It was too easy to end up with invalid region rectangles and we were
badly protected against them, so that they were hard to catch.
In fact we still create a main region for the top-bar, which ended up
getting a region height of -1. While this doesn't seem to have caused
issues in practice, we should prevent them entirely.
So idea was that at the end of region layout resolving,
`BLI_rcti_is_valid()` should return `true` for the region rectangle.
Further changes here ensure this is true: The `RGN_FLAG_TOO_SMALL` flag
is now set whenever there is not enough space for a region or if it
would get a size of zero or less.
Note: Should the assert fail, please do not just disable it and try to
actually address the root of the issue.
Simply loading factory settings and dragging an area separator
immediately after would cause an assert because of these invalid sizes.
Seems that since rB07499c04f612 we correctly initialize DPI related
UserPref values with 0, which caused DPI dependant initialization of
global areas to set ScrArea.global.size_min/max to 0 too.
When text drawing is disabled in the viewport the color of the sculpt
brh is set to the last used one. In th Light theme this is black what
makes it totally not visible.
This change will render the brush text using `TEXT_HI` as this is the
last one set when the text overlay is on.
event_system.c has been collecting a lot of different functionality,
move generic query/access functions into their own file,
since these are used by operators and other parts of the windowing code
and aren't part of low level event handling.
Also move public last-property API to wm_operators.c.
Logic to convert double-click events into press events wasn't running
in the case an operator had a modal keymap, causing bevel for e.g.
to ignore keys pressed quickly.
Change event handling logic so modal handlers never
receive double click events, so checks for press/release are reliable.
While this is an old issue for mouse events in practice it wasn't
a problem since the first event typically executed/canceled.
Support for keyboard double-click exposed the problem
for all modal operators that take numeric input.
As per T71295, the "duplicate+move" macro fails to store TRANSFORM_OT_translate properties once it's been used with rotation. I believe this is due to it being re-initialized with incorrect properties, reading bogus values from stored TRANSFORM_OT_rotate properties.
Force storing of actual operator id name instead of one defined in the macro, which in turn forces a name mismatch on initialization.
Reviewed By: #modeling, campbellbarton
Maniphest Tasks: T71295
Differential Revision: https://developer.blender.org/D6413
Move redraw tagging to the gesture modal operator
to make sure this only runs when it's needed.
Caused by d591c8a350, which tagged the region to redraw when the
gizmos were tagged to refresh, however they wont redraw when hidden.
Thanks to @jbakker for finding the root cause.
This defaults to selection when not using a gizmo.
The previous behavior to drag anywhere can be set in the tool settings
or by selecting the fallback tool (Alt-W).
See: T66304
Previously the default values were left non-zero to avoid having to
update scripts. However, this meant it wasn't possible to setup
non-modal key bindings for smooth & randomize.
Now these operators follow logic of many other operators where setting
the value executes immediately, leaving unset runs modal.
Existing keymaps & scripts will need to be updated.
Addresses issue raised in f4a4ec8425.
Previously the alpha was hardcoded to 0.7. Now it is possible to control
the cursor alpha by changing the alpha color of the cursor color
property. New alpha default is 0.9. This, with the new saturated colors,
should make the cursor more visible on highdpi screens.
I also removed the cache location preview as it is too visible right now
with the new alpha and color values.
Reviewed By: billreynish
Differential Revision: https://developer.blender.org/D6433
This commit affects `id_sort_by_name()` and `check_for_dupid()` helper:
* Add a new parameter, `ID *id_sorting_hint`, to `id_sort_by_name()`,
and when non-NULL, check if we can insert `id` immediately before or
after it. This can dramatically reduce time spent in that function.
* Use loop over whole list in `check_for_dupid()` to also define the
likely ID pointer that will be neighbor with our new one.
This gives another decent speedup to all massive addition cases:
| Number and type of names of IDs | old code | new code | speed improvement |
| -------------------------------- | -------- | -------- | ----------------- |
| 40K, mixed (14k rand, 26k const) | 39s | 33s | 18% |
| 40K, fully random | 51s | 42s | 21% |
| 40K, fully constant | 40s | 34s | 18% |
Combined with the previous commits, this makes massive addition of IDs more
than twice as fast as previously.
