Commit Graph

83862 Commits

Author SHA1 Message Date
c53ffda8a4 Cleanup: Fix incorrect comments 2021-09-27 13:29:53 -05:00
f94164d896 Geometry Nodes: Do not realize instances in the material assign node
Only run the node once for every unique geometry set in the input's
instance heirarchy. This can massively improve performance when
there are many instances, but it will mean that the result is the same
for every instance. For the previous behavior, a "Realize Instances"
node can be used before this one.

This node can be changed without versioning since the old material
assign node was already deprecated and replaced.
2021-09-27 13:22:44 -05:00
5d70a4d7ee Geometry Nodes: Move output attribute names to a subpanel
In a sub-panel it will be clearer that they are outputs, since they
just look like more inputs now. Unfortunately it is not possible to
make sub-panels display conditionally currently, so the output
sub-panel will always be visible whether or not it is empty.

Differential Revision: https://developer.blender.org/D12653
2021-09-27 13:04:58 -05:00
8da23fd5aa Constraints: change default Stretch To rotation type to Swing.
As also explained in D6134, in most case of Stretch To usage in
rigs, it is desirable to use swing rotation, either via the old
method of pairing the constraint with Damped Track, or via the
Swing rotation type introduced in 2.82. This is for instance true
for all usages of the constraint in Rigify.

The reason can be understood by realizing that unlike order-
dependent euler rotations, swing is not biased to an axis, and
isn't affected by gimbal lock effects at merely 90 degrees
of rotation (it has only one singularity at 180 degrees).

Thus it makes sense to change the default for newly created
constraints to the Swing mode. This has no backward compatibility
concerns except for old tutorials and rig generation scripts.

Differential Revision: https://developer.blender.org/D12643
2021-09-27 20:45:03 +03:00
847d355cab File/Asset Browser: Don't deselect other items when dragging
Basically this enables the select-tweaking behavior as per the
guidelines:
https://wiki.blender.org/wiki/Human_Interface_Guidelines/Selection#Select-tweaking.

We use this in most other other editors that allow selecting and
dragging multiple items. But besides the consistency improvement, this
is important if we want to support dragging multiple assets (or files)
in future. We want to support this at least for dragging multiple assets
into an asset catalog for the upcoming asset catalog UI.
2021-09-27 18:52:16 +02:00
c76ccd85be Cleanup: incorrect null check in asset library
Found by clang tidy (P2439).
2021-09-27 18:42:19 +02:00
11bfbc3337 Fix: Incorrect node socket name after recent refactor
Caused by rBc99cb814520480379
2021-09-27 11:21:33 -05:00
c75c08a737 Geometry Nodes: Distribute points once per instance reference
With this commit, the distribute points on faces node runs only
once for every unique mesh in its input. That means if there are
100 instances of the same mesh, it will only run once.

This basically reverts rB84a4f2ae68d408301. The optimization there
didn't end up being worth it in the end, since it complicates code
quite a lot. It's also incompatible with this method of dealing with
instances, and it breaks field evaluation for instances, where we would
have to make sure to handle each instance transform properly otherwise,
evaluating the field separately for every instance.

Differential Revision: https://developer.blender.org/D12630
2021-09-27 11:16:25 -05:00
efa9667c09 Cleanup: Asset catalogs, fix clang-tidy warning
Change `auto &catalog` to `const auto &catalog`.

No functional changes.
2021-09-27 18:14:44 +02:00
10061ee18a Asset Catalogs: write catalogs to disk when saving the blend file
The Asset Catalog Definition File is now saved whenever the blend file
is saved. The location of the CDF depends on where the blend file is
saved, and whether previously a CDF was already loaded, according to the
following rules. The first matching rule wins:

1. Already loaded a CDF from disk? -> Always write to that file.
2. The directory containing the blend file has a
   `blender_assets.cats.txt` file? -> Merge with & write to that file.
3. The directory containing the blend file is part of an asset library,
   as per the user's preferences? -> Merge with & write to
   `${ASSET_LIBRARY_ROOT}/blender_assets.cats.txt`
4. Create a new file `blender_assets.cats.txt` next to the blend file.
2021-09-27 18:14:21 +02:00
90aa0a5256 BKE Preferences: find asset library containing a path
Add `BKE_preferences_asset_library_containing_path(&U, some_path)` that
finds the asset library that contains the given path.

