Commit Graph

13693 Commits

Author SHA1 Message Date
d431b1416b EEVEE-Next: Add back option to disable TAA (Viewport Denoising 2022-07-21 16:41:51 +02:00
396b7a6ec8 Spreadsheet: Implement selection filter for curves sculpt mode
The spreadsheet can retrieve the float selection using the same
utilities as curves sculpt brushes. Theoretically this can work in
original, evaluated, and viewer node modes, at least when the
sculpt selection attributes are able to be propagated.

Differential Revision: https://developer.blender.org/D15393
2022-07-21 09:34:48 -05:00
d6faee2824 Cleanup: format 2022-07-21 17:45:36 +10:00
054a169be0 Use appropriate context for the DopeSheet Action Custom Properties panel.
Refactor D14646 to use context.active_action for the Action
Custom Properties panel, matching the already existing Action panel.

This has the advantage that it allows access to the properties of
any actions with channels visible in the Dope Sheet, e.g. Shape Keys,
Materials etc; while using just the active object is limited to just
the object animation.

Also move both panels from Item to the Action tab.

Differential Revision: https://developer.blender.org/D15288
2022-07-20 14:18:17 +03:00
Damien Picard
c48dc61749 I18n: fixes to add-on message extraction
This commit fixes several issues in add-ons UI messages extraction code:

- In multi-file modules, the script would crash because it tried to write to
  the dir instead of a `translations.py` file;
- The add-on message extraction works by enabling the add-on, getting all
  messages; disabling the add-on, getting all messages; then comparing the
  two message sets. But often a bug happens where a class gets a
  description from somewhere else in memory. I couldn’t debug that, so a
  workaround is to check that the message isn’t a corrupted one before
  removing it;
- `printf()` doesn't exist in Python and would crash the script;
- `self.src[self.settings.PARSER_PY_ID]` can be replaced by `self.py_file`
  in class `I18n`, since a property exists to do that;
- At one point a generator was printed instead of its values, so let's
  unpack the generator to get the values. Maybe the print could be
  deleted entirely;
- Use SPDX license identifier instead of GPL license block, to be more in
  line with other scripts from the codebase.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15474
2022-07-20 11:05:07 +02:00
Bastien Montagne
92ca920c52 Add a 'Apply and Delete All' operation to shapekeys.
Adds a new option to the 'Delete ShpaKeys' operator, which first applies
the current mix to the object data, before removing all shapekeys.

Request from @JulienKaspar from Blender studio.

Reviewed By: JulienKaspar

Differential Revision: https://developer.blender.org/D15443
2022-07-20 10:55:08 +02:00
Tomek Gubala
3b7ac10d62 UV: add Snap Cursor to Origin
Similar to snapping to the world origin in the 3D viewport. This can be found
in the Shift+S pie menu and UV > Snap menu.

Differential Revision: https://developer.blender.org/D15055
2022-07-19 19:29:03 +02:00
87ae10a050 Curves: Hide snapping menu in curves sculpt mode
The menu/popover doesn't affect anything in the mode, and precision
operations that would use snapping are meant for edit mode anyway.
2022-07-19 10:45:01 -05:00
Colin Basnett
2f834bfc14 Fix T97559: Undoing of NLA strip duplication requires two undo steps
Fix the issue where undoing a "duplicate NLA strip" operation would
require two undo steps.

The cause of this was that the operator was not using the operator macro
system to combine both the duplication and the translate operators into
one. Instead, the old code was simply manually invoking invoking the
translate operator after the duplicate operator had completed.

This patch requires the default keymap to be modified to include the two
new macro operators, `NLA_OT_duplicate_move` and
`NLA_OT_duplicate_linked_move` in favour of the old keymap that simply
called `NLA_OT_duplicate` and passed along a `linked` argument.

`duplicate_move` and `duplicate_move_linked` are two different enough
operations to justify having their own operators from user's
point-of-view, especially since we cannot yet have different tool-tips
based on an operator's settings.