This resolves a logical problem using tweak as a fallback tool.
See: T66304#828742
The select action would immediately show the gizmo underneath it,
then the tweak would be handled by the gizmo instead of moving the item
under the cursor.
Currently this works by hiding the gizmo until the tweak event ends.
While it's simpler to check if the gizmo received a mouse-down event,
it causes flickering before each drag event which feels like a glitch.
This is optional for each gizmo type because there are cases where this
can be useful to activate the gizmo immediately (mesh rip for example).
This commit introduces the first version of an exporter to Pixar's
Universal Scene Description (USD) format.
Reviewed By: sergey, LazyDodo
Differential Revision: https://developer.blender.org/D6287
- The USD libraries are built by `make deps`, but not yet built by
install_deps.sh.
- Only experimental support for instancing; by default all duplicated
objects are made real in the USD file. This is fine for exporting a
linked-in posed character, not so much for thousands of pebbles etc.
- The way materials and UV coordinates and Normals are exported is going
to change soon.
- This patch contains LazyDodo's fixes for building on Windows in D5359.
== Meshes ==
USD seems to support neither per-material nor per-face-group
double-sidedness, so we just use the flag from the first non-empty
material slot. If there is no material we default to double-sidedness.
Each UV map is stored on the mesh in a separate primvar. Materials can
refer to these UV maps, but this is not yet exported by Blender. The
primvar name is the same as the UV Map name. This is to allow the
standard name "st" for texture coordinates by naming the UV Map as such,
without having to guess which UV Map is the "standard" one.
Face-varying mesh normals are written to USD. When the mesh has custom
loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is
inspected to determine the normals.
The UV maps and mesh normals take up a significant amount of space, so
exporting them is optional. They're still enabled by default, though.
For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported
with UVs and normals, and 262 MiB without. We probably have room for
optimisation of written UVs and normals.
The mesh subdivision scheme isn't using the default value 'Catmull
Clark', but uses 'None', indicating we're exporting a polygonal mesh.
This is necessary for USD to understand our normals; otherwise the mesh
is always rendered smooth. In the future we may want to expose this
choice of subdivision scheme to the user, or auto-detect it when we
actually support exporting pre-subdivision meshes.
A possible optimisation could be to inspect whether all polygons are
smooth or flat, and mark the USD mesh as such. This can be added when
needed.
== Animation ==
Mesh and transform animation are now written when passing
`animation=True` to the export operator. There is no inspection of
whether an object is actually animated or not; USD can handle
deduplication of static values for us.
The administration of which timecode to use for the export is left to
the file-format-specific concrete subclasses of
`AbstractHierarchyIterator`; the abstract iterator itself doesn't know
anything about the passage of time. This will allow subclasses for the
frame-based USD format and time-based Alembic format.
== Support for simple preview materials ==
Very simple versions of the materials are now exported, using only the
viewport diffuse RGB, metallic, and roughness.
When there are multiple materials, the mesh faces are stored as geometry
subset and each material is assigned to the appropriate subset. If there
is only one material this is skipped.
The first material if any) is always applied to the mesh itself
(regardless of the existence of geometry subsets), because the Hydra
viewport doesn't support materials on subsets. See
https://github.com/PixarAnimationStudios/USD/issues/542 for more info.
Note that the geometry subsets are not yet time-sampled, so it may break
when an animated mesh changes topology.
Materials are exported as a flat list under a top-level '/_materials'
namespace. This inhibits instancing of the objects using those
materials, so this is subject to change.
== Hair ==
Only the parent strands are exported, and only with a constant colour.
No UV coordinates, no information about the normals.
== Camera ==
Only perspective cameras are supported for now.
== Particles ==
Particles are only written when they are alive, which means that they
are always visible (there is currently no code that deals with marking
them as invisible outside their lifespan).