This is a simple linear search, returning the first asset library that
matches. There is no smartness when it comes to nested asset libraries
(like returning the library with the best-matching path), although this
could be a useful feature to add later.
2021-09-27 18:10:47 +02:00
aafbe111fc BLI Path: add function BLI_path_contains()
Add function `BLI_path_contains(container, containee)` that returns true
if and only `container` contains `containee`.

Paths are normalised and converted to native path separators before
comparing. Relative paths are *not* made absolute, to simplify the
function call; if this is necessary the caller has to do this conversion
first.
2021-09-27 18:10:47 +02:00
6578db57cd Fix T91691: Selecting "Remove unused slots" in Materials panel removes slots that are assigned to particle systems/hair.
`BKE_object_material_slot_used` would only check obdata usages, but
particle settings can also (weirdly enough) use objects' material slots.

So now, as its name suggests, `BKE_object_material_slot_used` does take
an object as parameter, and also checks for potential slot usage from
psys in the object.
2021-09-27 18:09:20 +02:00
824733ea47 Assets: Additions/fixes to the catalog system in preparation for the UI
* Fixes missing update of the catalog tree when adding catalogs.
* Adds iterators for the catalogs, needed for UI code.
* Store catalog ID in the catalog tree items, needed for UI code.
* Other smaller API additions for the UI.
* Improve comments and smaller cleanups.

New functions are covered with unit tests.

Differential Revision: https://developer.blender.org/D12618

Reviewed by: Sybren Stüvel
2021-09-27 17:49:31 +02:00
0559971ab3 Geometry Nodes: add utility to process all instances separately
This adds a new `GeometrySet::modify_geometry_sets` method that can be
used to update each sub-geometry-set separately without making any
instances real.

Differential Revision: https://developer.blender.org/D12650
2021-09-27 17:35:45 +02:00
7270ba011c Fix two issues with recent new Append code.
* ID pointer returned by `wm_file_link_append_datablock_ex` was
  improperly extracted from `WMLinkAppendDataItem` before append step.

* Code deleting linked IDs when their local matching version was re-used
  did not properly clear `LIB_TAG_DOIT` beforehand.
2021-09-27 16:36:07 +02:00
4a0ddeb62b Nodes: Change wire color to increase contrast
If the theme used by the user did not touch the wire or the wire outline
colors this will update them as well.

This was supposed to be a part of a bigger UI theme change for 3.0. But
it was expedited because of the recent change in line thickness for the
noodles (2bd0205215).

Theme change by Pablo Vazquez.

Differential Revision: https://developer.blender.org/D12649
2021-09-27 16:09:40 +02:00
3d2ce25afd Geometry Nodes: support creating new attributes in modifier
This patch allows passing a field to the modifier as output. In the
modifier, the user can choose an attribute name. The attribute
will be filled with values computed by the field. This only works
for realized mesh/curve/point data. As mentioned in T91376, the
output domain is selected in the node group itself. We might want
to add this functionality to the modifier later as well, but not now.

Differential Revision: https://developer.blender.org/D12644
2021-09-27 15:39:47 +02:00
43167a2c25 Fix T90570: Constraint validity not updated with library overrides.
For some reason was assuming setting a property in RNA would call its
update callback if any, but this actually needs to be done separately.

So add this call to `rna_property_override_operation_apply`.
2021-09-27 15:33:58 +02:00
5949d598bc RNA: Make is clear that Scene parameter of update callback may be NULL.
There are cases where there is no way to ensure we do have/know about an
active scene. Further more, this should not be required to perform
'real' updates on data, only to perform additional special handling in
current scene (mostly related to editing tools, UI, etc.).

This pointer is actually almost never used in practice, and half of its current
 usages are fairly close to abuse of the system (like calls to
`ED_gpencil_tag_scene_gpencil` or `BKE_rigidbody_cache_reset`).

This commit ensures that the few places using this 'active scene' pointer are
safely handling the `NULL` case, and clearly document the fact that a
NULL scene pointer is valid.
2021-09-27 15:33:58 +02:00
b077f0684e RNA: Fix bad usages of scene pointer in Update callbacks.
Scene passed to the update callback is the active scene it //may// not
be that actual ID owner of the affected data (although in practice it
should always be currently).
2021-09-27 15:33:58 +02:00
2bd0205215 Geometry Nodes: make field links thinner than other links
This makes it easier to spot which links contain fields and which
contain data. Actually, the patch makes all other links a bit thicker.
However, with soon-to-be-implemented theme changes, the
perceived thickness will be the same as before.