Reviewed By: sybren, mont29

Differential Revision: https://developer.blender.org/D15086
2022-07-19 16:07:30 +02:00
cd21022b78 Context: implement an active_action property that returns a single action.
Although e.g. in the dopesheet there is no specific concept of
active action, displaying panels requires singling out one action
reference. It is more efficient and clearer to implement this
natively in the context rather than using selected_visible_actions[0].

- In the Action Editor the action is taken from the header.
- In the Dope Sheet the first selected action is chosen, because
  there is no concept of an active channel or keyframe.
- In the Graph Editor the action associated with the active curve
  is used, which should also be associated with the active vertex.
  This case may be different from selected_visible_actions[0].

Differential Revision: https://developer.blender.org/D15412
2022-07-18 17:44:46 +03:00
935b7a6f65 Context: implement indexing for list properties in path_resolve.
The real RNA path_resolve method supports indexing lists,
but the python version on the Context object does not. This
patch adds the missing feature for completeness.

Differential Revision: https://developer.blender.org/D15413
2022-07-18 17:38:00 +03:00
Damien Picard
dec8854bf3 I18n: translate add node operator tooltips
The tooltips from the Add Node menu were extracted, but not translated.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15467
2022-07-18 15:10:08 +02:00
c7f788b877 Subdiv: remove unused GPU device choice, fix crash with libepoxy on init
openSubdiv_init() would detect available evaluators before any OpenGL context
exists, causing a crash with libepoxy. This test however is redundant as we
already check the requirements on the Blender side through the GPU API.

To simplify things, completely remove the device detection in the opensubdiv
module and reduce the evaluators to just CPU and GPU. The plan here is to move
to the GPU module abstraction over OpenGL/Metal/Vulkan and so all these
different backends no longer make sense.

This also removes the user preference for OpenSubdiv compute device, which was
not used for the new GPU subdivision implementation.

Ref D15291

Differential Revision: https://developer.blender.org/D15470
2022-07-18 13:59:08 +02:00
9a14887905 Sculpt: Fix scene spacing mode (phase 1)
The scene spacing code was failing to
check if a raycast failed, which can happen
when sculpting the edges of objects in negative
mode.

Note I removed what I suspect was a hack put
in to fix this, spacing was clamped
to 0.001 scene units.

Scene spacing mode is actually quite broken,
so it will be fixed in a series of phases.
2022-07-16 16:45:41 -07:00
d136a996ca Audaspace: minor formatting fix for last commit. 2022-07-16 22:20:08 +02:00
Damien Picard
2e70d5cb98 Render: camera depth of field support for armature bone targets
This is useful when using an armature as a camera rig, to avoid creating and
targetting an empty object.

Differential Revision: https://developer.blender.org/D7012
2022-07-15 13:40:04 +02:00
e69c4482f1 I18n: Add suport for labels from modifiers' subpanels.
Was a bit oif a struggle since those functions take a first string which
is not our label, but should work fine now.

Reported/detected as part of D15418.
2022-07-15 11:42:58 +02:00
d14d570580 blend_render_info: add check for negative BHead length (corrupt file)
Without this check, corrupt files would raise a Python exception,
now early exit with a useful error.
2022-07-15 14:53:38 +10:00
1ef686bd26 UI: Tweak layout of File Browser Preferences
* Don't nest "Show Recent Locations" and "Show System Locations" under a
  "Defaults" heading. They are not just a default setting but completely
  hide panels from the UI.
* Use own "Show Locations" heading instead, and remove redundant words
  from labels.
* Move the options to the top of the panel, they are more general since
  they can't be toggled in a File Browser session, and thus have bigger
  impact.

We may want to remove these options in a future major release, I don't
think they are useful.

Agreed on with Pablo Vazquez.
2022-07-14 19:21:22 +02:00
b6de6da59a I18n: Fix regex for messages from BKE_modifier_set_error.
Signature of this function changed at some point, regex to extract
messages from it was no longer working.

Reported/detected as part of D15418.
2022-07-14 18:50:16 +02:00
5539fb3121 Cycles: add presets to the Performance panel
With choices Default, Lower Memory and Faster Render. For convenience, and
to help communicate what the various settings do.

