Commit Graph

7237 Commits

Author SHA1 Message Date
fba9cd019f VSE: Improved Snapping
Change snapping behavior to snap strip edges when they are close to snap point.
Default behavior is, that each transformed strip is snapped to any other strip.

Implement snapping controls in sequencer tool settings. These controls include:

 - Snapping on/off
 - Ability to snap to playhead and strip hold offset points
 - Filter snap points by excluding sound or muted strips
 - Control snapping distance

Snapping controls are placed in timeline header similar to 3D viewport

Reviewed By: mano-wii

Differential Revision: https://developer.blender.org/D11646
2021-06-29 20:30:31 +02:00
d1e0059eac LineArt: Filtering intersection lines using mask numbers
Mask value works just like transparency mask.

You are able to select intersection lines inside a
collection or, between collections.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D11309
2021-06-29 20:47:55 +08:00
6ce4d39e6b Geometry Nodes: initial attribute list for meshes
This adds a new Attributes panel in the mesh properties editor.
It shows a list of all the generic attributes on the mesh.
In the future, we want to show built-in and other attributes in the
list as well. Related technical design tasks: T88460, T89054.

There is also a new simple name collision check that warns the user
when there are multiple attributes with the same name. This can be
problematic when the attribute is supposed to be used in geometry
nodes or during rendering.

Differential Revision: https://developer.blender.org/D11276
2021-06-28 16:53:25 +02:00
0afe4e81cb Fix name of UI emboss RNA enum item
This was a stupid mistake in my original commit that added this item.
While this is an API breakage, the name is simply wrong, and it is only
6 months old, and slightly niche.

Differential Revision: https://developer.blender.org/D11701
2021-06-28 09:51:39 -05:00
cf21ba37ef LineArt: Occlusion effectiveness support
This patch adds a function where you can specify occlusion effectiveness from 0 to 255 layers per face for a given mesh material.

Reviewed By: Sebastian Parborg (zeddb)

Ref D11308
2021-06-28 22:26:23 +08:00
c297769d22 UI: Hide collection tab when scene master collection is active
CollectionLineart does not care about the configurations
in master collection.
Other options are not applicaple for master collection as well.
Hence hiding it.

Reviewed by Dalai Felinto (dfelinto)

Differential Revision: https://developer.blender.org/D11702
2021-06-28 15:51:34 +08:00
bb2648ebf0 Outliner: View Layers filter for View Layer Mode
This option allow users to see the view layer in context to the
others. It is particularly useful to see which view layers have which
collections enabled, and their render settings (holdout, ...).

This option is off by default.

Differential Revision: https://developer.blender.org/D11708
2021-06-28 09:34:44 +02:00
ae085e301c Spreadsheet: Dataset region for spreadsheet editor
This patch adds a left aligned sidebar to the spreadsheet editor. This
Sidebar can be used to navigate the geometry component types and
attribute domains. It also provides a quick overview of domain sizes.
It replaces the two dropdowns in the regions header.
Next step will be to add the domain cycling shortcut
using the CTRL + mouse wheel.

Reviewer: Dalai Felinto (dfelinto), Julian Eisel (Severin),
Hans Goudey (HooglyBoogly).

Differential Revision: https://developer.blender.org/D11046
2021-06-25 07:57:24 +02:00
ef7fcaf8e6 Voxel Remesher: Make smooth shading output automatic
Previously the smooth shading of the voxel remesher was controlled by a
mesh property. With this change, the output will try to match the
current shading of the object. This only takes into consideration the
shading mode of the first polygon of the model, but it is probably what
most users expect as it works as intended with the shade smooth/flat
object mode options.

Reviewed By: JulienKaspar, JacquesLucke

Differential Revision: https://developer.blender.org/D11626
2021-06-23 18:42:40 +02:00
Pratik Borhade
a6f275cad3 Fix T88808: Set Origin missing from Text object in 2.93
Fix T88808.
Caused by {rB5f2c5e5bb8c15bf0d6679351e3482f9c38c00935}

object type for `TEXT object` was missing in following check
that's why `Set Origin` option was lost from object context menu.

