http://www.miikahweb.com/feed.php MiikaHweb - Blender Commits By Lichtwerk http://www.miikahweb.com/ MiikaHweb - Blender Commits By Lichtwerk fi Tue, 28 Sep 21 13:56:59 +0000 MiikaHweb RSS contact at miikahweb.com <![CDATA[[73b2ecb] master: Cleanup: typo in comment]]> http://www.miikahweb.com/en/blender/git-logs/commit/73b2ecb2975eb0438473e65c4c8f691e36524399 73b2ecb
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Cleanup: typo in comment

Noticed by @david_black in D12392, thx!

----------------------------------------
1 Path Changed]]>
Tue, 28 Sep 2021 12:37:06 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/73b2ecb2975eb0438473e65c4c8f691e36524399Philipp Oeser
<![CDATA[[b3431a8] master: Fix Drivers Editor showing playhead on the X Axis]]> http://www.miikahweb.com/en/blender/git-logs/commit/b3431a88465db2433b46e1f6426c801125d0047d b3431a8
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Fix Drivers Editor showing playhead on the X Axis

Currently the Drivers Editor shows this (the blue thing can be dragged
to change frame):
{F10647661}

But the Drivers Editors X axis is the output of the driver [which can be
further tweaked by the curve] not time(frame).
So it seems better to not mix them here, it is just confusing to have
two different units on one axis.
Especially since what we really want to look at in X (the drivers output
value) can be in a totally unrelated range compared to frames, so e.g.
we might be interested in a drivers range from 0.0 to 1.0 and a
framerange of 100 to 200, so putting this on one axis just does not make
sense. Better to use a separate timeline for this.

Note 2.79 also did not do this.

Maniphest Tasks: T91157

Differential Revision: https://developer.blender.org/D12392

----------------------------------------
7 Paths Changed]]>
Tue, 28 Sep 2021 09:14:44 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/b3431a88465db2433b46e1f6426c801125d0047dPhilipp Oeser
<![CDATA[[6f29801] master: Fix Drivers Editor not hiding vertical part of cursor]]> http://www.miikahweb.com/en/blender/git-logs/commit/6f29801f1b693c5526bdb41d0c2bcf89caf5a05b 6f29801
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Fix Drivers Editor not hiding vertical part of cursor

When "Show Cursor" is unchecked, the Drivers Editor would still display
the vertical line representing the cursor x.

Probably overseen in {rB65072499c65a} (historically the vertical line
could represent either the current frame of the cursor X in drawing, but
this is now much more separate).

There is no point in seeing part of the cursor in the Drivers Editor if
this is disabled.

Also correct outdated comments.

ref. T91157

Maniphest Tasks: T91157

Differential Revision: https://developer.blender.org/D12391

----------------------------------------
1 Path Changed]]>
Tue, 28 Sep 2021 09:14:44 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/6f29801f1b693c5526bdb41d0c2bcf89caf5a05bPhilipp Oeser
<![CDATA[[2a0db19] master: Fix viewport roll working wrong]]> http://www.miikahweb.com/en/blender/git-logs/commit/2a0db195c90d786beee34a8c3693063d2826d299 2a0db19
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Fix viewport roll working wrong

Mistake in own {rB69893ef27c91}.
Was mixing screen on region coordinates.

----------------------------------------
1 Path Changed]]>
Mon, 27 Sep 2021 12:19:38 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/2a0db195c90d786beee34a8c3693063d2826d299Philipp Oeser
<![CDATA[[5d5504d] master: 3DView: ability to cancel out of viewport roll]]> http://www.miikahweb.com/en/blender/git-logs/commit/5d5504d8a4b6ba5b56154ac50fea60b9c5576572 5d5504d
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
3DView: ability to cancel out of viewport roll

This adds the ability to cancel out of the roll using ESC or RMB
(which is not common for viewops -- but makes sense in the case of roll
I think). This resets the view as well as potential locked cameras to
the original orientations (but does not remove potential autokeys --
which no transform does on cancel btw.)

Maniphest Tasks: T89883

Differential Revision: https://developer.blender.org/D12582

----------------------------------------
1 Path Changed]]>
Mon, 27 Sep 2021 09:54:25 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/5d5504d8a4b6ba5b56154ac50fea60b9c5576572Philipp Oeser
<![CDATA[[69893ef] master: 3DView: Use "real" angle for viewport roll]]> http://www.miikahweb.com/en/blender/git-logs/commit/69893ef27c9188916648adb84d5867f2d39c780e 69893ef
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
3DView: Use "real" angle for viewport roll

Since its introduction in {rB5c569d227b64}, the view roll was based on
horizontal movement only. Using a "real" angle not only feels more
natural but also has the benefit of getting more precission the further
away from the center you are (just like regular rotation, brush/stencil
rotation etc.). A similar thing has already been implemented in the
Grease Pencil Tools Addon, now make the blender standard roll the same.

