- Feb 06, 2023
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Bastien Montagne authored
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- Feb 03, 2023
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Benni Merz authored
As of the Geometry Nodes viewport preview added in c55d38f00b8c, this is now built-in and the fature in Node Wrangler is obsolute. Differential Revision: https://developer.blender.org/D16102
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Campbell Barton authored
Update names matching changes in c468aeefb5b17b43f12e0bb69b60641721033e8a.
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- Feb 01, 2023
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Campbell Barton authored
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Mysteryem authored
* Add `break` statement once `vg_idx` is found. * Get `me.vertices` outside the main loop. * Replace lists with arrays to skip the step of converting from list to array in `elem_data_single_float64_array`. No changes are made to the exported file with this patch. The `break` statement is the main speedup in most cases. The other changes only result in about a 5-10% speedup (observed by comparing cases where vg_idx is not in the vertex's weights, so all weights on the vertex have to be iterated). Differential Revision: https://developer.blender.org/D17168
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- Jan 31, 2023
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Campbell Barton authored
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Campbell Barton authored
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- Jan 30, 2023
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Brecht Van Lommel authored
To add the pull request # at the end of the commit.
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- Jan 29, 2023
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Julien Duroure authored
When bone parent is still set, but user moved to "OBJECT" parent type, without resetting bone parent
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- Jan 28, 2023
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Brecht Van Lommel authored
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- Jan 27, 2023
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Julien Duroure authored
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Julien Duroure authored
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Julien Duroure authored
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- Jan 25, 2023
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Brecht Van Lommel authored
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Antonio Vazquez authored
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Sun Kim authored
The Mesh Boolean node was renamed from Boolean. This also renames it in Node Wrangler. Differential Revision: https://developer.blender.org/D17110
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- Jan 24, 2023
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Antonio Vazquez authored
When pressing Tab key, if the strip active or below the cursor is a META type, it must be processed by meta operator not by swith operator. Now the operator pass through the event to the next operator in the stack.
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- Jan 23, 2023
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Pullusb authored
Add icon pack for layer navigator popup
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Pullusb authored
Layer navigator: Continuous press on 'Y' shortcut override default layer menu popup with a new customized one designed for fullscreen work. Popup include following features: - Active layer always pop under under mouse when called - Active layer is changed just by hovering over layers - Opacity, hide, lock states can be tweaked in popup - Passing lateral limits will fade inactive layers, useful to quickly inspect content. - Layers can be reordered with simple drag'n'drop - `+` button on the right add a new layer - Layer box height/width, font size, and left-handed mode are accessible in addon preferences - Extra shortcuts are enabled while layer navigator is up: - `H` toggle all hide - `L` toggle all lock - `T` toggle auto-lock Addon preferences UI now use one Tab per tool
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Bastien Montagne authored
Increase version number after the four bug fixes from @Mysteryem.
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Mysteryem authored
FBX exporter with the Loose Edges option enabled would add only half of the required polygon loop start indices, causing about half of the exported loose edges to be exported as one large polygon. This patch doubles the number of loop start indices added for loose edges so that each loose edge gets its own polygon. --- One 2-sided polygon is added per loose edge. Two loops are added for each 2-sided polygon, so each subsequent loop start index added will be 2 greater than the previous, hence the 'step' of 2 in the `range`. But the 'step' of 2 effectively halves the number of values output by the `range`, so the difference between the 'start' and 'end' of the `range` (the number of loose edges or `len(t_le)`) has to be doubled to accommodate, which is what this patch does. Reviewed By: mont29 Maniphest Tasks: T103946 Differential Revision: https://developer.blender.org/D17054
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Mysteryem authored
FBX exporter was missing the edge of the last loop of meshes where that last edge wasn't used by any other polygons due to no end for the last polygon being specified. This patch adds the missing end for the last polygon so that the export of the last edge is never missed. --- The reason the edge creases would be missing was because the exported .fbx were malformed, containing one less edge (and thus one less edge crease) than they should. The missing edges would not be physically missing from the mesh upon import, presumably due to edges in .fbx being represented as loops, of which, none were missing. This patch does not address the observation that in Blender 3.4 the import of a .fbx malformed in this way results in no creases being imported as opposed to in 3.3 where all the creases that are actually in the .fbx do import (though of course one is missing from the exported .fbx itself). Reviewed By: mont29 Maniphest Tasks: T103949 Differential Revision: https://developer.blender.org/D17040