Differential Revision: https://developer.blender.org/D15446
2022-07-14 16:36:38 +02:00
02ce29c6ee Improve Tool tip for Add-on search
Differential Revision: https://developer.blender.org/D15411
2022-07-14 16:33:04 +02:00
02aefa7659 Fix: wrong node name in menu 2022-07-12 17:10:23 +02:00
RedMser
4344b2bf19 Markers: Make delete confirmation depend on key used
Add a 'Delete Confirmation' operator property to the 'Delete Marker'
operator. This determines whether the user is asked to confirm the
deletion or not.

Defaults so that only {key X} ({key Backspace} for industry compatible
keymap) prompts for deletion, whereas {key Del} does not show the
confirmation popup.

This also makes the default keymap for marker deletion consistent with
the common delete operators (such as objects and keyframes).

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D13818
2022-07-12 13:00:56 +02:00
8ca09e6c5e GPU: add BUIDTIME to WITH_GPU_SHADER_BUILDER
Adds a better name that describes when it is used.
The GPU_SHADER_BUILDER is a buildtime tool for developers
to pre-validate GLSL (and in the overseen future pre-compile to
SpirV). We don't see that this needs to become a required
step in the future so WITH_GPU_BUILDTIME_SHADER_BUILDER
is more descriptive name.
2022-07-11 16:45:07 +02:00
275419f6fd Fix/Cleanup UI messages. 2022-07-11 12:46:22 +02:00
d51bc8215f GPencil: Dot-dash modifier rename segment bug fix.
This patch fixes naming and renaming issue with dot-dash modifier segment list.

Before: when double clicking and exiting it would append
number at the end regardless of name being changed or not.

Now it works like in other areas.

Authored by: Aleš Jelovčan (frogstomp)

Reviewed By: YimingWu (NicksBest)

Differential Revision: https://developer.blender.org/D15359
2022-07-11 10:13:07 +08:00
e3801a2bd4 Weight & Vertex Paint: always respect edit mode hiding on faces.
In some cases it is mandatory to be able to hide parts of the mesh
in order to paint certain areas. The Mask modifier doesn't work in
weight paint, and edit mode hiding requires using selection, which
is not always convenient.

This makes the weight and vertex paint modes always respect edit mode
hiding like sculpt mode. The change in behavior affects drawing and
building paint PBVH. Thus it affects brushes, but not menu operators
like Smooth or Normalize.

In addition, this makes the Alt-H shortcut available even without
any selection enabled, and implements Hide for vertex selection.

Differential Revision: https://developer.blender.org/D14163
2022-07-09 10:39:53 +03:00
becb1530b1 Hair Curves: The new curves object is now available
This commit doesn't implement any new feature but makes the new curves
object type no longer experimental.

Documentation:

* https://docs.blender.org/manual/en/3.3/modeling/curves/primitives.html#empty-hair
* https://docs.blender.org/manual/en/3.3/sculpt_paint/curves_sculpting/introduction.html

Note: This also makes the Selection Paint tool available. This tool
should have been moved out of the "New Curves Tool" flag when we got the
selection drawing to work.

Differential Revision: https://developer.blender.org/D15402
2022-07-08 15:11:32 +02:00
05b38ecc78 Curves: support deforming curves on surface
Curves that are attached to a surface can now follow the surface when
it is modified using shape keys or modifiers (but not when the original
surface is deformed in edit or sculpt mode).

The surface is allowed to be changed in any way that keeps uv maps
intact. So deformation is allowed, but also some topology changes like
subdivision.

The following features are added:
* A new `Deform Curves on Surface` node, which deforms curves with
  attachment information based on the surface object and uv map set
  in the properties panel.
* A new `Add Rest Position` checkbox in the shape keys panel. When checked,
  a new `rest_position` vector attribute is added to the mesh before shape
  keys and modifiers are applied. This is necessary to support proper
  deformation of the curves, but can also be used for other purposes.
* The `Add > Curve > Empty Hair` operator now sets up a simple geometry
  nodes setup that deforms the hair. It also makes sure that the rest
  position attribute is added to the surface.
* A new `Object (Attach Curves to Surface)` operator in the `Set Parent To`
  (ctrl+P) menu, which attaches existing curves to the surface and sets the
  surface object as parent.

