Due an internal scale of the brush size done by grease pencil
draw tool (this scale factor cannot be removed), the size of the
radial control is not equal to the actual stroke thickness and
this makes the radial size displayed useless.
This patch adds a new property that allows to pass the
path of the tool path and this value is used to apply
the correct scale to the radial size.
Reviewed By: mendio, frogstomp, pepeland, brecht
Differential Revision: https://developer.blender.org/D16866
- Move from blenkernel to the node editor, the only place it was used
- Use two vectors instead of ListBase
- Remove define for validating the clipboard, which shouldn't be skipped
- Comment formatting, other small cleanups to whitespace
Differential Revision: https://developer.blender.org/D16880
(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.
Propagate `eRNAOverrideMatchResult` 'return' flags at higher level into
BKE API, instead of just returning a boolean true when new override
rules have been created.
NOTE: This is an intermediary step towards fixing T102766.
Differential Revision: https://developer.blender.org/D16761
Restrict the condition under which paint cursors read use the cursor
location from the the operating-system.
This caused a glitch when dragging UI elements in painting context
popup. Since the paint cursor would display using mouse motion
which was clamped to the window center - an internal detail of hidden
cursor grabbing.
Now only read the cursor coordinates when clamped to a region which
is used for the transform cursor to stay visible even when the cursor
wraps around.
- Use typed enum for the wrap axis.
- Rename `bounds` to `wrap_region`.
- Take a `rcti` argument instead of an `int[4]`.
- Pair wrap & wrap_region arguments together.
Historically checks for windowing capabilities used platform
pre-processor checks however that doesn't work when Blender is built
with both X11 & Wayland.
Add a capabilities flag which can be used to check which functionality
is supported. This has the advantage of being more descriptive/readable.
Improve a few messages, but mostly fix typos in many areas of the UI.
See inline comments in the differential revisiion for the rationale
behind the various changes.
Differential Revision: https://developer.blender.org/D16716
Texture usage flags can now be provided during texture creation specifying
the ways in which a texture can be used. This allows the GPU backends to
perform contextual optimizations which were not previously possible. This
includes enablement of hardware lossless compression which can result in
a 15%+ performance uplift for bandwidth-limited scenes on hardware such
as Apple-Silicon using Metal.
GPU_TEXTURE_USAGE_GENERAL can be used by default if usage is not known
ahead of time. Patch will also be relevant for the Vulkan backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D15967
Porting conservative depth rendering to use non-geometry shader path for
Metal.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16424
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.
Authored by Apple: Michael Parkin-White
Ref T96261
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16243
Detect when the operator adds its own undo step and clear the panel.
An alternative fix for [0] which caused T101743.
Needed to prevent changing values in the last operator panel from
destructively undoing brush steps.
[0]: 11bdc321a2.
Reviewed By: mont29, joeedh
Ref D16523
With the asset identifier introduced in the previous commit, we can now
locate an asset just from its `AssetRepresentation`, without requiring
information from the asset library and the file browser storage. With
this we can remove some hacks and function parameters. A RNA/BPY
function is also affected, but I didn't remove the paramter to keep
compatibility. It's simply ignored and not required anymore, noted this
in the parameter description (noted for T102877).
With stereoscopy enabled, sseq->multiview_eye is set to left and
right eye during drawing, but this value is not reset, even if
stereoscopy is disabled.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16639
Swapping some ID lists between Mains must invalidate the name_map cache.
Note that in theory, at least WM type could be ignored by name_map
cache, since it is a singleton. However, don't think it's worth adding
extra complication here, for really marginal benefits. The overhead of
rebuilding the name cache here is extremly small.
For some reason, this issue did not show so far in master, only appeared
in some branch work on improving (in)direct status of linked IDs... Go
figure.
This adds a vulkan backend to GHOST. The code was extracted from the
tmp-vulkan branch. The main difference with the original code is that
GHOST isn't responsible for fallback. For Metal backend there is already
an idea that the GPU module is responsible for the fallback, not the system.
For Blender we target Vulkan 1.2 at the time of this patch.
MoltenVK (needed to convert Vulkan calls to Metal) has been added as
a separate package.
This patch isn't useful for end-users, currently when starting blender with
`--gpu-backend vulkan` it would crash as the `VBBackend` doesn't initialize
the expected global structs in the GPU module.
Validated to be working on Windows and Apple. Linux still needs to be tested.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D13155
Steps to reproduce were:
- Open an asset browser
- Open an asset library with assets in it
- Load a different file (e.g. File -> New -> General)
Didn't see a nice way to fix this with the current pre file load handler
callback we use for freeing asset libraries. Using this is cleaner, but
for now, the relationship between UI and asset system is too close
still, so better do explicit freeing at the right point in time.
The draw locking was implemented for project Heist and moved behind an experimental
feature after it became clear there were issues with it. Nowadays it isn't used,
and the idea is to replace it with a different solution after all draw engines have
been ported to the new draw manager API. {T102180}
This patch will remove the experimental feature as it isn't used, or useful.
Asset library data is destructed on file load. Asset lists (weak and
hopefully temporary design) contain pointers into it that would dangle
then. Make sure the asset lists are destructed before the asset library
data.
Adds a new `source/blender/asset_system` directory and moves asset
related files from BKE to it. More asset related code can follow
(e.g. asset indexing, ED_assetlist stuff) but needs further work to
untangle it. I also kept `BKE_asset.h` and `asset.cc` as is, since they
deal with asset DNA data mostly, thus make sense in BKE.
Motivation:
- Makes the asset system design more present (term wasn't even used in
code before).
- An `asset_system` directory is quite descriptive (trivial to identify
core asset system features) and makes it easy to find asset code.
- Asset system is mostly runtime data, with little relation to other
`Main`/BKE/DNA types.
