Commit Graph

4788 Commits

Author SHA1 Message Date
Julian Eisel
3c7500ca71 Cleanup: Use enums for View2D value defines
Makes the file much less cluttered and more structured.
Also made some whitespace tweaks.
2018-04-26 14:07:03 +02:00
e5bb234f64 Cleanup (followup commit for D3160)
Added some spaces to keep the eInsertKeyFlags enumeration proper
2018-04-20 15:09:56 +02:00
ff839fb6c1 Fix: D3160 Propose to use proper typedefs to avoid confusion
Differential Revision: https://developer.blender.org/D3160
2018-04-20 15:02:11 +02:00
e2678d6b7b Cleanup: make variable name English 2018-04-19 18:10:51 +02:00
63225d7c8b Port particle instance modifier changes from Gooseberry branch
The work is mainly from Lukas Toenne, with some modifications from myself.

Includes following obvious changes:

- Particle system selection is now name-based, with lookup menu.
- Lots of new options to control varieties.

Changes comparing to the Gooseberry branch:

- Default values and versioning code ensures same behavior as the
  old modifier.

- Custom data layers are coming from vertex color, the modifier
  does not create arbitrary layers now. The hope is to keep data
  more manageable, and maybe make it easier to select in the shader
  later on.

  This means, values are quantized to 256 values, but it should be
  enough to get varieties in practice.

Reviewers: brecht, campbellbarton

Reviewed By: brecht

Subscribers: eyecandy

Differential Revision: https://developer.blender.org/D3157
2018-04-19 10:51:18 +02:00
Julian Eisel
bc9e05599d Fix makesdna not respecting C++ comments
Tab after C++ comment broke parsing and didn't remove the line at all.
Was there since 2002 at least, probably confused some peeps.

This means commented out code was actually written to SDNA.
2018-04-18 00:29:53 +02:00
7e39d151d8 Added support for the WEBM/VP9 video codec
WEBM is the codec name, and VP9 is the encoder (the older encoder "VP8"
is less efficient than VP9).

WEBM/VP9 and h.264 both have options to control the file size versus
compression time (e.g. fast but big, or slow and small, for the same
output quality). Since WEBM/VP9 only has three choices, I've chosen to
map those to 3 of the 9 possible choices of h.264:

- BEST → SLOWER
- GOOD → MEDIUM
- REALTIME → SUPERFAST

The VERYSLOW and ULTRAFAST options give very little extra benefit.

Reviewed by: @Severin
2018-04-09 15:27:11 +02:00
6c3110a661 Write the scene render frame range to image/video files
This is useful to create a mapping from the frame range in the video to
frame index in the blend file.

Part of: https://developer.blender.org/D2273

Reviewed by: @campbellbarton
2018-04-05 16:50:24 +02:00
ad1ea9a427 Undo: split text undo steps out of the data-block
This moves undo storage into a separate struct which is passed
in from the undo system.
2018-04-05 15:22:33 +02:00
4674e02562 Depsgraph: Only bind ID-data and indices to depsgraph callbacks
This is a part of copy-on-write sanitization, to avoid all the checks
which were attempting to keep sub-data pointers intact.

Point is: ID pointers never change for CoW datablocks, but nested
data pointers might change when updating existing copy.

Solution: Only bind ID data pointers and index of sub-data.
This will make CoW datablock 7update function was easier in 2.8.

In master we were only using pose channel pointers in callbacks,
this is exactly what this commit addresses. A linear lookup array
is created on pose evaluation init and is thrown away afterwards.

One thing we might consider doing is to keep indexed array of
poses, similar to chanhash.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D3124
2018-04-04 09:48:41 +02:00
d18116a297 Removed by accident in last commit 2018-03-31 23:47:05 +02:00
651b8fb14e Undo: unified undo system w/ linear history
- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
  should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
  undo data is restored.
- Some undo types accumulate changes (image & text editing)
  others store the state multiple times (with de-duplication).
  This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
  manage restoring correct ID's.
  Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
  Previously this wasn't done, making history fail in some cases.
  This can be optimized to skip some combinations of undo steps.

grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.

