Part of T70240
This is the initial implementation of Weld Modifier.
New features will be added later.
ToDo:
- Seams: restrict welding to vertices along boundary edges.
- Edge Collapse: collapse edges below the length threshold.
- New icon.
- Some customdata are not being correctly interpolated.
Differential Revision: https://developer.blender.org/D6383
Viewport: Disable Clipping For EEVEE and External Renderers
Currently it is possible that, when using viewport clipping, the display and tools communicate
different information to the user then the renderer does. The reason is
that the renderer does not support viewport clipping. Both EEVEE and
Cycles do not support it.
This patch will disable the clipping in all the tools and drawing code
when the viewport drawing mode is `Material Preview` or `Rendered`.
This patch introduces a `RV3D_CLIPPING_ENABLED` util that checks if
clipping is enabled for the given `rv3d` and `v3d`. Also in places where
it was needed we added the `ViewContext` as a carrier for the `View3D`
and `RegionView3D`.
There are a few areas in the tooling (select, projection painting) that
still needs to be tackled after this patch.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6047
Custom render passes are added in the Shader AOVs panel in the view layer
settings, with a name and data type. In shader nodes, an AOV Output node
is then used to output either a value or color to the pass.
Arbitrary names can be used for these passes, as long as they don't conflict
with built-in passes that are enabled. The AOV Output node can be used in both
material and world shader nodes.
Implemented by Lukas, with tweaks by Brecht.
Differential Revision: https://developer.blender.org/D4837
Steps to reproduce were:
* Change File Browser display mode to fullscreen in Preferences
* File > Save As (make sure existing .blend is selected)
* File > Open
The file name would still be shown in red and the + and - icons would be
visible, which should only be the case for saving files, not opening.
Note that this change makes all `FileSelectParams.flag` values be reset
on re-opening a File Browser, which *may* in fact cause other issues.
It's easy to fix those though, and I'd prefer properly resetting the
flags and only keeping specific ones in that case.
When size pressure is enabled, the radius may not be enough to sample
any vertices to calculate the area normal. This lead to a vector 0 plane
and a division by 0 when calculating the signed distance to the plane,
which produces a NaN that was being written to the vertex coordinates.
Reviewed By: brecht
Maniphest Tasks: T72006
Differential Revision: https://developer.blender.org/D6326
This commit fixes 3 bugs:
- Fix the crash reported in T72054. The BMesh elem table and the vd.no was null, so we now ensure that the table exists before running any sculpt tool in dyntopo. The relax function also uses vd.fno in case that vd.no is not available.
- Fix missing updates of the bounding boxes when running the mesh filter. This can be optimized by running the updates only when the filter finishes. Without this, it is impossible to sculpt the user modifies the mesh too much with the filter.
- Fix incorrect solution of relax vertex when using EEVEE. Relaxing the mesh requires the updated normals after each iteration. This was done by the PBVH rendering code, but when running EEVEE it was using incorrect normals. Now normals are updated after each iteration.
Reviewed By: brecht
Maniphest Tasks: T72054
Differential Revision: https://developer.blender.org/D6333
Some other areas in the brush code outside sculpt mode assume that
pressure is multiplied directly on top of the initial size. This patch
calculates the pixel radius correctly using the brush size from sculpt
mode to get the dyntopo detail size.
When the new brush input system is in place, all these values will come
directly from the brush input code with all the custom curves applied
per brush, so all paint modes will have a correct brush behavior and all
this sculpt mode specific code won't be necessary.
Reviewed By: jbakker
Maniphest Tasks: T72092
Differential Revision: https://developer.blender.org/D6339
The old mask brush implementation was adding the brush value to the
previous vertex mask value and clamping the result. This leads to
visible artifacts in the mask gradient as the value approaches 0 or 1,
so it was not possible to paint a smooth mask with this brush.
Now we are also multiplying by the previous mask value before clamping,
fixing all those gradient artifacts.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6341
This is only supposed to happen when copying nodes that are part of the user
editable database, not temporary copies for the dependency graph.
The LIB_ID_COPY_LOCALIZE test was wrong because it is a combination of multiple
bitflags as pointed out by Bastien, and was actually redundant anyway since
LIB_ID_CREATE_NO_MAIN is part of it.