Reviewed By: lichtwerk

Maniphest Tasks: T88808

Differential Revision: https://developer.blender.org/D11495
2021-06-23 11:12:13 +02:00
53ba9f01e2 Fix error in context menu when built without freestyle 2021-06-22 17:19:02 +10:00
1725bfc3cb Cleanup: remove unused menu VIEW3D_MT_edit_mesh_edges_data
8aa17c5b12 missed removing the
menu definition when removing from the UI.
2021-06-22 17:18:28 +10:00
d086570c7a UI: Sequencer: add refresh_all operator to all sequencer view menus
This commit piggybacks on rB3e695a27cdfad560d0b28e742cfa069d098200d6
2021-06-21 22:29:58 -04:00
f9aea19d98 Spreadsheet Editor: Row Filters
This patch adds support for filtering rows based on rules and values.
Filters will work for any attribute data source, they are a property
of the spreadsheet rather than of the attribute system. The properties
displayed in the row filter can depend on data type of the currently
visible column with that name. If the name is no longer visible, the
row filter filter is grayed out, but it will remember the value until
a column with its name is visible again.

Note: The comments in `screen.c` combined with tagging the sidebar
for redraw after the main region point to a lack of understanding
or technical debt, that is a point to improve in the future.

**Future Improvements**
* T89272: A search menu for visible columns when adding a new filter.
* T89273: Possibly a "Range" operation.

Differential Revision: https://developer.blender.org/D10959
2021-06-18 16:33:02 -05:00
b6030711a2 Armature: add automatic B-Bone Scale toggles.
Currently B-Bone scaling can only be controlled via their
properties, thus requiring up to 8 drivers per joint between
B-Bones to transfer scaling factors from the handle bone.

A Scale Easing option is added to multiply the easing value
by the Y scale channels to synchronize them - this produces a
natural scaling effect where both the shape of the curve and
the scale is affected.

In addition, four toggles are added for each handle, which
multiply each of the X, Y, Z and Ease values by the matching
Local Scale channel of the handle bone, thus replacing trivial
drivers. The Scale Easing option has no effect on this process
since it's easy to just enable both Length and Ease buttons.

Differential Revision: https://developer.blender.org/D9870
2021-06-18 18:56:04 +03:00
682a74e090 Armature: add B-Bone Y scale channel and extra flag fields to DNA.
In addition to the base bone transformation itself, B-Bones have
controls that affect transformation of its segments. For rotation
the features are quite complete, allowing to both reorient the
Bezier handles via properties, and to control them using custom
handle bones. However for scaling there are two deficiencies.

First, there are only X and Y scale factors (actually X and Z),
while lengthwise all segments have the same scaling. The ease
option merely affects the shape of the curve, and does not cause
actual scaling.

Second, scaling can only be controlled via properties, thus
requiring up to 6 drivers per joint between B-Bones to transfer
scaling factors from the handle bone. This is very inefficient.

Finally, the Z channels are confusingly called Y.

This commit adds a B-Bone Y Scale channel and extra B-Bone flag
fields to DNA with appropriate versioning (including for F-Curves
and drivers) in preparation to addressing these limitations.

Functionality is not changed, so the new fields are not used
until the following commits.

Differential Revision: https://developer.blender.org/D9870
2021-06-18 18:56:03 +03:00
4b673ebb99 Raycast geometry node.
The //Raycast// node intersects rays from one geometry onto another.
It computes hit points on the target mesh and returns normals, distances
and any surface attribute specified by the user.

A ray starts on each point of the input //Geometry//. Rays continue
in the //Ray Direction// until they either hit the //Target Geometry//
or reach the //Ray Length// limit. If the target is hit, the value of the
//Is Hit// attribute in the output mesh will be true. //Hit Position//,
//Hit Normal//, //Hit Distance// and //Hit Index// are the properties of the
target mesh at the intersection point. In addition, a //Target Attribute//
can be specified that is interpolated at the hit point and the result
stored in //Hit Attribute//.

Docs: D11620

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D11619
2021-06-17 21:11:32 +01:00
ed4222258e Geometry Nodes: Add Curve Subdivision Node
This node creates splines with more control points in between the
existing control points. The point is to give the splines more
definition for further tweaking like randomization with white noise,
instead of deforming a resampled poly spline with a noise texture.

For poly splines and NURBS, the node simply interpolates new values
between the existing control points. However, for Bezier splines,
the result follows the existing evaluated shape of the curve, changing
the handle positions and handle types to make that possible.