- There's a lot of stuff in BKE already. It shouldn't be just a dump for
all stuff that seems core enough.
- Being its own directly helps us be more mindful about encapsulating
the module well, and avoiding dependencies on other modules.
- We can be more free with splitting files here than in BKE.
- In future there might be an asset system BPY module, which would then
map quite nicely to the `asset_system` directory.
Checked with some other core devs, consensus seems that this makes
sense.
Implement a new topology-based copy and paste solution for UVs.
Usage notes:
* Open the UV Editor
* Use the selection tools to select a Quad joined to a Triangle joined to another Quad.
* From the menu, choose UV > UV Copy
* The UV co-ordinates for your quad<=>tri<=>quad are now stored internally
* Use the selection tools to select a different Quad joined to a Triangle joined to a Quad.
* (Optional) From the menu, choose UV > Split > Selection
* From the menu, choose UV > UV Paste
* The UV co-ordinates for the new selection will be moved to match the stored UVs.
Repeat selection / UV Paste steps as many times as desired.
For performance considerations, see https://en.wikipedia.org/wiki/Graph_isomorphism_problem
In theory, UV Copy and Paste should work with all UV selection modes.
Please report any problems.
A copy has been made of the Graph Isomorphism code from https://github.com/stefanoquer/graphISO
Copyright (c) 2019 Stefano Quer stefano.quer@polito.it GPL v3 or later.
Additional integration code Copyright (c) 2022 by Blender Foundation, GPL v2 or later.
Maniphest Tasks: T77911
Differential Revision: https://developer.blender.org/D16278
Introduces a new `AssetRepresentation` type, as a runtime only container
to hold asset information. It is supposed to become _the_ main way to
represent and refer to assets in the asset system, see T87235. It can
store things like the asset name, asset traits, preview and other asset
metadata.
Technical documentation:
https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Representation.
By introducing a proper asset representation type, we do an important
step away from the previous, non-optimal representation of assets as
files in the file browser backend, and towards the asset system as
backend. It should replace the temporary & hacky `AssetHandle` design in
the near future. Note that the loading of asset data still happens
through the file browser backend, check the linked to Wiki page for more
information on that.
As a side-effect, asset metadata isn't stored in file browser file
entries when browsing with link/append anymore. Don't think this was
ever used, but scripts may have accessed this. Can be brought back if
there's a need for it.
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).
It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.
This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.
A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.
The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.
Differential Revision: https://developer.blender.org/D16328
This patch adds a placeholder for the vulkan backend.
When activated (`WITH_VULKAN_BACKEND=On` and `--gpu-backend vulkan`)
it might open a blender screen, but nothing should be visible as
none of the functions are implemented or otherwise crash on a nullptr.
This is expected as this is just a placeholder. The goal is to add shader compilation
+validation to this backend as one of the next steps so we can validate
changes to existing shaders on OpenGL, Metal and Vulkan at the same time.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D16338
Adds the possibility of having a little number on top of icons.
At the moment this is used for:
* Outliner
* Node Editor bread-crumb
* Node Group node header
For the outliner there is almost no functional change. It is mostly a refactor
to handle the indicators as part of the icon shader instead of the outliner
draw code. (note that this was already recently changed in a5d3b648e3).
The difference is that now we use rounded border rectangle instead of
circles, and we can go up to 999 elements.
So for the outliner this shows the number of collapsed elements of a
certain type (e.g., mesh objects inside a collapsed collection).
For the node editors is being used to show the use count for the data-block.
This is important for the node editor, so users know whether the node-group
they are editing (or are about to edit) is used elsewhere. This is
particularly important when the Node Options are hidden, which is the
default for node groups appended from the asset libraries.
---
Note: This can be easily enabled for ID templates which can then be part
of T84669. It just need to call UI_but_icon_indicator_number_set in the
function template_add_button_search_menu.
---
Special thanks Clément Foucault for the help figuring out the shader,
Julian Eisel for the help navigating the UI code, and Pablo Vazquez for
the collaboration in this design solution.
For images showing the result check the Differential Revision.
Differential Revision: https://developer.blender.org/D16284
Add command line argument to switch gpu backend. Add `--gpu-backend` option to
override the gpu backend selected by Blender.
Values for this option that will be available in releases for now are:
* opengl: Force blender to select OpenGL backend.
During development and depending on compile options additional values can exist:
* metal: Force Blender to select Metal backend.
When this option isn't provided the internal logic for GPU backend selection will be used.
Note that this is at the time of writing the same as always selecting the opengl backend.
Reviewed By: fclem, brecht, MichaelPW
Differential Revision: https://developer.blender.org/D16297
These functions are almost identical, the main difference being
BLI_join_dirfile didn't trim existing slashes when joining paths
however this isn't an important difference that warrants a separate
function.
Using varargs had the disadvantages, replace with a macro which has
some advantages.
- Arguments are type checked.
- Less verbose.
- Unintended NULL arguments would silently terminate joining paths.
- Passing in a NULL argument warns with GCC.
There were quite a few issues here:
* Bad usage of nagic number leading to confusing code
* Forgetting to take into accoun final `NULL` char
* RNA code thinkin `bl_idname` is python version, when it is actually
BL/C version.
Show the windowing environment on non MS-Windows/Apple systems,
since X11/WAYLAND are selected startup there was no convenient way
for users to know which back-end was being used.
Include the windowing environment in the About splash & system-info.txt
since it will be useful for handling bug reports.
This commit adds a private API call not intended for general use
as I would like to be able to remove this later and it's only needed
in the specific case of testing if Blender is using WAYLAND or X11
(which maybe be used via XWayland).
Python scripts can already inspect the system to check which windowing
environment used, the API call is mainly useful for troubleshooting.