Commit Graph

1044 Commits

Author SHA1 Message Date
f4b03031e8 GPU: Select GPU Backend from Preferences.
(MacOS) only: In the System tab of the user preferences the user has the
ability to select a GPU backend that Blender will use. After changing
the GPU backend setting, the user has to restart Blender before the
setting is used.

It was added to start collecting feedback on the Metal backend without
using the command lines.

By default Blender will select OpenGL as backend. When Metal is selected
(via `--gpu-backend metal` or via user preferences) OpenGL will be used as
fallback when the platform isn't capable of running Metal.
2022-12-21 20:54:36 +01:00
Damien Picard
19d90c7a33 UI: fix several labels and tooltips
See the differential revision for details about each change.

Differential Revision: https://developer.blender.org/D15608
2022-12-09 16:10:14 -06:00
Christoph Lendenfeld
18de712257 Fix T100879: Bake Action fails with "Nothing to Bake"
When applying the "Bake Action" operator in pose mode
it could throw an error saying "Nothing to Bake"
even though bones are selected

That is because the code was looking for a selected armature
But in Pose Mode, clicking into empty space to de-select would also
deselect the armature.
Then box selecting would not make the armature selected again

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D16593
2022-11-30 16:57:21 +01:00
Christoph Lendenfeld
705fe08b61 Fix T99400: "Jump to Keyframe" preserves subframe offset
Previously when using the "Jump To Keyframe" operator
in conjunction with subframes, the decimal part would be kept.
Meaning that it wouldn't jump exactly to the frame.
This fix also makes it so it is possible to jump to keyframes
that are on subframes.

Reviewed by: Sybren
Differential Revision: https://developer.blender.org/D16595
2022-11-24 15:19:48 +01:00
d01187c963 Fix T102140: Replacement of Noto Sans CJK Font
Replace our Noto Sans CJK with a version that has Simplified Chinese
set as the default script.

See D16426 for details and examples

Differential Revision: https://developer.blender.org/D16426

Reviewed by Brecht Van Lommel
2022-11-09 08:17:52 -08:00
ea94d5723f PyDocs: Upgrade Sphinx to 5.3.0
Trivial changes, should not affect us in anyway.
2022-11-02 22:35:42 -04:00
6942f05848 UI: New modifier Icons Envelope and Outline
Task: T101155

Designed by: Matias Mendiola
Reviewed by : Pablo Vazquez
2022-10-06 17:16:56 +02:00
050b6498d3 Bump submodule versions 2022-09-28 13:45:22 +02:00
39c341bf4a Cleanup: remove redundant braces from assert & raise
autopep8 v1.7 added a space after assert & raise,
remove the braces as they aren't needed.
2022-09-14 16:18:59 +10:00
1a641b449a BLF: Replacement of Hebrew Font
Replacement of our Hebrew font, which has bad variable weight default.

See D15846 for more details.

Differential Revision: https://developer.blender.org/D15846

Reviewed by Brecht Van Lommel
2022-09-02 10:54:03 -07:00
ab8240fcff Fix submodule refs 2022-08-31 10:02:42 -07:00
373e69b94e Merge branch 'blender-v3.3-release' 2022-08-31 09:46:33 -07:00
25237d2625 Attributes: Improve custom data initialization options
When allocating new `CustomData` layers, often we do redundant
initialization of arrays. For example, it's common that values are
allocated, set to their default value, and then set to some other
value. This is wasteful, and it negates the benefits of optimizations
to the allocator like D15082. There are two reasons for this. The
first is array-of-structs storage that makes it annoying to initialize
values manually, and the second is confusing options in the Custom Data
API. This patch addresses the latter.

The `CustomData` "alloc type" options are rearranged. Now, besides
the options that use existing layers, there are two remaining:
* `CD_SET_DEFAULT` sets the default value.
  * Usually zeroes, but for colors this is white (how it was before).
  * Should be used when you add the layer but don't set all values.
* `CD_CONSTRUCT` refers to the "default construct" C++ term.
  * Only necessary or defined for non-trivial types like vertex groups.
  * Doesn't do anything for trivial types like `int` or `float3`.
  * Should be used every other time, when all values will be set.

The attribute API's `AttributeInit` types are updated as well.
To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and
`CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional
changes yet. Follow-up commits will change to avoid initializing
new layers where the correctness is clear.

Differential Revision: https://developer.blender.org/D15617
2022-08-30 14:56:05 -05:00
805d1063a0 Cycles: Remove "return" and "assert" from oneAPI kernel code 2022-08-29 19:18:50 +02:00
8a799b00f8 Fix T100423: Addon's custom context menu entries get overridden by other addons
This introduces a new `UI_MT_button_context_menu` class which is
registered at startup. Addons can append/prepend draw functions to this
class, in order to add their custom context menu entries.

