Commit Graph

80357 Commits

Author SHA1 Message Date
59889d9b4f Cleanup: rename variables in wm_event_add_ghostevent
Using both evt and event together was confusing.

Renamed:

- event_state          <- evt
- event_state_other    <- oevt
- event_other          <- oevent
- win_other            <- owin
2021-03-05 14:03:54 +11:00
6a662ffda8 GPencil: Implement Autokey button for Draw/Edit and Sculpt mode
Now, if the Autokey is not enabled, a new frame is not created and it is used the last active one. If no active frame, a message is displayed and the operation is canceled.

This is a common request for 2D artists.

Also, grease pencil was not working as Blender does in other areas.

Reviewed By: pepeland

Differential Revision: https://developer.blender.org/D10557
2021-03-04 21:32:37 +01:00
1668f883fb Fix T59376: UV project modifier not working after modifiers that dont provide a UVMap
This was reported for remesh and skin modifiers.
These dont preserve UV layers (and probably cannot in a reasonable way),
so instead let the UV Project modifier create a new (equally named) UV
layer (as was suggested by @brecht in T59376).

Maniphest Tasks: T59376

Differential Revision: https://developer.blender.org/D10617
2021-03-04 20:20:05 +01:00
63b7ff9f4e Cleanup: Main foreach ID code: Remove MAX_LIBARRAY and improve comments.
The `MAX_LIBARRAY` define was an annoying doublon to the `INDEX_ID_MAX` enum value
now defined in `DNA_ID.h`, and it is no more useful.

And comments were somewhat outdated. Also added an explanation about
chosen order for the `INDEX_ID_<IDTYPE>` order.
2021-03-04 18:43:30 +01:00
f951aa063f UI: prefer shorter search items in fuzzy search
This is a simple heuristic that seems to improve the search results in many cases.

Differential Revision: https://developer.blender.org/D10618
2021-03-04 18:39:31 +01:00
7d685391a0 Nodes: improve NodeTreeRef
This adds a couple more utility methods to various node tree ref types.
Also `InternalLinkRef` has been added to get simpler access to internal links.
2021-03-04 18:15:22 +01:00
bb1f02510b BLI: support mutable lookup from multi value map 2021-03-04 17:38:01 +01:00
3de5fbba3a Fix T86050: use material count from correct data block
See comment in code for more details.

Differential Revision: https://developer.blender.org/D10615
2021-03-04 15:27:33 +01:00
a988099ee4 Fix T86172: tag relations update when pasting nodes
Pasting nodes can create new id relations, because nodes can reference IDs.
Therefore the depsgraph has to be updated when nodes are pasted.
We could somehow check if the pasted nodes referenced IDs, but I'm not sure
if this complexity is worth it.
2021-03-04 13:33:03 +01:00
386e3dd842 PyAPI: use methods for bpy.data.libraries.load & write
Replace static methods with regular methods.
Now the 'Main' value is taken from the collection.

Needed to support multiple 'Main' instances in Python, see T86183.
2021-03-04 23:13:07 +11:00
d9e567d365 PyAPI: support methods for collection properties
Previously only static methods were supported.

Now C/API functions added to collections can receive a 'self' argument.
2021-03-04 23:09:11 +11:00
7fd6c7f371 Fix T86204: support multiple group inputs in node group
Note that this still does not work when in the node group directly referenced
by the modifier, only in sub-node-groups. This limitation will be removed
at some point.
2021-03-04 12:50:23 +01:00
bda95ac0f9 Fix T86209: Preference Defaults "Relative Paths" tooltip could be improved.
This UserPref setting is only used when no path is set yet.
2021-03-04 12:20:10 +01:00
06d33a6876 Fix Saving startup file changing paths of the current file
Saving the startup file now uses "Save Copy", so paths are preserved.
2021-03-04 20:56:17 +11:00
9fffb78343 Fix T86231: Saving startup file always remaps relative 2021-03-04 20:52:03 +11:00
12b529b3a6 Cleanup: redundant struct declarations 2021-03-04 17:17:19 +11:00
2df2f1c908 Cleanup: use non-zero comparisons for event modifiers
Use event modifier checks that follow most of Blender's code.
2021-03-04 17:10:56 +11:00
abaa6c3ace Cleanup: use BM_mesh_copy_init_customdata utility function 2021-03-04 17:06:50 +11:00
be627ab9e2 Cleanup: comments 2021-03-04 17:00:42 +11:00
39b86a989d Cleanup: use const arrays 2021-03-04 16:58:03 +11:00
d10700a3ac Cleanup: number literals 2021-03-04 16:55:50 +11:00
24f0807550 Cleanup: replace Py_CLEAR with Py_DECREF in bpy.app modules
In this case, there is no benefit to using Py_CLEAR
as the value will never be NULL and can't be used later on.
2021-03-04 15:46:07 +11:00
a40ccde405 Fix logic for calling PyObject_GC_UnTrack
All tracked objects need a matching un-track,
also remove redundant Py_XDECREF call.
2021-03-04 15:18:10 +11:00
0d28e2a334 PyAPI: correct garbage collection for StructRNA types
By default objects are no longer GC tracked, this removes some overhead
although it's not significant in my own testing.

