Commit Graph

3975 Commits

Author SHA1 Message Date
2ed847317e Fix crash running window operators in background mode 2021-04-30 14:16:50 +10:00
b8b7b47a00 Fix T85223: Some modifier panels can dissapear in old files
The problem is that each uiBlock needs to be assigned a unique name,
but when there can be multiple modifiers of the same type, we use the
panel sort order for the unique part of the string. However, the most
recent test file has 1200+ panels in the property editor, so 4
characters isn't enough for a unique string.

That's not a situation I expected, but it makes sense, because we don't
remove legacy panels with unused types when loading old files. So they
tend to accumulate a bunch of unused panels. That's why this works fine
with a new property editor, it doesn't all of the extra old panels.

These panels must be stored for the expansion status and order, but
arguably we could cull unused panels on save. However, simply increasing
the length of the unique panel string is a valid fix in this situation.
In the future, we can look into removing unused panels when saving.
2021-04-19 12:25:25 -05:00
3810bcc160 Spreadsheet: breadcrumbs and node pinning
This introduces a context path to the spreadsheet editor, which contains
information about what data is shown in the spreadsheet. The context
path (breadcrumbs) can reference a specific node in a node group
hierarchy. During object evaluation, the geometry nodes modifier checks
what data is currently requested by visible spreadsheets and stores
the corresponding geometry sets separately for later access.

The context path can be updated by the user explicitely, by clicking
on the new icon in the header of nodes. Under some circumstances,
the context path is updated automatically based on Blender's context.

This patch also consolidates the "Node" and "Final" object evaluation
mode to just "Evaluated". Based on the current context path, either
the final geometry set of an object will be displayed, or the data at
a specific node.

The new preview icon in geometry nodes now behaves more like
a toggle. It can be clicked again to clear the context path in an
open spreadsheet editor.

Previously, only an object could be pinned in the spreadsheet editor.
Now it is possible to pin the entire context path. That allows two
different spreadsheets to display geometry data from two different
nodes.

The breadcrumbs in the spreadsheet header can be collapsed by
clicking on the arrow icons. It's not ideal but works well for now.
This might be changed again, if we get a data set region on the left.

Differential Revision: https://developer.blender.org/D10931
2021-04-15 09:00:47 +02:00
71eaf872c2 Geometry Nodes: Add domain and data type to attribute search
This patch adds domain and data type information to each row of the
attribute search menu. The data type is displayed on the right, just
like how the list is exposed for the existing point cloud and hair
attribute panels. The domain is exposed on the left like the menu
hierarchy from menu search.

For the implementation, the attribute hint information is stored as a
set instead of a multi-value map so that every item (which we need to
point to descretely in the search process) contains the necessary data
type and domain information by itself. We also need to allocate a new
struct for every button, which requires a change to allow passing a
newly allocated argument to search buttons.

Note that the search does't yet handle the case where there are two
attributes with the same name but different domains or data types in
the input geometry set. That will be handled as a separate improvement.

Differential Revision: https://developer.blender.org/D10623
2021-04-14 11:11:51 -05:00
2f367db2cc Cleanup: preview rendering, push bContext a bit further down the call stack
Pass `bContext *C` a bit further down the call stack, to prevent
exploding the number of parameters of `ED_preview_icon_render()`. An
upcoming change will require access to yet another context member, and
this can now be done without adding yet another parameter.

No functional changes.
2021-04-13 13:14:49 +02:00
f5060bc901 PyAPI: support retrieving the exception when running a string
- Optionally get the error as a single line.
- Support access the error as an allocated string.
- PyC_ExceptionBuffer_Simple was always printing to the `stdout` while
  PyC_ExceptionBuffer didn't, now either print to the output.

Without this, callers are unable to do anything with the error string.
2021-04-13 15:28:43 +10:00
5e77ff79cc Add ability to get a selection list of bones
This adds the ability to get a selection list for both edit mode bones
and pose mode bones.

To do this the selection menu list logic had to be reworked a bit.
Before it only stored the names of objects. This might work will of
objects, however as stated in the code, it might fail for linked objects
(so multiple object can have the same name in some corner cases).

For bones it is a very common occurance where you can have multiple
armature that has the same bone names. So now it also stores the object
and bone pointers for this case.