The number of "cuts" can be controlled by an integer input, or an
attribute can be used. Both spline and point domain attributes are
supported, so the number of cuts can vary using the value from the
point at the start of each segment.

Dynamic curve attributes are interpolated to the result with linear
interpolation.

Differential Revision: https://developer.blender.org/D11421
2021-06-17 11:39:23 -05:00
Johnny Matthews
ed4b2ba75a Geometry Nodes: Separate Components Node
Implementation of T86970. This node takes a geometry input with
multiple components and outputs them by component type. Meshes,
Curves, and Point Clouds support combining multiple input instances,
while volumes will only output the first volume component input until
suitable instance realization for multiple volumes is finished.

When direct geometry instancing is implemented it will be possible to
avoid realizing instances in this node.

Differential Revision: https://developer.blender.org/D11577
2021-06-15 22:31:57 -05:00
2053e1f533 Fix image space missing mask display panel 2021-06-15 10:50:48 +10:00
4ae06b6123 Cleanup: remove "_" prefix for used arguments 2021-06-15 10:50:43 +10:00
013fc69ea8 Cleanup: unused argument & variable warnings 2021-06-15 10:50:43 +10:00
3bf98d1cec Cleanup: use private methods for internal operator utilities
Also remove unused argument.
2021-06-15 10:08:57 +10:00
Johnny Matthews
4a540b9b48 Geometry Nodes: Curve Reverse Node
This is an implementation of T88722. It accepts a curve object and
for each spline, reverses the order of the points and all attributes.
This is more of a foundational node to support other nodes in the
future (like curve deform)

Selection takes spline domain attributes to determine which splines
are selected. If no selection is present all splines are reversed.

Differential Revision: https://developer.blender.org/D11538
2021-06-14 13:28:38 -05:00
fcbb20286a Geometry Nodes: Curve to Points Node for Evaluated Data
This node implements the second option of T87429, creating points
along the input splines with the necessary evaluated information
for instancing: `tangent`, `normal`, and `rotation` attributes.
All generic curve point and spline attributes are copied to the
result points as well.

The "Count" and "Length" methods are just like the current options
in the resample node, but the output is points instead of a curve.
The "Evaluated" method uses the points you see on the curve directly,
and therefore should be the fastest.

The rotation data is retrieved from a transform matrix built with the
same method that the curve to mesh node uses. The radius attribute is
divided by 10 so the points don't look absurdly huge in the viewport.
In the future that could be an option.

For the implementation, one thing that could use an improvement
is the amount of temporary allocations while resampling to evaluated
points before the final points. I expect that reusing a buffer for
each thread would give a nice improvement.

Differential Revision: https://developer.blender.org/D11539
2021-06-14 12:52:08 -05:00
bcff0ef9ca UI: Windows Blend File Association
This patch allows Windows users to specify that their current blender
installation should be used to create thumbnails and be associated
with ".blend" files. This is done from Preferences / System. The only
way to do this currently is from the command-line and this is sometimes
inconvenient.

Differential Revision: https://developer.blender.org/D10887

Reviewed by Brecht Van Lommel
2021-06-14 10:22:03 -07:00
Pablo Dobarro
7bc5246156 Overlays: Make flash on mode transfer an operator property
This moves the flash on mode transfer effect option from the overlays to
an operator property of the mode transfer operator.

- This effect is intended to show the target object when no overlays or
a minimal set of overlays is enabled. Making it part of the whole set of
overlays invalidates this use case.

- The effect is not intended to be configurable per viewport, it should
be a global option.

The effect is still implemented using the overlay engine (instead of a
draw modal callback) due to performance and drawing artifacts. Having it
implemented as an overlay with runtime timer data in the objects makes
also possible to run multiple animations at the same time without any
visual glitches.

Reviewed By: campbellbarton, JulienKaspar

Differential Revision: https://developer.blender.org/D11519
2021-06-11 21:48:59 +02:00
f6c5af3d47 Add option to link assets on drag & drop
Note: Linking in this case as in link vs. append. Easily confused with linking
a data-block to multiple usages (e.g. single material used by multiple
objects).

Adds a drop-down to the Asset Browser header to choose between Link and Append.
This is probably gonna be a temporary place, T54642 shows where this could be
placed eventually.

