* Sculpt now has an API to get brush channel settings.
If a sculpt cache exists it will use the channels there
(ss->cache->channels_final), otherwise it pulls them
from a brush and Sculpt toolsettings. Exampes:
float f = SCULPT_get_float(ss, "setting", sd, brush);
itn i = SCULPT_get_int(ss, "setting", sd, brush);
* Improved the UI a bit
* The input device curves for brush channels
now use a copy on write mechanism.
+ It's based on a global cache of curves.
The alternative is to reference count
BrushChannels, which I also implemented
then abandoned.
+ Profiling showed that copying CurveMapping
instances was actually a problem.
* Lots of small fixes to the old<-> new brush setting
conversion code;
* Brush commands can now, sortof, have individual
spacing. The default brush spacing still acts
as a minimum though.
* Added a BLI_ghash_lookup_p_ex method that
returns the key ptr inside the ghash (it
returns the actual key, not a pointer to
Entry.key).
* Added a general 1d CurveMapping preset operator
that uses an RNA path to get the curve.
BrushChannels are now stored in linked lists
instead of simple arrays. This helps to
avoid memory corruption.
I had originally wanted to be able to pass
BrushChannels by value, but that doesn't really
work since they heap allocd data (the input
mapping curves).
This patch allows Asset Browser previews to be made regardless
of the setting of the (unrelated) "File Preview Type" Preference.
See D12484 for more details.
Differential Revision: https://developer.blender.org/D12484
Reviewed by Julian Eisel
Use the inverse of the grease pencil object. This patch fixes the issue for bones and objects.
Maniphest Tasks: T91481
Differential Revision: https://developer.blender.org/D12539
Add `BLI_uuid` and `DNA_uuid_types.h` with a UUID implementation
following RFC4122 (https://datatracker.ietf.org/doc/html/rfc4122.html).
The following features are implemented:
- A struct of 128 bits that can be used in DNA definitions.
- Generation of version 4 UUIDs, that is, purely random ones.
- UUID equality function.
- String to UUID and UUID to string conversion functions that are
compatible with RFC4122.
- C++ stream operator that outputs the UUID as string.
This UUID will be used by the asset system, to uniquely identify asset
catalogs.
Reviewed By: Severin, jacqueslucke
Differential Revision: https://developer.blender.org/D12475
When using FModifier `Restrict Frame Range`, the resulting influence was
zero being exactly on `Start` / `End` range borders (so borders were
**exclusive**).
This made it impossible to chain FModifers together (forcing the user to
specify values slightly below the desired border in following
FModifiers).
This is now corrected to be **inclusive** on Start / End range borders.
Before
{F10234864}
After
{F10234865}
Testfile
{F10234866}
In the case of touching open borders (so [frame A frame B] followed by
[frame B frame C]) both modifiers are evaluated (in stack order).
If the later modifier has full influence (and is not additive) this simply
means the result is the same as the later modifier's value.
If influences below 1 are used (or modifiers are additive) both modifier's
values are interpolated/added accordingly.
technical notes:
- this was caused by the introduction of FModifier Influence/BlendIn-Out
in rB185663b52b61.
- for comparison, see other occurrences of
`FMODIFIER_FLAG_RANGERESTRICT`.
- the following conditions in `eval_fmodifier_influence` for blend in/
out have been changed accordingly.
Maniphest Tasks: T85564
Differential Revision: https://developer.blender.org/D10401
Change KeyMapItem.alt/ctrl/shift/oskey to integer types,
where -1 is used to ignore the modifier when matching key-map items.
It was only possible to set all modifiers to -1 at once from RNA
using the 'any' property.
Afterwards individual modifiers could be set back to true/false.
Although these key-map items could not be exported/imported.
Exposing the values directly avoids the need for cumbersome workarounds.
Command Lists
* The new system will be based on command lists
generated by (eventually) a node editor.
* For now, the lists will be hardcoded.
* Idea is to make a minimal viable
brush engine that won't cause file breakage
when the upgrade to node-based brushes happen.
Brush Channels
* Wrote new structures and API to wrange
brush parameters: BrushChannel.
