Commit Graph

86857 Commits

Author SHA1 Message Date
3e4d720ae4 Fix logical error resolving RNA paths
Only append RNA_path_from_ID_to_struct to context attributes if those
paths resolve to ID types.

Also simplify creating RNA paths by adding utility functions:

- WM_context_path_resolve_property_full
- WM_context_path_resolve_full

Part of fix for T90723.
2021-08-31 12:06:47 +10:00
aabe6e3b45 Context: add "active_nla_track" & "active_nla_strip" context members
Selection was already accessible but not active.

Add utility functions:

- ANIM_nla_context_track to access the active track,
  following the convention of ANIM_nla_context_strip.

- ANIM_nla_context_*_ptr versions of these functions,
  needed to for creating context members to access the ID pointer.

Part of fix for T90723.
2021-08-31 12:06:47 +10:00
65739ded54 Fix 'WM_window_find_under_cursor'
This function was not working if the window is partially out of screen space.
2021-08-30 22:46:10 -03:00
b08ab49cce Fix T90988: Incorrect speed effect strip math
Math implemented in 929d7597b3 was incorrect, but also inconsistent
with previous behavior.

`SEQ_SPEED_STRETCH` should change length only when right handle is
moved. This is now documented in code.
2021-08-31 03:12:00 +02:00
bd67bf4d10 Fix VSE move_to_meta function moving meta strip
API function `move_to_meta` should move strips without changing context
data like `MetaStack` that tells UI which meta strip should be
displayed and operated upon.

`SEQ_time_update_sequence` relied on `MetaStack` to update meta strip
content length. Instead of changing function `SEQ_time_update_sequence`,
use function `SEQ_time_update_meta_strip_range` directly. This is
because caller would have to be aware of parent meta strip that needs
update anyway.
2021-08-31 00:27:19 +02:00
1541fbb4a0 PyDoc: Fix compliation warning 2021-08-30 18:26:07 -04:00
0a8f53a7b8 Context: add "active_sequence_strip" context member
This is an alternative to context.scene.sequence_editor.active_strip
which could be verbose, especially with additional None checks.

Part of fix for T90723, extracted from D12297.
2021-08-31 07:13:31 +10:00
b7cb7b78a8 Docs: GPU Shader: improvements
Changes:
- line break
- enum highlighting
- better description
2021-08-30 17:12:31 -03:00
af3f744b41 Fix: add virtual destructor to base class 2021-08-30 18:26:55 +02:00
171c3bd2b0 Cleanup: clang-tidy
readability-named-parameter
2021-08-30 17:30:04 +02:00
1e69a25043 Nodes: add more flexible method to declare sockets of a node
Previously, built-in nodes had to implement "socket templates"
(`bNodeSocketTemplate`) to tell Blender which sockets they have.
It was nice that this was declarative, but this approach was way
too rigid and was cumbersome to use in many cases.

This commit starts to move us away from this rigid structure
by letting nodes implement a function that declares the sockets
the node has. Right now this is used as a direct replacement
of the "socket template" approach to keep the refactor smaller.
It's just a bit easier to read and write.

In the future we want to support more complex features like
dynamic numbers of sockets and type inferencing. Those features
will be easier to build on this new approach.

This new approach can live side by side with `bNodeSocketTemplate`
for a while. That makes it easier to update nodes one by one.

Note: In `bNodeSocketTemplate` socket identifiers were made
unique automatically. In this new approach, one has to specify
unique identifiers manually (unless the name is unique already).

Differential Revision: https://developer.blender.org/D12335
2021-08-30 17:23:05 +02:00
e8684eff30 Fix T91056: GPencil merge layers doesn't preseve Keyframe type.
Now if the frame does not exist in destination layer, the frame type of merge layer is used. 

For existing frames in destination layer, the existing type is not changed.
2021-08-30 17:04:02 +02:00
Henrik Dick
e76f04c870 Fix T90742: Gpencil ghost point on selection
Reviewed By: fclem, filedescriptor

Maniphest Tasks: T90742

Differential Revision: https://developer.blender.org/D12259
2021-08-30 15:17:14 +02:00
Erik Abrahamsson
a71d2b2601 Geometry Nodes: Curve Fill Node
This node takes a curve geometry input and creates a filled mesh at Z=0
using a constrained Delaunay triangulation algorithm. Because of the
choice of algorithm, the results should be higher quality than the
filling for 2D curve objects.

