Commit Graph

32631 Commits

Author SHA1 Message Date
8f5a4a2453 Alembic export: evaluation mode option
This option will determine visibility on either render or the viewport
visibility. Same for modifer settings. So it will either evaluate the
depsgrah with DAG_EVAL_RENDER or DAG_EVAL_VIEWPORT.
This not only makes it more flexible, it is also a lot
clearer which visibility / modfier setting is taken into account (up
until now, this was always considered to be DAG_EVAL_RENDER)

This option was always present in the USD exporter, this just brings
Alembic in line with that.

ref. T89594

Maniphest Tasks: T89594

Differential Revision: https://developer.blender.org/D11820
2021-07-06 13:22:22 +02:00
834e87af7b Alembic: remove non-functional "Renderable Objects" only option
When introduced in {rB61050f75b13e} this was actually working (meaning
it checked the Outliner OB_RESTRICT_RENDER flag and skipped the object if
desired).

Behavior has since then been commented in rBae6e9401abb7 and apparently
refactored out in rB2917df21adc8.

If checked, it seemed to be working (objects marked non-renderable in
the Outliner were pruned from the export), however unchecking that
option did not include them in the export.

Now it changed - for the worse if you like - in rBa95f86359673 which
made it so if "Renderable Objects" only is checked, it will still export
objects invisible in renders. So since we now have the non-functional
option with a broken/misleading default, it is better to just remove it
entirely.

In fact it has been superseeded by the "Visible Objects" option (this
does the same thing: depsgraph is evaluated in render mode) and as a
second step (and to make this even clearer) a choice whether
Render or Viewport evaluation is used can be added (just like the USD
exporter has). When that choice is explicit, it's also clear which
visibility actually matters.

This is breaking API usage, should be in release notes.

ref. T89594

Maniphest Tasks: T89594

Differential Revision: https://developer.blender.org/D11808
2021-07-06 13:22:07 +02:00
3382b07ad6 Cleanup: rename 'count' to 'len'
Reserve the term count for values that require calculation
(typically linked lists).
2021-07-06 12:09:52 +10:00
61afbf55f1 Cleanup: Use enum for UI block emboss type 2021-07-05 14:52:21 -05:00
Yuki Hashimoto
83e2f8c993 macOS: support Japanese input for text buttons
Blender did not support to input East Asian characters (Chinese, Japanese,
Korean) on macOS. This patch adds support for Japanese input, by implementing
the appropriate processing for the NSTextInputClient protocol.

Technical notes:
* The conversion candidate window is drawn by the input method program calling
  `firstRectForCharacterRange`.
* The string before confirmation (called `composite` in blender) is handled in
  the `setMarkedText` method called by the input method program.
* The string after confirmation (called `result` in the blender) is processed
  in the `insertText` method called by the input method program.

Ref T51283

Differential Revision: https://developer.blender.org/D11695
2021-07-05 17:24:27 +02:00
Yuki Hashimoto
ac1ed19eae Fix: macOS wrong IME candidate window position on first display
IME conversion candidate window was displayed at the mouse position, instead of
below the cursor or text selection.

Blender need to tell the input method program where the conversion candidate
window is during Japanese and Chinese input.

In macOS, the `firstRectforCharacterRange` is called when input by the input
method starts, and the position of the conversion candidate window is
specified. Therefore, it is necessary to set the position of the conversion
candidate window before input starts. This patch changes it so that the position
of the conversion candidate window is always set when the cursor is drawn.

Differential Revision: https://developer.blender.org/D11697
2021-07-05 17:20:05 +02:00
673c254c7d Cleanup: Rename ambiguous "params" variable in File Browser notifier listeners
File Browser code uses the term "params" for its file selection parameters a
lot. Avoid confusion/ambiguity by calling the notifier listener parameters
"listener_params".
2021-07-05 16:45:15 +02:00
cadda7aa5c Assets: Disable file renaming operator for Asset Browsers
This operator only works with renaming files, not assets.
2021-07-05 16:06:47 +02:00
dac81ad71b EditMesh: extract restore logic out of EDBM_redo_state_free
Split mesh restore logic into a new function:
`EDBM_redo_state_restore_and_free`.
2021-07-05 23:45:21 +10:00
Yuki Hashimoto
32124b940e Fix: IME input displays text after cursor before cursor
When inserting text using IME on a button, the character after the cursor is
displayed before the cursor.

This bug seems to have occurred during the refactoring in D765.