* Supports, floats, ints, enums, bitmasks,
with plans for vec3 and vec4.
* This will replace UnifiedPaintStruct,
most of the members of Brush and the
DynTopoSettings struct.
* Brush channels can
be mapped to various input device
channels (e.g. pen pressure); each
mapping has its own associated curve
(CurveMapping instance) and bounds.
Brush channel inheritence chaining
* Brush channels can form inheritence chains
* Channel sets are stored in three places:
in the scene toolsettings, in Brush, and in
individual brush commands.
* Node groups will also have a channel set.
* Channels in each set can be flagged to
inherit from the parent set.
* Inheritence happens in seperate merged
channel sets at runtime. The final
Brush channels live in Brush->channels_final,
while the final command channels live in
BrushCommand->params_final.
These were added in a1c8543f2a (2007)
but never used.
Nor did they have any meaning in practice.
Note that versioning keymap items isn't needed as these values were
never set. The code-paths that set these values also set KM_MOD_FIRST
causing `keymap_event_set` to only ever assign values of 0 or 1.
These flags complicate further exposing KM_ANY (-1)
which is also a valid value for modifiers.
- Show "Lasso Select" in menus (along with Box & Circle select)
- Show "Extrude to Cursor" (along with other extrude actions).
- Rename operators that add/extrude on Ctrl-Click
since their names were inconsistent.
This is mainly for discoverability.
While the screenshot operator showed an "Area" option,
it wasn't usable from the main menu (unless accessed via menu search).
Split screenshot area into an operator that depends on cursor.
Support waiting for input so operators that depend on the
cursor location are usable from menus / buttons.
Use an operator type flag which the user interface code checks for,
waiting for input when run from a menu item.
This patch only supports this feature, there are no functional changes.
The motivation for this change is discoverability since some actions
were either hidden or broken when accessed from menus
(where the behavior of the operator depended on the menu location).
In general, waiting for input is *not* an efficient way to access tools,
however there are over 50 operators with a "wait_for_input" property
so this isn't introducing a new kind of interaction,
rather exposing this in a way that does not need to be hard-coded into
each operator, or having modal callbacks added for the sole purpose
of waiting for input.
Besides requiring boiler plate code using a "wait_for_input" property
has the added down-side of preventing key shortcuts from showing.
Only the menu items will enable the property,
causing them not to match key-map items.
Reviewed By: Severin
Ref D12255
An issue with the previous commit-- the default value of the type was
used instead of the property value when the "use_attribute" property
was missing.
This adds a toggle to node group inputs exposed in the modifier to use
an attribute instead of a single value. When the toggle is pressed, the
button switches to a text button to choose an attribute name. Attribute
search isn't implemented here yet.
One confusing thing is that some values can't be driven by attributes
at all, like the size of a primitive node. In that case, we should have
a node warning, but that will be separate since it's more general.
We can also have an option to turn off this toggle in node group
input settings.
The two new properties for each input are stored with the same name
as the value, but with `"_use_attribute"` and `"_attribute_name"``
suffixes. The properties are not added for socket types that don't
support attribute input, like object sockets.
Differential Revision: https://developer.blender.org/D12504
Adds an "Auto" option to blend thumbnail types that will automatically
use Screenshot if there is no camera and 3dview, or workbench render
with shading settings from the largest 3dview.
See D12407 for more details.
Differential Revision: https://developer.blender.org/D12407
Reviewed by Campbell Barton
This should allow easier changes when it's helpful to use C++ types.
The diff is for a test on the buildbot.
Differential Revision: https://developer.blender.org/D12528
When saving blend files close any menus that might be open, show
"waiting" mouse cursor right away, before creating preview.
See D12507 for more details.
Differential Revision: https://developer.blender.org/D12507
Reviewed by Campbell Barton
This patch allows point and spline attributes to be transferred to the
mesh generated by the curve to mesh node. All dynamic named and
anonymous attributes are transferred. So a user-created attribute will
be transferred, but "radius", "tilt" or the handle position attributes
won't be transferred by default and will need to be copied first.
