81351 Commits

Author SHA1 Message Date
Bastien Montagne
65ea9ec948 node_shader_utils: Proper fix for node_normalmap accessor returning ellipsis value.
Ellipsis value is internal ingredient only, to tag hidden _node_normalmap
'real' property as not yet initialized. Public node_normalmap accessor
should never ever have that value, it's either None or a valid node!
2018-10-17 20:18:40 +02:00
Bastien Montagne
5c038a6930 Revert "Fix error on FBX export after material changes"
This reverts commit ce4cfbe108d0641832d86a731ea32f596220b7c5.

Obviously wrong 'fix', please do not touch other dev’s code, especially
in active/WIP area, when you do not fully understand it.
2018-10-17 20:17:02 +02:00
Dalai Felinto
ce4cfbe108 Fix error on FBX export after material changes
Update the addons repository as well.
2018-10-17 17:12:17 +00:00
Clément Foucault
c9faaa6ea7 DRW: Fix DRW_shgroup_create_sub returning source shgroup
instead of the actual sub group...
2018-10-17 19:01:56 +02:00
Clément Foucault
f666be6edf EditMesh: Fix uninitialized value causing red outline on edges 2018-10-17 18:49:27 +02:00
Clément Foucault
fd61b49d50 ObjectMode: Fix Outlines being drawn for BBox meshes 2018-10-17 18:09:37 +02:00
Clément Foucault
91e5e02aff ObjectMode: Fix instances with BoundBox drawtype not displaying 2018-10-17 18:09:37 +02:00
Alexander Gavrilov
e5b18390fa Shrinkwrap: implement the use of smooth normals in constraint & modifier.
- Use smooth normals to displace in Above Surface mode.
- Add an option to align an axis to the normal in the constraint.

I've seen people request the alignment feature, and it seems useful.
For the actual aligning I use the damped track logic.

In order to conveniently keep mesh data needed for normal
computation together, a new data structure is introduced.

Reviewers: mont29

Differential Revision: https://developer.blender.org/D3762
2018-10-17 17:55:34 +03:00
Bastien Montagne
d31ea3b89a Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_global.h
	source/blender/editors/undo/ed_undo.c
2018-10-17 16:50:36 +02:00
Bastien Montagne
5f8222501c DEBUG_IO: add sanity check on libdata in undo step as well.
There are serious suspicions that weird corruptions faced by studio
artists may happen in undo/redo code, so let's see whether that's the
case.

With this, and when --debug-io arg is passed on startup, the whole lib
data are checked at every undo. This makes undo slower (from two to
three times slower), but it could help us spot better what happens...
2018-10-17 16:43:02 +02:00
Bastien Montagne
496c325ffa Expose 'debug_io' flag in bpy.app 2018-10-17 16:42:36 +02:00
Bastien Montagne
2d1b9f7841 Minor style cleanup. 2018-10-17 16:42:18 +02:00
Alexander Gavrilov
938aa52313 Dope Sheet: fix assert in new hold code when bezier keys are not sorted.
Turns out this can happen during duplicate+drag operations.
2018-10-17 16:30:34 +03:00
Philipp Oeser
e6adf9ac9a Fix T57096: Crash when scaling bones
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D3777
2018-10-17 15:09:01 +02:00
Jacques Lucke
21744217ce Cleanup: remove some #if 0 blocks
Reviewers: brecht, campbellbarton

