Being able to adjust the distance between fluid and obstacles comes in handy when trying to achieve a fluid motion over inclined obstacles.
Depending on the slope of such obstacles, already small adjustments of this value can help when particles stick to obstacle surfaces (i.e. make particles not stick to obstacles).
With D8234 a new drawing method for UV/Image editor was introduced. For debugging
reasons we left the old drawing method in the code base. This patch will remove
the old drawing method.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9011
Corrects incorrect usages of the word 'loose' when 'lose' was required.
Differential Revision: https://developer.blender.org/D9243
Reviewed by Campbell Barton
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
Although the `ELEM` macro wraps logic into parentheses, it's not intended to be
used that way. Unexpanded macros should still follow regular coding style for
readability and for tools parsing the code (it confused clang-format for
example).
Setting this type is required to prevent fluid particles from being treated like physics particles. The actual fix for this was made in rB11a8a6d0e6b5.
The new parameter made so that previously keyed Alpha values were lost
and instead the new "Emission Strength" was keyed.
Issue introduced with the original commit of Emission Strength: b248ec9776
Note: Files created since the issue (September 17) that keyframed the
Emission Strength will have to fix their files manually.
Differential Revision: https://developer.blender.org/D9221
This patch "modernizes" `DNA_struct_switch_endian` similar to
how I updated `DNA_struct_reconstruct` recently. Furthermore,
some special case handling have been moved to another place.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D9089
The overlay options in the image/uv editor is hidden in side panels and menus. Sometimes this panel is even hidden, while still useful.
The goal of this task is to introduce an overlay pop-over just like the overlay-popover of the 3d viewport.
Popover has
* UV Stretching (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Display As (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show Modified (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show UV Edges (including opacity slider; available UV, View, Paint, when active object mode is a mesh and in OB_EDIT mode)
* Udim tiles when no image is available.
Like the 3d viewport, there will be a editor toggle to enable/disable the overlays
For compatibility reasons the RNA properties are added to both the `SpaceImage.uv_editor` amd `SpaceImage.overlay`. On DNA level they are still stored in the SpaceImage. only new properties are added to the SpaceImageOverlay struct. During the next major release we could remove these options from `SpaceImage.uv_editor`. This should be noted in the Python section of release notes.
Reviewed By: Julian Eisel, Pablo Vazquez
Differential Revision: https://developer.blender.org/D8890
In the graph editor there is a panel that says "Active Keyframe" for
numerically editing a keyframe's values, but in the code there is no
concept of the "active keyframe." Since this is a useful concept to
have for some other features anyway, this commit adds an active
keyframe index value to FCurves. It also displays it with a theme
color for the active vertex (which didn't exist before) if the
FCurve is active.
The active keyframe in the graph editor is treated similarly to the
active vertex in the 3D view. It is the keyframe most recently selected
with a single click, and it is always selected.
For now, the only real functional change is that the active keyframe
appears in white and it should be more predictable which keyframe is
being edited in the sidebar panel.
Differential Revision: https://developer.blender.org/D7737
Initialize CLOG in the blendfile-loading unit test superclass. Since
rB8683d4e88f2e CLOG is used by more areas in Blender, and without
initialisation it crashes.
This is first step of refactoring task T77580.
Next step will be breaking up files into smaller ones.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D8492
BLO_version_defaults_userpref_blend -> blo_do_versions_userdef
The name was misleading as it was declared along with
BLO_update_defaults_startup_blend making it seem these functions were
related.
In fact preference defaults don't need to be updated as is done for
startup.blend since an in-memory blend file isn't used.
Rename the function to match other versioning functions
called from readfile.c. Also add/update comments on these differences.
Now versioning UserDef is run in readfile.c,
as is done for other Blender data.
Previously versioning was mixed with other run-time initialization,
so it needed to be called later by the window manager.
readfile.c's versioning function was only used for 2 variables.
Move versioning into versioning_userdef.c so everything
is done in one function.
Note: DNA_struct_elem_find checks have been replaced with checks for
the next released version.
This is harmless, as only old preferences saved between releases can
have their values overwritten.
Note: userdef versioning should be called from `do_versions_userdef`,
this will be done separately.
There was an oversight when adding new experimental user preferences.
I can try to overengineer this later to make it more fail-proof. But for now
it should be clear what to update when adding a new variable.
Version patching userpref.blend wasn't using the correct version,
causing settings not to be properly updated.
This seems the likely cause of T70196 and similar bugs.
`workspace_hook` of wmWindows store pointers for runtime data and to
data belonging to other IDs (workspace's layouts). That kind of pointers
should always be cleaned up on read, it allows for cleaner segfault
crash in case of mistakes in code updating/re-setting them, and avoids
potential security issue of accessing random memory address.
No behavioral change expected here.
Relying on pointer addresses across different data-blocks is extremely
not recommended (and should be strictly forbidden ideally), in
particular in direct_link step of blend file reading.
- It assumes a specific order in reading of data, which is not ensured
in future, and is in any case a very bad, non explicit, hidden
dependency on behaviors of other parts of the codebase.
- It is intrinsically unsafe (as in, it makes writing bad code and making
mistakes easy, see e.g. fix in rB84b3f6e049b35f9).