This trade-off is made for performance, since most of the time, users
won't need these attributes copied.
Generally, attributes are transferred to the point/vertex domain.
However, if they have the same name as a built-in mesh attribute that
only exists on a different domain, like "shade_smooth", then they can
be transferred directly to that domain as well. Conversion directly to
the face corner domain is not necessary because there are no builtin
face corner attributes. I see this conversion directly to other domains
as an optimization we could use behind the scenes in the future as well,
when named attributes are less common.
For performance, I haven't tested which of the following is better:
```
for each spline combination:
for each attribute:
for each attribute:
for each spline combination:
```
For now I used the existing loop to avoid more threading overhead.
Differential Revision: https://developer.blender.org/D12363
Store the optional temporary span storage as a unique_ptr and move
it in the move constructor, to avoid the need to add a special move
constructor that clears the "show_warning" fields from it. Maybe this
is very slightly slower, but we'll need this class less often in the future
anyway.
"App" is a name reserved for the application templates at the moment.
It may become its own term in the near future if Templates are separated
from "Apps".
So since this is a name not exposed to the users we should renamed it
sooner than later.
Note that this will require scripts to update since the name of the
class is renamed here.
This also requires an update in the User Manual.
Differential Revision: https://developer.blender.org/D12523
With this, asset libraries can be directory structures and all assets in
sub-directories will show up in an Asset Browser.
With complex directory structures and many .blend files inside, asset
library reading will be quite slow for now. There's initial work being
done to introduce indexing for this (T82979), other optimizations are
being discussed as well.
Addresses T91406.
Differential Revision: https://developer.blender.org/D12139
The toggle that allow users to "show" the region (header, toolbar, ...)
when it is collapsed can now be configured for the apps.
Note: This option is not visibile in the UI.
Differential Revision: D12516
This breaks API compatibility. However we are now grouping this setting
in the proper section (preferences.apps), so scripts had to update anyways.
So they may as well do it for the final name.
The reason to remove from the UI is that this is intended for app setup,
and as such it should not be exposed to final users until we have apps
better presented (for 3.1 hopefully).
Differential Revision: D12516
There will be other settings that lock other aspects of the
UI layout (e.g., resizing of editors). So better to name
this setting what it actually handles (the corners).
New name: USER_APP_LOCK_CORNER_SPLIT
Differential Revision: D12516
Add needed extra flag and utils to IDType to mark and check an ID type
as only appendable.
Note that this is only a loose user-level enforcement currently, in any
case you need to be able to link an ID to append it currently, so for
low-level code this does not really matter.
Currently only WorkSpace and Screen ID types are marked with the new
`IDTYPE_FLAGS_ONLY_APPEND` flag.
While likely harmless, this code was doing extremely bad thing,
by-passing the whole lower-level `BKE_lib_id_make_local` call in case it
would fail and deciding by itself to forcefully make the given ID local.
Bad. Very, very, very bad.
Callbacks in IDTypeInfo should never affect other IDs if they are not
embedded.
We break this rule in some cases, at least each of those should be
clearly commented about and get some security checks to try to avoid
unexpected issues as much as possible.
Mixing testing and actual action in a single function is just not a good
way to do things, and the 'testing' feature is not used anywhere
anymore, time to get rid of it.
This flag became a full duplicate of `IDTYPE_FLAGS_NO_LIBLINKING`, which
is a good thing (don't think we ever want to be able to link some data,
without being able to make it local...).
So we can now remove it and use `IDTYPE_FLAGS_NO_LIBLINKING` instead.
design study (note that it's #ifdef'd out).
Basic idea is to put all the sculpt brush code
in a single large template. This template
takes a PBVH adaptor class (of which there
would be three, one per PBVH_XXX type)
as a template argument.
Basically we're using the compiler to generate
three complete copies of every brush implementation.
C++20 concepts are used to validate the pbvh classes.
