Commit Graph

81717 Commits

Author SHA1 Message Date
2521e17a58 Merge branch 'blender-v2.93-release' 2021-05-21 14:44:17 -04:00
d5c3bff6e7 Fix T87357: Missing update after removing socket
The CoW copy of the node group was not updated correctly after it
changed. Arguably, tagging the node tree could also be part of
`ntreeUpdateTree` (which needs to be called after changes to the
node tree anyway). However, there are many instances where the
depsgraph is tagged explicitly after `ntreeUpdateTree` is called,
so it should be fine here as well. This is similar to what is done
in `snode_dag_update`.

Differential Revision: https://developer.blender.org/D11342
2021-05-21 14:43:26 -04:00
Wayde Moss
9c4ecef62f Fix T88375: Bone Size Small After V3D.View_All
The wrong matrix function was used and overwrote the custom bone shape
scale instead of reading from it.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D11330
2021-05-21 13:24:55 -04:00
24deeee09e Fix some RNA physics accessors creating data.
Accessing data through RNA should never implicitely create it. Objects'
and particles' forcefields and collision settings were doing this.

Note that UI code also had to be tweaked to properly handle `None`
(NULL) cases.

Differential Revision: https://developer.blender.org/D11341
2021-05-21 17:22:43 +02:00
adf2f146d8 Fix particle ID init not creating particle deflect data.
This data (the force fields) are expected to always be there, but they
are currently created on the fly by RNA accessors (typically from UI
draw code), which is extremely wrong way to do it.

Differential Revision: https://developer.blender.org/D11341
2021-05-21 17:22:43 +02:00
305b08b521 GPencil: Speed up Occlude Eraser
This is an initial change to speed up the calculation of the Occlude eraser. In the future, we can add more optimizations, but at least this increase speed.

Intead to check always the 3 points, the check is skipped if it's not required.

Base in a solution by Philipp Oeser.

This is related to T88412
2021-05-21 17:00:33 +02:00
5158d1b42d Cleanup: use nullptr 2021-05-21 15:09:22 +02:00
Leon Zandman
865d1889da Cleanup: spelling
Includes fixes to misspelled function names.

Ref D11280
2021-05-21 22:23:07 +10:00
cf42586737 Fix T85752: Collection Instance Crash when instancing collections with disabled subcollections
Root of the issue was actually hidden deep in depsgraph itself: it would
not properly update all of its COW IDs using a datablock when depsgraph
decides to evaluate or un-evaluate it.

This would lead to evaluated IDs pointing to either:
 - orig IDs when there was an evaluated version of those (annoying bug,
   but not a crashing one).
 - old address of previously evaluated IDs that no longer exists in the
   depsgraph (causing the crash from the report e.g.).

This commit adds an extra step at the end of nodes building, that goes
over all of already existing IDs in the depsgraph to check whether they
do one of the two things above, and tag them for COW update if so.

NOTE: This only affects depsgraph (re-)building, not its evaluation.
This remains consistent with the fact that operations that may change
the depsgraph content (like Collection exclusion etc.) need to trigger a
rebuild.

NOTE: Performances: Worst case scenarii, like (un-)excluding a whole
character collection in a production file, lead to 5% to 10% extra
processing time in depsgraph building. Most of it comming from extra COW
processing (in depsgraph's update in `build_step_finalize`), the detection
loop itself only accounts for 1% to 2% of the whole building time.

Maniphest Tasks: T85752

Differential Revision: https://developer.blender.org/D10907
2021-05-21 12:43:32 +02:00
c154b078b5 Geometry Nodes: new Material Replace node
This node can change all faces that use a specific material to use a
different material. Using this node is significantly more efficient
than creating a selection from all faces with a specific material
index and then using the Material Assign node.

Ref T88055.

Differential Revision: https://developer.blender.org/D11325
2021-05-21 09:43:55 +02:00
aa6f0f3d1f Depsgraph: remove mesh edit-mode pointer duplication
Share the pointer with the original mesh instead, this matches behavior
of all other objects edit-mode data.

Duplicating the edit-mesh pointer makes updates to edit-mesh require
a COPY_ON_WRITE update, which is currently an expensive operation
(copying the entire mesh).

