended Asset Browser experimental feature is enabled.
Revision 11e8a2e by Julian Eisel
October 26, 2021, 16:55 (GMT)
UI: Support disabled-hint for dropping in the tree-view API

A tree-view item's drop controller can now return a message for the user
explaining why dropping isn't possible with the dropped data. This is then
displayed in red text next to the cursor.

This isn't actually used yet, the follow up commit will do that.
Revision 730de2e by Julian Eisel
October 26, 2021, 16:55 (GMT)
Asset Browser: Show disabled-hint when dragging external assets over catalog

There's now a message displayed in red next to the cursor explaining that only
assets from the current file can be moved between catalogs.

The previous commit prepared this.
October 26, 2021, 16:35 (GMT)
3D View context: return "ok" when fetching view3d context dir

`view3d_context()` would return `-1` ("found but not available") when
fetching the context dir. This is incorrect; it should return 1 ("ok").

This is a semantic change in preparation of further cleanup of the code.
October 26, 2021, 16:35 (GMT)
Cleanup: 3D View context, use enum values

Use explicit enum values instead of returning 0/1 from `view3d_context()`.

No functional changes.
October 26, 2021, 16:35 (GMT)
Cleanup: 3D View context, early returns for clearer flow

Refactor `view3d_context()` to use early `return`s instead of a bundle of
`if`/`else if`/`else`, some of which had `return`s and some not.

No functional changes.
October 26, 2021, 16:35 (GMT)
Assets: allow Mark/Clear Asset operators from 3D Viewport

Make it possible to run `ASSET_OT_mark` and `ASSET_OT_clear` operators from
the 3D Viewport. There is no menu entry, just compatibility with pressing
F3 and executing the operators from the operator search.
October 26, 2021, 16:29 (GMT)
Eevee: support accessing custom mesh attributes

This adds generic attribute rendering support for meshes for Eevee and
Workbench. Each attribute is stored inside of the `MeshBufferList` as a
separate VBO, with a maximum of `GPU_MAX_ATTR` VBOs for consistency with
the GPU shader compilation code.

Since `DRW_MeshCDMask` is not general enough, attribute requests are
stored in new `DRW_AttributeRequest` structures inside of a convenient
`DRW_MeshAttributes` structure. The latter is used in a similar manner
as `DRW_MeshCDMask`, with the `MeshBatchCache` keeping track of needed,
used, and used-over-time attributes. Again, `GPU_MAX_ATTR` is used in
`DRW_MeshAttributes` to prevent too many attributes being used.

To ensure thread-safety when updating the used attributes list, a mutex
is added to the Mesh runtime. This mutex will also be used in the future
for other things when other part of the rendre pre-processing are multi-threaded.

`GPU_BATCH_VBO_MAX_LEN` was increased to 16 in order to accommodate for
this design.

Since `CD_PROP_COLOR` are a valid attribute type, sculpt vertex colors
are now handled using this system to avoid to complicate things. In the
future regular vertex colors will also use this. From this change, bit
operations for DRW_MeshCDMask are now using uint32_t (to match the
representation now used by the compiler).

Due to the difference in behavior for implicit type conversion for scalar types
between OpenGL and what users expect (a scalar `s` is converted to
`vec4(s, 0, 0, 1)` by OpenGL, vs. `vec4(s, s, s, 1)` in Blender's various node graphs) ,
all scalar types are using a float3 internally for now, which increases memory usage.
This will be resolved during or after the EEVEE rewrite as properly handling
this involves much deeper changes.

Ref T85075

Reviewed By: fclem

Maniphest Tasks: T85075

Differential Revision: https://developer.blender.org/D12969
Revision 8ddfdfd by Hans Goudey
October 26, 2021, 16:25 (GMT)
Geometry Nodes: Handle multiple grids in the volume to mesh node

In future use cases, a volume can contain many grids that represent the
density information. In this case, it's better if the volume to mesh node
creates a mesh based on all of the grids in the volume.

This is also a benefit to share-ability, since one doesn't have to
specify the grid name in the node. Instead, in the future we can have
a way to split particular grids into separate volumes, if only one
grid should be considered.

The code changes are relatively simple:
- Move the old volume to mesh node to the legacy folder.
- Run the volume to mesh node on all instance geometry, like elsewhere.
- Make the blenkernel's volume to mesh API a bit more specific.

Differential Revision: https://developer.blender.org/D12997
Revision df2e053 by Julian Eisel
October 26, 2021, 16:14 (GMT)
UI: Improved feedback when dropping is not possible on drag 'n drop

* Allow operators to show a "disabled hint" in red text explaining why dropping
at the current location and in current context doesn't work. Should greatly
help users to understand what's the problem.
* Show a "stop" cursor when dropping isn't possible, like it's common on OSes.

Differential Revision: https://developer.blender.org/D10358
Revision 7979dff by Julian Eisel
October 26, 2021, 16:14 (GMT)
UI: Let object drop operator display hint why it's disabled

When dragging an object in non-object mode into a 3D View, there will now be
red text explaining that this is only possible in object mode.
The previous commit enabled this.
Revision ec831ce by YimingWu
October 26, 2021, 16:10 (GMT)
LineArt: Trimming edges right at the image border

This option allows the edge to end right at the border
instead of extending beyond.
Useful when having multiple camera setup where you
want the border to be clean.
Also moved overscan option down inside "Composition" sub panel
so it makes more sense.

Reviewed By: Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D12126
Revision 3371a4c by Hans Goudey
October 26, 2021, 16:05 (GMT)
UI: Improve node editor breadcrumbs display

This patch upgrades node editor breadcrumbs to have slightly more
visual weight, to including the base path of object/modifier/world,
etc, have more visually pleasing spacing, and contain icons.

In the code, a generic "context path" is added to interface code.
The idea is that this could be used to draw other breadcrumbs in areas
like the property editor or the spreadsheet, and features could be added
to all of those areas at the same time.

Ideally we would be able to control the color of the breadcrumbs with a
specific theme color, but since they are drawn with the regular layout
system, that is not easily possible.

Thanks to @fabian_schempp for the original patch.

Differential Revision: https://developer.blender.org/D10413
Revision f1a662c by Hans Goudey
October 26, 2021, 16:03 (GMT)
Fix: Assert on startup from incorrect float property min
October 26, 2021, 15:53 (GMT)
Fix T92505: previewing specific node outputs did not work anymore

This was missing from my refactor in rB5bfe09df2244cb9de0b6554a378eecef77b1e75d.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021