Since this is not using the transform system, we are still lacking a
line in the viewport (this could be added but since this is always based
on the center of the view we dont necessarily need this), as well as the
additional Shift-extra-precission behavior.

Fixes T89883

Maniphest Tasks: T89883

Differential Revision: https://developer.blender.org/D12582

----------------------------------------
1 Path Changed]]>
Mon, 27 Sep 2021 09:53:26 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/69893ef27c9188916648adb84d5867f2d39c780ePhilipp Oeser
<![CDATA[[08fe34b] blender-v2.83-release: Fix T91557: Texture Paint Stencil doesnt use assigned UV Layer...]]> http://www.miikahweb.com/en/blender/git-logs/commit/08fe34b7fdc982af0b01b8a0fecf39ed3e31f367 08fe34b
Branches : blender-v2.83-release
Author : Philipp Oeser (lichtwerk)
Committed By : Jeroen Bakker (jbakker)
----------------------------------------
Fix T91557: Texture Paint Stencil doesnt use assigned UV Layer

Choosing a UV layer would actually affect the overlay in the viewport
and also painting with the mask brush was in that UV space, but the
resulting stencil mask was always applied with the active UV (not the
explicitly selected stencil UV -- the one one is looking at in the
viewport!) to painting.

This has been like that as far as I have checked back (at least 2.79b),
I am surprised this has not come up before, but it does not seem to make
sense at all...

Now use the UV specified for the stencil layer when applying the mask for
painting, so it corresponds to the stencil mask one is looking at in the
viewport.

Maniphest Tasks: T91557

Differential Revision: https://developer.blender.org/D12583

----------------------------------------
1 Path Changed]]>
Mon, 27 Sep 2021 06:37:11 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/08fe34b7fdc982af0b01b8a0fecf39ed3e31f367Philipp Oeser
<![CDATA[[5b58828] blender-v2.93-release: Fix T91557: Texture Paint Stencil doesnt use assigned UV Layer...]]> http://www.miikahweb.com/en/blender/git-logs/commit/5b588282a68e0123a0a43e3965e361407b933fe7 5b58828
Branches : blender-v2.93-release
Author : Philipp Oeser (lichtwerk)
Committed By : Jeroen Bakker (jbakker)
----------------------------------------
Fix T91557: Texture Paint Stencil doesnt use assigned UV Layer

Choosing a UV layer would actually affect the overlay in the viewport
and also painting with the mask brush was in that UV space, but the
resulting stencil mask was always applied with the active UV (not the
explicitly selected stencil UV -- the one one is looking at in the
viewport!) to painting.

This has been like that as far as I have checked back (at least 2.79b),
I am surprised this has not come up before, but it does not seem to make
sense at all...

Now use the UV specified for the stencil layer when applying the mask for
painting, so it corresponds to the stencil mask one is looking at in the
viewport.

Maniphest Tasks: T91557

Differential Revision: https://developer.blender.org/D12583

----------------------------------------
1 Path Changed]]>
Mon, 27 Sep 2021 06:24:24 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/5b588282a68e0123a0a43e3965e361407b933fe7Philipp Oeser
<![CDATA[[f8a0e10] master: Weightpaint Gradient tool: expose falloff to the UI]]> http://www.miikahweb.com/en/blender/git-logs/commit/f8a0e102cf5e33f92447fe6cd6db7838f6051aab f8a0e10
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Weightpaint Gradient tool: expose falloff to the UI

By default, we'll always get a falloff like this from the tool:
{F10559413}

But in the context of using vertexgroups in modifiers/modeling, a choice
on how the gradient falloff of the Weightpaint Gradient tool is shaped
would be desirable:
"real" linear:
{F10559416}
Custom:
{F10559421}
{F10559428}

The way the Weightpaint gradient tool works is a bit outside the usual
tools that use brushes [even though it creates a brush on the fly in
`WPGradient_userData`].
However, it does not have an entry in `eBrushWeightPaintTool` and adding
one there does not play nice for the same reasons (not "really" being
integrated in the brush-based tools).