Notes:

- This change is from 802027f3f8
  so the edit-meshes object pointer `BMEditMesh.ob` referenced the COW
  version of the object. This pointer has since been removed, so the
  copy is no longer needed.

- Having a separate edit-mesh pointer could be used so linked duplicates
  could have their own generated meshes. For this to be supported,
  many other changes would be needed: see D10920.
2021-05-21 16:23:42 +10:00
12a91f7f5d Fix T88227: Eevee not working on AMD 535 cards.
Enabled HQ normals workaround for this specific configuration.
2021-05-21 07:46:20 +02:00
2b640622ff Transform: use ID_RECALC_GEOMETRY flag when updating object data
While this doesn't provide any noticeable benefits at the moment,
it allows for geometry updates skipping copy-on-write in edit-mode
in the future.
2021-05-21 15:45:25 +10:00
b13953b1f2 Cleanup: quiet -Warray-parameter warnings from GCC11
Some warnings remain that require larger changes.
2021-05-21 15:45:25 +10:00
6c6551c398 Cleanup: conversion warning 2021-05-21 15:45:23 +10:00
9bbee7dd92 Fix T88227: Eevee not working on AMD 535 cards.
Enabled HQ normals workaround for this specific configuration.
2021-05-21 07:44:25 +02:00
Iyad Ahmed
a43c7538b8 Eevee Wavelength Node Support
This patch adds wavelength node support to Eevee, similar to how
Eevee Blackbody node works, thus it is a little off from Cycles.

Reviewed By: #eevee_viewport, fclem, brecht
Differential Revision: https://developer.blender.org/D11326
2021-05-21 10:25:47 +05:30
b18d5dac53 Transform: remove ID_RECALC_SELECT for edit-mode armatures
This was added in 9516921c05
so overlays would redraw, as far as I can see it's no longer needed.

Reviewed By: fclem

Ref D11322
2021-05-21 10:58:07 +10:00
ba9cf91736 Cleanup: spelling 2021-05-21 01:06:20 +02:00
695fa3a4a1 Merge branch 'blender-v2.93-release' 2021-05-20 20:48:44 +02:00
6a0906c09a Fix T87854: Add clamp option to Path Animation
Previously, the "follow path constraint" and "follow parented curve"
were clamped.  This restriction was lifted in rBcf2baa585cc8

Add back an option to get the old behavior in the "Path animation" settings.

Reviewed By: Sybren

Differential Revision: http://developer.blender.org/D11263
2021-05-20 20:41:10 +02:00
ef04fd9571 GPencil: Fix missing annotations in VSE strip
Since version 2.80, the annotations of the Scene strip were not displayed in VSE. Also, the UI panel was`Grease Pencil` and must be `Annotation`

The problem was the offscreen render hasn't evil_CTX and the section of the annotation was never called.

Differential Revision: https://developer.blender.org/D11329
2021-05-20 20:16:59 +02:00
9fef934530 Merge branch 'blender-v2.93-release' 2021-05-20 12:20:05 -04:00
991a1cdf5d Fix T87316: No undo push for clicking on attribute name
Since there is a special callback for assigning the name from the
search box, and the callback doesn't call an operator or something
else that would do an undo push, I think the solution is to do it
manually here.

Another option would be adding the button flag "UI_BUT_UNDO", which
isn't set by default for search buttons, but that gives us ugly names for
the undo steps, so an explicit push is better in this case.

Differential Revision: https://developer.blender.org/D11190
2021-05-20 12:17:54 -04:00
cd16123761 GPencil: Adding length modifier.
Reviewed By: Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D8264
2021-05-20 23:35:53 +08:00
ee5bfde9e6 Fix T87947: Trasnform: Keyboard input uses view orientation
When activated in modal, `translate`, `resize`, `rotate`, `shear` and
`edge_rotate_normal` use a different orientation than the set in scene.

This orientation needed to match since some of these modes can be switched
during operation.

The default orientation for these modes was `V3D_ORIENT_VIEW`.

And this changed when finishing the `translate` and `resize` to
`V3D_ORIENT_GLOBAL`.

But this could cause inconsistencies when inputting values from the
keyboard.