An example brush implementation:
pbvh->forVertsInRange(
{
.brush = ss->cache->brush,
.radius = radius,
.use_threads = true,
.use_original = false
},
[&offset](auto viter, int node_i, void *userdata) {
//add offset to vertex coordinates
madd_v3_v3fl(viter.co, offset, viter.fade);
},
[](PBVHNode *node, int node_i, void *userdata) {
BKE_pbvh_node_mark_update(node);
});
Toggling the selection off in the node is the same as muting it,
so exposing it there doesn't help, and makes it less clear that it's
meant to be used as a field.
This moved the spline reversing logic out of the Curve Reverse geometry
node and into the spline class. This allows a spline to reverse itself
with a call to `my_spline.reverse()`
The base class will reverse position, radii & tilt, while specialized
versions are created for Bezier and Nurbs splines to reverse the
additional data that these classes encapsulate.
Differential Revision: https://developer.blender.org/D12501
Essentially, Workspace (and Screen) types were defined as not
localizable.
In previous code it happended to work by mere chance (code path taken in
`BKE_library_make_local` was conviniently skipping the call to
`BKE_lib_id_make_local` in that case, hence not checking for
`IDTYPE_FLAGS_NO_MAKELOCAL` flag of the localized ID type).
This is a total abuse of this IDType flag, for now removing it.
That specific case (IDtype appendable but nor linkable) requires its own
proper flag, this will be tackled in a later commit.
Issue introduced in rB3be5ce4aad5e.
Scene and related pointer parameter can be NULL in link/append code, in
which case there is no instantiation of new objects/collections/obdata.
Link code in blendloader was already checking that, new instantiation
code in WM area from yesterday did not.
Issue introduced by rB3be5ce4aad5e.
Add a method that allows a MutableSpan to reverse itself. This reverses
the data in the original span object. This is a first step in extracting
some functionality from nodes and making it more general.
Differential Revision: https://developer.blender.org/D12485
This commit moves the old material nodes to a "legacy" folder and adds
versions of the nodes that work with fields.
The "Select by Material" node is a field node now, so it doesn't have
a geometry output. This is an improvement because there are fewer links
to connect, and it's more easily usable in different situations.
It's also called "Material Selection", since it's more of an input
than an action now.
It's sometimes necessary to use the attribute capture node to get a
more predictable interpolation to mesh faces. This is because the
selection field input is always evaluated on the face domain, so
attribute inputs are interpolated before they are booleans, so they
cannot use the new interpolations from rB5841f8656d9580d7b9.
Differential Revision: https://developer.blender.org/D12456
The generic domain interpolation algorithms didn't quite work for
selections. The interpolation would do unexpected things that
were different than the results in edit mode. The new behavior
is supposed to be the same as edit mode, although we also have
to handle face corner selections here.
Currently the code assumes that all boolean attributes should be
handled that way. I'm not sure of why that wouldn't be the case,
but if we ever need non-selection boolean attributes, that could
be supported too.
Differential Revision: https://developer.blender.org/D12488
This commits adds a few common flags to `SocketDeclaration`
so that they are available for all socket types (hide label, hide
value, is multi input). This allows porting over the remaining
geometry nodes to the new declaration system.
Furthermore, this commit separates the concepts of the socket
declaration and corresponding builders. The builders are used
by nodes to declare which sockets they have (e.g. `FloatBuilder`).
The ready build socket declarations can then be consumed by
other systems such as the versioning code. Both use cases
need different APIs and those will change for independent reasons,
so it makes sense to separate the classes.
This allows a hack to be removed that temporarily overwrote
the 3D views gizmo display flag.
Also reverse change from fb27a9bb98
that runs poll on modal gizmo groups as there is some risk
that the poll function unlinks the gizmo.
In {rB9cff9f9f5df0} asset_library was renamed → asset_library_ref.
Missed to update this in assets.py.
Differential Revision: https://developer.blender.org/D12497
This adds a new `ParallelMultiFunction` which wraps another multi-function
and evaluates it with multiple threads. The speeds up field evaluation
quite a bit (the effect is most noticeable when the number of evaluations
and the field is large).
There are still other single-threaded performance bottlenecks in field
evaluation that will need to be solved separately. Most notably here
is the process of copying the computed data into the position attribute
in the Set Position node.