So in order to expose the brush curve in the UI, we would have to do one
of the following:
- [1] try to use `VIEW3D_PT_tools_brush_falloff`, for this to work:
-- make all kinds of exception in python super classes [`FalloffPanel`,
`BrushPanel`, `UnifiedPaintPanel`, ... -- including making real entries
in `eBrushWeightPaintTool`] to get a proper tool mode and...
-- .. to also make sure Falloff Shape and Front-Face Falloff are not
available [which the tool seems to just not support in its current form]
- [2] just have a simple, contained panel for this tool alone

This patch implements [2] and adds it as part of the ToolDef (could also
be done in `VIEW3D_HT_tool_header`, but again, I think this is nice to
keep separate from the usual tools)
{F10559482}
{F10559485}

Testfile:
{F10559442}

Fixes T91636

Maniphest Tasks: T91636

Differential Revision: https://developer.blender.org/D12614

----------------------------------------
2 Paths Changed]]>
Fri, 24 Sep 2021 08:52:12 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/f8a0e102cf5e33f92447fe6cd6db7838f6051aabPhilipp Oeser
<![CDATA[[3ac342d] master: Cleanup: clang format]]> http://www.miikahweb.com/en/blender/git-logs/commit/3ac342dc6d8024024de095dadb7b2a1e7b53583d 3ac342d
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Cleanup: clang format

----------------------------------------
8 Paths Changed]]>
Fri, 24 Sep 2021 08:45:36 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/3ac342dc6d8024024de095dadb7b2a1e7b53583dPhilipp Oeser
<![CDATA[[fc22551] master: Paint: prevent RenderResults and Viewers where unappropriate]]> http://www.miikahweb.com/en/blender/git-logs/commit/fc2255135e31679d51edf0652caca1462f75c3d4 fc22551
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Paint: prevent RenderResults and Viewers where unappropriate

Using a RenderResult (or a Viewer) was never really working (think you
cant get a real ImBuff from these) -- cannot use it as a clone, stencil
or canvas [Single Image paint texture slot].

In the case of using it as a 2D paint clone image this would also crash
[due to the Image Editor drawing refactor in 2.91].

Now [in the spirit of T73182 / D11179], prevent using these where
unappropriate by using rna pointer polling functions.

Also add a security check for the 2D paint clone image crash in case a
stencil ImBuff cannot be provided for some reason, but generally old
files are now patched in do_versions_after_linking_300 (thx @brecht!).

Fixes T91625.

Maniphest Tasks: T91625

Differential Revision: https://developer.blender.org/D12609

----------------------------------------
4 Paths Changed]]>
Thu, 23 Sep 2021 18:11:45 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/fc2255135e31679d51edf0652caca1462f75c3d4Philipp Oeser
<![CDATA[[f11bcb5] master: Fix T91557: Texture Paint Stencil doesnt use assigned UV Layer...]]> http://www.miikahweb.com/en/blender/git-logs/commit/f11bcb5a80eb106560678c8c60be32ad997d6641 f11bcb5
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Fix T91557: Texture Paint Stencil doesnt use assigned UV Layer

Choosing a UV layer would actually affect the overlay in the viewport
and also painting with the mask brush was in that UV space, but the
resulting stencil mask was always applied with the active UV (not the
explicitly selected stencil UV -- the one one is looking at in the
viewport!) to painting.

This has been like that as far as I have checked back (at least 2.79b),
I am surprised this has not come up before, but it does not seem to make
sense at all...

Now use the UV specified for the stencil layer when applying the mask for
painting, so it corresponds to the stencil mask one is looking at in the
viewport.

Maniphest Tasks: T91557

Differential Revision: https://developer.blender.org/D12583

----------------------------------------
1 Path Changed]]>
Thu, 23 Sep 2021 14:56:03 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/f11bcb5a80eb106560678c8c60be32ad997d6641Philipp Oeser
<![CDATA[[ea6838e] temp-ui-tweaks: Fix T91461: Pose Library name filter not working]]> http://www.miikahweb.com/en/blender/git-logs/commit/ea6838ec6df70ac9b6dfe9359334f5f1740e1ea7 ea6838e
Branches : temp-ui-tweaks
Author : Philipp Oeser (lichtwerk)
Committed By : Pablo Vazquez (pablovazquez)
----------------------------------------
Fix T91461: Pose Library name filter not working

since `AssetHandle` does not have a `name_property`
(`RNA_def_struct_name_property`), and the UIList is just using the
default `uilist_filter_items_default` it simply cannot filter on names
(`RNA_struct_name_get_alloc` wont succeed).