Differential Revision: https://developer.blender.org/D11072
2021-07-05 14:32:35 +02:00
bd0de99b52 Cleanup: spelling, punctuation 2021-07-05 22:27:03 +10:00
2ecc33d84b Cleanup: move repeated assignment out of nested for loop 2021-07-05 22:02:57 +10:00
6eb8340ef4 Cleanup: use const arguments 2021-07-05 22:02:57 +10:00
416e006a2a Cleanup: use 'use_' prefix for RNA booleans 2021-07-05 22:02:57 +10:00
92b775d319 Cleanup: remove unnecessary bmesh operator comments 2021-07-05 22:02:57 +10:00
2eca9c7ed4 Cleanup: Move common File Browser renaming code into functions
Code would manually do the same things in a couple of places, obvious case of
unnecessary code duplication.
2021-07-05 13:35:41 +02:00
e785569c95 Cleanup: clang-tidy 2021-07-05 19:09:24 +10:00
c9eaf04afb Cleanup: remove outdated comment 2021-07-05 19:08:19 +10:00
a87593e62a Fix early return in reverse-color where continue was intended 2021-07-05 18:54:53 +10:00
9009ac2c3d Geometry Nodes: new Viewer node
This adds a viewer node similar to the one in the compositor.
The icon in the headers of nodes is removed because it served
the same purpose and is not necessary anymore.

Node outputs can be connected to the active viewer using
ctrl+shift+LMB, just like in the compositor. Right now this collides
with the shortcut used in the node wrangler addon, which will
be changed separately.

As of now, the viewed geometry is only visible in the spreadsheet.
Viewport visualization will be added separately.

There are a couple of benefits of using a viewer node compared
to the old approach with the icon in the node header:
* Better support for nodes that have more than one geometry output.
* It's more consistent with the compositor.
* If attributes become decoupled from geometry in the future,
  the viewer can have a separate input for the attribute to visualize.
* The viewer node could potentially have visualization settings.
* Allows to keep "visualization points" around by having multiple
  viewer nodes.
* Less visual clutter in node headers.

Differential Revision: https://developer.blender.org/D11470
2021-07-05 10:46:36 +02:00
04313f1bb5 BMesh: remove redundant mesh-backups from EDBM_op_* API
Using BMesh operators through the edit-mesh API created a full copy
of the mesh so it was possible to restore the mesh in case
one of the operators raised an error.

Remove support for automatic backup/restore from the EDBM_op_* API's
as it adds significant overhead and was rarely used.

Operators that need this can use the BMBackup API to backup & restore
the mesh in case of failure.

Add warning levels to BMO_error_raise so operators can report problems
without it being interpreted as a request to cancel the operation.

For high-poly meshes creating and freeing a full copy is an expensive
operation, removing this gives a speedup of ~1.77x for most operators
except for "connect_verts" / "connect_vert_pair"
which still uses this functionality.
2021-07-05 18:36:33 +10:00
afe7387be8 BMesh: remove redundant copy-on-write tagging
The evaluated meshes no longer store a copy of the edit-mesh
so tagging when a BMesh operator fails can be removed.
2021-07-05 18:31:44 +10:00
dccadc9e78 Cleanup: update comment formatting
- Replace '[mce]' with "Mike Erwin".
- Remove references to turn-table author as it isn't useful information,
  the author was credited in the commit message.
2021-07-05 15:54:57 +10:00
2929cfe5de Cleanup: remove unused defines 2021-07-05 15:54:57 +10:00
f0f7282d9d Cleanup: spelling in comments 2021-07-05 15:54:57 +10:00
9b89de2571 Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
2021-07-04 00:43:40 +10:00
8221d64844 Cleanup: Further use of const when accessing evaluated mesh
Also resolve a warning from the previous commit. The next blocker to
using const is `BKE_mesh_wrapper_ensure_mdata`.
2021-07-02 11:56:29 -05:00
a1609340b4 Cleanup: Fix variable redeclaration warning 2021-07-02 10:07:43 -05:00
88c855174d Cleanup: Remove unused/unneeded code from old Asset Engine design
This code was written for the File Browser together with the Asset Engine
design, that is not part of the Asset Browser/System design anymore. Updated
comments accordingly.

`FileDirEntryRevision` was actually used, but I removed it and moved the used
members to the parent `FileDirEntry`, since there is no concept of revisions
currently.

There should be no functional changes.
2021-07-02 15:42:22 +02:00
5a693ce9e3 Constraints: support a new Local Space (Owner Orientation) for targets.
Add a new transformation space choice for bone constraints, which
represent the local transformation of the target bone in the constraint
owner's local space.

The use case for this is transferring the local (i.e. excluding the
effect of parents) motion of one bone to another one, while ignoring
the difference between their rest pose orientations.