Limitations:
* Sculpting the procedurally deformed curves will be implemented separately.
* The `Deform Curves on Surface` node is not generic and can only be used
  for one specific purpose currently. We plan to generalize this more in the
  future by adding support by exposing more inputs and/or by turning it into
  a node group.

Differential Revision: https://developer.blender.org/D14864
2022-07-08 14:47:10 +02:00
Damien Picard
2c4dfe3453 Add a few missing UI strings to translation.
Reviewed By: mont29

Differential Revision: https://developer.blender.org/D15392
2022-07-08 11:55:01 +02:00
9ef3736959 Cleanup: format 2022-07-08 09:10:24 +10:00
7cfea48752 LibOverride: Make fully editable when creating an experimental user setting.
This is temporary to investigate which behavior should be kept when
creating an override hierarchy if there are no cherry-picked data
defined: make all overrides user-editable, or not.

This removes the 'make override - fully editable' menu entries.
2022-07-07 18:19:11 +02:00
e0cc86978c Workspaces: Option to pin scene to a workspace
Adds a "Pin Scene" option to the workspace. When activated, the workspace will
remember the scene that was last activated in it, so that when switching back
to this workspace, the same scene will be reactivated. This is important for a
VSE workflow, so that users can switch between different workspaces displaying
a scene and thus a timeline for a specific task.

The option can be found in the Properties, Workspace tab. D11890 additionally
adds an icon for this to the scene switcher in the topbar.

The workspace data contains a pointer to the scene which is a UI to scene data
relation. When appending a workspace, the pointer is cleared.

Differential Revision: https://developer.blender.org/D9140

Reviewed by: Brecht Van Lommel, Bastien Montagne (no final accept, but was fine
with the general design earlier)
2022-07-07 18:08:18 +02:00
e3ef56ef91 Curves: Add sculpt selection overlay
This commit adds visualization to the selection in curves sculpt mode.
Previously it was only possible to see the selection when it was
connected to a material.

In order to obstruct the users vision as little as possible, the
selected areas of the curve are left as is, but a dark overlay
is drawn over unselected areas.

To make it work, the overlay requests the selection attribute and then
ensures that the evaluation is complete for curves. Then it retrieves
the evaluated selection GPU texture and passes that to the shader.
This reuses the existing generic attribute extraction system because
there currently wouldn't be any benefits to dealing with selection
separately, and because it avoids duplication of the logic that
extracts attributes from curves and evaluates them if necessary.

Differential Revision: https://developer.blender.org/D15219
2022-07-07 08:06:30 -05:00
a27024e36d ID Management: Purge: Make outliner button use recursive purge.
This change the 'Purge' button of the Outliner 'Orphaned' view to use
recursive purge, i.e. it wil not only delete immediately unused IDs (as
listed in the view) anymore, but also all their unused dependencies.
2022-07-07 13:01:02 +02:00
c52a18abf8 UI: Curves Sculpting - Remove duplicated entry for Curve Length 2022-07-05 17:50:27 +02:00
322abb2e4b Geometry Nodes: Use alphabetical order for UV nodes in add menu 2022-07-04 23:54:06 -05:00
8fb8a6529f OBJ: remove "experimental" from C++ based importer/exporter, mark Python legacy
By now I'm not aware of any serious regressions or missing functionality
in the C++ based OBJ importer/exporter. They have more features (vertex colors
support), and are way faster than the Python based importer/exporter.

Reviewed By: Thomas Dinges, Howard Trickey
Differential Revision: https://developer.blender.org/D15360
2022-07-04 19:12:35 +03:00
01d7dedd74 Revert "Start of Bevel V2, as being worked on with task T98674."
This reverts commit 9bb2afb55e.
Oops, did not intend to commit this to master.
2022-07-02 10:14:26 -04:00
9bb2afb55e Start of Bevel V2, as being worked on with task T98674.
This is the start of a geometry node to do edge, vertex, and face
bevels.