See D3113
2018-03-31 20:40:37 +02:00
bf8f5f5142 Cleanup: doxygen comments 2018-03-14 02:08:07 +11:00
23ccf5767f Cycles: add roughness baking support, using squared roughness convention. 2018-03-10 18:37:33 +01:00
4403ca80bd Smoke: expose empty space clipping property to the UI.
This is used to determine which voxels are to be considered empty space.

Previously it was hardcoded for converting dense grids to OpenVDB grids
to reduce disk space usage.

This value is also useful for rendering engines to know, i.e. to
optimize ray marching.
2018-02-24 13:37:58 +01:00
f36c803e55 WM: add WM_keymap_poll function
Wrapps keymap poll, no functional changes.
2018-02-23 12:59:55 +11:00
41ad08f3c3 Cleanup: split GHash helpers from implementation 2018-02-18 21:44:56 +11:00
6d4022f619 Simple hair children: Make twist affected by texture
This completes twist feature, which is now possible to also control by
texture. Since textures can not easily contain negative values as well,
same trick with 0.5 neutral as vertex groups is used.

All in all, this twist features allows to do following things.

Original hair:

{F2287535}

Hair with scientifically calculated twist value of 0.5:

{F2287540}

And we can also twist braids in opposite directions dependent on left/right
side:

{F2287548}
2018-02-15 12:24:48 +01:00
67cec97387 Simple hair children: Make twist affected by vertex group
The idea is to give a control over direction of twist, and maybe amount of
twist as well. More concrete example: make braids on left and right side of
character head to be twisting opposite directions.

Now, tricky part: we need some negative values to flip direction, but weights
can not be negative. So we use same trick as displacement map and tangent normal
maps, where 0.5 is neutral, values below 0.5 are considered negative and values
above 0.5 are considered positive.
2018-02-15 11:53:58 +01:00
ffde74a878 Simple hair children: Initial implementation of twist control
It allows to have children hair to be twisted around parent curve, which is
quite an essential feature when creating hair braids.

There are currently two controls:

- Number of turns around parent children.
- Influence curve, which allows to modify "twistness" along the strand.
2018-02-15 11:53:58 +01:00
0df9b2c715 Cycles: random walk subsurface scattering.
It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.

This gives much more accurate results for thin features and low density.
Some challenges remain however:

* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
  here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
  darken the skin on the outside. We may be able to reduce this effect,
  or users can compensate for it by reducing the scattering radius in
  such areas.
* Sharp corners are quite bright. This matches actual volume rendering
  and results in some other renderers, but maybe not so much real world
  objects.

Differential Revision: https://developer.blender.org/D3054
2018-02-09 19:58:33 +01:00
e0597baed5 Remove Carve boolean
We've got quite comprehensive BMesh based implementation, which is way easier
for maintenance than abandoned Carve library.

After all the time BMesh implementation was working on the same level of
limitations about manifold meshes and touching edges than Carve. Is better
to focus on maintaining one boolean implementation now.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D3050
2018-02-08 15:37:44 +01:00
38d35603f2 Correct header guard in last commit 2018-02-07 15:52:34 +11:00
1e4b612d6a Cleanup: add _types.h suffix to DNA headers 2018-02-07 11:14:08 +11:00
f9f64ca4a3 Use eObjectMode for function arguments 2018-02-06 23:34:58 +11:00
486e2547ee DNA: move eObjectMode into own header
Add a enum headers to DNA, to be included in other headers
so function signatures can use enums for better type safety.

Add DNA_*_enums.h matching DNA_*.types.h as needed.
2018-02-06 22:58:13 +11:00
f9ea097a87 Cycles: add Vector Displacement node and extend Displacement node.
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.

Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.

Differential Revision: https://developer.blender.org/D1734
2018-02-03 12:20:26 +01:00
87608e66e1 WM: correct comment, variable name for addons 2018-01-31 19:02:43 +11:00
5b67a7a2e7 Cleanup: rename user preference flags
USER_ZBUF_ORBIT -> USER_DEPTH_NAVIGATE
The name didn't make sense since it's used for all view navigation.

Also rename USER_ZBUF_CURSOR -> USER_DEPTH_CURSOR since zbuf
is an internal detail.
2018-01-29 15:07:43 +11:00
693b41eb17 UI: change tool-tips to be stored in the screen
Move timer and tip out of button code,
now the only requests a tooltip,
passing a creation callback to run.