The solution now is to change the orientation when you change the mode.

---
Note: Although the user can expect the value entered to reflect the
orientation set in the scene, it would require a lot of changes and would
not be really useful.
2021-05-20 11:05:44 -03:00
47f4f3c932 Cleanup: Use enum to indicate the current orientation
Improves readability.
2021-05-20 11:05:28 -03:00
4bb2a5b5cb Fix T88345: Blender crash on GPUFrameBuffer creation
Misuse of indexes.

`color_attachements` has only color ones while `config` has color and depth.
2021-05-20 11:04:04 -03:00
92178c7e0e Fix T88365: GPUTexture.read returning a buffer with wrong size
The pixel components were not being considered.
2021-05-20 11:03:47 -03:00
729c579030 Fix T88313: GPencil reproject operator projecting on the wrong surface
`ray_start` must start at the position of the gpencil point.
2021-05-20 11:03:24 -03:00
933999db75 Cleanup: rename incorrectly named experimental feature flag
The `WITH_GEOMETRY_NODES` flag does not make sense anymore,
it is just protecting the `Simulation` data block that is not used
currently.
2021-05-20 14:39:30 +02:00
3e3ecc329c Geometry Nodes: new Material input node
This node is similar to the Value and Vector node.
It just provides a way to use the same material in multiple nodes
without exposing it outside of a node group.

Differential Revision: https://developer.blender.org/D11305
2021-05-20 12:29:06 +02:00
f41a753e75 Geometry Nodes: new Material Assign node
This adds a new Material Assign node. It can be used to change the
material used by an existing mesh or to assign a material to a mesh
that has been generated from scratch.

Differential Revision: https://developer.blender.org/D11155
2021-05-20 12:22:13 +02:00
f3a0267016 Materials: support materials when applying modifier
This fixes the `Apply Modifier` and `Visual Geometry to Mesh` operator
when a modifier changed materials on the evaluated geometry.

This is necessary since rB1a81d268a19f2f1402f408ad1dadf92c7a399607.

Differential Revision: https://developer.blender.org/D11303
2021-05-20 12:15:57 +02:00
b51bd859fd Fix: wrong rna pointer for material slot
This was missing from rB1a81d268a19f2f1402f408ad1dadf92c7a399607.
2021-05-20 12:14:31 +02:00
b084b57fbf Geometry Nodes: new geometry nodes evaluator
The old geometry nodes evaluator was quite basic and missed many features.
It was useful to get the geometry nodes project started. However, nowadays
we run into its limitations from time to time.

The new evaluator is more complex, but comes with new capabilities.
The two most important capabilities are that it can now execute nodes in
parallel and it supports lazy evaluation.

The performance improvement by multi-threading depends a lot on the specific
node tree. In our demo files, the speedup is measurable but not huge. This
is mainly because they are bottlenecked by one or two nodes that have to be
executed one after the other (often the Boolean or Attribute Proximity nodes)
or because the bottleneck is multi-threaded already (often openvdb nodes).

Lazy evaluation of inputs is only supported by the Switch node for now.
Previously, geometry nodes would always compute both inputs and then just
discard the one that is not used. Now, only the input that is required
is computed.

For some more details read D11191, T87620 and the in-code documentation.

Differential Revision: https://developer.blender.org/D11191
2021-05-20 11:35:13 +02:00
44e7192745 Cleanup: spelling 2021-05-20 17:55:35 +10:00
a5ac062c51 Cleanup: inconsistent parameter names 2021-05-20 09:00:42 +02:00
7655cc45eb VSE: Fix select strips at current frame feature
This feature of `select_side_of_frame` was disabled by removing option
from operator property enum but functional code was never removed.

Add back option to use this feature.

Feature was disabled due to keymap issue. Currently this feature doesn't
have keymap assigned.
2021-05-20 05:06:32 +02:00
acba8f617b Cleanup: Remove unused define
References to `SEQ_CACHE_COST_MAX` were removed in 38b77ef8b2.
2021-05-20 04:25:56 +02:00
47e88345a1 VSE: Fix animation duplication in split operator
Due to misunderstanding of how strip duplication works, animation data
was duplicated on all strips when any strip was split.

