Issue comes from the fact that some of the image updates are handled
outside of depsgraph context (through the signal system), and therefore
completely ignored by the undo/redo code.
Now that undo/redo tries to update as little data as possible, it needs
to be aware of these changes.
As a temporary workaround, until image update is fully handled through depsgraph,
consider that IDs tagged with `ID_RECALC_SOURCE` should get their caches
cleared on undo/redo, and tag some RNA property updates of
Image/ColorSpace as such.
Reviewed By: sergey
Maniphest Tasks: T103242
Differential Revision: https://developer.blender.org/D16927
This workaround is no longer needed and prevents our OCIO configuration
from being loaded if Blender is unpacked under a Unicode path.
Differential Revision: https://developer.blender.org/D16818
Multiple improvements to UV Cylinder and UV Sphere projection including:
* New option "Pinch" or "Fan" to improve unwrap of faces at the poles.
* Support for "Polar ZY" option on "View On Equator" and "Align To Object"
* Better handling of inputs with round-off error.
* Improved handling of faces touching the unit square border.
* Improved handling of very wide quads spanning the right hand border.
* Improved accuracy near to (0, 0).
* Code cleanup and simplification.
Differential Revision: https://developer.blender.org/D16869
- Add parentheses to suppress an assertion on some compilers.
- It turns out cloth self-collision math is not precisely symmetric,
so sort the triangle index pair to restore behavior exactly identical
to the version before the new traversal.
Follow up to rB0796210c8df32
Previously cloth self-collision and other code that wants self-overlap
data was using an ordinary BVH overlap utility function. This works,
but is suboptimal because it fails to take advantage of the fact that
it is comparing two identical trees.
The standard traversal for self-collision essentially devolves into
enumerating all elements of the tree, and then matching them to the
tree starting at the root. However, the tree itself naturally partitions
the space, so overlapping elements are likely to be mostly placed nearby
in the tree structure as well.
Instead, self-overlap can be computed by recursively computing ordinary
overlap between siblings within each subtree. This only considers each
pair of leaves once, and provides significantly better locality.
It also avoids outputting every overlap pair twice in different order.
Differential Revision: https://developer.blender.org/D16915
This patch adds two new panels in which users can control
offset (position, rotation, scale) by layer and by stroke number.
Use cases:
- if you want to create array of Suzannes and place them one behind
another, in 2d mode, Z depth will be wrong.
In 3d mode there will be Z fighting. With combination of stroke
and layer offset we can fight this issue without touching original drawing.
- even easier way to create 2.5d environments..
simply draw on layers and then displace them in one panel
instead fiddling with every layer individually
Possible improvements:
- add offset by material slot
- add step parameter, to allow displacing groups of N strokes.
{F13129598}
Reviewed By: mendio, antoniov
Differential Revision: https://developer.blender.org/D15106
Due an internal scale of the brush size done by grease pencil
draw tool (this scale factor cannot be removed), the size of the
radial control is not equal to the actual stroke thickness and
this makes the radial size displayed useless.
This patch adds a new property that allows to pass the
path of the tool path and this value is used to apply
the correct scale to the radial size.
Reviewed By: mendio, frogstomp, pepeland, brecht
Differential Revision: https://developer.blender.org/D16866
Use NodeTree.bl_label instead of "NodeTree" for more descriptive name.
Implemented by Iliya Katueshenock.
Differential Revision: https://developer.blender.org/D16856
Since rBcommit 74c4977a the pose library blending operator can extrapolate.
This is now also reflected in the hard min/max value of the blend factor
RNA property. The soft min/max are still -1/1 to indicate normal use.
While blending, press E to enable extrapolation / overshoot of the pose.
It will make it possible to blend in more than 100% of the pose asset.
This has the potential to completely break the rig, but it can be useful
to exaggerate poses when used with caution.
This was the case when an Annotation is also present as in the report.
Since {rB92d7f9ac56e0}, Dopesheet is aware of greaspencil/annotations
(displays its channels/keyframes, can rename their data, layers, fcurve
groupings etc.). However, the Graph Editor does not display these /
should not be aware of them.
Above commit already had issues that were addressed in the following
commits (mostly adding the new `ANIMFILTER_FCURVESONLY` to places that
dont handle greasepencil/annotations)
- {rBfdf34666f00f}
- {rB45f483681fef}
- {rBa26038ff3851}
Now in T103303 it was reported that doublicking a channel would not
select all fcurve`s keyframes anymore and this wasnt actually an issue
with that particular operator, but instead with another operator that is
also mapped to doubleclicking: the channel renaming (I assume the
keyconflict here is actually wanted behavior).
Channel renaming would not return `OPERATOR_PASS_THROUGH` here anymore
in the case nothing cannot be renamed, so we would not actually reach
the 2nd operator at all (the one selecting all keyframes).
Deeper reason for this is that the renaming operator would actually
"see" a channel that could be renamed (in the case of the report: an
annotation layer), but then cannot proceed, because the "real"
underlying data where the doubleclick happens is an fcurve...
So now exclude non-greasepencil channels in filtering as well where
appropriate by also adding `ANIMFILTER_FCURVESONLY` to the filter there.
Fixes T103303.
Maniphest Tasks: T103303
Differential Revision: https://developer.blender.org/D16871
Multiframe copy paste operations were prohibited by a block of code.
While this is understandable as it prevents confusing actions, there is a good use case to allow multiframe copy pasting.
This patch does:
- remove restricting block of code
- adds outer loops for frames both in copy and paste actions.