Linking support is crucial for usage of the asset browser in production
environments. It just wasn't enabled yet because a) the asset project currently
focuses on single user, not production assets, and b) because there were many
unkowns still for the workflow that have big impact on production use as well.
With the recently held asset workshop I'm more confident with enabling linking,
as design ideas relevant to production use were confirmed.

Differential Revision: https://developer.blender.org/D11536

Reviewed by: Bastien Montagne
2021-06-11 16:46:20 +02:00
20ece8736f Fix T89001: node search not working anymore 2021-06-11 16:27:56 +02:00
Henrik Dick
df2a19eac7 Geometry Nodes: Add Convex Hull Node
This commit adds a node to output the convex hull of any input geometry
as a mesh, which is an enclosing geometry around a set of points.
All geometry types are supported, besides volumes.

The code supports operating on instances to avoid copying all input
geometry before the operation. The implementation uses the same backend
as the operation in edit mode, but uses Mesh directly instead of BMesh.

Attribute transfer is not supported currently, but would be a point of
improvement for the future if it can work in a predictable way on
different geometry input types.

Differential Revision: https://developer.blender.org/D10925
2021-06-09 11:58:08 -05:00
f087a225dc GPencil: Hide Brush panels for some tools
Some tools don't use brush and the panel must be hidden.

Reviewed By: mendio

Differential Revision: https://developer.blender.org/D11518
2021-06-09 12:52:44 +02:00
f29a738e23 PyAPI: use keyword only arguments
Use keyword only arguments for the following functions.