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Mysteryem authored
FBX exporter code was creating the list used for mapping material indices to FBX indices from only the materials being exported. Since there is no material for empty material slots, the list used for mapping would be reduced in length by one for each empty material slot. The mesh's material indices would remain unaffected by the reduction in length of the mapping list, causing any material indices after an empty material slot to be mapped to the wrong FBX index. This patch changes the creation of the mapping list so that any material slots with a material that is not being exported are mapped to the default material instead of being excluded. Reviewed By: mont29 Maniphest Tasks: T75982 Differential Revision: https://developer.blender.org/D17034
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Mysteryem authored
FBX exporter would add duplicate materials to a mesh only once, but would increment the material index once for each duplicate, causing material indices to become offset and/or go out of bounds. This patch adds a check that skips incrementing the material index if the material has already been added to the mesh. --- I've added an 'XXX' comment that points out that this area of code causes material slots on the same mesh that contain the same material to be merged into one material slot because the `material_indices` dict's keys are materials only, so a material can only be given one index (this behaviour is not changed by this patch). I find this to be undesirable behaviour because material slots are useful for working with different parts of the same mesh, such as animating the material of a specific material slot in external software. Modifying the code to support maintaining multiple slots with the same material is beyond the scope of this patch and I haven't looked into what modifications would be required beyond changing the keying or changing the indices to be multivalued. There could even be a restriction that the FBX format doesn't allow duplicate materials on a mesh in the first place, which would likely require creating copies of duplicate materials on export instead. Reviewed By: mont29 Maniphest Tasks: T103976 Differential Revision: https://developer.blender.org/D17052
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- Jan 19, 2023
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Johan Walles authored
Improve how "Add Principled Setup" decides which selected files should go into which sockets. The new tests verify that the new logic does the right thing with metallic textures downloaded from here, plus some corner cases. None of these worked before: * https://poliigon.com * https://ambientcg.com * https://3dtextures.me * https://polyhaven.com Adding new tests for textures from other sites should be simple by just extending the existing tests. What the new code does: * Converts file names into tag lists using `split_into_components()` * Remove common prefixes from all tag lists * Remove common suffixes from all tag lists * Ignore files matching no socket tags (filters out README files and previews usually) * Iterate ^ until nothing changes any more * Do the same matching as before in `match_files_to_socket_names()`, but on the filtered tag lists Other changes: * `node_wrangler.py` was moved into a `node_wrangler/main.py` to enable putting tests next to it. Inspired by `io_curve_svg/` and its `svg_util_test.py`. * File-names-to-socket-matching code was moved into its own file `util.py` so that both tests and the production code can find it * Tests were added in `node_wrangler/util_test.py` Differential Revision: https://developer.blender.org/D16940
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Antonio Vazquez authored
* Now Edit scenes support audio files included in VSE scene. The audio file is copied to edit scene and allows to keep audio synch. * Refactor UI to make easier to understand swithing modes. * Fix some bugs founds during testing. Thanks to Samuel Bernou for provinding base code for audio handling.
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- Jan 18, 2023
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Brecht Van Lommel authored
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Julien Duroure authored
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Julien Duroure authored
Now Blender has lots of attributes (material_index, position, uv, ...) that are already exported in glTF And we don't want to export them as custom attributes
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Julien Duroure authored
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Julien Duroure authored
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- Jan 11, 2023
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Campbell Barton authored
template_asset_view operators for the pose library now match the menu items. - Set 'flipped' to false for the activate operator. - Remove 'release_confirmed' assignment for the drag operator, this is now set based on the event that activated it. Part of fix for T103267.
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- Jan 09, 2023
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Julien Duroure authored
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Julien Duroure authored
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Bastien Montagne authored
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- Jan 08, 2023
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Eduardo Schilling authored
Sometimes during the design it's difficult to rapidly visualize the Sun trajectory for a given location in the viewport. This patch adds the possibility to visualize the sun path surface and analemmas for each hour in the viewport. Currently there is an option to create a collection with objects to draw analemmas and diurnal ready for render but these new options options give fast viewport feedback, something like the Show North option. Reviewed By: pioverfour Differential Revision: https://developer.blender.org/D16936
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Damien Picard authored
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Damien Picard authored
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Damien Picard authored
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- Jan 07, 2023
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Damien Picard authored
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