The new class replaces the old `WM_MT_button_context` class, thus
requiring a small change in addons using this feature. This is done
because addons were previously required to register the class
themselves, which caused addons to override each other's context menu
entries.

Now the class registration is handled by Blender, and addons need only
append their draw functions. The new class name ensures that addons
using the old method don't override menu entries made using the new
class.

Menu entries added with the legacy `WM_MT_button_context` class are
still drawn for backwards compatibility, but this class must not be used
going forward, as any addon using it still runs the risk of having its
menu entries overridden, and support for the legacy class is subject to
removal in a future version.

Reviewed By: campbellbarton

Maniphest Tasks: T100423

Differential Revision: https://developer.blender.org/D15702
2022-08-18 14:46:30 +02:00
a9b4b044e3 BLF: Remove Unwanted Font File
Remove "Material Icons" font file, mistakenly added.

See D15627 for details

Differential Revision: https://developer.blender.org/D15627

Reviewed by Brecht Van Lommel
2022-08-06 12:53:23 -07:00
e9bd6abde3 BLF: New Font Stack for Better Language Coverage
Replace our existing two fonts with a stack of new fonts to increase
and improve language coverage and to add many new symbols and icons.
Covers glyphs of top 44 languages - 1.5 billion more potential users.

See D10887 for lots of details.

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

Reviewed by Brecht Van Lommel
2022-07-28 20:09:20 -07:00
5560da7ceb Revert "Blender 3.3 splashscreen"
This reverts commit d61ab45385.
2022-07-27 17:32:21 +02:00
d61ab45385 Blender 3.3 splashscreen
Credits: Piotr Krynski
2022-07-27 17:25:56 +02:00
c7f788b877 Subdiv: remove unused GPU device choice, fix crash with libepoxy on init
openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.

To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.

This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.

Ref D15291

Differential Revision: https://developer.blender.org/D15470
2022-07-18 13:59:08 +02:00
9a14887905 Sculpt: Fix scene spacing mode (phase 1)
The scene spacing code was failing to
check if a raycast failed, which can happen
when sculpting the edges of objects in negative
mode.

Note I removed what I suspect was a hack put
in to fix this, spacing was clamped
to 0.001 scene units.

Scene spacing mode is actually quite broken,
so it will be fixed in a series of phases.
2022-07-16 16:45:41 -07:00
d136a996ca Audaspace: minor formatting fix for last commit. 2022-07-16 22:20:08 +02:00
8ca09e6c5e GPU: add BUIDTIME to WITH_GPU_SHADER_BUILDER
Adds a better name that describes when it is used.
The GPU_SHADER_BUILDER is a buildtime tool for developers
to pre-validate GLSL (and in the overseen future pre-compile to
SpirV). We don't see that this needs to become a required
step in the future so WITH_GPU_BUILDTIME_SHADER_BUILDER
is more descriptive name.
2022-07-11 16:45:07 +02:00
8ea5a5259d Icons: Add each icon to a named group
The objects making up each icon are placed in a group named after the icon
coordinates in the grid. This change has no impact on the current pipeline used
to include icons in a Blender build, but lays the foundation to explore other
workflows to do that, and tidies up the file.

Differential Revision: https://developer.blender.org/D15251
2022-07-06 18:21:20 +02:00
8fb8a6529f OBJ: remove "experimental" from C++ based importer/exporter, mark Python legacy
By now I'm not aware of any serious regressions or missing functionality
in the C++ based OBJ importer/exporter. They have more features (vertex colors
support), and are way faster than the Python based importer/exporter.

Reviewed By: Thomas Dinges, Howard Trickey
Differential Revision: https://developer.blender.org/D15360
2022-07-04 19:12:35 +03:00
011327224e Transform Snap: nearest face snap mode, snapping options, refactoring.
This commit adds a new face nearest snapping mode, adds new snapping
options, and (lightly) refactors code around snapping.

The new face nearest snapping mode will snap transformed geometry to the
nearest surface in world space. In contrast, the original face snapping
mode uses projection (raycasting) to snap source to target geometry.
Face snapping therefore only works with what is visible, while nearest
face snapping can snap geometry to occluded parts of the scene. This new
mode is critical for retopology work, where some of the target mesh
might be occluded (ex: sliding an edge loop that wraps around the
backside of target mesh).

The nearest face snapping mode has two options: "Snap to Same Target"
and "Face Nearest Steps". When the Snap to Same Object option is
enabled, the selected source geometry will stay near the target that it
is nearest before editing started, which prevents the source geometry
from snapping to other targets. The Face Nearest Steps divides the
overall transformation for each vertex into n smaller transformations,
then applies those n transformations with surface snapping interlacing
each step. This steps option handles transformations that cross U-shaped
targets better.