This commit adds an initial fairly simple version of the node, but more
features may be added in the future, like transferring attributes when
necessary, or an index attribute input to break up the calculations
into smaller chunks to improve performance.

Differential Revision: https://developer.blender.org/D11846
2021-08-29 23:27:35 -05:00
41eb33794c Cleanup: Add comment about suspicious O(n^3) loop 2021-08-29 22:12:53 -05:00
Rajesh Advani
b44406f963 Geometry Nodes: Enhance the cube mesh primitive as a cuboid
This mesh primitive enhances the Cube mesh primitive and allows the
creation of a cuboid with a configurable size and number of vertices
in all 3 directions. The Cube primitive is now similar to the Grid
primitive except that it works in 3 dimensions.

Previously it was possible to create a cube and scale it arbitrarily
along each axis. You could also subdivide the mesh, but the number of
subdivisions was equal along all axes. This meant that making the basic
frame for something like modular buildings wasn't trivial.

Inspired by tutorials and files for modular building creation.

The cuboid is created as a `Mesh` so that large meshes with millions of
faces are created quickly. Though edge calculation could be faster if
implemented here, edges are calculated using `BKE_mesh_calc_edges`
to reduce complexity, and in hopes that they may be calculated lazily
for `Mesh` in the future like vertex normals.

See the differential revision for more information.

Differential Revision: https://developer.blender.org/D11810
2021-08-29 22:08:57 -05:00
Mattias Fredriksson
b42354672e Geometry Nodes: Allow for one vertex in grid node
This commit allows setting the number of vertices in either direction
to 1, so that the primitive grid node will create a line instead of a
grid. To avoid confusion the soft limits of the input sockets are not
changed, so this is purely an increase in flexibility for when it is
helpful.

Differential Revision: https://developer.blender.org/D11772
2021-08-29 16:39:42 -05:00
Mattias Fredriksson
084180874c Fix: Circle mesh primitive outer edges do not render
The outer edges created om the circle mesh primitive node
weren't marked with the flags that makes them show in wireframe
mode.

Differential Revision: https://developer.blender.org/D12152
2021-08-29 16:30:17 -05:00
2f7258d618 Fix BLI_strncpy_wchar_from_utf8 result on Windows
This function was documented to return the length but returned an
error value for WIN32. While this doesn't cause any bugs at the moment,
it could cause problems in the future.

Oversight in 5496d8cd36.
2021-08-29 12:11:09 +10:00
4256eeeec4 UI: Timecodes: Rename "No TC in use" to "None"
Differential Revision: https://developer.blender.org/D12296
2021-08-28 16:38:08 -04:00
457302b67b BLI_string_utf8: add buffer size arg to BLI_str_utf8_from_unicode
Besides helping to avoid buffer overflow errors this reduces complexity
of BLI_str_utf32_as_utf8 which needed a special loop for the last 6
characters to avoid writing past the buffer bounds.

Also add BLI_str_utf8_from_unicode_len which only returns the length.
2021-08-28 22:50:52 +10:00
079791dc30 Fix error scaling thumbnails to zero dimensions
Follow up to fix for T89868.
2021-08-28 21:33:06 +10:00
0b6be26126 BLF: remove checks for blend file relative paths
This was added in b24712a9ca
but is no longer needed as of efc129bc82.

Further, this wasn't reliable as it could fail on linked library data
which has a different base directory.

Assert when blend file relative paths are passed to BLF
(matching imbuf file loading).
2021-08-28 19:21:54 +10:00
eae4e22518 Cleanup: Remove redundant null check 2021-08-27 14:33:06 -05:00
276a862ebc Fix failing alembic test after IDProperty UI data refactor
The default float IDProperty min value rB8b9a3b94fc148d19 for when there
is no UI data was FLT_MIN instead of -FLT_MAX, which meant that animated
custom property values couldn't be less than zero unless they had their
UI data values edited previously.

That's a mistake I won't make again! Also change the int minimums from
-INT_MAX to INT_MIN to sanitize the whole situation.
2021-08-27 14:31:19 -05:00
400605c3a6 UI: Reduce Node Contents Jiggling When Moved
This patch just clamps and rounds node contents and socket locations
so they don't appear to jiggle around when you move them. This issue
happens because node sizing and positioning are in floats while text
content must be pixel-aligned.

