In big files, ie typical production files, resizing the outliner area would be
very slow. The outliner tree would be rebuilt then, which can easily be avoided.
This was due some strokes could be tagged and as the layer was locked, the strokes were not untagged and removed when all tagged strokes are removed.
The tagged strokes are used as temp ghost of the interpolation and removed at the end of the interpolation.
This patch implements the list panel system D7490 for constraints.
In this case the panels are still defined in Python.
The layouts are also updated to use subpanels and the a more organized
single column layout. There may be more tweaks necessary for the
layouts.
Reviewed By: Severin, billreynish, Mets
Differential Revision: https://developer.blender.org/D7499
The `ABC_INLINE` macro has been in the Alembic code since it was introduced
to Blender in rB61050f75b13e. It basically does the same a `BLI_INLINE`,
though, so there is no need to keep it around.
This adds object motion blur vectors for EEVEE as well as better noise
reduction for it.
For TAA reprojection we just compute the motion vector on the fly based on
camera motion and depth buffer. This makes possible to store another motion
vector only for the blurring which is not useful for TAA history fetching.
Motion Data is saved per object & per geometry if using deformation blur.
We support deformation motion blur by saving previous VBO and modifying the
actual GPUBatch for the geometry to include theses VBOs.
We store Previous and Next frame motion in the same motion vector buffer
(RG for prev and BA for next). This makes non linear motion blur (like
rotating objects) less prone to outward/inward blur.
We also improve the motion blur post process to expand outside the objects
border. We use a tile base approach and the max size of the blur is set via
a new render setting.
We use a background reconstruction method that needs another setting
(Background Separation).
Sampling is done using a fixed 8 dithered samples per direction. The final
render samples will clear the noise like other stochastic effects.
One caveat is that hair particles are not yet supported. Support will
come in another patch.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7297
This will not give any noticeable improvements in common editing tasks,
since then usually only a very few IDs are changed and checked for
override updates.
However, it makes full override diffing process several times faster
(happens usually when saving a .blend file, but could also help e.g.
when multi-editing several override objects at the same time...).
Accessing this from RNA may actually create some data, which we do not
want to happen when comparing data. Further more, preview is not data,
but a view of it, so we should be safe ignoring it entirely here.
The important distinction for the linker flags is not between GCC and Clang,
but between the macOS and Linux.
Differential Revision: https://developer.blender.org/D8023
This commit only moves code into the `blender::io::alembic` namespace,
it does not move `static` functions into an anonymous namespace.
No functional changes.
This moves most of the exporter-related code
from `source/blender/io/alembic/intern`
to `source/blender/io/alembic/exporter`
This is to prepare the Alembic code for the switchover to using
`blender::io::AbstractHierarchyIterator`. When that happens, a few more
files will be added, and having things in a separate 'exporter'
directory makes things less cluttered.
Note that exporting consists of multiple steps (determine export
hierarchy, create Alembic archive, and then write data into it), which
is why the directory is called "exporter", but many of the files are
called "writer".
No functional changes.
The issue was caused by wrong conversion happening after some of the
proxies are removed. Easiest solution is to first remove proxies and
then add required converter operations.
Thanks Jeroen for the review!
Channels aren't visually changed by playing back an animation so there
is no need to do this. As rendering channels is using a lot of logic
(filtering animation data, converting fcurves to samples etc) it has an
noticeable overhead.
This change has no functional limitation. Users are still able to do
everything during animation playback. There are other mechanisms in
place that take care of that.
Spring 02_020_A.anim.blend went from 11.8 to 12.0 on a Ryzen 1700. I
didn't test with scenes but it should be more noticeable with more
complex scenes.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D8073
AutoPtr class became a sub-class of unique_ptr with some special magic
to mimic behavior of auto_ptr for copy constructor.
The code was already there, but for some reason visual studio did not
set __cplusplus correctly for some reason.
The other change is remove of binary function usage, which is not
needed in the Freestyle code.
Currently all force effectors can only act on cloth when the force is
perpendicular to the surface. This makes sense for wind, but not for
other forces; and the user may want even wind to have some friction.
This changes effector code to output two force vectors - although
you of course can pass the same pointer for both. The force is split
between the two outputs based on a new per-effector setting.
Differential Revision: https://developer.blender.org/D8017
Blender now always exports transforms as as "inheriting", as Blender has
no concept of parenting without inheriting the transform.
Previously only objects with an actual parent were marked as
"inheriting", and parentless objects as "non-inheriting". However,
certain packages (for example USD's Alembic plugin) are incompatible
with non-inheriting transforms and will completely ignore such
transforms, placing all such objects at the world origin.
When importing non-inheriting transforms from Alembic, Blender will
break the parent-child relation and thus force the child to (correctly)
interpret the transform as world matrix.
Other types already had spaces, periods, and colons replaced by
underscores. The upcoming Alembic exporter (based on the
`AbstractHierarcyIterator` class) will be more consistent and apply the
same naming rules everywhere. This is in preparation for that change.
The `get_…_name()` functions in `abc_util.{cc,h}` will be removed then.
Previously the Alembic exporter exported a mesh object to
`{object.name}/{object.name}Shape`. Now it exports to
`{object.name}/{mesh.name}` instead. The same change also applies to
other object data types.