The new snapping options allow the artist to better control which target
objects (objects to which the edited geometry is snapped) are considered
when snapping. In particular, the only option for filtering target
objects was a "Project onto Self", which allowed the currently edited
mesh to be considered as a target. Now, the artist can choose any
combination of the following to be considered as a target: the active
object, any edited object that isn't active (see note below), any non-
edited object. Additionally, the artist has another snapping option to
exclude objects that are not selectable as potential targets.

The Snapping Options dropdown has been lightly reorganized to allow for
the additional options.

Included in this patch:

- Snap target selection is more controllable for artist with additional
  snapping options.
- Renamed a few of the snap-related functions to better reflect what
  they actually do now. For example, `applySnapping` implies that this
  handles the snapping, while `applyProject` implies something entirely
  different is done there. However, better names would be
  `applySnappingAsGroup` and `applySnappingIndividual`, respectively,
  where `applySnappingIndividual` previously only does Face snapping.
- Added an initial coordinate parameter to snapping functions so that
  the nearest target before transforming can be determined(for "Snap to
  Same Object"), and so the transformation can be broken into smaller
  steps (for "Face Nearest Steps").
- Separated the BVH Tree getter code from mesh/edit mesh to its own
  function to reduce code duplication.
- Added icon for nearest face snapping.
- The original "Project onto Self" was actually not correct! This option
  should be called "Project onto Active" instead, but that only matters
  when editing multiple meshes at the same time. This patch makes this
  change in the UI.

Reviewed By: Campbell Barton, Germano Cavalcante

Differential Revision: https://developer.blender.org/D14591
2022-06-29 20:52:00 -04:00
18def163f8 Cleanup: Simplify syntax in curves draw cache file
Also remove some unnecessary logic and change a variable name.
2022-06-17 15:11:41 +02:00
23d2e77a54 UI: Add initial "grid view"
Part of T98560.
See https://wiki.blender.org/wiki/Source/Interface/Views

Adds all the basic functionality needed for grid views. They display
items in a grid of rows and columns, typically with a preview image and
a label underneath. Think of the main region in the Asset Browser.

Current features:
- Active item
- Notifier listening (also added this to the tree view)
- Performance: Skip adding buttons that are not scrolled into view
  (solves performance problems for big asset libraries, for example).
- Custom item size
- Preview items (items that draw a preview with a label underneath)
- Margins between items scale so the entire region width is filled with
  column, rather than leaving a big empty block at the right if there's
  not enough space for another column (like the File and current Asset
Browser does it).
- "Data-View Item" theme colors. Not shown in the UI yet.

No user visible changes expected since the grid views aren't used for
anything yet.

This was developed as part of a rewrite of the Asset Browser UI
(`asset-browser-grid-view` branch), see T95653. There's no reason to
keep this part in a branch, continuing development in master makes
things easier.

Grid and tree views have a lot of very similar code, so I'm planning to
unify them to a degree. I kept things separate for the start to first
find out how much and what exactly makes sense to override.
2022-06-16 19:25:50 +02:00
7e89bbb2ff UI: Implement icons for the curve sculpt tools brushes
I'm using the tool icons for the brush themselves.

Note: This includes a few brushes that are only defined in D15134.
Those are simply the icons rendered with a world background of #282828.
2022-06-15 18:59:33 +02:00
412c468893 UI: Icons - Rename Density and Slide sculpt curve icons
Those tools will get renamed to follow the standard we have
for the other tools (i.e., add sculpt_ in their name).
2022-06-15 11:46:08 +02:00
e6548c03f9 UI: Sculpt Curves Slide icon 2022-06-09 17:17:58 +02:00
ca29376e00 Cleanup: Move sculpt_automasking.c to c++ 2022-06-08 03:33:18 -07:00
a857156578 UI: Curves Sculpt density + smooth brushes
More information in the svn log. But basically the smooth brush
is re-using the previous one we had for hair, and the density is
representing the hair root points that are removed to reach the
desired density.

Those brushes are used by D15134.
2022-06-07 19:08:07 +02:00
4c4056579b Fix typo in colorspace description 2022-06-03 15:25:23 +02:00
2b80bfe9d0 Color Management: add Filmic sRGB as an image colorspace
A typical use case is when you want to render with the Filmic view transform, but
composite an existing image in the background that should not be affected by the
view transform.

With this colorspace it's possible to do an inverse Filmic transform, render
everything in scene linear space, and then apply the Filmic transform again.

This is pretty basic in that this is not going to take into account the full view
transform including looks, curves and exposure. But it can be helpful anyway.

Ref T68926
2022-06-02 18:49:04 +02:00
3ca76ae0e8 Cleanup: remove "<pep8 compliant>" from headers
It can be assumed that all scripts comply with basic pep8 formatting
regarding white-space, indentation etc.

Also remove note in best practices page & update `tests/python/pep8.py`.