- addon_utils.module_bl_info 2nd arg `info_basis`.
- addon_utils.modules 1st `module_cache`, 2nd arg `refresh`.
- addon_utils.modules_refresh 1st arg `module_cache`.
- bl_app_template_utils.activate 1nd arg `template_id`.
- bl_app_template_utils.import_from_id 2nd arg `ignore_not_found`.
- bl_app_template_utils.import_from_path 2nd arg `ignore_not_found`.
- bl_keymap_utils.keymap_from_toolbar.generate 2nd & 3rd args `use_fallback_keys` & `use_reset`.
- bl_keymap_utils.platform_helpers.keyconfig_data_oskey_from_ctrl 2nd arg `filter_fn`.
- bl_ui_utils.bug_report_url.url_prefill_from_blender 1st arg `addon_info`.
- bmesh.types.BMFace.copy 1st & 2nd args `verts`, `edges`.
- bmesh.types.BMesh.calc_volume 1st arg `signed`.
- bmesh.types.BMesh.from_mesh 2nd..4th args `face_normals`, `use_shape_key`, `shape_key_index`.
- bmesh.types.BMesh.from_object 3rd & 4th args `cage`, `face_normals`.
- bmesh.types.BMesh.transform 2nd arg `filter`.
- bmesh.types.BMesh.update_edit_mesh 2nd & 3rd args `loop_triangles`, `destructive`.
- bmesh.types.{BMVertSeq,BMEdgeSeq,BMFaceSeq}.sort 1st & 2nd arg `key`, `reverse`.
- bmesh.utils.face_split 4th..6th args `coords`, `use_exist`, `example`.
- bpy.data.libraries.load 2nd..4th args `link`, `relative`, `assets_only`.
- bpy.data.user_map 1st..3rd args `subset`, `key_types, `value_types`.
- bpy.msgbus.subscribe_rna 5th arg `options`.
- bpy.path.abspath 2nd & 3rd args `start` & `library`.
- bpy.path.clean_name 2nd arg `replace`.
- bpy.path.ensure_ext 3rd arg `case_sensitive`.
- bpy.path.module_names 2nd arg `recursive`.
- bpy.path.relpath 2nd arg `start`.
- bpy.types.EditBone.transform 2nd & 3rd arg `scale`, `roll`.
- bpy.types.Operator.as_keywords 1st arg `ignore`.
- bpy.types.Struct.{keyframe_insert,keyframe_delete} 2nd..5th args `index`, `frame`, `group`, `options`.
- bpy.types.WindowManager.popup_menu 2nd & 3rd arg `title`, `icon`.
- bpy.types.WindowManager.popup_menu_pie 3rd & 4th arg `title`, `icon`.
- bpy.utils.app_template_paths 1st arg `subdir`.
- bpy.utils.app_template_paths 1st arg `subdir`.
- bpy.utils.blend_paths 1st..3rd args `absolute`, `packed`, `local`.
- bpy.utils.execfile 2nd arg `mod`.
- bpy.utils.keyconfig_set 2nd arg `report`.
- bpy.utils.load_scripts 1st & 2nd `reload_scripts` & `refresh_scripts`.
- bpy.utils.preset_find 3rd & 4th args `display_name`, `ext`.
- bpy.utils.resource_path 2nd & 3rd arg `major`, `minor`.
- bpy.utils.script_paths 1st..4th args `subdir`, `user_pref`, `check_all`, `use_user`.
- bpy.utils.smpte_from_frame 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.smpte_from_seconds 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.system_resource 2nd arg `subdir`.
- bpy.utils.time_from_frame 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.time_to_frame 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.units.to_string 4th..6th `precision`, `split_unit`, `compatible_unit`.
- bpy.utils.units.to_value 4th arg `str_ref_unit`.
- bpy.utils.user_resource 2nd & 3rd args `subdir`, `create`
- bpy_extras.view3d_utils.location_3d_to_region_2d 4th arg `default`.
- bpy_extras.view3d_utils.region_2d_to_origin_3d 4th arg `clamp`.
- gpu.offscreen.unbind 1st arg `restore`.
- gpu_extras.batch.batch_for_shader 4th arg `indices`.
- gpu_extras.batch.presets.draw_circle_2d 4th arg `segments`.
- gpu_extras.presets.draw_circle_2d 4th arg `segments`.
- imbuf.types.ImBuf.resize 2nd arg `resize`.
- imbuf.write 2nd arg `filepath`.
- mathutils.kdtree.KDTree.find 2nd arg `filter`.
- nodeitems_utils.NodeCategory 3rd & 4th arg `descriptions`, `items`.
- nodeitems_utils.NodeItem 2nd..4th args `label`, `settings`, `poll`.
- nodeitems_utils.NodeItemCustom 1st & 2nd arg `poll`, `draw`.
- rna_prop_ui.draw 5th arg `use_edit`.
- rna_prop_ui.rna_idprop_ui_get 2nd arg `create`.
- rna_prop_ui.rna_idprop_ui_prop_clear 3rd arg `remove`.
- rna_prop_ui.rna_idprop_ui_prop_get 3rd arg `create`.
- rna_xml.xml2rna 2nd arg `root_rna`.
- rna_xml.xml_file_write 4th arg `skip_typemap`.
2021-06-09 03:05:44 +10:00
08b0de45f3 Geometry Nodes: new Select by Material node
This node creates a boolean face attribute that is "true" for
every face that has the given material.

Differential Revision: https://developer.blender.org/D11324
2021-06-08 16:01:54 +02:00
d2dc452333 Limit Rotation: add an Euler Order option.
Since Limit Rotation is based on Euler decomposition, it should allow
specifying the order to use for the same reasons as Copy Rotation does,
namely, if the bone uses Quaternion rotation for its animation channels,
there is no way to choose the order for the constraint.

Ref D9626
2021-06-05 16:29:46 +03:00
c7fee64dea Cleanup: use ternary operator for icon argument 2021-06-05 17:05:11 +10:00
14508ef100 FFmpeg: Fix seeking not returning the correct frame when not using TC index
Fixed the logic for seeking in ffmpeg video files.
The main fix is that we now apply a small offset in ffmpeg_get_seek_pos
to make sure we don't get the frame in front of the seek position when
seeking backward.

The rest of the changes is general cleanup and untangling code.

Reviewed By: Richard Antalik

Differential Revision: http://developer.blender.org/D11492
2021-06-05 02:48:09 +02:00
0037e08b06 GPencil: Change Fill Boundary icon
The icon has been changed to `eye` because is more consistent with other areas.
2021-06-04 12:44:34 +02:00
b6b20c4d92 GPencil: Change Fill extend lines icon
The icon has been changed to `eye` because is more consistent with other areas.
2021-06-04 12:44:34 +02:00
9ba6b64efa Greasepencil: show pressure curve widgets in the sidebar
These were only showing in the Properties Editor, but there is no reason
to have the panels be different in the sidebar (they should not show in
the top bar though).

agreed upon by both @anoniov and @mendio

ref T88787
2021-06-04 12:17:33 +02:00
Johnny Matthews
ddd4b2b785 Geometry Nodes: Curve Length Node
This commit adds a node that outputs the total length of all
evalauted curve splines in a geometry set as a float value.