Differential Revision: https://developer.blender.org/D12457
Seperate enabling PBVH_BMESH from enabling DynTopo:
* Created a new option to globally disabled
DynTopo.
* The DynTopo panel header now reads "Dynamic Mode",
to hopefully signal that turning on PBVH_BMESH is
a seperate step from enabling or disabling DynTopo
itself.
* The first checkbox in the panel is "DynTopo" so it
should be clear enough (it's on by default, with multiple
layers of file versioning checks).
PBVH_BMesh's undo system:
* CD_MESH_ID layers are now permanently saved once
they are created (by default they are not). This
fixed a *lot* of bugs:
Before this the undo system had to save maps between
mesh indices and mesh IDs on transitioning
between sculpt and global undo steps. This was
extremely error prone, and it simply wasn't possible
to cover all of the corner cases
* Note that there is still an odd bug where the first
global undo push after a sculpt step gets ignored,
I dunno what's up with this.
* Dyntopo undo should be nearly (hopefully completely)
bug-free after this commit.
C++20
* Made a few small changes to get blender to compile
with c++20. std::result_of was removed, had to
replace a couple of usages of it with std::invoke_result.
* I'm planning to do some design studies on rewriting
sculpt into C++.
* I strongly suspect we are going to need C++20'a new
concepts feature if we move sculpt into C++.
I'm planning to do some design studies on how
that might work.
Follow up to fix for T73684,
which allowed some modal gizmos to hide all others.
Also resolve an issue from 917a972b56
where shear the shear gizmo would be visible during interaction.
Internally there are some changes to gizmo behavior
- The gizmo with modal interaction wont draw if it's poll function fails.
- The WM_GIZMOGROUPTYPE_DRAW_MODAL_ALL flag now causes these gizmo
groups to draw when another group is being interacted with.
Create dot-dash effect for grease pencil strokes. User can manually edit the length, gap and styles for each segment of dashed lines.
The values in each segment can all be key-framed to make animations.
Reviewed By: Hans Goudey (HooglyBoogly), Antonio Vazquez (antoniov)
Differential Revision: http://developer.blender.org/D11876
This allows crease lines to be automatically hidden on smooth surfaces, also provided options for:
- Showing crease on marked sharp edges.
- Force crease detection on smooth surfaces.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: http://developer.blender.org/D12051
A temporary string was created in the attribute_foreach callback
and used in a map at a higher scope. When the callback finished,
the string went out of scope, was freed, then the elements in the
set pointed to freed memory.
After applying the pose breakdowner,
the "factor" slider in the redo panel wasn't set to the correct value
This would cause the pose to jump around
once you start dragging the slider
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D12187
Ref: D12187
This commit fully refactors the way linked IDs are made local when
appended.
Previously, `BKE_library_make_local` was (ab)used for this task, but it
was missing some contextual data and doing complex processing to try to
work around this, with limited sucess. Further more, it was nearly
impossibe to extend (e.g. to get new append behaviors necessary for the
asset project).
The new code is a dedicated append step in WM linking process.
NOTE: BPY API (`libray.load()` context manager) uses its own code here,
which still relies on `BKE_library_make_local` for appending.
Unfortunately, merging those two different code paths is not trivial so
for now this API will remain unchanged.
Fix T55629: Append already linked Data is impossible.
Current `BKE_libblock_relink_to_newid` is using its own simplistic,
limited and not really correct version of ID remapping.
While doing a full replacement would have been ideal, this is
risky/time-constrained for Blender 3.0 release, so for now we'll have
both versions co-existing.
Previously, it was necessary to rebuild the node declaration
every time it was used. Now it is cached per node for easy
and fast access.
For more details on what this is, look at the comment in
`DNA_node_types.h`.
Differential Revision: https://developer.blender.org/D12471
Previously, a debug name had to be passed to all methods
that added a resource to the `ResourceScope`. The idea was
that this would make it easier to find certain bugs. In reality
I never found this to be useful, and it was mostly annoying.