If we want to exclude some scripts from make format,
this can be done by adding them to `ignore_files` in:
source/tools/utils_maintenance/autopep8_format_paths.py

Or using `# nopep8` for to ignore for individual lines.

Ref T98554
2022-06-02 20:16:20 +10:00
79cee340a8 Merge branch 'blender-v3.2-release' 2022-05-31 12:45:24 -07:00
511a08585d Fix T98364: Remove improper OPTYPE_UNDO flags
Removed OPTYPE_UNDO flags from the swap brush colors and
sample color operators.  These types of operators are
not supposed to be undoable in the first place.  Also
memfile undo is too buggy for it.
2022-05-31 12:43:07 -07:00
ce1dd44c68 Merge branch 'blender-v3.2-release' 2022-05-30 03:22:31 -07:00
f1c29b9bd3 Fix T98368: Shading artifacts on paint/mask anchored sculpt brushes
I'm not sure what is causing this.  Vertex normals get corrupted
for paint and mask sculpt brushes but not the normal geometric
ones.  Since we don't actually need to recalculate normals
here to begin with I've just disabled it.  The code now
calls the appropriate node mark update function based on
the sculpt tool.
2022-05-30 02:48:04 -07:00
496394daad UI: Curves Sculpt pinch icon 2022-05-25 17:33:29 +02:00
f381c31ac6 UI: Update icons after the latest changes in the generator script
There should be no visible change. The difference is mostly on how we
changed the rounding to handle the conversion from color space to the
new linear space of the attribute colors.

To convert the materials in icon_geom.blend I used:

```
import bpy
from mathutils import Color

def convert_material(material):
  if not material.use_nodes:
    return

  if not material.node_tree:
    return

  node_tree = material.node_tree
  for node in node_tree.nodes:
    if node.type != 'RGB':
      continue

      color_original = node.outputs[0].default_value
      color_new = Color(color_original[:3]).from_srgb_to_scene_linear()
      color = (*color_new, color_original[3])
      node.outputs[0].default_value = color

def main():
  for material in bpy.data.materials:
    convert_material(material)

main()
```
2022-05-25 15:56:48 +02:00
288e7d0af0 Tool Icons: Support curve and objects with modifiers + color space fix
This allows for the new tool icons to use geometry nodes.

In order to do this I also had to use the new API for accessing the
attributes (instead of vertex colors). Which in turn requires a few
changes to use linear color space.

I went ahead and updated the entire code to use the linear space
everywhere. I will update the icon files manually to make sure the final
result is similar to what we have now.

Note: We now use round instead of int. That plus the changes regarding the
color space will lead to some icons to change slightly (no perceived
visual change).

Differential Revision: https://developer.blender.org/D14988
2022-05-25 15:56:48 +02:00
332d87375d UI: Fix ops.sculpt.cloth_filter icon
This icon was using a material with a slightly different shade of
purple. I removed all the duplicated materials in icons_geom.blend
and this was the only "functional" change (though it is not noticeable).
2022-05-25 12:56:51 +02:00
3fe1079ecf Fix T98258: Duplicated last vertex after GPencil sample.
Also fixed an unreported issue of incorrect interpolation of thickness.

Reviewed By: Aleš Jelovčan (frogstomp), Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D15005
2022-05-23 12:13:33 +02:00
c4e5a7d59a Fix T98258: Duplicated last vertex after GPencil sample.
Also fixed an unreported issue of incorrect interpolation of thickness.

Reviewed By: Aleš Jelovčan (frogstomp), Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D15005
2022-05-23 16:17:00 +08:00
d0fabb318e UI: Expose new tool icon: Selection Paint
This icon will be used by the curves paint select brush.
2022-05-19 15:25:38 +02:00
17fc8db104 UI: Tweak Sculpting Trim icons
Update the trim icons so they don't show a dashed line. Instead they
have now a continuous red line.

This is important because the sculpting tools are planning to use the
same icons for selection as the regular tools. And those icons use
dashed line to represent selection.

Note the icon file has two new icons which are not used at the moment
(they are in the Unused collection):

* ops.generic.select_paint
* ops.generic.select_line
2022-05-12 18:55:09 +02:00
28240f78ce UI: Geometry Nodes Icon
Geometry Nodes (new) icon. So far we were using the generic node-tree
icon for geometry nodes, not anymore.

The new icon is composed of 4 spheres that is a reference to the
original pebbles demo. Scattering points was also the turning point for
the project (which originally was focusing on dynamic effects), and to
this day is one of the first steps for everything procedural such as
hair.

Note that the modifier icon is still showing as white in the outliner.
The alternative is to be blue everywhere.

Patch review and feedback by Hans Goudey.

Icon creation in collaboration with Pablo Vazquez.
2022-05-10 19:33:49 +02:00
501ec81d3e Merge branch 'blender-v3.2-release' 2022-05-09 19:52:27 -07:00