The new option replaces the following setup:

* A `child` bone of the `target`, rotated the same as `owner` in rest pose.
* A `sibling` bone of the `target`, positioned same as `child` in rest
  pose and using Copy Transforms in World Space from `child`.
* The `owner` bone constraint uses Local Space of `sibling`.

(This analogy applies provided both bones use Local Location)

Differential Revision: https://developer.blender.org/D9493
2021-07-02 15:15:05 +03:00
bc8ae58727 Copy Transforms: implement Remove Target Shear and more Mix options.
This constraint can be naturally viewed as a prototype for a future
4x4 matrix math node (or subset thereof), since its basic semantics
already is matrix assignment. Thus it makes sense to add math options
to this constraint to increase flexibility in the meantime.

This patch adds support for several operations that would be useful:

- An option to remove shear in the incoming target matrix.

  Shear is known to cause issues for various mathematical operations,
  so an option to remove it at key points is useful.

  Constraints based on Euler like Copy Rotation and Limit Rotation
  already have always enabled shear removal built in, because their
  math doesn't work correctly with shear.

  In the future node system shear removal would be a separate node
  (and currently Limit Rotation can be used as a Remove Shear constraint).
  However removing shear from the result of the target space conversion
  before mixing (similar to Copy Rotation) has to be built into
  Copy Transforms itself as an option.

- More ways to combine the target and owner matrices.

  Similar to multiple Inherit Scale modes for parenting, there are
  multiple ways one may want to combine matrices based on context.
  This implements 3 variants for each of the Before/After modes
  (one of them already existing).

  - Full implements regular matrix multiplication as the most basic
    option. The downside is the risk of creating shear.
  - Aligned emulates the 'anti-shear' Aligned Inherit Scale mode,
    and basically uses Full for location, and Split for rotation/scale.
    (This choice already existed.)
  - Split Channels combines location, rotation and scale separately.

  Looking at D7547 there is demand for Split Channels in some cases,
  so I think it makes sense to include it in Copy Transforms too, so that
  the Mix menu items can be identical for it and the Action constraint.

Differential Revision: https://developer.blender.org/D9469
2021-07-02 15:15:05 +03:00
01e1944cd4 File Browser: Refactor file "UUID" code (which wasn't really a "UUID")
To some degree these are changes in preparation of further Asset Browser
related changes, see D11119. But also, the current UUID design was written for
the old Asset Engine design, which isn't part of the current Asset
Browser/System design anymore.
And lastly, "UUID" are a well established standard
(https://en.wikipedia.org/wiki/Universally_unique_identifier) which this
implementation didn't follow. What we have here is more of an index, or a
unique identifier (https://en.wikipedia.org/wiki/Unique_identifier).

So this does the following changes:
* Renames "UUID" to "UID"
* Changes the type of the UID to (a typedef'ed) `uint32_t`, which is more than
  enough for our current asset system design and simplifies things.
* Due to the new type, we can avoid allocations for hash-table storage.
* Add/use functions for UID handling

Note that I am working on a major rewrite of the file-list code. Meanwhile we
want to keep things sensible.
2021-07-02 13:49:30 +02:00
29b65f5345 GPencil: New modifier to generate weights dynamically
his new modifier allows to generate weights base on:

* Angle of the stroke relative to object or world orientation. For example, if the value is 90, the maximum weights will be for vertical lines and minimum for horizontal lines.

* Distance to Target object. The distance calculated is normalized to get valid weights between 0 and 1.0.

The weights are created in an existing vertex group and the data can be replaced or mixed with the existing value to combine different weight effects. The minimum parameter, allows to define the minimum weight generated. This is useful to avoid very low weights.

The generated weights can be used in any modifier. For example, the angle weight value can be used to mimic FreeStyle Caligraphy modifier using the weight with the thickness modifier.

Also some modifier has been changed to inlude a new option to use the weights as factor of the effect.
As result of this change, the fading option has been removed from Thickness and Opacity modifiers because this can be done using the new modifier, it's not logic to repeat the same.

Reviewed By: mendio, filedescriptor

Differential Revision: https://developer.blender.org/D11604
2021-07-02 12:04:07 +02:00
9f5c0ffb5e Cleanup: Use const variables for object's evaluated mesh
Generally the evaluated mesh should not be changed, since that is the
job of the modifier stack. Current code is far from const correct in
that regard. This commit uses a const variable for the reult of
`BKE_object_get_evaluated_mesh` in some cases. The most common
remaining case is retrieving a BVH tree from the mesh.
2021-07-01 23:03:27 -05:00
016a2707f5 Cleanup: refactor edit-mesh copy functions into functions 2021-07-02 12:51:44 +10:00
addb1a5c9a Cleanup: spelling in comments 2021-07-02 12:15:29 +10:00
7eecf77f0b VSE: Fix handle size calculation
Handle width calculation was incorrect in drawing code. This caused
handles to be invisible when zoomed out.