The thing is, something that is in a resource scope never leaks
(unless the resource scope is not destructed of course).
Removing the name parameter makes the structure easier to use.
Sometimes not all outputs of a multi-function are required by the
caller. In those cases it would be a waste of compute resources
to calculate the unused values anyway. Now, the caller of a
multi-function can specify when a specific output is not used.
The called function can check if an output is unused and may
ignore it. Multi-functions can still computed unused outputs as
before if they don't want to check if a specific output is unused.
The multi-function procedure system has been updated to support
ignored outputs in call instructions. An ignored output just has no
variable assigned to it.
The field system has been updated to generate a multi-function
procedure where unused outputs are ignored.
In contrast to the Filebrowser, the Outliner (Blender File view) did not
distinguish icons for text-based formats (if they have a filepath this
can be done though).
Maniphest Tasks: T90862
Differential Revision: https://developer.blender.org/D12347
* Fixed noise on using autosmooth with tools that use original
coorinates. While this was most prominent with DynTopo,
it did happen with other tools.
* The solution is to smooth the original coordinates as well
as the explicit coordinates if the active tool requires
original data.
* I decided to replace the original coordinates system for
PBVH_FACES and PBVH_GRIDS with the same MDynTopoVert structure
DynTopo uses. The alternative would have been extremely messy
code.
* Todo: Rename MDynTopoVert to. . .SculptInfoVert?
* Todo: Cache boundary flag and corner info in MDynTopoVert->flag
for PBVH_FACES/GRIDS similar to PBVH_BMESH.
This allow users to show/hide:
* Library name / refresh.
* Assets names.
* Filter.
To set them in Python use:
display_options={'NO_NAMES', 'NO_FILTER', 'NO_LIBRARY'}
With contributions by Julian Eisel.
Differential Revision: https://developer.blender.org/D12476
Curve Points of handle of type `Auto` on curves not uniformly scaled
cause the shape of the curve to be modified after applying the scale.
So change these handles to `Aligned` in these cases.
Reviewed By: campbellbarton
Maniphest Tasks: T90736
Differential Revision: https://developer.blender.org/D12281
Changing active side was introduced in {rB7ff6bfd1e0af} but was never
working for tools/operators other than the sculpt line mask tool.
While for most tools/operators this actually does not make sense, the
bisect tool/operator can actually benefit from it.
thx @campbellbarton for additional input!
Maniphest Tasks: T91320
Differential Revision: https://developer.blender.org/D12473
This was implemented in {rB14d56b4217f8} but was never working for
tools/operators other than the sculpt line mask tool.
To be precise, the preview actually snapped but the operations (e.g.
mesh bisect, vertex weight gradient) still happened "unsnapped" in
modal. For the sculpt line mask tool this wasnt a problem, because it
only draws a preview while modal, the actual mask was only applied
later.
This solves part one of T91320 (snapping), sculpting also introduced
flipping in {rB7ff6bfd1e0af} which does not make much sense for all
tools, but in bisect this could actually be supported, will add that in
a separate Diff.
ref T91320
Maniphest Tasks: T91320
Differential Revision: https://developer.blender.org/D12470
* Splash Disable
* Show gizmo navigate
* ui scale
It is a bit arbritrary now. So those are the flags I'm
setting up for the Blender 101 project (T90025).
Differential Revision: https://developer.blender.org/D12474
Introduced `BKE_packedfile_unpack` that is called from the specialized
implementation for Image, Sound, Font, Volume etc. This is in
preparation for T91252.
Instead of comparing the referenced field node by pointer,
compare the nodes directly instead. This is important
because different field nodes might be the same semantically.
rB546314fc9669 broke `svn_libraries_base_url` utils API compatibility
for no good reasons, making new `branch` argument explicitely optional.
Reported on chat by Michael Kowalski (@makowalski), thanks!
Creating some primitives allows for a scale value (via python) that will
scale the object accordingly. For objects with a radius parameter
(like cylinders, spheres, etc.) passing a scale different to (1,1,1)
would result in unexpected behavior.