Reviewed By: Sybren

Differential Revision: http://developer.blender.org/D10570

Fix T85796
2021-04-08 17:26:33 +02:00
89b3c9da48 Text Editor: don't force other views to follow the cursor
While the existing behavior worked as intended,
it wasn't possible to have two views on the same file at different
locations.

Since there isn't much use in having two views open at the same location
allow one view to be at a different scroll location.

UI edit-source and selecting a text data block now need explicit calls
to scroll to the cursor location.

Resolves T87284
2021-04-08 22:15:51 +10:00
ed2639c722 Object: add ED_object_editmode_free_ex utility function 2021-04-08 20:39:44 +10:00
44c76e4ce3 3D View Utils: Add 'margin' parameter to 'ED_view3d_depth_read_cached'
Matches the alternative function ED_view3d_autodist_depth, but is more
efficient since it uses the cache.

No functional changes.
2021-04-05 10:48:37 -03:00
76cdcc2bca Cleanup/Refactor: Use flags instead of bool to configure the snap gizmo
This simplifies the addition of future improvements.

Also make it more practical to expose as a parameter of gizmo for Python.
2021-04-01 12:32:59 -03:00
6ec463a4b7 Cleanup/Refactor: Transform Orientation: Use 'orient_index' instead 'orient_type'
`orient_index` is a more comprehensive value as it reveals both the type and index.

Differential Revision: https://developer.blender.org/D9595
2021-04-01 11:20:32 -03:00
23c1e48e19 Cleanup: naming for edit-mesh nearest distance values
- Don't use `r_` prefix for an argument that's also read from
  (this is meant for return only arguments).
- Rename variables to make it clear the distance is pixels,
  using manhattan length measurement.
2021-04-01 00:01:23 +11:00
14901e3774 Fix T87080: Select shortest path fails in face mode
Regression in 80cbbd2843.

Unfortunately keeping selection picking behavior as well as
supporting finding the nearest face within a radius requires an
inconsistency between x-ray and back-buffer selection that
doesn't work well using the current arguments.

Resolve by adding an argument that causes the input distance
to be ignored for back-buffer selection.

This is used by selection picking but not the knife tool.

This changes behavior for path-selection in face mode,
which now uses a margin for back-buffer selection.

From my own testing this doesn't seem to be a problem like it could be
for regular selection picking.
2021-03-31 23:36:51 +11:00
1425411249 Cleanup/Refactor: Unify functions that redraw the depth buffer
Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and
`ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`.

This new function replaces `ED_view3d_autodist_init`.

Also, since `ED_view3d_depth_update` depends on the render context, and
changing the context is a slow operation, that function also was removed,
and the depth buffer cached is now updated inside the new unified drawing
function when the "bool update_cache" parameter is true.

Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to
`runtime.flag`.

Differential revision: https://developer.blender.org/D10678
2021-03-30 16:23:58 -03:00
661e6e0966 Gizmo: Use a utility function to read snap gizmo values
No functional changes.

This makes the `ED_gizmotypes_snap_3d_update` function more specialized.
2021-03-29 14:32:48 -03:00
da160dc32d Object: faster object deletion
The `object_delete_exec` lead to `BKE_library_ID_is_indirectly_used`
being called twice. With this patch deleting is around 20% faster.

Example when deleting 10000 objects:
Current: 35.6s
This patch: 18.8s (updated, last rev 29.7s)

Reviewed By: campbellbarton

Ref D9857
2021-03-27 13:38:44 +11:00
a8a92cd15a GPencil: New modules for Import and Export
This patch adds support to export and import grease pencil in several formats.

Inlude:

* Export SVG
* Export PDF (always from camera view)

* Import SVG

The import and export only support solid colors and not gradients or textures.

Requires libharu and pugixml.

For importing SVG, the NanoSVG lib is used, but this does not require installation (just a .h file embedded in the project  folder)

Example of PDF export: https://youtu.be/BMm0KeMJsI4

Reviewed By: #grease_pencil, HooglyBoogly

Maniphest Tasks: T83190, T79875, T83191, T83192

Differential Revision: https://developer.blender.org/D10482
2021-03-24 15:28:58 +01:00
9baf39c8da Fix T86666: Lasso and Circle select tools selecting objects behind clip_min
Although it works well in most cases, the algorithm to detect if a point
is within the limits of the camera does not work well in othographic mode.

This commit also adds the option `V3D_PROJ_TEST_CLIP_FAR` (currently unused).

