Commit Graph

18112 Commits

Author SHA1 Message Date
9b70950e3c Merge branch 'blender-v2.82-release' 2020-01-19 18:50:37 +03:00
d1657b406e Fix T73117: B-Bone twist weirdness in chains with sharp bends.
When computing the roll value coming from the handle bone, the code
was using some strange unexplained math. It probably works fine when
the difference with the 'zero roll' orientation is pure twist, like
is the case when called from mat3_to_vec_roll. However, it appears
to break when significant swing is involved.

The issue is fixed by using the proper Swing+Twist decomposition
utility function that was added in a recent version for drivers.
2020-01-19 18:48:18 +03:00
966383138a Weight Paint: implement a red shade for bones with locked weights.
Blender supports locking vertex groups to prevent changes to the
weights. However, as mentioned in comments for D3837, it is hard
to use this because there is no interface for locking in 3D View.

This adds a red shade to bones that are associated with a locked
weight group during weight paint mode, as the first step to adding
such interface. The next step is adding a pie menu for lock/unlock.

Differential Revision: https://developer.blender.org/D6533
2020-01-18 11:43:31 +03:00
1f92e9903f Merge branch 'blender-v2.82-release' 2020-01-17 20:09:44 +01:00
5472ae6fdf Fix memory leak when full-copying a scene after recent changes.
Once again, am not exactly sure why that was working before, and not
anymore - but in any case, doing that kind of update here is not only
useless (since we have to do it at the end of the whole
collections/objects duplication and remapping anyway), it is also rather
dangerous, as collections are currently in rather invalid states at that
point of the code...

Note that in ideal world, `BKE_main_collection_sync()` & co would be
lazy (setting only a flag, then code actually needing this to be valid
again should call some sort of `BKE_main_collection_sync_ensure()`).
Then we would not have to worry about such things (and we'd get nice
performance improvements in some cases, also in main remapping code,
etc.).

Food for some refactoring, some day...
2020-01-17 19:59:00 +01:00
35b16e4985 Cleanup: factorize collection handling in libquery code.
Both actual Collection datablocks and the horrible master collection
should share the same code (there were already some differences,
although probably not critical, but some callbacks from
scene->master_collection did not have the 'not self' flag...).
2020-01-17 19:59:00 +01:00
swann
e280c0441b Fix lightprobe creation from python data API
### Description of the problem

Until now, it is only possible to correctly add a lightprobe in python via an operator:
`bpy.ops.object.lightprobe_add()`

### Description of the proposed solution

The idea of this patch is to fix the lack of consistency lightprobe creation without operator.
It allow creation of different lightprobe type directly via `bpy.data.lightprobes.new(name, type)` (such as for curves).

In order to make it possible I had to:
1. Add a function `BKE_lightprobe_configure` in charge of lightprobe settings configuration (avoid code redundancy)
2. Allow an object to take lightprobe datablock as data during is initialization.

### A short example of this patch usage

```
lp = bpy.data.lightprobes.new('some_name','PLANAR')

bpy.data.objects.new('toto', lp)

```

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6396
2020-01-17 19:14:51 +01:00
d42a7bbd6e Integrate hair collisions with cloth collision
This integrates hair collisions with the new cloth collision system,
greatly improving reliability, and reducing the amount of hair-specific
code paths in the cloth code.

The removes all the point constraint based collision stuff, instead
implementing segment impulse based collisions, using the same collision
response code as the normal cloth solver.

The hair system can now also collide with the emitter if it is a
collision object.

Reviewed By: mano-wii, Sebastian Parborg

Differential Revision: https://developer.blender.org/D6545
2020-01-16 18:54:30 +01:00
09122883b2 Merge branch 'blender-v2.82-release' 2020-01-17 02:55:31 +11:00
abdaf2a4f5 Fix T53704: Error scaling f-curve handles by -1
The last handle wasn't corrected, also, there is no reason
to flip the handles while sorting (checking the same handles many times)
move this into it's own loop.
2020-01-17 02:40:10 +11:00
5b8c2301d8 Merge branch 'blender-v2.82-release' 2020-01-16 16:08:17 +01:00
32f0bb0523 Fix T70766 EEVEE: Performance drop with node tree in 2.81 2020-01-16 15:56:45 +01:00
7f571aad22 Merge branch 'blender-v2.82-release' 2020-01-16 02:21:32 +01:00
Lukas Stockner
7d8a186335 Fix T73133: UDIM texture count in Eevee is limited by OpenGL
Based on @fclem's suggestion in D6421, this commit implements support for
storing all tiles of a UDIM texture in a single 2D array texture on the GPU.

Previously, Eevee was binding one OpenGL texture per tile, quickly running
into hardware limits with nontrivial UDIM texture sets.
Workbench meanwhile had no UDIM support at all, as reusing the per-tile
approach would require splitting the mesh by tile as well as texture.