Note that the code now is a bit hackish, as `m_name` is set even in
cases where it isn't used. This hackishness was already there, though,
but it's now just more visible. This will all be cleaned up when the
Alembic exporter is ported to use the `AbstractHierarchyImporter`
structure of the Universal Scene Description (USD) exporter.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7672
Before this, there was one code path that set `context.export_path`, and
a different code path for `context.export_name`, allowing the two to
diverge.
Keeping track of the export path of the export parent (which can be, but
is not always, the Blender parent object) also allows a concrete
subclass of `AbstractHierarchyIterator` to find the `AbstractWriter` for
the export parent. In case of exporting to Alembic this is important, as
it's not possible to simply give the Alembic library the full export
path of an object like we do in the Universal Scene Description (USD)
exporter; Alembic needs the C++ object of the parent.
This is in order to prepare for compatibility with the Alembic exporter.
That exporter is capable of writing object transforms and object data at
different (sub)frames.
The rename from `created_writers` to `used_writers` is necessary, as not
all created writers will be actually used in each iteration.
The Universal Scene Description (USD) exporter does not make use of
this.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7670
The goal of the `AbstractHierarchyIterator` class (and supporting
classes) was to use it in different exporters. It shouldn't be part of
the USD module + namespace any more, now that it will also be used in
the upcoming Alembic exporter rewrite.
The source files are moved into `io/common`, which is compiled & linked
into a new library `bf_io_common`. The unittests are still inside the
`tests/gtests/usd` directory. They should be moved to a separate test
module too, but that will be delayed until after T73268 has been
resolved.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D7669
The reason was the datablock is changed but it was not tagged for depsgraph refresh.
In some cases it could be possible to tag several times the same datablock, but as this is not the case all the times and the number of tags is always very small, it doesn't worth a complex code to keep a memory list of the datablocks to tag.
This removes G_FILE_HISTORY, G_FILE_SAVE_COPY & G_FILE_USERPREFS.
Using file-flags made logic harder to follow since it's not so clear
which flags are expected to be in G.fileflags & which are meant to be
set and passed as arguments, these are shared between read & write
functions too.
Add BlendFileWriteParams so options which don't need to be stored
aren't mixed up with flags that are stored for reuse.
These functions are very specific to the mode.
More modes can support snap, and there is no reason to keep all
callbacks for each mode in the transform_snap.c file.
This makes any operation (including mere bone selection) several times
faster on some complex production character, since we typically now only
need to diff a single ID, instead of tens of them.
We decided to use our own map data structure in general for better
readability and performance.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7987
By using own path construction instead of handy printf-like functions,
we get a 10% improvement on overall diffing process!
This remains way to slow on some complex production characters, but
always good to have still.
This way "New Collection" is always assigned the same shortcut (N).
Whereas previously it would be automatically assigned the leftover key
from the list of available collections.
Nice side effect is that since N is next to M in most keyboard layouts,
moving to a new collection is super fast by hitting M then N.
{F8630575, size=full}
Paper-cut pointed out by DerekWatts on [devtalk](https://devtalk.blender.org/t/blender-ui-paper-cuts/2596/4211) (thanks!):
{F8630492, size=full}
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D8067
Use a median center of polygons as an initial value for volume center
calculation since the volume accumulation quickly generates very large
numbers that become inaccurate if the geometry is too far
from it's current center.
The matrix interpolation function `interp_m3_m3m3()` decomposes the
matrices into rotation and scale matrices, converts the rotation
matrices to quaternions, SLERPs the quaternions, and converts the result
back to a matrix. Since quaternions cannot represent axis flips, this
results in interpolation problems like described in T77154.
Our interpolation function is based on "Matrix Animation and Polar
Decomposition", by Ken Shoemake & Tom Duff. The paper states that it
produces invalid results when there is an axis flip in the rotation
matrix (or negative determinant, or negative scale, those all indicate
the same thing). Their solution is to multiply the rotation matrix with
`-I`, where `I` is the identity matrix. This is the same as element-wise
multiplication with `-1.0f`. My proposed solution is to not only do that
with the rotation matrix `R`, but also with the scale matrix `S`. This
ensures that the decomposition of `A = R * S` remains valid, while also
making it possible to conver the rotation component to a quaternion.
There is still an issue when interpolating between matrices with
different determinant. As the determinant represents the change in
volume when that matrix is applied to an object, interpolating between a
negative and a positive matrix will have to go through a zero
determinant. In this case the volume collapses to zero. I don't see this
as a big issue, though, as without this patch Blender would also produce
invalid results anyway.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D8048
These changes aren't aligned with other timeline selection keymaps
(graph & action for e.g.).
Revert these changes, shortcuts to time-line editors
should take other similar spaces into account.
When "Relative Remap" option was added, the intention was only to remap
paths that were already relative. However it remapped all paths.
This was reported as T62612 and fixed recently,
however some Python script authors depended on the old behavior.
For users, it's reasonable to use the existing operators to make paths
absolute/relative. For scripts however it's useful to be able to write
out individual data-blocks with the ability to make all paths relative.
Now `bpy.data.libraries.write()` takes a path_remap argument which can
be `NONE/RELATIVE/RELATIVE_ALL/ABSOLUTE` allowing the script author to
choose how paths are handled when writing out data-blocks.
Addresses T77768.