`SEQ_sequence_base_dupli_recursive()` duplicated data on strip that was
being split, and `SEQ_ensure_unique_name()` duplicated animation on all
strips.

Only duplication should be done with `SEQ_ensure_unique_name()` and only
on right side split strips, because only these strips are duplicated.
2021-05-20 01:27:12 +02:00
d1c9a99c07 Splines: Optimize interpolation in special case virtual array
When the input data is a virtual array for a single value, we don't need
to run any of the interpolation, instead just copy the input data.
2021-05-19 17:17:16 -04:00
0b7744f4da VSE: Fix rendering inconsistency
Fix issue described in T87678, which was partially a bug and partially
change in intended(at least as far as I can tell) behaior.

Function `evaluate_seq_frame_gen` that was partially responsible for
filtering strips in stack for rendering wasn't working correctly.
Intended functionality seems to be removing all effect inputs from stack
as it is unlikely that user would want these to be blended in. However
there was logic to exclude effects placed into same input, which because
of weak implementation caused, that any effect input, that is effect as
well will be considered to be part of stack to be blended in.
This bug was apparently used to produce effects like glow over original
image.

Even though this is originally unintended, I have kept this logic, but
I have made it explicit.

Another change is request made in T87678 to make it possible to keep
effect inputs as part of stack when they are placed above the effect,
which would imply that blending is intended. This change is again
explicitly defined.

Whole implementation has been refactored, so logic is consolidated
and code should be as explicit as possible and more readable.
`must_render_strip function` may be still quite hard to read, not sure
if I can make it nicer.

Last change is for remove gaps feature code - it used same rendering
code, which may be reason why its logic was split in first place.
Now it uses sequencer iterator, which will definitely be faster than
original code, but I could have used `LISTBASE_FOREACH` in this case.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11301
2021-05-19 22:59:33 +02:00
97cf2a9fb1 VSE: Refactor sorting functions
Recently `SEQ_sort()` function was split so functionality is provided
on per-seqbase basis. After discussion about this split, it turned out,
that per-seqbase operation is only that should be provided, because
RNA API functions need to be able to access arbitrary seqbase

Remove recently introduced function `seq_sort_seqbase` and change
`SEQ_sort` function to operate on seqbase.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11297
2021-05-19 22:52:57 +02:00
58893eaef8 Cleanup: Use consistent order for functions in node files
After this commit, all geometry node "init" and "update" functions are
at the top of each file, right below the "layout" function. This means
you can always scroll to the bottom of the file to see the entry point,
and the boring boilerplate code is grouped in one section.
2021-05-19 16:13:05 -04:00
3d604ba867 Geometry Nodes: Execute point rotate node on curve component
When adding attributes on the curve component, I missed calling this
node's execute function on the curve component, like the other nodes.
2021-05-19 15:58:34 -04:00
627f357127 Geometry Nodes: Support for dynamic attributes on curve splines
With this patch you will be able to add and remove attributes from curve
data inside of geometry nodes. The following is currently implemented:
* Adding attributes with any data type to splines or spline points.
* Support for working with multiple splines at the same time.
* Interaction with the three builtin point attributes.
* Resampling attributes in the resample node.

The following is not implemented in this patch:
* Joining attributes when joining splines with the join geometry node.
* Domain interpolation between spline and point domains.
* More efficient ways to call attribute operations once per spline.

Differential Revision: https://developer.blender.org/D11251
2021-05-19 13:22:09 -04:00
192a3f1a05 Cleanup: Use copy constructor for CurveEval
There is no need for a special "copy" method with a copy constructor,
which will be necessary to explicitly copy attributes anyway.
2021-05-19 13:02:53 -04:00
Severin
330fecc9b7 Assets: Use textures (and shadows) for automatic object previews
Textures may be important to be able to identify an object. They are also a way
to make many objects look more like when rendered with an advanced render
engine, without being that expensive.
So this seems like a simple way to increase usefulness of the automatic
previews.
2021-05-19 17:57:51 +02:00
857f39a3d7 GPencil: Apply NanoSVG fix
This fix is ported from official NanoSVG git
2021-05-19 17:56:26 +02:00