This is part of T91563.

Differential Revision: https://developer.blender.org/D12646
2021-09-27 15:10:28 +02:00
8fecc2a852 Increase VSE strip channels limit from 32 to 128
The original limit dates back from 2002 when Blender went open source.
After that many years some productions (e.g., Sprite Fright) are already
experiencing limitations for complex edits.

The future plans is to support an initial shorter (2?) number of
channels with support to "unlimited" channels.

Finally, I'm bumping the minimum file requirement since files with more
than 32 channels won't work well in old Blender versions.

In a future commit I will implement a sanitization so that we only read (and write)
128 channels. Making sure future changes of this number won't corrupt Blender.

Differential Revision: https://developer.blender.org/D12645
2021-09-27 14:58:03 +02:00
Peter Fog
0419c74ae8 VSE: Clamp resulting frame in multiply mode
The clamp added will ensure immediate speed direction change on
changing to/from positive/negative speed factor when using the Speed
effect strip's Multiply mode.

Reviewed By: ISS, sergey

Differential Revision: https://developer.blender.org/D12462
2021-09-27 14:41:56 +02:00
2a0db195c9 Fix viewport roll working wrong
Mistake in own {rB69893ef27c91}.
Was mixing screen on region coordinates.
2021-09-27 14:19:38 +02:00
e87783a5ec Cleanup: spelling in comments 2021-09-27 21:04:34 +10:00
95af9317f0 Cleanup: remove unnecessary use of MEM_SAFE_FREE macro 2021-09-27 21:04:34 +10:00
2c2e1b3d61 Fix T81922: Pose bones F-Curves hidden for unselected objects
Whilst in pose-mode, the selection filter only includes other objects in
pose-mode instead of the object selection.

This makes sense as the selection of the pose bones what the user as
acting on in the 3D view.
The object selection only makes sense to use in object mode.

Reviewed By: sybren

Maniphest Tasks: T81922

Ref D12494
2021-09-27 21:04:34 +10:00
a13b9d20b5 Cleanup: Move asset library remove function next to add function
Better to keep such related operations close together in code.
2021-09-27 12:32:21 +02:00
d90f542b04 Cleanup: Remove function declaration without definition
There is no function definition for this declaration. Instead there is
`BKE_preferences_asset_library_remove()`.
2021-09-27 12:31:06 +02:00
5d5504d8a4 3DView: ability to cancel out of viewport roll
This adds the ability to cancel out of the roll using ESC or RMB
(which is not common for viewops -- but makes sense in the case of roll
I think). This resets the view as well as potential locked cameras to
the original orientations (but does not remove potential autokeys --
which no transform does on cancel btw.)

Maniphest Tasks: T89883

Differential Revision: https://developer.blender.org/D12582
2021-09-27 11:54:25 +02:00
69893ef27c 3DView: Use "real" angle for viewport roll
Since its introduction in {rB5c569d227b64}, the view roll was based on
horizontal movement only. Using a "real" angle not only feels more
natural but also has the benefit of getting more precission the further
away from the center you are (just like regular rotation, brush/stencil
rotation etc.). A similar thing has already been implemented in the
Grease Pencil Tools Addon, now make the blender standard roll the same.

Since this is not using the transform system, we are still lacking a
line in the viewport (this could be added but since this is always based
on the center of the view we dont necessarily need this), as well as the
additional Shift-extra-precission behavior.

Fixes T89883

Maniphest Tasks: T89883

Differential Revision: https://developer.blender.org/D12582
2021-09-27 11:53:26 +02:00
8dcddbcc07 Fix T91711: Blender 3.0 - The Rain demo scene breaks (Proxy to Override auto conversion).
Proxy conversion is a fairly particular case of liboverride creation, in
which remapping all local usages of linked data probably makes more
sense, rather than only doing so whitin the overridden 'group' of IDs.
2021-09-27 11:11:43 +02:00
30ef197c7b Kernel: allow unregistering BKE callback functions
Introduce `BKE_callback_remove()`, which undoes the effect of
`BKE_callback_add()`. It also respects `funcstore->alloc` by freeing the
removed `funcstore` when needed.