After fixing math, handles become too large, so now they are constrained
to quarter of strip width, which feels more natural and represents
clickable area more closely.

`sequence_handle_size_get_clamped()` did not return size in pixels, but
in 2D-View space, this comment was corrected.
2021-07-01 23:38:06 +02:00
b7b5c23b80 Fix memory leak in VSE transform code
SeqCollection wasn't freed.

It wasn't easy to find culprit so added argument to
SEQ_collection_create() to pass function name.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11746
2021-07-01 22:14:29 +02:00
519c12da41 VSE: Snapping feedback
Address initial feedback:
 - Use checkboxes instead of radio buttons
 - Hide snapping distance control from UI
 - Tweak snapping line color - use selected strip color, 50% transparency. Similar to other editors
 - Draw 2px thick line, since strip outline is also 2px thick

Reviewed By: HooglyBoogly

Differential Revision: https://developer.blender.org/D11759
2021-07-01 22:08:11 +02:00
4617172740 Fix race condition when loading multiple File/Asset Browsers at once
When multiple File or Asset Browsers would load at once (e.g. when loading a
file with two File Browsers open) and they would load multiple directories or
.blend files (using the Recursions option in the File Browser or loading an
asset library with multiple .blends), often only one File/Asset Browser would
correctly load all files. Others would be incomplete or entirely empty. That
was because of a race condition, where the directories or .blend files would be
loaded concurrently and the first one that finished would cancel the other
ones. This again happened because they used the job system with the same
"owner", which by design makes all jobs with the same owner cancel as soon as
the first is finished.
Address this by making sure they have different owners. That is, not the scene
anymore, but the filelist the job belongs to. Doesn't make much sense to use
the scene as owner for scene-unrelated file loading anyway.

Steps to reproduce were:
* Open two File Browsers as regular editors.
* In the Display Settings popover, set "Recursions" to 2 or 3 levels.
* Navigate to a directory with plenty of subdirectories in both File Browsers.
* Save the file.
* Reload the file, one of the File Browsers likely has an incomplete file list.

Alternatively, use Asset Browsers and open an asset library containing multiple
.blends.
2021-07-01 15:22:12 +02:00
Paul Golter
229c0580e2 Fix: Export subtitles timecode relative to scene start frame, ignore muted strips
This patch writes the timecode in the .srt file relative to the start
frame of the scene. If the timecode is global but scene does not start
at frame 0 the subtitles don't match if they get loaded in an external
video player. Muted strips will be ignored. Don't allow negative
timecodes in .srt.

Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11762
2021-07-01 12:21:31 +02:00
927456491a Fix edit-mesh partial update regression when snapping to normals
Edit-mesh partial update logic assumed translate didn't need normals
to be recalculated (for faces with all vertices being transformed).

However translate can optionally rotate which requires
all transformed normals to be updated.

Check for this case and use the previous partial-update method
when it modified extra geometry, so the normals are properly reset.
Further updates need not recalculate them.
2021-07-01 14:53:01 +10:00
02df67875a Cleanup: replace booleans with enum for storing translate rotation 2021-07-01 13:30:19 +10:00
f578e31a8e Correction to T89571 fix 4546f176eb
Supporting both object & edit-mode is more involved.
Both cases are now supported with object mode tracking the last-used
state for rotation so it's only reset once when rotation is disabled.
2021-07-01 12:58:10 +10:00
4546f176eb Fix T89571: Align Orientation to Target keeps rotation when toggled 2021-07-01 11:54:05 +10:00
aa112dc77c Cleanup: spelling 2021-07-01 11:16:25 +10:00
39188f3c99 Cleanup: rename playhead to current-frame 2021-07-01 11:06:04 +10:00
930ecef9b5 Cleanup: outdated IPO references in comments 2021-07-01 11:06:04 +10:00
a689b5932d Cleanup: remove unused internal grease pencil definitions 2021-07-01 10:25:49 +10:00
17a67bf778 UI: custom free function improvements
This changes `UI_but_func_tooltip_set` so that it allows passing a custom free function, which has two benefits:

* The caller can pass `null` to indicate that the value should not be freed.
* Arbitrary c++ data can be passed to the callback (before the struct had to be trivially destructible).

I added `uiFreeArgFunc` and used it in other places where appropriate.

Differential Revision: https://developer.blender.org/D11738
2021-06-30 17:46:59 +02:00