- Only enable GC for StructRNA when 'WITH_PYTHON_SAFETY' is on.
- Only track StructRNA when their 'reference' is set.
- Add missing NULL check when 'WITH_PYTHON_SAFETY' is on
  and objects new objects be created.
2021-03-04 15:18:10 +11:00
e4a55b46c4 UI: Remove extra blank space for decorators in FCurve modifiers
None of these properties can be animated, so it doesn't make sense
to leave space for decorators on the right side of the panels. In fact
that is what was intended, but they were not manually disabled
in all of the panels.
2021-03-03 16:32:55 -06:00
b450d2d148 Fix T86042 EEVEE: incorrect irradiance bake
The environment (world) irradiance wasn't correctly skipped.
2021-03-03 23:14:06 +01:00
dd43a37016 Geometry Nodes: Allow clearing an attribute text field
Because pressing enter will choose the current search item from the menu,
and there was no search item with an empty string, it was impossible to
clear the text of an attribute text field. This commit adds a simple "X"
icon in the top row when you delete the string.
2021-03-03 13:48:39 -06:00
f53221bff7 UI: Allow translation for node error messages
This commit exposes the strings used in the node error messages for
localization. It also changes the message tooltip creation to
automatically add the period at the end, to be more consistent with
the (arguably bad) design of other tooltips in Blender.

Calling `TIP_` directly in the node implementation files allows us to
continue using `std::string` concatenation instead of passing variadic
arguments. It's also more explicit about which part of the message is
translated and which isn't. The files already include the translation
header anyway.
2021-03-03 12:58:33 -06:00
b9bb69a114 EEVEE: Avoid old files with too many volume shadow sample being too slow
This clamp the volumetric shadow samples to the actual old max to avoid
problematic slowdown after the bugfix rB3a29c19b2bff.
2021-03-03 15:20:35 +01:00
Mikhail
cd9a6a0f93 EEVEE: SSS: Fix light leaking bewteen object at different depths
The SSS shader in Eevee has the following drawbacks (elaborated in {T79933}):

1. Glowing
2. Ringing. On low SSS jittering it is rendered a bunch of sharp lines
3. Overall blurriness due to the nature of the effect
4. Shadows near occlusions as in T65849
5. Too much SSS near the edge and on highly-tilted surfaces

{F9438636}
{F9427302}

In the original shader code there was a depth correction factor, as far as I can understand for fixing light bleeding from one object to another. But it was scaled incorrectly. I modified its scale to depend on SSS scale*radius and made it independent from the scene scale. The scale parameter (`-4`) is chosen so that it makes tilted surfaces to have visually the same SSS radius as straight surfaces (surfaces with normal pointed directly to the camera).

This depth correction factor alone fixes all the problems except for ringing (pt. 2). Because of float-point precision errors and irradiance interpolation some samples near the border of an object might leak light, causing sparkly or dashed (because of aliasing) patterns around the highlights. Switching from `texture()` to `texelFetch()` fixes this problem and makes textures on renders visually sharper.

An alternative solution would be to detect object borders and somehow prevent samples from crossing it. This can be done by:
1. Adding an `object_id` texture. I think it requires much more code changing and makes the shader more complicated. Again, `object_id` is not interpolatable.
2. Watch gradient of depth and discard samples if the gradient is too big. This solution depends on scene scale and requires more texture lookups. Since SSS is usually a minor effect, it probably doesn't require that level of accuracy.

I haven't notice it in practice, but I assume it can make visible SSS radius slightly off (up to 0.5 px in screen space, which is negligible). It is completely mitigated with render sampling.

Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9740
2021-03-03 14:57:25 +01:00
f746b568f3 EEVEE: SSR: Check reflection ray against geometric normal
This improve self intersection prevention. Also reduce the bias
that was making a lot of rays not being shoot at grazing angles.
2021-03-03 14:57:25 +01:00
1c22b551d0 EEVEE: Add ensure_valid_reflection to glossy closures
This is ported from Cycles and fixes issues with bump/normal mapping
giving weird reflections/lighting.