See D11684 for more details and comparisons.

Differential Revision: https://developer.blender.org/D11684

Reviewed by Julian Eisel
2021-08-27 11:25:30 -07:00
071007e0ef UI: Fix summary overlay wrong range and overlap in Dopesheet
The overlay was drawn twice on top of each other making it hard to see,
hard to theme, and making it more prominent in the wrong areas (before
frame 0, not even start frame). The comment in the code was also wrong
since it said "frame one" but it was 0.

Checked with the Animation module team that it's better to use start/end
frame range instead of frame 0.

There is a TODO note to de-duplicate this section eventually so I left it there.
This fix is currently done for Grease Pencil and Mask modes, but it should
also be fixed for the regular Dopesheet mode (in line 244 if anyone wants to do it).
2021-08-27 19:49:08 +02:00
8b9a3b94fc Refactor IDProperty UI data storage
The storage of IDProperty UI data (min, max, default value, etc) is
quite complicated. For every property, retrieving a single one of these
values involves three string lookups. First for the "_RNA_UI" group
property, then another for a group with the property's name, then for
the data value name. Not only is this inefficient, it's hard to reason
about, unintuitive, and not at all self-explanatory.

This commit replaces that system with a UI data struct directly in the
IDProperty. If it's not used, the only cost is of a NULL pointer. Beyond
storing the description, name, and RNA subtype, derived structs are used
to store type specific UI data like min and max.

Note that this means that addons using (abusing) the `_RNA_UI` custom
property will have to be changed. A few places in the addons repository
will be changed after this commit with D9919.

**Before**
Before, first the _RNA_UI subgroup is retrieved the _RNA_UI group,
then the subgroup for the original property, then specific UI data
is accessed like any other IDProperty.
```
prop = rna_idprop_ui_prop_get(idproperties_owner, "prop_name", create=True)
prop["min"] = 1.0
```

**After**
After, the `id_properties_ui` function for RNA structs returns a python
object specifically for managing an IDProperty's UI data.
```
ui_data = idproperties_owner.id_properties_ui("prop_name")
ui_data.update(min=1.0)
```
In addition to `update`, there are now other functions:
 - `as_dict`: Returns a dictionary of the property's UI data.
 - `clear`: Removes the property's UI data.
 - `update_from`: Copy UI data between properties,
   even if they have different owners.

Differential Revision: https://developer.blender.org/D9697
2021-08-27 08:27:24 -05:00
3f5e0f7d91 Fix crash sampling render result before any pixel was rendered
Caused by recent lazy render result passes allocation change.
2021-08-27 15:07:26 +02:00
57e8714b38 Fix shadowing in sequencer iterator
The __LINE__ was not properly expanded.
2021-08-27 14:44:12 +02:00
c88ba461cf Fix "toggle shading" op not updating VR view
Reason was that the notifier did not set the NS_VIEW3D_SHADING
subtype, which the VR view listens for for a shading update.

In the case of "toggle xray", a notifier was absent altogether.
2021-08-27 20:05:34 +09:00
59cd9c6da6 VSE: Transform overwrite mode
Add mode to overwrite strips on overlap instead of resolving overlap.

When overlap is created, 3 things can happen:
 - On partial overlap, handles of overlapped strip are moved
 - On complete overlap with smaller strip, overlapped strip is split
 - On complete overlap with larger strip, overlapped strip is removed

This mode can be enabled in header.

Reviewed By: fsiddi, mano-wii

Differential Revision: https://developer.blender.org/D11805
2021-08-27 12:59:46 +02:00
7f7370fa26 Cleanup: quiet maybe-used-uninitialized warning 2021-08-27 11:58:40 +02:00
6845aad1a2 Fix T90907: RNA pointers for material slots are not unique across IDs
Caused by {rB1a81d268a19f}.

This caused e.g. ALT-clicking the 'Link' button to not propagate to
other selected objects (same as the 'Copy To Selected' context menu
entry).

If these are not unique across IDs, checks in ui_selectcontext_begin()
or copy_to_selected_button() could fail.

Now offset by ID pointer.

thx @JacquesLucke for clarification on the POINTER_* macros (and why
not to use them)!