In copy action it will create an array of selected strokes from all selected frames
In paste action it will create new from previous copy action merged to a single frame. It will paste to all selected frames and create new frame if autokey is on and time cursor is not on any of the keyframes.
The main usecase is for creating motion smears as in examples attached. The user still need to do some actions in order to achieve desired look, such as stroke ordering and deleting excessive strokes.
{F14069747}
{F14069743}
Reviewed By: antoniov, mendio
Differential Revision: https://developer.blender.org/D16805
Previously, the lifetimes of anonymous attributes were determined by
reference counts which were non-deterministic when multiple threads
are used. Now the lifetimes of anonymous attributes are handled
more explicitly and deterministically. This is a prerequisite for any kind
of caching, because caching the output of nodes that do things
non-deterministically and have "invisible inputs" (reference counts)
doesn't really work.
For more details for how deterministic lifetimes are achieved, see D16858.
No functional changes are expected. Small performance changes are expected
as well (within few percent, anything larger regressions should be reported as
bugs).
Differential Revision: https://developer.blender.org/D16858
It is a part of old-standing TODO, and code which accesses
the value was commented out for many years.
Remove the field to help with an upcoming const-correctness
improvements.
Change the logic for propagating poses such that it checks keyframes
on all selected bones to determine the frame on which a pose
should be propagated to.
It then adds keyframes if they don't exist on whatever
frame the pose should be propagated to.
Reviewd by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D16654
Ref: D16654
Added a new operator that aligns selected keys on an exponential curve
Revied by Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9479
Ref: D9479
Although viewport compositor isn't supported yet on Apple deviced the
shaderlibs are compiled. The compositor shaders uses mat3 constructor
with a single vec3 and 6 floats. This constructor wasn't defined in
metal so it failed the compilation.
This patch adds the override to mat3.
For some reason I don't understand, the dragged link is sorted across
all the node's multi-input sockets. This leads to problems when there
are multiple sockets to sort. With this patch, I'm making the feature
work more directional.
Differential Revision: https://developer.blender.org/D16892
Reading or writing a vertex group is expensive enough that it's worth
parallelizing. On a Ryzen 3700x, in a grid of 250k vertices with
30 randomly assigned vertex groups (each to 10-50% of vertices),
I observed a 4x improvement for writing to a group and a 3x
improvement when reading their data. This significantly speeds
up nodes that create a new mesh from a mesh that had vertex groups.
Previously, this happened when the "node task" first runs, which might
not actually execute the node if there are missing inputs. Deferring the
allocation of storage and default inputs allows for better memory reuse
later (currently the memory is not reused).
Since 78f28b55d3, allocating on multiple threads is much
faster, making it a nice improvement to parallelize vertex group
operations. This patch adds multi-threading when removing a
vertex group from the "Remove Named Attribute" node.
On a Ryzen 3700x:
Before: `(Average: 15.6 ms, Min: 15.0 ms)`
After: `(Average: 8.1 ms, Min: 7.6 ms)`
Differential Revision: https://developer.blender.org/D16916
If we change the radius of a point or spot lamp, we also change the area lamp size.
As shown in T102853, this is bad for animating the lamp type.
The solution is to make the property point to another member of the DNA
struct `Light`.
Differential Revision: https://developer.blender.org/D16669
The members `soft`, `bleedbias`, `bleedexp` and `contact_spread` were
deprecated in rBd8aaf25c23fa, and are no longer really used.
`soft` is only used by Collada as an extra value for exporting and
importing Blender files in collada.
`bleedexp` and `contact_spread` are only used in versioning to
initialize a default value.
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D16834
Both, the guarded and lockfree allocator, are keeping track of current
and peak memory usage. Even the lockfree allocator used to use a
global atomic variable for the memory usage. When multiple threads
use the allocator at the same time, this variable is highly contended.
This can result in significant slowdowns as presented in D16862.
While specific cases could always be optimized by reducing the number
of allocations, having this synchronization point in functions used by
almost every part of Blender is not great.
The solution is use thread-local memory counters which are only added
together when the memory usage is actually requested. For more details
see in-code comments and D16862.
Differential Revision: https://developer.blender.org/D16862
"show_expanded" did not dirty the keymap diff cache, leading to old flags
being written to the item when another item was edited.
Differential Revision: https://developer.blender.org/D13418
There are dependencies between shared libraries, and Python modules which are
always installed on Linux and macOS can use these also.
Instead of adding logic for dealing with dependencies and conditional Python
module installs, just always install everything when using precompiled
libraries. This does not affect compile time which would be the main reason to
turn off build options, and it does not affect the case where system libraries
are used.
Use the same `".selection"` attribute for both curve and point domains,
instead of a different name for each. The attribute can now have
either boolean or float type. Some tools create boolean selections.
Other tools create float selections. Some tools "upgrade" the attribute
from boolean to float.
Edit mode tools that create selections from scratch can create boolean
selections, but edit mode should generally be able to handle both
selection types. Sculpt mode should be able to read boolean selections,
but can also and write float values between zero and one.
Theoretically we could just always use floats to store selections,
but the type-agnosticism doesn't cost too much complexity given the
existing APIs for dealing with it, and being able to use booleans is
clearer in edit mode, and may allow future optimizations like more
efficient ways to store boolean attributes.
The attribute API is usually used directly for accessing the selection
attribute. We rely on implicit type conversion and domain interpolation
to simplify the rest of the code.
Differential Revision: https://developer.blender.org/D16057