Differential Revision: https://developer.blender.org/D10771
2021-03-22 12:46:29 -03:00
dd7feb09c9 Cleanup: rename x1/x2/y1/y2 to x/y/width/height 2021-03-19 20:24:56 +01:00
bb6765f28f Cleanup: spelling 2021-03-18 09:36:44 +11:00
3e87d8a431 Grease Pencil: Add LineArt modifier
This adds the LineArt grease pencil modifier.

It takes objects or collections as input and generates various grease
pencil lines from these objects with the help of the active scene
camera. For example it can generate contour lines, intersection lines
and crease lines to name a few.

This is really useful as artists can then use 3D meshes to automatically
generate grease pencil lines for characters, enviroments or other
visualization purposes.

These lines can then be baked and edited as regular grease pencil lines.

Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola

Differential Revision: http://developer.blender.org/D8758
2021-03-16 19:59:09 +01:00
d49e7b82da Compositor: Redesign Cryptomatte node for better usability
In the current implementation, cryptomatte passes are connected to the node
and elements are picked by using the eyedropper tool on a special pick channel.

This design has two disadvantages - both connecting all passes individually
and always having to switch to the picker channel are tedious.

With the new design, the user selects the RenderLayer or Image from which the
Cryptomatte layers are directly loaded (the type of pass is determined by an
enum). This allows the node to automatically detect all relevant passes.

Then, when using the eyedropper tool, the operator looks up the selected
coordinates from the picked Image, Node backdrop or Clip and reads the picked
object directly from the Renderlayer/Image, therefore allowing to pick in any
context (e.g. by clicking on the Combined pass in the Image Viewer). The
sampled color is looked up in the metadata and the actual name is stored
in the cryptomatte node. This also allows to remove a hash by just removing
the name from the matte id.

Technically there is some loss of flexibility because the Cryptomatte pass
inputs can no longer be connected to other nodes, but since any compositing
done on them is likely to break the Cryptomatte system anyways, this isn't
really a concern in practise.

In the future, this would also allow to automatically translate values to names
by looking up the value in the associated metadata of the input, or to get a
better visualization of overlapping areas in the Pick output since we could
blend colors now that the output doesn't have to contain the exact value.

Idea + Original patch: Lucas Stockner
Reviewed By: Brecht van Lommel

Differential Revision: https://developer.blender.org/D3959
2021-03-16 07:43:17 +01:00
9cb5f0a228 Spreadsheet: add boilerplate code for new editor type
This adds the initial boilerplate code that is required to introduce
the new spreadsheet editor. The editor is still hidden from the ui.

It can be made visible by undoing the change in `rna_screen.c`.

This patch does not contain any business logic for the spreadsheet editor.

Differential Revision: https://developer.blender.org/D10645

Ref T86279.
2021-03-08 16:25:08 +01:00
fe35551df2 Asset Browser Space API: add activate_asset_by_id() function
Add an RNA function `activate_asset_by_id(asset_id: ID, deferred: bool)`
to the File Browser space type, which intended to be used to activate an
asset's entry as identified by its `ID *`. Calling it changes the active
asset, but only if the given ID can actually be found.

The activation can be deferred (by passing `deferred=True`) until the
next refresh operation has finished. This is necessary when an asset has
just been added, as it will be loaded by the filebrowser in a background
job.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D10549
2021-03-05 15:11:40 +01:00
6bc01222c6 Cleanup: Sync header+implementaiton definition.
Gave warning on Windows platform. There are more of these cases.
2021-03-05 09:48:49 +01:00
12b529b3a6 Cleanup: redundant struct declarations 2021-03-04 17:17:19 +11:00
a344f20346 UI: Rename search button variable
I landed D10527 in rB1a8aee0a7cec accidentally, and the version there was
missing a name change discussed in review. This commit just renames the
boolean variable controlling the special behavior for attribute search.

Original message meant for this change:
For geometry nodes we will use search buttons to display a list of
attributes available the last time the node tree was executed (D10519).
Because this list is just a hint, we need to be able to enter any string,
not just strings from the search items.

This patch adds a boolean option to string buttons to enable this.
The change is quite simple, changes to behavior are only required in
two places. The type-specific button struct changes help a lot here.

Differential Revision: https://developer.blender.org/D10527
2021-03-02 12:43:27 -06:00
1a8aee0a7c UI: Expose an "is first search" boolean to search button callbacks
Currently when you open an RNA collection search button, like a
vertex group selector, the search filter isn't applied until you
start typing, in order to display every option at the start.
Otherwise they wouldn't be visible, since the search filter would
run for the current text.