Differential Revision: https://developer.blender.org/D11459
2021-06-03 19:12:38 -04:00
dba3fb9e09 Overlay: Flash on Mode Transfer overlay
This implements T87633

This overlay renders a flash animation on the target object when
transfering the mode to it using the mode transfer operator.
This provides visual feedback when switching between objects without
extra overlays that affect the general color and lighting in the scene.

Differences with the design task:

- This uses just a fade out animation instead of a fade in/out animation.
The code is ready for fade in/out, but as the rest of the overlays
(face sets, masks...) change instantly without animation, having a fade
in/out effect gives the impression that the object flashes twice (once
for the face sets, twice for the peak alpha of the flash animation).

- The rendering uses a flat color without fresnel for now, but this can
be improved in the future to make it look more like the shader in the
prototype.

- Not enabled by default (can be enabled in the overlays panel), maybe
the defaults can change for 3.0 to disable fade inactive and enable this
instead.

Reviewed By: jbakker, JulienKaspar

Differential Revision: https://developer.blender.org/D11055
2021-06-03 20:17:17 +02:00
a1063fc6c2 VSE: Remove JPEG reference from proxy panel
Proxies doesn't use MJPEG codec anymore, but text still referenced it.
2021-06-03 19:44:00 +02:00
f944121700 GPencil: New operator to Normalize strokes
Sometimes is required to reset the thickness or the opacity of the strokes. Actually this was done using a modifier, but this operators solves this.

Reviewed By: mendio, filedescriptor

Maniphest Tasks: T87427

Differential Revision: https://developer.blender.org/D11453
2021-06-02 16:43:37 +02:00
Wannes Malfait
464797078d Geometry Nodes: Add Delete Geometry Node
This node is similar to the mask modifier, but it deletes the elements
of the geometry corresponding to the selection, which is retrieved as
a boolean attribute. The node currently supports both mesh and point
cloud data. For meshes, which elements are deleted depends on the
domain of the input selection attribute, just like how behavior depends
on the selection mode in mesh edit mode.

In the future this node will support curve data, and ideally volume
data in some way.

Differential Revision: https://developer.blender.org/D10748
2021-06-01 17:32:03 -04:00
9adfd278f7 Compositor: Full-frame base system
This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame.

Two execution models:
- Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation.
- FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch).

This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage.

FullFrame breaking changes respect Tiled system, mainly:
- Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation.
- Any sampling is always done over inputs instead of last buffered operation.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11113
2021-06-01 10:51:53 +02:00
09fb81f66d Merge branch 'blender-v2.93-release' 2021-05-31 19:23:49 +02:00
261a10edb0 Display source video fps in the VSE
Now FPS is displayed in the video source for videos to provide easy
access.

Reviewed By: Richard Antalik

Differential Revision: http://developer.blender.org/D11441
2021-05-31 18:22:24 +02:00
46a14bd6a3 Fix T88670: Load Previous Settings does not copy symlinks
The same code existed in 2.82 and earlier so this should be safe. Removing the
custom implementation of shutil.copytree in f34d5d9 did not correctly add back
the option to copy symlinks.
2021-05-31 17:30:04 +02:00
6f86d50b92 UI: Match tooltip with interface name 2021-05-29 11:22:58 -04:00
11e32332dd Geometry Nodes: Add Mesh to Curve Node
This node creates poly curve splines from mesh edges. A selection
attribute input allows only using some of the edges from the mesh.
The node builds cyclic splines from branchless groups of edges where
possible, but when there is a three-way intersection, the spline stops.

The node also transfers all attributes from the mesh to the resulting
control points. In the future we could add a way to limit that to a
subset of the attributes to improve performance.

The algorithm is from Animation Nodes, written by @OmarSquircleArt.
I added the ability to use a selection, attribute transferring, and
used different variable names, etc, but other than that the algorithm
is the same.

Differential Revision: https://developer.blender.org/D11265
2021-05-28 10:42:22 -04:00