Particle-system-instanced objects are exported by suffixing the object
name with the particle's persistent ID, giving each particle XForm a
unique name.
== Instancing/referencing ==
This exporter has experimental support for instancing/referencing.
Dupli-object meshes are now written to USD as references to the original
mesh. This is still very limited in correctness, as there are issues
referencing to materials from a referenced mesh.
I am still committing this, as it gives us a place to start when
continuing the quest for proper instancing in USD.
== Lights ==
USD does not directly support spot lights, so those aren't exported yet.
It's possible to add this in the future via the UsdLuxShapingAPI. The
units used for the light intensity are also still a bit of a mystery.
== Fluid vertex velocities ==
Currently only fluid simulations (not meshes in general) have explicit
vertex velocities. This is the most important case for exporting
velocities, though, as the baked mesh changes topology all the time, and
thus computing the velocities at import time in a post-processing step
is hard.
== The Building Process ==
- USD is built as monolithic library, instead of 25 smaller libraries.
We were linking all of them as 'whole archive' anyway, so this doesn't
affect the final file size. It does, however, make life easier with
respect to linking order, and handling upstream changes.
- The JSON files required by USD are installed into datafiles/usd; they
are required on every platform. Set the `PXR_PATH_DEBUG` to any value
to have the USD library print the paths it uses to find those files.
- USD is patched so that it finds the aforementioned JSON files in a path
that we pass to it from Blender.
- USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable
building the tools in its `bin` directory. This is sent as a pull
request at https://github.com/PixarAnimationStudios/USD/pull/1048
Allows each File Browser list item in Volumes and System to use individual icons.
Differential Revision: https://developer.blender.org/D5802
Reviewed by Julian Eisel
Implement T66304 as an experimental option,
available under the preferences "Experimental" section.
- When enabled most tools in the 3D view have a gizmo.
- Dragging outside the gizmo uses the 'fallback' tool.
- The fallback tool can be changed or disabled in the tool options
or from a pie menu (Alt-W).
Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.
The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6367
BIF_gl.h included hacks like redefining glew functions and a constant.
The named constant `GLA_PIXEL_OFS` has been moved to `GPU_viewport.h`
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5860
When introducing "drag-all-selected" support all over Blender, we
figured this wouldn't work well with the Graph Editor
selection/transform behavior.
Hence, William and I worked on the following changes, although we used
this chance to improve the behavior in general too.
For more info see T70634.
* Handles now always move with the key, regardless if they are selected
or not.
* Selecting the key doesn't select the handles anymore, their selection
is separate.
* Multiple keys and handles can now be dragged.
* Dragging a handle moves all selected handles **on the same side**.
* Tweak-dragging any handle can never affect any keyframe location,
only handles.
* G/R/S should behave as before.
* Changing the handle type with a key selected always applies the change
to both handles.
* Box selection with Ctrl+Drag now allows deselecting handles (used to
act on entire triple only).
* Box selection //Include Handles// option now only acts on visible
handles, wasn't the case with Only Selected Keyframes Handles enabled.
* Box selection //Include Handles// is now enabled by default in all
bundled keymaps.
The changes have been tested for some days by the animators here in the
Blender Animation Studio. Some changes are based on their feedback.
Also, this improves/adds comments for related code.
Differential Revision: https://developer.blender.org/D6235
Reviewed by: Sybren Stüvel, William Reynish
Previously these used a gizmo to redo the operator however this
complicated having on-screen gizmos to access tools (see T66304).
Replace this with a generic way to make an operator that only has an
execute function into a modal operator.
This is used for smooth and randomize tools.
Unlike operator gestures, this handles storing and resetting the data.
Currently this only handles edit-mode data, however it's can be
extended to other kinds of data.
This commit adds a new command line argument --debug-ghost and
makes it so X11 errors happening during context initialization
are only printed when this new flag is sued.
There is no need to flood users with errors when their GPU is
not supporting latest OpenGL version. Or, at a very minimum,
the error must be more meaning full.
Differential Revision: https://developer.blender.org/D6057