It doesn't yet do anything but analyze the "Vertex cap" around
selected vertices for vertex bevel.
2022-07-02 10:09:18 -04:00
3ffc558341 Sculpt Curves: UI tweaks and shortcut
* Minimum Distance -> Distance Mix
* Max Count -> Count Max
* Shift + A for selection grow

This follows better the names we have in geometry nodes in the Distribute Points
node when using the Poisson Disk method (Distance Min, Distance Max).

The shortcut for the selection grow is the same we use in mesh sculpt
for the Expand Mask operator (which behaves a bit similar).
2022-07-01 10:23:58 +02:00
e4bf58e285 Tracking: Image from Plane Marker operators
There are two operators added, which are available via a special
content menu next to the plane track image selector:

- New Image from Plane Marker
- Update Image from Plane Marker

The former one creates an image from pixels which the active plane
track marker "sees" at the current frame and sets it as the plane
track's image.

The latter one instead of creating the new image data-block updates
the image in-place.

This allows to create unwarped texture from a billboard from footage.
The intent is to allow this image to be touched up and re-projected
back to the footage with an updated content.

Available from a plane track image context menu, as well as from the
Track menu.

{F13243219}

The demo of the feature from Sebastian Koenig: https://www.youtube.com/watch?v=PDphO-w2SsA

Differential Revision: https://developer.blender.org/D15312
2022-07-01 09:44:07 +02:00
f18067aa03 EEVEE-Next: Add Film and RenderBuffers module
This modules handles renderpasses allocation and filling. Also handles
blitting to viewport framebuffer and render result reading.

Changes against the old implementation:
- the filling of the renderpasses happens all at once requiring
  only 1 geometry pass.
- The filtering is optimized with weights precomputed on CPU and
  reuse of neighboor pixels.
- Only one accumulation buffer for renderpasses (no ping-pong).
- Accumulation happens in one pass for every passes using a single
  dispatch or fullscreen triangle pass.

TAA and history reprojection is not yet implemented.
AOVs support is present but with a 16 AOV limit for now.
Cryptomatte is not yet implemented.
2022-06-30 22:45:42 +02:00
416aef4e13 Curves: New tools for curves sculpt mode.
This commit contains various new features for curves sculpt mode
that have been developed in parallel.

* Selection:
  * Operator to select points/curves randomly.
  * Operator to select endpoints of curves.
  * Operator to grow/shrink an existing selection.
* New Brushes:
  * Pinch: Moves points towards the brush center.
  * Smooth: Makes individual curves straight without changing the root
    or tip position.
  * Puff: Makes curves stand up, aligning them with the surface normal.
  * Density: Add or remove curves to achieve a certain density defined
    by a minimum distance value.
  * Slide: Move root points on the surface.

Differential Revision: https://developer.blender.org/D15134
2022-06-30 15:09:13 +02:00
011327224e Transform Snap: nearest face snap mode, snapping options, refactoring.
This commit adds a new face nearest snapping mode, adds new snapping
options, and (lightly) refactors code around snapping.

The new face nearest snapping mode will snap transformed geometry to the
nearest surface in world space. In contrast, the original face snapping
mode uses projection (raycasting) to snap source to target geometry.
Face snapping therefore only works with what is visible, while nearest
face snapping can snap geometry to occluded parts of the scene. This new
mode is critical for retopology work, where some of the target mesh
might be occluded (ex: sliding an edge loop that wraps around the
backside of target mesh).

The nearest face snapping mode has two options: "Snap to Same Target"
and "Face Nearest Steps". When the Snap to Same Object option is
enabled, the selected source geometry will stay near the target that it
is nearest before editing started, which prevents the source geometry
from snapping to other targets. The Face Nearest Steps divides the
overall transformation for each vertex into n smaller transformations,
then applies those n transformations with surface snapping interlacing
each step. This steps option handles transformations that cross U-shaped
targets better.

