This changes a bit how the userprefs solid lights works. They are not
visible until enabling the "Edit Solid Light" checkbox. Once enabled the
current studiolight used for solid mode will be overwritten.
Once the lighting settings are tweaked, the user can click the
"Save as Studio light" button to save the current settings.
This makes it easy to create new lighting without messing the other
presets.
The studio lights are stored as ASCII files on the disk using a dead
simple custom format.
The UI/UX is not perfect and will be improved in other commits.
Also includes:
* Separate LookDev HDRI selection from Solid Lights
* Hide LookDev HDRIs from the Solid Lights selection list
The old onion skinning used in 2.7x has been ported and converted to 2.8. Only basic features have been included. For more advanced onion skin features, use grease pencil objects.
Onion Skin is supported in View 3D and Sequencer.
Not exactly sure why we did not have cached displist for bevel object
here... But anyway, that conversion operation should really happen
outside of depsgraph evaluation area, so makes sense to do it as when
generating geometry for rendering, imho. Also solves issues like loosing
hidden parts of the curve/surface, etc. Still using viewport resolution
for curves, though.
See T57857 for discussion. This reverts:
"Outliner: Do not gray out empty collections"
4521d3e707.
"Remove eye column from the outliner"
fd16b35997.
Fix/workaround issues in pose and edit mode"
6d2e2e30d5.
"Per view-layer collection visibility"
4de6a210c6.
A few reasons motivating this change:
* It works well for all devices: mouse, trackpad, and tablet pens.
* For beginners or users coming from other software, it's easier to get
started and avoids an initial stumbling block.
* Many users in 2.7 (about half?) were already using left click select, so
combined with the above advantages it makes for a practical default.
Note that we continue to support right click select, as many experienced
Blender users (and developers) see efficiency advantages in this approach.
The option to switch is in the first time setup splash screen, and in the
user preferences.
We still control this in the viewport collections visibility menu. But
now we are actually changing the visibility of the collections, not of
the objects.
If a collection is indirectly invisible (because one of its parents are
invisible) we gray it out.
Also if you click directly in the collection names, it "isolates" the
collection by hiding all collections, and showing the direct parents and
all the children of the selected collection.
Development Note:
Right now I'm excluding the hidden collections from the depsgraph.
Thus the need for tagging relations to update.
If this proves to be too slow, we can change.
B-Bone shape is a non-trivial computation, so access to
the results would be useful for Python scripts working with
B-Bones, e.g. rig generation.
This exposes both final segment matrices, and the tangent
vectors computed from the custom handle bones.
Since the handle tangents use the axis+roll orientation math
of edit bones, add matrix conversion static methods to Bone.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3983
Sometimes the text doesn't fit. What to do in this case?
* Overflow: The default behaviour still is to overflow the text.
* Truncated: If any text box is defined we can also not draw the text
that goes outside the text boxes.
* Scale to Fit: For single-text box texts we can scale down the text until
it fits.
To support textboxes we are bisecting the scale until we find a good
match. Right now the hardcoded iteration limit is 20, and the threshold 0.0001f.
An alternative in the future would be to tackle this by integrating existing
layout engines such as HarfBuzz.
Note: Scale to fit won't work for multiple text-boxes if any of them has
either width or height as zero.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3874
Feature development sponsored by Viddyoze.
This modifier only uses mesh to get vgroup, which is only needed in case
modified object is indeed a mesh! Building a mesh from curve here is not
only useless and time-consuming, it will also easily fail the assert
about same number of vertices!
Note that surface_project and subsurf option also need more work at some
point, but this is probably not that urgent for now.
Also, use MOD_get_vgroup() helper in modifier code itself and pass
resulting MDeformVert & index to BKE_shrinkwrap's `shrinkwrapModifier_deform()`,
this is simpler and avoids duplicating vgroup handling code.
Related to T57972.
This modifier only uses mesh to get vgroup, which is only needed in case
modified object is indeed a mesh! Building a mesh from curve here is not
only useless and time-consuming, it will also easily fail the assert
about same number of vertices!