With this commit, both Workbench as well as Eevee now support huge numbers
of tiles, with the eventual limits being GPU memory and ultimately
GL_MAX_ARRAY_TEXTURE_LAYERS, which tends to be in the 1000s on modern GPUs.

Initially my plan was to have one array texture per unique size, but managing
the different textures and keeping everything consistent ended up being way
too complex.

Therefore, we now use a simpler version that allocates a texture that
is large enough to fit the largest tile and then packs all tiles into as many
layers as necessary.

As a result, each UDIM texture only binds two textures (one for the actual
images, one for metadata) regardless of how many tiles are used.

Note that this rolls back per-tile GPUTextures, meaning that we again have
per-Image GPUTextures like we did before the original UDIM commit,
but now with four instead of two types.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6456
2020-01-16 02:06:49 +01:00
689a873029 Fix T72860: Mantaflow Fluid Sim fails when simulation starts after frame 1 2020-01-15 22:07:06 +01:00
Julian Eisel
ca49643f3c Fix T70965: Undo crash with specific file
Not sure how the WorkSpaceLayout.screen pointer could end up being NULL,
but apparently that happens, or at least happened with older files.

Rather than just adding NULL-checks, prefer not keeping around those
invalid layouts at all.
2020-01-15 17:48:45 +01:00
cdd937c6dd Fluid: Fix T72971
Incorporated suggestions from the task discussion
2020-01-15 16:29:08 +01:00
adcc9d014c Fluid: Moved grid reset loop for inner obstacle cells from blenkernel code into Mantaflow
Having this loop in directly Manta is faster and potentially fixes issues T72783 and T72894.
2020-01-15 16:28:56 +01:00
5f8b290eb8 Fluid: Fix for relative cache paths
Relative paths in the cache are no longer converted into absolute paths automatically.
2020-01-15 16:28:25 +01:00
d571e9055a Fluid: Fix T72971
Incorporated suggestions from the task discussion
2020-01-15 15:51:49 +01:00
2ff3877f71 Fluid: Moved grid reset loop for inner obstacle cells from blenkernel code into Mantaflow
Having this loop in directly Manta is faster and potentially fixes issues T72783 and T72894.
2020-01-15 15:51:49 +01:00
c8450c480f Merge branch 'blender-v2.82-release' 2020-01-15 19:08:02 +11:00
27c5fb6fc4 3D View: use compatible quaternions when placing the cursor
The compatible option was used for euler rotation but not quaternions.
2020-01-15 19:03:05 +11:00
5cc0f361f3 Merge branch 'blender-v2.82-release' 2020-01-14 20:27:39 +01:00
22a317347f Fix T73094: Check all vertices when recalculating the mask flags
When a node was partially/fully hidden, this was causing the mask flags
to update incorrectly because it was not checking all vertices, so they
were assigned the fully_masked state and not updating in the transform
tool and mesh filter.

Reviewed By: jbakker

Maniphest Tasks: T73094

Differential Revision: https://developer.blender.org/D6573
2020-01-14 20:26:29 +01:00
cb9f67e846 Merge branch 'blender-v2.82-release' 2020-01-14 20:23:46 +01:00
22f5edcf45 Fix T71712: Free the dynamic mesh preview when rebuilding the PBVH
The PBVH usually is rebuild after a topology change, so it does not make
sense to keep the previous dynamic mesh preview vertex list. This may
cause a crash is the number of vertices of the new mesh (and preview) is
larger previous one. Now the list is deleted with the PBVH and a new one
will be generated using the new mesh when the cursor is updated.

Reviewed By: jbakker

Maniphest Tasks: T71712

Differential Revision: https://developer.blender.org/D6476
2020-01-14 20:21:45 +01:00
473fc35c70 Merge remote-tracking branch 'origin/blender-v2.82-release' 2020-01-14 15:14:55 +01:00
9ad0b7f8c7 Fix T68480: Normalize All weights with lock Active bug
The original code had 0 as a magic number in the test whether the weight
belongs to a locked group, instead of comparing it to the actual group
number.

Thanks @mano-wii for providing the diff.
2020-01-14 15:13:39 +01:00
e2c8aa4971 Fluid: Fix for relative cache paths
Relative paths in the cache are no longer converted into absolute paths automatically.
2020-01-14 12:14:03 +01:00
e34d3e32dd Fix T71200: Build curve geometry in one piece
Currently a curve's beveled geometry is built with duplicate geometry
along the seams between the "front," "back," etc, sections of the
curve. This builds them in one piece, resulting in smooth geometry.

Other than the duplicate geometry, the vertex positions are the same
as before.