Currently this check happens in one place, but it relies on the
`changed` value of `uiBut`. This is fine in the interface directory,
but anywhere else it would require exposing `uiBut.changed`, which
is probably too low-level to expose.

The solution is adding an `is_first` argument to the search callbacks,
which is nice for a few reasons:
  - They work at a higher level of abstraction, meaning they don't
    have to worry about how exactly to tell if this is the first
    search.
  - It makes it easier to do special behavior when the search menu
    is first opened.
  - Then, obviously, it makes that state accessible without including
    `interface_intern.h`.

Needed for attribute search: T85658

Differential Revision: https://developer.blender.org/D10528
2021-03-02 11:42:05 -06:00
Christoph Lendenfeld
fdb2c24c09 Cleanup: move some drawing code into ed_draw.c
Move some drawing code from `area.c` and `ed_util.c`  into `ed_draw.c`.
This is to support the new generic slider that wil be used in T81785.

No functional changes.

Reviewed By: #animation_rigging, #user_interface, Severin, sybren

Maniphest Tasks: T81785

Differential Revision: https://developer.blender.org/D9313
2021-03-01 16:23:15 +01:00
17534e28ff Assets: Preview rendering for Action datablocks
Render previews for Action datablocks by rendering the scene camera with
the Workbench (solid) engine. The //look// can be configured by setting
the scene's render engine to Workbench and editing the scene's shading
properties.

It is assumed that the pose has already been applied and that the scene
camera is capturing the pose. In other words, the render function just
renders from the scene camera without evaluating/applying the Action
stored in `preview->id`. The ID is only used to determine its type and
to store the resulting preview.

Not all code paths that lead to the `action_preview_render()` function
actually provide a depsgraph. The "Refresh Asset Preview" button
(`ED_OT_lib_id_generate_preview`) does, but `WM_OT_previews_ensure` does
not.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D10543
2021-02-26 12:44:08 +01:00
57c41a9c63 Icons: Add icon for the upcoming spreadsheet editor
The editor is being worked on by the geometry nodes team.
Icon created by Andrzej Ambroz (jendrzych).

Addresses https://developer.blender.org/T85925.
2021-02-25 18:09:00 +01:00
b073e59d4e Fix T85975: Edit-mode undo/redo removes overlays
Setting the active object when decoding undo steps missed
a call to ED_object_base_active_refresh.
2021-02-25 16:13:53 +11:00
7972785d7b PyAPI: Fix memory leak of parameters used for python 'draw_callbacks'
When closing the blender, while the callbacks are removed, the
reference count of the object used as `customdata` is not decremented.

This commit adds two functions that correctly release the
python `draw_callbacks` before releasing all `draw_callbacks`.

Differential Revision: https://developer.blender.org/D10478
2021-02-24 11:57:29 -03:00
Yevgeny Makarov
0c62906a41 UI: Correct the text alignment in the quick setup (splash screen) dialog
The "quick setup" dialog is actually a 'menu', and the "splash screen" block
contains the UI_BLOCK_LOOP flag which causes the buttons' text to align
to the left, however, usually regular buttons have centered text.

As a workaround, add the UI_BLOCK_QUICK_SETUP flag which prevents
the text from being left-aligned.

Differential Revision: https://developer.blender.org/D10486

Reviewed by: Julian Eisel
2021-02-21 17:32:33 +01:00
1f5647c07d UI: FModifier layout updates, drag and drop
This patch implements the list panel system D7490 for FCurve modifiers.

The UI layouts are updated to make use of subpanels and to be consistent
with the rest of the interface, and easier to understand.

See the differential revision for screenshots.

This commit also significantly cleans up the FModifier UI code, and
improves, mainly by replacing the old button creation code is with
the newer interface API using RNA. In turn there is a bit of complexity
added because each FModifier has a separate panel.

Although reordering of FModifiers was not implemented before, we get
drag and drop basically for free here, so it is also included.
As noted in some older to do tasks, FModifiers aren't evaluated
in perfect order, which may be a point of improvement for the future.