Differential Revision: https://developer.blender.org/D3802
2018-10-17 12:43:41 +02:00
Clément Foucault
c6eb5651ba Eevee: Fix error when using texture coordinate on world shaders
Compilation errors were happening on OSX with errors of the type:
```ERROR: Input of fragment shader 'viewNormal' not written by vertex shader```
2018-10-17 12:18:06 +02:00
Campbell Barton
53d152258e UI: particle deflector options in topbar
See: T57228
2018-10-17 18:56:21 +11:00
Jacques Lucke
ec7c3b5b4f Cleanup: better naming
Suggested by Campbell here: https://developer.blender.org/rB09cd651bb7e59044cbcd0664e8b1064cb37734ed
2018-10-17 09:53:05 +02:00
Campbell Barton
8e071e76de Gizmo: change axis used for shear handles
The shear direction should be more obvious this way.
2018-10-17 17:47:09 +11:00
Campbell Barton
80fb943e4f Transform: map mouse input to shear direction 2018-10-17 17:18:30 +11:00
Campbell Barton
9273b91eef Transform: show arrows for 'custom' ratio input
Arrows are now shown for vertex/edge slide.
2018-10-17 17:14:36 +11:00
Campbell Barton
7ce387b1cd RNA: disable notifiers from property updates
This was re-enabled because it made copy-on-write bugs hard to
track down.

Since copy-on-write implementation has been simplified
this isn't a problem anymore.
2018-10-17 16:17:00 +11:00
Campbell Barton
8ecec995ed Cleanup: naming 2018-10-17 14:09:32 +11:00
Campbell Barton
ae093e6a84 Cleanup: whitespace 2018-10-17 14:08:44 +11:00
Campbell Barton
96dc1ad308 Fix T56735: Autosmooth option corrupts UVs 2018-10-17 13:26:27 +11:00
Dalai Felinto
098b86475d Use CTX_DATA_BEGIN_FOR_ID 2018-10-16 22:18:02 -03:00
Dalai Felinto
ff9e0b6781 Fix sculpt curve stroke paint 2018-10-16 21:41:29 -03:00
Campbell Barton
96bc69b117 Merge branch 'master' into blender2.8 2018-10-17 11:26:59 +11:00
Dalai Felinto
df816d534f Fix cmake not triggering rebuild on .glsl changes
At least on windows we do not re-run datatoc when the .glsl files change.

To test is simple, just change edit_mesh_overlay_common_lib.glsl
remove lines, write plain text, ..., now rebuild and go in edit mode
with the default cube.

I also had to remove the entry in gpu/CMakeLists.txt for
gpu_shader_material.glsl since this was being tracked directly, as well
as running data_to_c_simple (otherwise CMake raises an error for
duplicated entries).

We probably want to do the same for the other datatoc functions.

Reviewers: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D3803
2018-10-17 11:24:33 +11:00
Dalai Felinto
7baa8d2e8f Multi-Objects: POSE_OT_ik_add + POSE_OT_constraint_add_with_targets
You can now add the target from the non-active armature when they are
both in pose mode.

There were different ways of going about those operators:

* We could create one constraint on each active bone of each object.
  That wouldn't follow what creating constraints from the UI does
  though.

* We could change the selection/active order and create a constraint for
  all the selected bones, to the active bone. However this would change
  the design of changing only the active bone (which also is the one we
  see in the buttons editor).

But in the end I think it makes more sense to let users set a constraint
from a charactor to a prop in a handy way.

This is pretty much what we had in 2.7x. There we would go for the
selected objects, if no selected bone was found in the active object.
In 2.8, however, we need this change to make things working as
before/intended.
2018-10-16 21:10:31 -03:00
mano-wii
41ad845531 Optimization: Edit Mesh Overlay: Avoid computing fixvec unnecessarily.
This brings a big difference to meshes with edit cage adjusted for modifiers.
In my tests, the suzanne with subdivision modifier level 3 went from 4.80ms to 3.05ms.
2018-10-16 20:42:50 -03:00
Dalai Felinto
418c16bd3b Multi-Objects: POSE_OT_constraints_copy (refactor)
This was already supporting multiple objects, but I changed it to use the API
we are using elsewhere.
2018-10-16 19:20:01 -03:00
Dalai Felinto
647218af07 Multi-Objects: POSE_OT_constraints_clear 2018-10-16 18:41:45 -03:00
Dalai Felinto
f3153f1c7f Multi-Objects: POSE_OT_ik_clear 2018-10-16 18:30:27 -03:00
Dalai Felinto
540f37003c Fix armature bones spline ik lines offset 2018-10-16 18:28:35 -03:00
