This patch removes the hover highlight that can sometimes remain after moving out of the Outliner space
Differential Revision: https://developer.blender.org/D4822
Reviewed by Brecht Van Lommel
This patch gives new Windows users a better default preference for fonts folder
Differential Revision: https://developer.blender.org/D4725
Reviewed by Campbell Barton and Brecht Van Lommel
The basic idea is that such new images will be packed into the .blend file
when saving all modified images from the quit dialog. To make this workflow
nicer a number of changes were made to how this type of packed image is
handled.
* "Save Modified Images" now packs generated images into the .blend file.
* "Save As" for packed images now automatically unpacks the image, so that
it's easy to save automatically packed images. "Save Copy" keeps it packed.
* "Save" for packed images now re-saves the image into the .blend file, so
that it's effectively the equivalent of "Save" for non-packed images.
* Empty image filepaths are no longer remapped when saving the .blend file.
Previously it would become e.g. "//../../" which makes no sense for generated
images with no filepath yet.
* Hide unpack button and filepath for such packed images with no filepath.
Unpacking does not work in a predictable way without a filepath, better
to just "Save As".
There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
The goal is to prevent assignment of temporary or evaluated meshes
to objects from the main database.
Majority of the change is actually related on passing reports around.
On a positive side there are more error prints which can become more
visible to scripters.
There are still possible further improvements in the related areas.
For example, disable user counting for evaluated ID datablocks when
assignment happens. But can also happen later on as a separate
improvement.
Reviewers: brecht, campbellbarton, mont29
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4884
Makes the result of object.to_mesh() and bpy.meshes.new_from_object()
to be the same as what is visible in the viewport.
This makes Cycles to respect modifiers enabled in edit mode, and should
also easy some scripter's work. The final render still needs some work,
which, maybe, will be about forcing objects out of editing modes.
For existing files, it will use the setting from Cycles or Eevee depending on
the render engine in the scene.
Differential Revision: https://developer.blender.org/D4874
One of the usecases is to create mesh from an object is a manner similar to
how Apply Modifiers does it, and have it in the bmain so it can be referenced
by other objects.
This usecase is something what went unnoticed in the previous API changes, so
here is a followup.
Summary of changes:
* bpy.meshes.new_from_object() behaves almost the same as before this change.
The difference now is that it now ensures all referenced data-blocks are
original (for example, materials referenced by the mesh).
* object.to_mesh() now creates free-standing Mesh data-block which is outside
of any bmain. The object owns it, which guarantees the memory never leaks.
It is possible to force free memory by calling object.to_mesh_clear().
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4875
* Change circle to roundbox around active icons, so they don't overflow.
* Change text color to indicate selected and active state.
Differential Revision: https://developer.blender.org/D4650
This also makes `IDP_CopyProperty` the "opposite"
of `IDP_FreeProperty`, which is what I'd expect.
Two refactoring steps:
* rename IDP_FreeProperty to IDP_FreePropertyContent
* new IDP_FreeProperty function that actually frees the property
Reviewers: brecht
Differential Revision: https://developer.blender.org/D4872
Main goal here is to make it obvious and predictable about
what is going on.
Summary of changes.
- Access to dependency graph is now only possible to a fully evaluated
graph. This is now done via context.evaluated_depsgraph_get().
The call will ensure both relations and datablocks are updated.
This way we don't allow access to some known bad state of the graph,
and also making explicit that getting update dependency graph is not
cheap.
- Access to evaluated ID is now possible via id.evaluated_get().
It was already possible to get evaluated ID via dependency graph,
but that was a bit confusing why access to original is done via ID
and to evaluated via depsgraph.
If datablock is not covered by dependency graph it will be returned
as-is.
- Similarly, request for original from an ID which is not evaluated
will return ID as-is.
- Removed scene.update().
This is very expensive to update all the view layers.
- Added depsgraph.update().
Now when temporary changes to objects are to be done, this is to
happen on original object and then dependency graph is to be
updated.
- Changed object.to_mesh() to behave the following way:
* When is used for original object modifiers are ignored.
For meshes this acts similar to mesh-copy, not very useful but
allows to keep code paths similar (i.e. for exporter which has
Apply Modifiers option it's only matter choosing between original
and evaluated object, the to_mesh() part can stay the same).
For curves this gives a mesh which is constructed from displist
without taking own modifiers and modifiers of bevel/taper objects
into account.
For metaballs this gives empty mesh.
Polygonization of metaball is not possible from a single object.
* When is used for evaluated object modifiers are always applied.
In fact, no evaluation is happening, the mesh is either copied
as-is, or constructed from current state of curve cache.
Arguments to apply modifiers and calculate original coordinates (ORCO,
aka undeformed coordinates) are removed. The ORCO is to be calculated
as part of dependency graph evaluation.
File used to regression-test (a packed Python script into .blend):
{F7033464}
Patch to make addons tests to pass:
{F7033466}
NOTE: I've included changes to FBX exporter, and those are addressing
report T63689.