Adding a name_property also wont work since `AssetHandle` inherits
`PropertyGroup` (which already sets name_property).

So this adds a (temporary) hack exception for RNA_AssetHandle in
uilist_filter_items_default until the design of `AssetHandle` progresses
further.

thx @Severin for additional feedback

Maniphest Tasks: T91461

Differential Revision: https://developer.blender.org/D12541

----------------------------------------
1 Path Changed]]>
Wed, 22 Sep 2021 13:54:10 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/ea6838ec6df70ac9b6dfe9359334f5f1740e1ea7Philipp Oeser
<![CDATA[[2f06f35] temp-ui-tweaks: Fix T85564: FCurve modifier zero influence on restrict range...]]> http://www.miikahweb.com/en/blender/git-logs/commit/2f06f35513ecdc433296db8c553eeecd72f34dbb 2f06f35
Branches : temp-ui-tweaks
Author : Philipp Oeser (lichtwerk)
Committed By : Pablo Vazquez (pablovazquez)
----------------------------------------
Fix T85564: FCurve modifier zero influence on restrict range borders

When using FModifier `Restrict Frame Range`, the resulting influence was
zero being exactly on `Start` / `End` range borders (so borders were
**exclusive**).
This made it impossible to chain FModifers together (forcing the user to
specify values slightly below the desired border in following
FModifiers).
This is now corrected to be **inclusive** on Start / End range borders.

Before
{F10234864}
After
{F10234865}
Testfile
{F10234866}

In the case of touching open borders (so [frame A frame B] followed by
[frame B frame C]) both modifiers are evaluated (in stack order).
If the later modifier has full influence (and is not additive) this simply
means the result is the same as the later modifier's value.
If influences below 1 are used (or modifiers are additive) both modifier's
values are interpolated/added accordingly.

technical notes:
- this was caused by the introduction of FModifier Influence/BlendIn-Out
in rB185663b52b61.
- for comparison, see other occurrences of
`FMODIFIER_FLAG_RANGERESTRICT`.
- the following conditions in `eval_fmodifier_influence` for blend in/
out have been changed accordingly.

Maniphest Tasks: T85564

Differential Revision: https://developer.blender.org/D10401

----------------------------------------
1 Path Changed]]>
Wed, 22 Sep 2021 13:54:10 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/2f06f35513ecdc433296db8c553eeecd72f34dbbPhilipp Oeser
<![CDATA[[1a67751] temp-ui-tweaks: Fix Asset Browser cannot open containing file anymore]]> http://www.miikahweb.com/en/blender/git-logs/commit/1a677512b765b2fd7e9f17369f22835de9cc5739 1a67751
Branches : temp-ui-tweaks
Author : Philipp Oeser (lichtwerk)
Committed By : Pablo Vazquez (pablovazquez)
----------------------------------------
Fix Asset Browser cannot open containing file anymore

In {rB9cff9f9f5df0} asset_library was renamed ? asset_library_ref.

Missed to update this in assets.py.

Differential Revision: https://developer.blender.org/D12497

----------------------------------------
1 Path Changed]]>
Wed, 22 Sep 2021 13:54:09 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/1a677512b765b2fd7e9f17369f22835de9cc5739Philipp Oeser
<![CDATA[[52ee988] temp-ui-tweaks: Fix T90862: Texts in Outliner can have wrong icon]]> http://www.miikahweb.com/en/blender/git-logs/commit/52ee98859d7da19fac69b35ab2fcc0b6f86ce3fb 52ee988
Branches : temp-ui-tweaks
Author : Philipp Oeser (lichtwerk)
Committed By : Pablo Vazquez (pablovazquez)
----------------------------------------
Fix T90862: Texts in Outliner can have wrong icon

In contrast to the Filebrowser, the Outliner (Blender File view) did not
distinguish icons for text-based formats (if they have a filepath this
can be done though).

Maniphest Tasks: T90862

Differential Revision: https://developer.blender.org/D12347

----------------------------------------
1 Path Changed]]>
Wed, 22 Sep 2021 13:54:08 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/52ee98859d7da19fac69b35ab2fcc0b6f86ce3fbPhilipp Oeser
<![CDATA[[cbf18b6] blender-v2.93-release: Fix straightline gesture snapping not working for modal tools...]]> http://www.miikahweb.com/en/blender/git-logs/commit/cbf18b65868661407e97e9451d0838b2e9e4ac70 cbf18b6
Branches : blender-v2.93-release
Author : Philipp Oeser (lichtwerk)
Committed By : Jeroen Bakker (jbakker)
----------------------------------------
Fix straightline gesture snapping not working for modal tools

This was implemented in {rB14d56b4217f8} but was never working for
tools/operators other than the sculpt line mask tool.