Reviewed By: campbellbarton, mano-wii

Differential Revision: https://developer.blender.org/D6562
2020-01-13 12:29:43 -05:00
efe119cd39 Merge branch 'blender-v2.82-release' 2020-01-13 15:58:42 +01:00
9d254fa17a Refactor: Make construction of resolved RNA path reusable
It is somewhat different from RNA_path_resolve_property_full(), mainly since it's
properly setting array index from the f-curve.
2020-01-13 12:00:44 +01:00
1b86b3c0f4 Fix T73069: Studiolights
Studiolights that were just created didn't had the
`STUDIOLIGHT_SPECULAR_HIGHLIGHT_PASS` flag. Without this flag the
studiolight the viewport didn't show the specular highlights and it
wasn't possible to switch the highlights on/off in the popover. After
reloading the studio lights this was possible.

This patch will always set the flag for any newly created, or being
edited studiolight, so the workbench render engine is fed with the right
data.
2020-01-13 09:22:00 +01:00
f6aac92ab8 Merge branch 'blender-v2.82-release' 2020-01-12 17:27:47 +01:00
0ef881cc57 Fix T71620: broken particle collisions due to rB0666ece2e2f9
An optimisation in the collision system for cloth (static collisions),
broke the particle collisions, as they take motion into account. This
restores the moving BVH required for the particle collisions, while
keeping the optimisation for the cloth collisions.

Reviewed By: mano-wii

Maniphest Tasks: T71620

Differential Revision: https://developer.blender.org/D6560
2020-01-12 17:23:02 +01:00
Nathan Letwory
c3d6929e4f Version cycle 2.83, master is now in alpha and open for new work and features 2020-01-10 11:26:52 +02:00
Nathan Letwory
20ca8fddf8 Merge branch 'blender-v2.82-release' 2020-01-10 11:26:03 +02:00
Nathan Letwory
a72d823489 Version cycle to 2.83 alpha for master. 2020-01-10 11:25:54 +02:00
Nathan Letwory
95200045f3 Version 2.82 cycle to beta for bcon3, stabilizing period 2020-01-10 08:10:27 +02:00
0e37045f32 Cleanup: use paint/sculpt prefix in BKE_paint.h
PoseIKChain for example reads as if this is related to armature/pose
when it's a sculpting feature.
2020-01-08 12:59:48 +11:00
fdf89acc86 Sculpt: Pose Brush with Inverse Kinematics
This commits introduces the pose_ik_segments brush property in the Pose Brush. When increasing the IK segments count, the brush generates more segments and weights associations following the topology of the mesh. When moving the brush, these segments are transformed using an IK solver and they are used to deform the mesh.

When pressing Ctrl, the brush controls the segments' roll rotation instead of using the IK solver. The brush falloff controls how much rotation is propagated from the first to the last segment in the chain.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D6389
2020-01-07 16:57:54 +01:00
bd766f8f06 Fix T72935: Applying transform to parent mesh changes rotation of children using quaternions
`ob->quat` is `v4`.
2020-01-07 12:42:37 -03:00
94d19d5ff5 GPencil: Fix unreported memory leak
Thanks to @dfelinto for his help
2020-01-07 14:14:19 +01:00
a99f6e5df1 GPencil: Remove memory allocation for triangles
This will be replaced later, so it's not logic allocate now.
2020-01-07 14:14:19 +01:00
11292edba6 BMesh: remove BMEditMesh.ob pointer
Remove this pointer since it's linking Mesh data back to the object,
where a single edit-mesh may have multiple object users,
causing incorrect assumptions in the code.

Resolves dangling pointer part of the T72667 crash,
although there are other issues which still need to be fixed.

In EDBM_op_finish and EDBM_update_generic,
full Main lookups have been added which should be replaced with mesh
argument or the update tagging moved elsewhere.
2020-01-07 17:47:17 +11:00
e95c0fba09 BMesh: remove BMEditMesh.ob use BKE_editmesh_lnorspace_* API
Note that this is a bit clumsy having both edit-mesh and mesh,
BKE_editmesh_ensure_autosmooth & BKE_editmesh_lnorspace_update
are often called together, these could be made into a single functions.
2020-01-07 14:27:59 +11:00
a8d11995bf BMesh: remove BMEditMesh.ob use for vert coord access, projection 2020-01-07 13:53:03 +11:00
60c54be053 Fix/Cleanup invalid call to blendfile reading in UNDO_DISK.
Currently harmless since undo to disk is disabled, but that is not a
good reason to have invalid code.
2020-01-06 15:46:43 +01:00
7213c42b6e Fix BKE_mesh_validate_arrays invalidating face selection
Use `totpoly` instead of `totface`.

The original code was written for non-bmesh case and likely missed this
update.
2020-01-06 09:26:21 -03:00