NOTE: All the enabled-by-default addons are to be ported still, but
first want to have agreement on this part of changes.
NOTE: Also need to work on documentation for Python API, but, again,
better be done after having agreement on this work.
Reviewers: brecht, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D4834
When normally editing curves, deleting the last keyframe also
deletes the curve. Thus if for some reason it didn't happen,
e.g. maybe due to removing keys directly via Python, skip the
bad curve instead of resetting the channel to zero.
This constraint requires full bone data to evaluate, so it can't
use the generic single target matrix system. Calculating it is
thus useless waste of CPU time.
This is the angular diameter as seen from earth, which is between 0.526° and
0.545° in reality. Sharing the size with other light types did not make much
sense and meant the unit was unclear.
Differential Revision: https://developer.blender.org/D4819
No major API change here, only in the outliner restriction column
variables (e.g., show_restrict_column_selectable > show_restrict_column_select).
* Get rid of _INSTANCE (introduced on b1af682001).
* Differentiate (everywhere but the API) between HIDE (temporary) and VIEWPORT (global).
* Use the expected icon for restrict viewport (same as objects and modifiers).
* selectable > select
Since drivers on Bone properties are really supposed to be stored
in Armature data and access bones via its bones[] collection, this
lookup path should work efficiently.
Mass lookup of bones by name was already done through hashes,
but they were built temporarily every time that was needed. This
simply replaces it with a common hash table computed immediately
after file load, copy, or Edit to Object mode switch.
Cycles lights now use strength and color properties of the light outside
of the shading nodes, just like Eevee. The shading nodes then act as a
multiplier on this, and become optional unless textures, fallof or other
effects are desired.
Backwards compatibility is not exact, as we can't be sure which renderer
the .blend was designed for or even if it was designed for a single one.
If the render engine in the active scene is set to Cycles, lights are
converted to ensure overall light strength remains the same, and removing
unnecessary shader node setups that only included a single emission node.
If the engine is set to Eevee, we increase strength to remove the automatic
100x multiplier that was there to match Cycles.
Differential Revision: https://developer.blender.org/D4588
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.
Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.
Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.
Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.
This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.
Differential Revision: https://developer.blender.org/D4807
Curve function had two arguments:
- for_render, which was originally supposed to be used to control
whether viewport or render visibility for modifiers is to be
used.
- use_render_resolution, which sounds like it is supposed to control
whether viewport or render resolution for curves is to be used.
What is totally confusing is that those arguments were used
interchangeably: sometimes use_render_resolution would control
modifiers visibility.
This commit makes it so there is one single argument for this.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4850
For wome reason, tag to mark normals as needing recompute was commented
out instead of updated to new system, during conversion of DynaPaint
code for 2.8 new evaluation stack... Trivial fix.
See T61578 for discussions and mockups.
Visibility Options
==================
We are adding more granular control over restriction columns in the outliner,
exposing "indirect only" and "holdout" as options, and change the way
users enable/disable collections in a viewlayer.
We also rename the object viewport restriction to hide instance.
So the options we have are:
Collection
----------
* Render Visibility
* Instance Visibility
* Selectable
(View) Layer Collection
-----------------------
* Enable
* Holdout
* Indirect Only
* Viewport
Shortcuts
=========
Isolate Collection
------------------
* Ctr + click isolates the collection.
It turns all its parents and children "visible", and all the other
collections "invisible".
If ALL the collections were already properly set, we re-set the
collections to their default value.
Set Collection Inside Collections and Objects
---------------------------------------------
* Shift + click: Set/unset inside collections and objects.
We only set objects values as well when we are in View Layer mode and
(obviously) when the objects have a matching property.
Icons
=====
Little reminder that we will need better icons for holdout, indirect only, and
probably instanced (nothing wrong with the current, but it differs from
the proposal when it is turned off).
Also, we need to decide where do we want the modifier/bones/... icons to
be (in which column) and ideally make sure their icons match the ones we
use for collections/objects.
At the moment those are using the screen icon, which is not being used
by collections.
Reviewers: brecht, billrey
Subscribers: pablovazquez
Differential Revision: https://developer.blender.org/D4823
Versionning code generating collections from old 2.79 scene layers was
setting new collections' library from scene, but it also needs to
properly set the `LIB_TAG_INDIRECT` tag, otherwise localizing code does
not know what to do, and most of append process fails.
When using multiple viewlayers and switching between them the selection
gets buggy. The reason for this is that the select_id is updated based
on the index in the viewlayer. This makes the select_id not unique as
objects might be shared or not shared at all.
This fix will update the select_id on all objects in main. This will be triggered in all the selection operators.
Reviewed By: sergey, brecht
Maniphest Tasks: T55617
Differential Revision: https://developer.blender.org/D4824
* Timeline has summary collapsed to show only one row of keyframes.
* Cavity default is screen space curvature (faster).
* Scripting workspace text editor uses syntax highlight and line numbers.
* Marker lines enabled by default in all animation editors.
* Movie clip editor pivot point default to median.
Ref T63986.