Fixes T81070 Specular light should be limited to normal pointing toward the camera
Fixes T78501 Normal mapping making specular artifact
2021-03-03 14:57:25 +01:00
87da26404f Fix compiler issues introduced in recent commit.
{73af762e9cd595ea708647c02c7e74752d844e80}
2021-03-03 13:42:28 +01:00
dcf7313e73 Cleanup: use zero_v3 to clear colors. 2021-03-03 12:37:52 +01:00
73af762e9c Cleanup: Make node_composite_cryptomatte CPP.
Core API of cryptomatte is also CPP.
2021-03-03 12:37:52 +01:00
3f716bb626 Cleanup: clang tidy
Warnings:
* readability-inconsistent-declaration-parameter-name
* readability-redundant-smartptr-get
2021-03-03 12:23:02 +01:00
7d2f27244c Cleanup: clang tidy
Can use const parameter.
2021-03-03 12:17:48 +01:00
e9c50913f8 Cleanup: clang tidy
Warning: else-after-return/break
2021-03-03 12:17:16 +01:00
b9ee877752 Cleanup: make format 2021-03-03 12:14:06 +01:00
a915e47ca1 Fix (unreported) Outliner missing updates copying IDs via python
Steps to reproduce:
- switch to Scripting workspace
- execute bpy.data.meshes['Cube'].copy()
- Outliner will not show the new mesh immediately

Now just send appropriate notifier.

Differential Revision: https://developer.blender.org/D10584
2021-03-03 08:53:13 +01:00
44ab908c86 Nodes: store references to bNodeLinks in NodeTreeRef
Sometimes it is useful to have this information available to be able
to read information from links.
2021-03-03 07:59:07 +01:00
4dd1068a57 Fix crash when dragging nodes
The `bNodeLinkDrag` struct was NULL when dragging a node instead of
a link. It is allocated with `calloc` anyway, so this field doesn't
need to be explitely cleared.
2021-03-02 22:53:25 -06:00
7fddf383b1 Cleanup: minor changes to Python RNA pointer assignment
Don't assign the BPy_StructRNA a value which can be 'None',
instead, set it to NULL.
2021-03-03 15:06:59 +11:00
023788ef9a Cleanup: Use span and float matrix type in direct boolean code
This commit includes a few simple improvements to the direct mesh
boolean code added recently.
 - Passing the transforms and meshes to `direct_mesh_boolean` as spans
   makes the function easier to call from C++.
 - The definition of `TransMat`, was unecessary when we have the
   `float4x4` type already used elsewhere in C++ code.

Differential Revision: https://developer.blender.org/D10592
2021-03-02 20:58:05 -06:00
a4f81c6838 Fix T85966: Wrong link picked when dragging multi-input socket
The socket drag operator stored the index of the last picked socket
into RNA in case the mouse cursor leaves the link while dragging.

This id was not unique which is why sometimes a link from an other node
with the same id is picked.

This patch changes the way the last picked link is stored and stores a
pointer to the link directly into bNodeLinkDrag struct instead.

Differential Revision: https://developer.blender.org/D10590
2021-03-02 23:13:59 +01:00
6aec6568a0 Cleanup: spelling, minor corrections
Also use doxygen comments for sculpt functions.
2021-03-03 06:20:27 +11:00
Patrick Busch
3eb8307160 Python API: Expose CurveMapping Reset View function
The Python API for the curve mapping widget offers the `update`
function, but no way to reset the view to the clipping rectangle.

This commit adds a blenkernel function for this operation,
and exposes it to the CurvMapping RNA API. This allows addons
to display a more user-friendly view of the data in this widget.

Differential Revision: https://developer.blender.org/D10561
2021-03-02 13:13:36 -06:00
85421c4fab Geometry Nodes: Attribute search drop-down
This commit adds a search for existing attributes when you click
on an attribute field. This is useful because otherwise you have
to remember which attributes should be available at each node in
the tree.

The fundamental complication is that this information is not
accessible statically. So the search data is only a cache from
the previous node tree evaluation. The information is added
with `BKE_nodetree_attribute_hint_add`, currently for every
input geometry socket for a single node.

This is only an initial implementation, and later versions will
expose the data type and domain of the attributes.

Differential Revision: https://developer.blender.org/D10519
2021-03-02 13:01:33 -06:00
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
William Reynish
6471cf6bc8 UI: Clean up labels and descriptions: "Draw" to "Display"
In Blender, we used to use the term 'draw' to refer to information
displayed to the user. For version 2.80, it was decided to change these
instances to 'display' instead. This was to avoid the ambiguity between
end-user drawing tools and display options.

From the Oxford English Dictionary:
 - Draw: produce (a picture or diagram) by making lines and marks on
   paper with a pencil, pen, etc.
 - Display: show (data or an image) on a computer, television, or
   other screen.

Therefore, we should use draw when referring to drawing tools for
making marks, but use display when referring to information
shown/displayed to the user. From a user POV, the computer displays
certain information, whereas the user draws a mark.

Apparently this change was not implemented consistently, so this patch
changes all remaining relevant instances of "draw".

Differential Revision: https://developer.blender.org/D10551
2021-03-02 11:58:25 -06:00