Also, use MOD_get_vgroup() helper in modifier code itself and pass
reluting MDeformVert & index to BKE_curve's curve_deform_verts(),
this is simpler and avoids duplicating vgroup handling code.
Also fixes crash when used on lattice.
Related to T57972.
The approach is fairly simple, just apply an edge detection filter to the view normal and scale the brightness based on that.
The overlay is disabled at object boundaries to avoid dark lines around objects.
Generally, this implementation follows the proposal of @monio at https://blender.community/c/rightclickselect/J9bbbc.
The changes are:
- Dynamic filter radius (on high-DPI displays, a radius of two is used)
- Options to reduce the strength of both ridges and valleys
- Tweaked function for the strength reduction (the original method actually had a local maximum, resulting in a brighter line inside valleys)
- Multiplication for blending instead of overlay, which doesn't work reliably with scene-referred intensities
- Renamed to point out the distinction between it and the SSAO-based cavity overlay
Reviewers: jbakker
Reviewed By: jbakker
Subscribers: billreynish, manitwo, linko, monio
Differential Revision: https://developer.blender.org/D3617
Go for the simple solution for now (disable auto-texspace in evaluated mesh).
Proper fix would be part of known TODO redesign of bbox handling.
Solution suggested by @sergey, thanks!
mesh_finalize_eval() may set ob->data to evaluated mesh, needs to be
done *after* call to BKE_mesh_texspace_copy_from_object(), else that one
is meaningless.
Related to investigations on T57985, but does not solve it at all. :(
Thinks whole bbox code needs a complete rewrite, one can see a lot of
old history in it, it has way too many functions doing
nearly-the-same-thing(c), it spreads in very inconsistent ways across a
lot of files, ... But have no time for this right now, and would not be
a good idea with Beta comming up close anyway.
So for now going the simple and (hopefully) sane & safe way: forbid
object-level functions to affect data-level bbox. Mesh and curve ones
would generate bbox in obdata instead of object, for some reason (all
other obdata types only use object's bbox ever). That may have been
working in old ages, but with CoW and threaded depsgraph this is just
calling for piles of issues.
Implements the first changes for T54115:
* Rename "User Preferences" window to "Settings" in the UI.
We'll likely put workspace settings in there, separate from the global
user settings. System settings should become separate from user
settings in future to allow settings for specific hardware.
* Add sidebar region for navigation (scrolls independently).
Addresses space problems, so we can add more categories as needed now.
* Increase size of Settings window to compensate new navigation bar.
* Group sections into User Preferences and System.
Icons for section groups by Andrzej Ambroz. Thanks!
* Bumps subversion for file compatibility.
Screenshot: https://developer.blender.org/F5715337
I also added categories for future work, but commented them out.
We may also want to redesign contents of each section now.
Reviewers: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D3088
Design Task: https://developer.blender.org/T54115
Bring back per-viewport localview. This is based on Blender 2.79.
We have a limit of 16 different local view viewports.
We are using both the numpad /, as well as the regular /.
Missing features:
* Hack to make sure lights are always visible.
* Make rendered mode with external engines to support this as well
(probably just need to support this in the RNA iterators).
* Support over 16 viewports by taking existing viewports out of local view.
The code can use a cleanup pass in the future to unify the test to see
if an object is visible (or we can use TESTBASE in more places).
Computing the shape of a B-Bone is a quite expensive operation, and
there are multiple constraints that can access this information in
a variety of useful ways. This means computing the shape once per
bone and saving it is good for performance.
Since the shape may depend on the position of up to two other bones,
often in a "cyclic" manner, this computation has to be a separate
node with its own dependencies.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D3975
Explicitly tag copy-on-write form library remap. Previously, this
tag was used implicitly via geometry/transform tagging, which worked
ok for objects. For non-objects we do need to ensure all copies has
correct pointer and the only way to do so is to pass tag explicitly.
There is probably more places in the library remap where this is
needed, but not being familiar with the code makes it difficult to
spot where possible tags are missing.