Blender Git Loki

Blender Git "soc-2021-porting-modifiers-to-nodes-decimate" branch commits.

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July 30, 2021, 14:56 (GMT)
Compositor: Full frame Texture node

Adds full frame implementation to this node operation.
No functional changes.
July 30, 2021, 14:56 (GMT)
Cleanup: code comments punctuation / spacing
July 30, 2021, 14:56 (GMT)
VSE: Speed Effect layout updates

**Changes:**
- New enums correspond to 4 modes: `Stretch`, `Multiply`, `Frame Number` and `Length`.
- "`Multiply Factor`" has been removed;
- Value corresponding to "`use as speed`" enabled is now the value appended to the `Multiply` enum;
- Value corresponding to "`use as speed`" disabled is now the value appended to the `Frame Number` enum;
- Value corresponding to "`Scale to Length`" enabled is now the value appended to the `Length` enum;
- Except `Stretch` each mode has now its respective control values.

Differential Revision: https://developer.blender.org/D11856
July 30, 2021, 14:56 (GMT)
Man Page: Fix spelling
July 30, 2021, 14:56 (GMT)
Compositor: Fix buffer area iterating past the end

July 30, 2021, 14:56 (GMT)
Geometry Nodes: Display Node Warnings in Modifier

With this commit, node warnings added to nodes during evaluation
(not "Info" warnings) will also draw in the modifier. In the future
there could be a "search for this node" button as well.

Differential Revision: https://developer.blender.org/D11983
July 30, 2021, 14:56 (GMT)
Cleanup: "position tracking" typo in enum member
July 30, 2021, 14:56 (GMT)
Edit Mesh: multi-thread auto-smooth sharp-edge calculation

Merge the sharp edge tagging into bm_mesh_loops_calc_normals,
this has the advantage that edge tagging can be performed as part of
walking over each vertices edges - instead of tagging in a separate loop.

Even though this will tag edges twice (once for each vertex),
the computation isn't heavy as it's only calculating a dot-product
between the two face users to compare the angle.

This change combined with 4ba06ad0a8cdec66d9a9cb06f982736d46c40f4c
makes BM_loops_calc_normal_vcos around 5.68x faster,
with an overall speedup over 2.6x when transforming a high poly mesh.
(tested on a system with 32 cores).

Reviewed By: mont29

Ref D11970
July 30, 2021, 14:56 (GMT)
Fix error setting sharp edges in recent normal calculation changes

bm_mesh_edges_sharp_tag was called with setting sharp edges enabled.
Error in 39b2a7bb7e815e051348bf5c5ec777d091324164.
July 30, 2021, 14:56 (GMT)
Fix: "Bake" automatically calculated handles in set handle node

Because these handles are calculated lazily, we need to make sure they
are calculated before switching to a manually positioned mode.
I doubt it would ever be necessary, but theoretically this could happen
on a per-point level, to avoid calculating handles not in the selection.
July 30, 2021, 14:56 (GMT)
XR: Reference Space Improvements

Improves control over the XR reference space by using the stage ref
space (user-defined tracking bounds) instead of local ref space
(position at application launch), if available. Also adds an
"absolute tracking" session option to skip applying eye offsets that
are normally added for placing users exactly at landmarks.

By enabling absolute tracking, users can define the tracking origin
in a way that is not linked to the headset position. Instead, the
tracking values given by the XR runtime are left unadjusted and a
user can manually calibrate an "origin" landmark object to adjust to
their real world space.

Can be useful for applications that use external tracking systems
and those that primarily only need to use controllers and not the
headset (e.g. motion capture).

The absolute tracking option requires an update to the VR
Scene Inspection addon to be accessible by regular users.

Reviewed By: Julian Eisel

Differential Revision: https://developer.blender.org/D10946
July 30, 2021, 14:56 (GMT)
Fix T89829: wrong active context path check in spreadsheet

The problem was that the modifier was reevaluated all the time, even
between showing the attribute search and clicking on the attribute
name. This freed the data referenced by attribute search. The real bug
here was that the dependency graph was tagged for update even
though nothing changed. This was because the spreadsheet thought
its active context has changed and it wanted to compute the new
value to be shown in the spreadsheet.

The reason for the bug was that I confused how the tree-path of a
node editor works. The second element in the tree path contains
the name of the group node in the root tree that we're in (instead
of the first element).

Differential Revision: https://developer.blender.org/D12009
July 30, 2021, 14:56 (GMT)
Cleanup: de-duplicate code for edge-split tagging

Share functionality for single and multi-threaded edge-split tagging.

Remove logic that ensured vert & loop indices in bm_mesh_edges_sharp_tag
(missing from fd9fc809b76d625a1ead6e1fbe5e486cc012f5f3).
July 30, 2021, 14:56 (GMT)
Fix name used when parsing arguments
July 30, 2021, 14:56 (GMT)
Another slight increase in speed for Delaunay CDT.

When the new "need_ids" flag is false and the output type is not
one of the valid BMesh kinds, there is no need to propagate even
a dummy id to all of the faces.
July 30, 2021, 14:56 (GMT)
Versioning: move "until next subveresion bump" code

Move "until next subveresion bump" code into the 300.13 version block.
This should have happened in rB8d5b9478a25.
July 30, 2021, 14:56 (GMT)
Cleanup: replace BLI_assert(test || !"text") with BLI_assert_msg(test, text)
July 30, 2021, 14:56 (GMT)
Make polls for removing mesh data layers consistent

This was reported in T90026 for attributes, but was also true for:
- UVMaps
- Vertex Colors
- Sculpt Vertex Colors
- Face Maps

For Vertex groups and Shapekeys this was already done (in that their
remove poll would check if there is a vertex group or shapekey to begin
with), now make this consistent across all mentioned types.

Thx @vvv for the initial patch (where this was done for attributes only)

ref T90026

Reviewed By: HooglyBoogly

Maniphest Tasks: T90026

Differential Revision: https://developer.blender.org/D11990
July 30, 2021, 14:56 (GMT)
Cleanup: Move reorganize asset files

I'm trying to move away from general files with lots of things in them,
and instead have many small & focused files. I find that easier to
work with since everything has clear responsibilities, even if there is
some minor overhead in managing all these files.
I also try to differentiate more clearly between public and internal
files. So source files and internal headers are in a `intern/`
sub-directory, public functions are in a number of headers one level
higher.
For convenience and to make this compatible with our existing general
headers in `editors/include`, I made the `ED_asset.h` there include all
these public headers.
This is of course a bit of an experiment, let's see how it works in
practice.

Also corrected the name of `ED_asset_can_make_single_from_context()`.
July 30, 2021, 14:56 (GMT)
Fix T89733: Py API: bpy.data.orphans_purge argument parsing

On Windows, using `bpy.data.orphans_purge` with some arguments (eg: `do_recursive=True`) does not produce the expected results. This is due to arguments not being parsed correctly on this platform with the current code.

The proposed fix is based on how other functions with boolean attributes are exposed to the Python API.

Reviewed By: #python_api, mont29

Maniphest Tasks: T89733

Differential Revision: https://developer.blender.org/D11963
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021