Needed for manipulators in 2.8,
also helps de-duplicate logic - since we never want
multiple tool-tips showing at once.
2018-01-25 16:22:21 +11:00
0cddc7e300 WM: operator flag to check repeat/redo execution 2018-01-19 21:07:43 +11:00
ebf01d44ee WM: window draw callbacks and split preview snap
This moves window overlay from hard coded flags into drawing callbacks.

It also supports snapping (holding Ctrl).
2018-01-19 17:15:45 +11:00
001789d733 Fix T53808: VSE doesn't show scene strip markers 2018-01-18 14:49:09 +11:00
6880a549ba Fix weight particle brush versioning 2018-01-18 14:02:26 +11:00
9b04a47070 Cleanup: label scene flags more clearly
Also correct typo in enum name
2018-01-18 13:51:49 +11:00
e6df02861e Fix buffer overflow vulnerability in curve, font, particles code.
Solves these security issues from T52924:
CVE-2017-12102
CVE-2017-12103
CVE-2017-12104

While the specific overflow issue may be fixed, loading the repro .blend
files may still crash because they are incomplete and corrupt. The way
they crash may be impossible to exploit, but this is difficult to prove.

Differential Revision: https://developer.blender.org/D3002
2018-01-18 00:54:07 +01:00
07aed404cf Fix buffer overflow vulernability in thumbnail file reading.
Fixes CVE-2017-2908 from T52924.

Differential Revision: https://developer.blender.org/D3001
2018-01-17 20:25:42 +01:00
4d8b78b0a9 Sculpting: Sdd an option to hide mask in viewport
Brushes themselves are still affected by the mask, but the viewport is not
showing the mask. This way it's easier to see details while sculpting.

Studio request by Julien Kaspar
2018-01-15 11:43:59 +01:00
93d30d62e6 User Prefs: app-template option to hide the cursor 2018-01-12 12:45:56 +11:00
ff4c9d69ee User Prefs: add new flag for app-template options
For experimental options, outside the scope of typical preferences.

While templates are developed we might want to make changes
to behavior which aren't fully compatible with typical work-flows.

Instead of mixing these options in with current preferences
expose separately (we could even force disable them when templates
aren't int use)
2018-01-12 12:45:56 +11:00
b415ed55a7 Fix critical issue with our DNA ID tags (two totally different tags having same value).
Nice typo from rBc4046e9082f6, tssk. ;)
2018-01-11 14:26:44 +01:00
717090f40e UI: option not to show screen splitting widgets
Request for simplified Blender template,
this may be extended to limit access to other UI changes
that could be pressed by accident.
2018-01-11 16:10:46 +11:00
2737837b09 Fix wrong data type used for undo memory limit 2018-01-10 13:20:36 +01:00
18f53d8822 Cleanup: comment block alignment 2018-01-10 19:57:02 +11:00
6554207841 Add deform axis for Simple Deform modifier
D2989 by @dmarra w/ own edits
2018-01-09 15:09:55 +11:00
9e424faec6 Add dedicated named constant for no ID recalc flag 2017-12-18 16:40:18 +01:00
c4046e9082 Move ID recalc flags into dedicated field in ID
Currently this is a no-visible-changes change, but the idea is to use this
dedicated flag to tell which exact components of ID changed, make it more
granular than just OBJECT and OBJECT_DATA. Allow setting this field based
on what components new dependency graph flushed on evaluation.
2017-12-15 09:43:18 +01:00
400d59be9b DNA: Add dedicated recalc flag to ID
Currently unused, but this is where LIB_TAG_ID_RECALC* flags will go.

Also modified other DNA to make pointer property being followed by pointer.
Makes it easier to keep track of alignment and extend nested structures without
ruining anything.
2017-12-14 15:25:51 +01:00
dd4e0cd3e3 DNA/RNA: add 'py_instance' for ID types
Avoid creating new Python instances
every time a scene, object, mesh .. etc are accessed.

Also resolves crashes T28724, T53530
although it's only valid for ID types, not modifiers vertices etc.

Back-ported from blender2.8 branch.
2017-12-11 18:37:54 +11:00
6d31eb015c Array Modifier: option to offset UV's
D2912 by @Zuorion
2017-12-07 04:33:52 +11:00