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  1. Feb 06, 2023
  2. Feb 03, 2023
  3. Feb 01, 2023
  4. Jan 31, 2023
  5. Jan 30, 2023
  6. Jan 29, 2023
  7. Jan 28, 2023
  8. Jan 27, 2023
  9. Jan 25, 2023
  10. Jan 24, 2023
  11. Jan 23, 2023
    • Pullusb's avatar
      GPencil Tools: Layer navigator icon pack · 329f0560
      Pullusb authored
      Add icon pack for layer navigator popup
      329f0560
    • Pullusb's avatar
      GPencil Tools: Layer navigator · e7a3d0d8
      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
      e7a3d0d8
    • Bastien Montagne's avatar
      FBX I/O: Increase version number after bug fixes. · d887a4ea
      Bastien Montagne authored
      Increase version number after the four bug fixes from @Mysteryem.
      d887a4ea
    • Mysteryem's avatar
      Fix T103949: FBX Exporter: Most loose edges export as one connected polygon · a8ffea50
      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
      a8ffea50
    • Mysteryem's avatar
      Fix T103949: FBX Importer/Exporter: Edge creases missing when re-importing some exported meshes · bb45dff6
      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
      bb45dff6
    • Mysteryem's avatar
      Fix T75982: FBX export with empty material swapps materials around · 072073e4
      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
      072073e4
    • Mysteryem's avatar
      Fix T103976: FBX Export: Duplicate materials cause material indices to be offset · 5c9ecad1
      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
      5c9ecad1
  12. Jan 19, 2023
    • Johan Walles's avatar
      Node Wrangler: improve Add Principled Setup file matching logic · c0a678d3
      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
      c0a678d3
    • Antonio Vazquez's avatar
      Storypencil: Support Audio files and UI refactor · 6fcd157f
      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.
      6fcd157f
  13. Jan 18, 2023
  14. Jan 11, 2023
    • Campbell Barton's avatar
      pose_library: minor changes for shortcuts to show in menus · bf49eeaa
      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.
      bf49eeaa
  15. Jan 09, 2023
  16. Jan 08, 2023
  17. Jan 07, 2023
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