- It makes advanced handling of data-blocks harder (thinking about
partial undo code e.g., even though in this specific case it was not
an issue as we do not re-read neither windowmanagers nor worspaces
during undo).
New code uses windows' `winid` instead as 'anchor' to find again proper
workspace hook in windows at read time.
As a bonus, it will also cleanup the list of relations from any invalid
ones (afaict it was never done previously).
Differential Revision: https://developer.blender.org/D9073
The adds a new option to simplify volumes in the viewport.
The setting can be found in the Simplify panel in the render properties.
Volume objects use OpenVDB grids, which are sparse. For rendering,
we have to convert sparse grids to dense grids (for now). Those require
significantly more memory. Therefore, it's often a good idea to reduce
the resolution of volumes in the viewport.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9040
Ref T73201.
- Rename `find_elem` to `elem_offset` (matching `elem_exists`).
- Remove unused `SDNA_StructMember` return argument.
- Return an offset instead of a pointer which was being converted
back into an offset by one caller,
in this case there was no way to tell the difference between
and element that doesn't exist and a struct member
at the start of the array.
Resolves UBSan warning raised in T81340.
It looks like this code was left over from tabbed panels in the
properties editor. It wasn't used anywhere except for in one line of
the horizontally-aligned panel code that was recently removed.
Differential Revision: https://developer.blender.org/D8651
Remove the attempt to update the active layout pointers of each window
from whithin `direct_link_workspace`.
This piece of code was a nonsense for at least to critical reasons:
* Do not, never, ever, access data from another datablock within the
direct_link_... functions. Just don't. Don't try to be smart.
* Since it was trying (and failing) to update the active layout of every
window for every workspace, it was effectively setting those
`act_layout` pointers to NULL (remapping can only ever happen once,
trying to remap and already remapped new pointer is bound to fail in
any case).
Luckily (and funnily), this piece of code was actually harmless, since
setting the active layout would be overridden/redone later, in
`lib_link_windowmanager`, when updating their `workspace_hook` in
`lib_link_workspace_instance_hook`.
Note that the similar horror with `WorkSpaceDataRelation->parent` (which
points at a window) is kept for now, because that one is needed. Hope to
refactor it soon though.
Add an option to disable Alembic vertex interpolation.
Bump subversion from 5 to 6.
Alembic stores mesh samples at specific time keys; when a frame in
Blender maps to a timecode between two samples, Blender will interpolate
the mesh vertex positions. This interpolation only happens when the mesh
has a constant topology, but sometimes this was not detected properly
when the vertices change order, but the number of mesh elements remains
the same. This would result in a mesh with jumbled up vertices (T71981).
With this patch, users have the ability to disable vertex interpolation.
An alternative would be to have better detection of topology changes,
but that that'll cause a considerable slowdown.
Maniphest Tasks: T71981
Differential Revision: https://developer.blender.org/D9041
When loading large files that are more than a couple weeks old
(such that DNA has changed in that time), a significant amount of
time is spent in `DNA_struct_reconstruct`. This function takes a struct
in the old layout and creates a struct in the new layout from it.
This was slow because it was computing the diff between the struct
layouts every time a struct is updated. Now the steps for the struct
reconstruction is computed only once per struct. This information is
then used to actually reconstruct all structs that changed.
I measured about 10-20% speedup when loading Spring files.
E.g. `10.6s -> 8.7s` for `06_055_A.anim.blend` in BKE_blendfile_read`.
This percentage varies a lot based on the number of blocks that have
to be reconstructed and how much DNA has changed since they have
been written. In none of my tests was the new code slower than the
old code.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D8959
The data layout remains exactly the same..
This change just gives all the elements in `SDNA->structs` names,
making it more comfortable to work with the data.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D8926
Object in the 2.7x file is on no layer at all, while this is not really
expected nor considered valid, better to cope with the case gracefully
than crash.
To be backported to 2.90 and 2.83.
Allows scripters to store additional information in the marker itself instead
of using work-around approach based on marker names and such.
Differential Revision: https://developer.blender.org/D8944
Keep braces balanced where possible, even with ifdef's as it avoids
confusions with editors calculating correct indentation level &
finding matching brackets.
This patch tries to sanitize the types of our size parameters across our read
and write code, which is currently fairly inconsistent (using `int`, `uint`,
`size_t`...), by using `size_t` everywhere. Since in Blender file themselves
we can only store chunk of size `MAX_INT`, added some asserts to ensure that
as well.
See {T79561} for details.
Differential Revision: https://developer.blender.org/D8672
This adds XYZ symmetry as a property of meshes and updates all modes to
use the mesh symmetry by default to have a consistent tool behavior
between all modes and when switching objects.
Reviewed By: brecht, mano-wii, campbellbarton
Maniphest Tasks: T79785
Differential Revision: https://developer.blender.org/D8587
This implements a new overlay that blends the bakground color over the
objects that are not in the same mode as the active object, making
them fade with the background.
This is especially needed for sculpt mode as there is no other overlay
or indication in the viewport to display which object is active.
This is intended to be used with D7510 in order to have a faster
workflow when sculpting models with multiple objects.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D8679