Differential Revision: https://developer.blender.org/D7997
2021-02-19 10:11:35 -06:00
81ac0bf759 Fix failing "Edit Source" (asserts) while number slider was visible
E.g. steps to reproduce:
* Enter Vertex Paint mode
* In the tool settings, right-click > "Edit Source"

When creating a number slider via `layout.prop(..., slider=True)`, the UI code
would reallocate the number button to be a number-slider button. That's because
we now actually have different button data-structures for these (see
e6f0b60c2e). The edit source code stored data based on the button pointers,
which didn't get updated after changing the type. The fix just adds this
updating.
2021-02-18 17:17:48 +01:00
9df9269173 Cleanup: sort structs, file-lists 2021-02-19 02:19:53 +11:00
5fef212e31 Cleanup: Use const argument, decrease variable scope 2021-02-17 16:42:20 -06:00
585db47d99 Cleanup: Return bool instead of int 2021-02-16 23:02:33 -06:00
520d965c77 Cleanup: Compile node_draw.c with C++
This will allow using C++ data structures to draw  node error messages.
This required removing a forward declared enum for grease pencil undo.
Compiles with clang tidy.
2021-02-16 10:55:10 -06:00
67c8d97db3 Cleanup: spelling 2021-02-14 20:58:04 +11:00
fea335fe8b Cleanup: spelling 2021-02-13 17:44:51 +11:00
ed1945c801 Merge branch 'blender-v2.92-release' 2021-02-11 12:40:07 +11:00
52cfc620c8 Fix T83013: Annotation with hidden object in sculpt mode crashes
This just avoids the crash, the annotation tool still doesn't work.

Larger changes will be needed to resolve this, see T85532.
2021-02-11 12:34:41 +11:00
d9eeb7840f Merge branch 'blender-v2.92-release' 2021-02-10 13:30:07 +01:00
97cc130f47 Fix T85395: Texture paint external edit wrong projection on reapply
Caused by rB5b34d11b55e0.

Above commit restored the view matrices in ED_view3d_draw_offscreen
_before_ they can be stored in the ImBuff (see ED_view3d_draw_offscreen
/ texture_paint_image_from_view_exec).

Now make restoring the view matrices optional and dont do this in case
of reprojection, so the used matrices can still be saved in the ImBuff
later.

Reviewed By: campbellbarton

Maniphest Tasks: T85395

Differential Revision: https://developer.blender.org/D10331
2021-02-10 13:25:31 +01:00
e44b2ada3e GPencil: Basic block drawing in Dopesheet
Add a bar between keyframes to indicate that keyframe is still used. This is part of a change to make the rec button be used by gpencil.

Example:

Before:
{F9592704}

After:
{F9592702}

Reviewed By: #user_interface, #grease_pencil, pepeland, Severin

Maniphest Tasks: T85463

Differential Revision: https://developer.blender.org/D10179
2021-02-09 16:08:45 +01:00
1352d81b17 GPencil: Fill tool refactor and Multiframe in Draw mode
This commit is a refactor of the fill tool to solve several problems we had since the first version of the tool.

Changes:

* The filling speed has been improved for each step of the process with the optimization of each algorithm/function.
* New `AutoFit` option to fill areas outside of the viewport. When enable, the total size of the frame is calculated to fit the filling area.
* New support multiframe filling. Now it is possible to fill multiple similar frames in one go.
* New `Stroke Extension` option to create temporary closing strokes. These strokes can be displayed and adjusted dynamically using wheel mouse or PageUp/Down keys.
* Parameter `Resolution` now is named `Precision` and has been moved to topbar.
* `Resolution` now has decimals and can be lower than 1 to allow quick filling in storyboarding workflows. Maximum value has been set as 5.
* Parameter `Simplify` has been moved to Advanced panel.
* Improved fill outline detection. In some cases, the outline penetrated the area to be filled with unexpected results.
* Fixes some corner case bugs with infinite loops.

As a result of this refactor, also these new functionalities has been added.

* New support for multiframe in `Draw` mode. Any drawing in active frame is duplicated to all selected frame.
* New multiframe display mode. Keyframes before or after of the active frame are displayed using onion colors. This can be disable using Onion overlay options.
2021-02-09 16:00:36 +01:00
3b1c7a6d6f Cleanup: move eIconSizes, ID_Type enums into own file
This avoids adding DNA_ID.h into other headers, recently changed in
cfa48c84d0

Note that other enums could be moved too, this is a smaller change
to avoid indirectly including DNA_ID.h in many places.
2021-02-09 09:58:06 +11:00