Dalai Felinto
f280f83f83 Fix armature bones ik lines offset 2018-10-16 18:22:17 -03:00
mano-wii
1f1da26840 Edit Mesh Overlay Geometry Shader: Ignore correction geometry for loops that are not part of an edge.
By the tests I could only observe a considerable difference in the peformanse when the vertex size is 30.
Vertice 3 showed no difference in a suzzane with subdivision modifier level 3 + show-on-cage.

Point Size 30: 7.29ms vs 2.55ms

Reviewers: fclem

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D3805
2018-10-16 23:04:57 +02:00
Clément Foucault
2ab6272233 DRW: Fix assert with BoundBox object display mode 2018-10-16 22:53:32 +02:00
Dalai Felinto
28a3958cb3 Fix cmake not triggering rebuild on .glsl changes
At least on windows we do not re-run datatoc when the .glsl files change.

To test is simple, just change edit_mesh_overlay_common_lib.glsl
remove lines, write plain text, ..., now rebuild and go in edit mode
with the default cube.

I also had to remove the entry in gpu/CMakeLists.txt for
gpu_shader_material.glsl since this was being tracked directly, as well
as running data_to_c_simple (otherwise CMake raises an error for
duplicated entries).

We probably want to do the same for the other datatoc functions.

Reviewers: LazyDodo, brecht
Differential Revision: https://developer.blender.org/D3803
2018-10-16 16:58:12 -03:00
Harley Acheson
90d1d39a95 UI: fix misaligned underline for menu item shortcut keys. 2018-10-16 20:31:42 +02:00
Harley Acheson
dd199d8032 UI: tweak icon spacing in menus to put them in the middle of the edge and text. 2018-10-16 20:31:03 +02:00
Brecht Van Lommel
5134ed60d6 UI: icon set updates Andrzej Ambroz.
This adds and changes various icons, in particular modifier and force field
icons are now included.
2018-10-16 20:23:43 +02:00
Brecht Van Lommel
569dfe5784 Fix T56250: brush cycling with shortcuts is broken.
It was cycling both in the brush system and tool system which conflicted.
Now it uses just the tool system. This is more of a temporary fix until
the new tool/brush decoupled design is in place.
2018-10-16 20:19:11 +02:00
Bastien Montagne
fb550ca6b9 node_shader_utils: fix bad setting of use_nodes in readonly case.
Also added access to extension property in texture wrapper.
2018-10-16 19:58:50 +02:00
Alexander Gavrilov
f250f9256e Dope Sheet: unify comparison threshold for the ActKeyColumn tree.
Use the same floating point precision threshold to merge keys
when building the tree as when searching it.
2018-10-16 19:49:03 +03:00
Alexander Gavrilov
c7a84c23f1 Dope Sheet: rewrite computation of keyframe hold blocks.
Computation of hold blocks was done by storing ranges (with start and
an end, and likely overlapping) in a tree keyed only by the block start.
This cannot work well, and there even were comments that it is not
reliable in complex cases.

A much better way to deal with it is to split all ranges so they don't
overlap. The most thorough way of doing this is to split at all and every
known keyframe, and in this case the data can actually be stored in the
key column data structures, avoiding the need for a second tree.

In practice, splitting requires a pass to copy this data to newly added
keys, and the necessity to loop over all keyframes in the range being
added. Both are linear and don't add excess algorithmic complexity.

The new implementation also calls BLI_dlrbTree_linkedlist_sync for
its own needs, so the users of the *_to_keylist functions don't have
to do it themselves anymore.

Differential Revision: https://developer.blender.org/D3790
2018-10-16 19:27:10 +03:00
Brecht Van Lommel
bd24ee8cb6 Templates: updated 2D animation template from grease pencil team. 2018-10-16 18:09:10 +02:00
Antonioya
cf2e5e3163 Small change to Annotation panel
Add one line more by default
2018-10-16 17:59:42 +02:00
Brecht Van Lommel
d09a46c2ac UI: tweak and fixes for cycles sampling panel, remove unneeded decorators. 2018-10-16 17:14:49 +02:00
Brecht Van Lommel
324e8ebb96 UI: put show emitter option in particles panels.
This settings is duplicated from the object duplication panel, but
otherwise it's too hard to find.
2018-10-16 16:54:45 +02:00