Maniphest Tasks: T90907

Differential Revision: https://developer.blender.org/D12321
2021-08-27 11:02:58 +02:00
7dba879829 Fix XR action map index initialization
This reverts 151eed752b. Originally thought it was necessary to
initialize selected/active indices to -1 to prevent out-of-bounds
list access, but this is not needed since null checks are already
performed after obtaining list members via BLI_findlink().

In addition, leaving indices zero-initialized facilitates use of the
Python API, for example when displaying action map information in a
UI list.
2021-08-27 17:16:35 +09:00
7652ee43ec Cleanup: clang-tidy 2021-08-27 17:29:05 +10:00
89dae554f9 Cleanup: utf8 stepping functions
Various changes to reduce risk of out of bounds errors in utf8 seeking.

- Remove BLI_str_prev_char_utf8
  This function could potentially scan past the beginning of a string.
  Use BLI_str_find_prev_char_utf8 instead which takes a limiting
  string start argument.

- Swap arguments for BLI_str_find_prev_char_utf8 so the stepping
  argument is first and the limiting argument is last.
  This matches BLI_str_find_next_char_utf8.

- Change behavior of these functions to return it the start or end
  pointers instead of NULL, which complicated use of these functions
  to calculate offsets.

  Callers that need to check if the limits were reached can compare
  the return value with the start/end pointers.

- Return 'const char *' from these functions
  so they don't remove const from the input arguments.
2021-08-27 17:02:53 +10:00
523bc981cf Fix loading packed fonts for sequencer strips 2021-08-27 13:11:36 +10:00
61f9274d07 Cleanup: use early return 2021-08-27 13:05:12 +10:00
efc129bc82 Fix sequencer font loading using an unexpected path
Reuse the existing font loading function which handles this case.
2021-08-27 13:01:19 +10:00
Henrik Dick
20ef771374 Modifier: smooth interpolation support
Add an option to the mask modifier to use the vertex weights to generate
smooth in between geometry, instead of just deleting non complete faces.

This can be used to make all sorts of smooth dissolve animations
directly with geometry, which are usually hacked together with shaders.
It also allows for implicit function plotting using geometry nodes and
boolean like operations on non manifold geometry with the proximity
modifier.

Reviewed By: campbellbarton

Ref D10979
2021-08-27 11:48:18 +10:00
8949eab27e Cleanup: warnings 2021-08-27 11:47:56 +10:00
2b64b4d90d Fix T90973: GPencil - Add buttons to move up and down vertex groups
These buttons were in Meshes but not for Grease Pencil. This patch add them in order to keep consistency.

Reviewed By: HooglyBoogly

Maniphest Tasks: T90973

Differential Revision: https://developer.blender.org/D12328
2021-08-26 22:00:24 +02:00
e5ed9991ea UI: Consistent Area Move Snapping Locations
Change Area Move snapping locations to even 12ths, rather than current
eights and thirds, so snap distances are consistent sizes. Also adds
snapping at minimum and maximum locations.

see D11938 for details and illustrations.

Differential Revision: https://developer.blender.org/D11938

Reviewed by Hans Goudey
2021-08-26 10:52:18 -07:00
Germano Cavalcante
8e5b7ac6e2 Fix error in last commmit 2021-08-26 14:21:45 -03:00
583f694826 Fix T90817: Object Picker Doesn't Work on Second window
Solution similar to the one seen in {rBb94ab93dfb82}.

The idea is to find the window and region under the cursor to use in the
operator.

Reviewed By: brecht

Maniphest Tasks: T90817

Differential Revision: https://developer.blender.org/D12310
2021-08-26 14:13:19 -03:00
aadbdb8048 Cleanup: split eyedropper_color_sample_fl into more specific utilities
The window and region find utility can be used in other eyedropper
operators.
2021-08-26 14:12:21 -03:00
Germano Cavalcante
d7b0567f7c Cleanup: return window in 'WM_window_find_under_cursor'
This better matches other functions like `BKE_screen_find_area_xy`.
2021-08-26 13:49:04 -03:00
06a60fe9f7 PyAPI: GPU: expose clip distances
Now you can get a shader that uses Clip Planes and set the number of
Clip Distanes with `gpu.state.clip_distances_set(value)`.
2021-08-26 13:03:07 -03:00
edb95b3fcb Cleanup: Use ID_IS_LINKED instead of direct id.lib pointer check. 2021-08-26 15:01:14 +02:00