The new snapping options allow the artist to better control which target
objects (objects to which the edited geometry is snapped) are considered
when snapping. In particular, the only option for filtering target
objects was a "Project onto Self", which allowed the currently edited
mesh to be considered as a target. Now, the artist can choose any
combination of the following to be considered as a target: the active
object, any edited object that isn't active (see note below), any non-
edited object. Additionally, the artist has another snapping option to
exclude objects that are not selectable as potential targets.

The Snapping Options dropdown has been lightly reorganized to allow for
the additional options.

Included in this patch:

- Snap target selection is more controllable for artist with additional
  snapping options.
- Renamed a few of the snap-related functions to better reflect what
  they actually do now. For example, `applySnapping` implies that this
  handles the snapping, while `applyProject` implies something entirely
  different is done there. However, better names would be
  `applySnappingAsGroup` and `applySnappingIndividual`, respectively,
  where `applySnappingIndividual` previously only does Face snapping.
- Added an initial coordinate parameter to snapping functions so that
  the nearest target before transforming can be determined(for "Snap to
  Same Object"), and so the transformation can be broken into smaller
  steps (for "Face Nearest Steps").
- Separated the BVH Tree getter code from mesh/edit mesh to its own
  function to reduce code duplication.
- Added icon for nearest face snapping.
- The original "Project onto Self" was actually not correct! This option
  should be called "Project onto Active" instead, but that only matters
  when editing multiple meshes at the same time. This patch makes this
  change in the UI.

Reviewed By: Campbell Barton, Germano Cavalcante

Differential Revision: https://developer.blender.org/D14591
2022-06-29 20:52:00 -04:00
Aleksi Juvani
4593fb52cf Geometry Nodes: UV Unwrap and Pack Islands Nodes
This commit adds new Unwrap and Pack Islands nodes, with equivalent
functionality to the existing Unwrap and Pack Islands operators. The
Unwrap node uses generic boolean attributes to determine seams instead
of looking at the seam flags in the mesh geometry.

Unlike the Unwrap operator, the Unwrap node doesn't perform aspect
ratio correction, because this is trivial for the user to implement
with a Vector Math node if it is desired.

The Unwrap node implicitly performs a Pack Islands operation upon
completion, because the results may not be generally useful otherwise.
This matches the behaviour of the Unwrap operator.

The nodes use the existing Vector socket type, and do not introduce a
new 2D Vector type (see T92765).

Differential Revision: https://developer.blender.org/D14389
2022-06-29 12:25:46 -05:00
1516f7dcde Geometry Nodes: Add Mesh To Volume Node
This adds a Mesh To Volume Node T86838 based on the existing modifier.
The mesh to volume conversion is implemented in the geometry module,
and shared between the node and the modifier.

Currently the node outputs a grid with the name "density". This may
change in the future depending on the decisions made in T91668.

The original patch was by Kris (@Metricity), further implementation
by Geramy Loveless (@GeramyLoveless), then finished by Erik Abrahamsson
(@erik85).

Differential Revision: https://developer.blender.org/D10895
2022-06-29 10:56:17 -05:00
6dd8ceef2a LineArt: Shadow and related functionalities.
This patch includes the full shadow functionality for LineArt:

- Light contour and cast shadow lines.
- Lit/shaded region selection.
- Enclosed light/shadow shape calculation.
- Silhouette/anti-silhouette selection.
- Intersection priority based on shadow edge identifier.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D15109
2022-06-29 22:54:29 +08:00
302b04a5a3 VSE: Improved Retiming system
Patch implements better way to control playback speed than it is
possible to do with speed effect. Speed factor property can be set in
Time panel.

There are 2 layers of control:

Option to retime movie to match scene FPS rate.
Custom speed factor to control playback rate.
Since playback rate is strip property, it is now possible to manipulate
strip as normal one even if it is retimed.

To facilitate manipulation, some functions need to consider speed factor
and apply necessary corrections to strip offset or strip start. These
corrections may need to be float numbers, so start and offsets must be
float as well.

Sound strips now use speed factor instead of pitch. This means, that
strips will change length to match usable length. In addition, it is
possible to group movie and sound strip and change speed of meta strip.
2022-06-29 12:48:34 +02:00