This allows for shorter-lived objects in memory to unregister their
callbacks at the end of their lifespan.

`BKE_callback_global_finalize()` has been adjusted so that the
responsibility "remove a callback" is given to one function only.

Reviewed by: campbellbarton

Differential Revision: https://developer.blender.org/D12625
2021-09-27 10:57:23 +02:00
617954c143 Geometry Nodes: new Instance on Points node
This adds a new Instance on Points node that is a replacement
for the old Point Instance node. Contrary to the old node,
it does not have a mode to instance objects or collections
directly. Instead, the node has to be used with an Object/
Collection Info to achieve the same effect.

Rotation and scale of the instances can be adjusted in the node
directly or can be controlled with a field to get some variation
between instances.

The node supports placing different instances on different points.
The user has control over which instance is placed on which point
using an Instance Index input. If that functionality is used, the
Instance Geometry has to contain multiple instances that can are
instanced separately.

Differential Revision: https://developer.blender.org/D12478
2021-09-27 10:17:17 +02:00
547f7d23ca Geometry Nodes: support outputting collection children as instances
This adds two new input sockets to the Collection Info node:
* `Separate Children`: When turned off, the entire collection is output as a single
  collection instance (same behavior as before). When turned on, each child of
  the collection is output as a separate instance (children can be objects and collections).
  Toggling this input should not change the visual transforms of the output geometry.
* `Reset Children`: Only used when `Separate Children` is on. When used, the transforms
  of the instances are reset to the origin. This is useful when one wants to e.g. instance
  the collection children separately in the upcoming instancing node.

Part of D12478.
2021-09-27 10:17:17 +02:00
fe49904646 Fix: wrong socket shape in Vector input node 2021-09-27 09:34:17 +02:00
ddb0dc2527 Fix knife tool missing refresh changing the lock axes 2021-09-27 16:28:01 +10:00
10a26d583d Fix knife tool using an invalid event value check
The events value was checked without checking the expected modal state.
2021-09-27 16:28:01 +10:00
Lasse Foster
037e66999a FIX: T91697 Eevee Generated texture coordinates completly missing
This patch fixes Eevee-regression https://developer.blender.org/T91697

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D12634
2021-09-27 08:07:23 +02:00
d2dda0e8b9 Fix T91694: VSE crashes when creating new scene
Crash happened due to NULL dereference. Add NULL checks.
2021-09-27 06:58:07 +02:00
d046a1f2fa Functions: fail early when multi-function throws an exception
Multi-functions are not allowed to throw exceptions that are not
caught in the same multi-function. Previously, it was difficult to
backtrack a crash to a previously thrown exception.
2021-09-26 23:28:14 +02:00
1cd8a438bb Cleanup: simplify field evaluation 2021-09-26 23:28:14 +02:00
88a2b054da Fix T91732: crash in Set Position node on empty mesh 2021-09-26 23:28:14 +02:00
93b36fad68 Knife: Expose XYZ axis locking in modal keymap
A small quality of life improvement that will allow users to change the keys used for axis locking.
2021-09-26 22:18:24 +01:00
80f7bc6d8e LineArt: Smooth tolerance value for chaining.
smooth out jaggy lines with a given threshold. For each point in a stroke, the ones with in a given distance of its previous segment will be removed,
thus "zig-zag" artefacts can be cleaned up.

Reviewed By: Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D12050
2021-09-26 19:43:12 +08:00
505422220d Cleanup: use override/final for derived classes.
This will help detecting missing API changes. Those keywords were added
on classes which did not already use them. Also added missing
`accepts_object_type()` on NURBS reader.
2021-09-25 09:31:00 +02:00
43394e41a8 Fix Alembic point cloud streaming.
Point clouds are not imported and read anymore. This was caused by an
API change in rB128eb6cbe928e58dfee1c64f340fd8d663134c26 which was not
applied to `AbcPointsReader`. It did not cause a compile error as the
base class as a default implementation for this method.
2021-09-25 09:31:00 +02:00
ab09844be8 Cleanup: typos in code and comments.
No functional changes.
2021-09-25 09:31:00 +02:00
a3027fb094 Fix T91662: VSE Image overlay is drawn for backdrop
Don't draw image overlay in timeline, image manipulation only works in
preview.
2021-09-24 21:18:03 +02:00