To be precise, the preview actually snapped but the operations (e.g.
mesh bisect, vertex weight gradient) still happened "unsnapped" in
modal. For the sculpt line mask tool this wasnt a problem, because it
only draws a preview while modal, the actual mask was only applied
later.

This solves part one of T91320 (snapping), sculpting also introduced
flipping in {rB7ff6bfd1e0af} which does not make much sense for all
tools, but in bisect this could actually be supported, will add that in
a separate Diff.

ref T91320

Maniphest Tasks: T91320

Differential Revision: https://developer.blender.org/D12470

----------------------------------------
1 Path Changed]]>
Wed, 22 Sep 2021 06:30:41 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/cbf18b65868661407e97e9451d0838b2e9e4ac70Philipp Oeser
<![CDATA[[a229a9d] master: Fix T91461: Pose Library name filter not working]]> http://www.miikahweb.com/en/blender/git-logs/commit/a229a9dd64821575b27e6e6e317a1ce97e23f6d7 a229a9d
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Fix T91461: Pose Library name filter not working

since `AssetHandle` does not have a `name_property`
(`RNA_def_struct_name_property`), and the UIList is just using the
default `uilist_filter_items_default` it simply cannot filter on names
(`RNA_struct_name_get_alloc` wont succeed).

Adding a name_property also wont work since `AssetHandle` inherits
`PropertyGroup` (which already sets name_property).

So this adds a (temporary) hack exception for RNA_AssetHandle in
uilist_filter_items_default until the design of `AssetHandle` progresses
further.

thx @Severin for additional feedback

Maniphest Tasks: T91461

Differential Revision: https://developer.blender.org/D12541

----------------------------------------
1 Path Changed]]>
Sat, 18 Sep 2021 06:13:24 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/a229a9dd64821575b27e6e6e317a1ce97e23f6d7Philipp Oeser
<![CDATA[[9dee0a1] master: Fix T85564: FCurve modifier zero influence on restrict range...]]> http://www.miikahweb.com/en/blender/git-logs/commit/9dee0a10c81d9f4ce8d4fc85ed8722d899f34dde 9dee0a1
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Fix T85564: FCurve modifier zero influence on restrict range borders

When using FModifier `Restrict Frame Range`, the resulting influence was
zero being exactly on `Start` / `End` range borders (so borders were
**exclusive**).
This made it impossible to chain FModifers together (forcing the user to
specify values slightly below the desired border in following
FModifiers).
This is now corrected to be **inclusive** on Start / End range borders.

Before
{F10234864}
After
{F10234865}
Testfile
{F10234866}

In the case of touching open borders (so [frame A frame B] followed by
[frame B frame C]) both modifiers are evaluated (in stack order).
If the later modifier has full influence (and is not additive) this simply
means the result is the same as the later modifier's value.
If influences below 1 are used (or modifiers are additive) both modifier's
values are interpolated/added accordingly.

technical notes:
- this was caused by the introduction of FModifier Influence/BlendIn-Out
in rB185663b52b61.
- for comparison, see other occurrences of
`FMODIFIER_FLAG_RANGERESTRICT`.
- the following conditions in `eval_fmodifier_influence` for blend in/
out have been changed accordingly.

Maniphest Tasks: T85564

Differential Revision: https://developer.blender.org/D10401

----------------------------------------
1 Path Changed]]>
Fri, 17 Sep 2021 07:13:24 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/9dee0a10c81d9f4ce8d4fc85ed8722d899f34ddePhilipp Oeser
<![CDATA[[429136c] master: Fix Asset Browser cannot open containing file anymore]]> http://www.miikahweb.com/en/blender/git-logs/commit/429136c89f653a0aee3253dae7ea90d524d11003 429136c
Branches : master
Author : Philipp Oeser (lichtwerk)
----------------------------------------
Fix Asset Browser cannot open containing file anymore

In {rB9cff9f9f5df0} asset_library was renamed ? asset_library_ref.

Missed to update this in assets.py.

Differential Revision: https://developer.blender.org/D12497

----------------------------------------
1 Path Changed]]>
Wed, 15 Sep 2021 10:09:23 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/429136c89f653a0aee3253dae7ea90d524d11003Philipp Oeser