Adds theme settings to allow change of front and back faces of the Face Orientation overlay
Differential Revision: https://developer.blender.org/D6262
Reviewed by Jeroen Bakker
Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep.
This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode.
This was needed to allow clamping when **To Max** is less than **To Min**.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D5827
Allows each File Browser list item in Volumes and System to use individual icons.
Differential Revision: https://developer.blender.org/D5802
Reviewed by Julian Eisel
Implement T66304 as an experimental option,
available under the preferences "Experimental" section.
- When enabled most tools in the 3D view have a gizmo.
- Dragging outside the gizmo uses the 'fallback' tool.
- The fallback tool can be changed or disabled in the tool options
or from a pie menu (Alt-W).
Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.
The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6367
Previously the decimation would take the whole curve into account when
decimating and not just the selected part.
This also contains various smaller bug fixes for the fcurve decimation.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D6286
When using Render Viewport Animation the meta data
was only stamped when a float buffer was used. In recent changes it was
possible to use a char buffer for the result.
This commit will also support stamping of metadata using a char buffer.
Add new icons and panels Grease Pencil Dopesheet to manage layers without having the properties panel visible.
Also, the icons are in the same order in Dopesheet, Layers and Material list to keep consistency.
As the number of columns for icons is limited to 3 and we also need use a factor, I have impleted the change using slider area. Also, the slider option is enabled by default for 2D Template.
See T72026 for more info.
Reviewed By: mendio, pepeland, billreynish
Differential Revision: https://developer.blender.org/D6328
Rigify uses a property group to contain options of its rigs, so
currently it is impossible to use Alt-Click or Copy To Selected
to change a setting for multiple rigs at the same time.
The main problem here is that there is no efficient way to find
which bone the property group belongs to. To maintain performance,
implement this by checking the active bone if it is known. Copy
Data Path and related features still don't work, as data path
calculation can't use context.
Differential Revision: https://developer.blender.org/D6264
- Margins used duplicate define between files.
- Cursor selection ignored margins.
- Cursor wasn't scaling with DPI.
Add a 'draw_rect' member which is the region rect with margins applied
to make these checks clearer.
This resolves issue pointed out in D6300,
which complicated further refactoring.
This is the unification of all overlays into one overlay engine as described in T65347.
I went over all the code making it more future proof with less hacks and removing old / not relevent parts.
Goals / Acheivements:
- Remove internal shader usage (only drw shaders)
- Remove viewportSize and viewportSizeInv and put them in gloabl ubo
- Fixed some drawing issues: Missing probe option and Missing Alt+B clipping of some shader
- Remove old (legacy) shaders dependancy (not using view UBO).
- Less shader variation (less compilation time at first load and less patching needed for vulkan)
- removed some geom shaders when I could
- Remove static e_data (except shaders storage where it is OK)
- Clear the way to fix some anoying limitations (dithered transparency, background image compositing etc...)
- Wireframe drawing now uses the same batching capabilities as workbench & eevee (indirect drawing).
- Reduced complexity, removed ~3000 Lines of code in draw (also removed a lot of unused shader in GPU).
- Post AA to avoid complexity and cost of MSAA.
Remaining issues:
- ~~Armature edits, overlay toggles, (... others?) are not refreshing viewport after AA is complete~~
- FXAA is not the best for wires, maybe investigate SMAA
- Maybe do something more temporally stable for AA.
- ~~Paint overlays are not working with AA.~~
- ~~infront objects are difficult to select.~~
- ~~the infront wires sometimes goes through they solid counterpart (missing clear maybe?) (toggle overlays on-off when using infront+wireframe overlay in solid shading)~~
Note: I made some decision to change slightly the appearance of some objects to simplify their drawing. Namely the empty arrows end (which is now hollow/wire) and distance points of the cameras/spots being done by lines.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6296
Instead of having the option to show marker lines,
make the marker region optional.
- Added a Show Markers entry in the View menu of the animation editors.
- If the markers region is not active then the Marker menu gets hidden.
- Removed marker menu from the driver editor
and don't allow to use marker operators.