For example:
`>>> bpy.ops.mesh.primitive_uv_sphere_add(radius=2, scale=(1,1,2))`
We would expect this to create a sphere with a radius of 2
(dimensions 4,4,4) and then be scaled *2 along the z-axis
(dimensions 4,4,8). But this would previously create a scaled sphere
with dimensions (2,2,4).
The scale was simply divided by two. Maybe because the "radius"
parameter for creating the primitives was confusingly named "diameter"
(but used as the radius).
The fix adds a scale parameter to `ED_object_new_primitive_matrix`
and also renames the wrongly named "diameter" parameters to "radius".
Reviewed By: campbellbarton
Maniphest Tasks: T84638
Ref D10093
With this commit, curve objects support the geometry nodes modifier.
Curves objects now evaluate to `CurveEval` unless there was a previous
implicit conversion (tessellating modifiers, mesh modifiers, or the
settings in the curve "Geometry" panel). In the new code, curves are
only considered to be the wire edges-- any generated surface is a mesh
instead, stored in the evaluated geometry set.
The consolidation of concepts mentioned above allows remove a lot of
code that had to do with maintaining the `DispList` type temporarily
for modifiers and rendering. Instead, render engines see a separate
object for the mesh from the mesh geometry component, and when the
curve object evaluates to a curve, the `CurveEval` is always used for
drawing wire edges.
However, currently the `DispList` type is still maintained and used as
an intermediate step in implicit mesh conversion. In the future, more
uses of it could be changed to use `CurveEval` and `Mesh` instead.
This is mostly not changed behavior, it is just a formalization of
existing logic after recent fixes for 2.8 versions last year and two
years ago. Also, in the future more functionality can be converted
to nodes, removing cases of implicit conversions. For more discussion
on that topic, see T89676.
The `use_fill_deform` option is removed. It has not worked properly
since 2.62, and the choice for filling a curve before or after
deformation will work much better and be clearer with a node system.
Applying the geometry nodes modifier to generate a curve is not
implemented with this commit, so applying the modifier won't work
at all. This is a separate technical challenge, and should be solved
in a separate step.
Differential Revision: https://developer.blender.org/D11597
Calms warning for unused variable in `constraint_copy_to_selected_poll`
by using UNUSED_VARS.
See D12453 for further details
Differential Revision: https://developer.blender.org/D12453
Reviewed by Campbell Barton
Since fields were committed to master, socket inspection did
not work correctly for all socket types anymore. Now the same
functionality as before is back. Furthermore, fields that depend
on some input will now show the inputs in the socket inspection.
I added support for evaluating constant fields more immediately.
This has the benefit that the same constant field is not evaluated
more than once. It also helps with making the field independent
of the multi-functions that it uses. We might still want to change
the ownership handling for the multi-functions of nodes a bit,
but that can be done separately.
Differential Revision: https://developer.blender.org/D12444
Now an instruction knows the cursors where it is inserted instead
of just the instruction that references it. This has two benefits:
* An instruction knows when it is the entry instruction.
* The cursor can contain more information, e.g. if it is linked to the
true or false branch of a branch instruction.
This also simplifies updating the procedure in future optimization
passes.
Mostly renaming the variables to improve line wrapping.
But also the "foreach_attribute" loops look simpler now.
Also use `Spline::copy_base_settings` and don't bother
with an extra call to reallocate the attribute arrays.
Just like the curve to points node, this mode outputs point locations
based on the input curve's evaluated points (the points you see in the
viewport). This is expected to be faster, since it doesn't have to
sample equal positions on the result, and it's also consistent with
the existing choices in the curve to points node.
Improvements to Quad View options' titles and descriptions.
See D12381 for more details.
Differential Revision: https://developer.blender.org/D12381
Reviewed by Hans Goudey and Campbell Barton
rBe2f99c338bd57 should have used the subversion currently defined
in Blender, instead it used one lower, so some files didn't have the
versioning applied.
It appears an old version of this file was committed by accident. The
intended change to remove sculpt layers was done in versioning code and
does not require a modified startup.blend.
Flag the changed object and its bones to update after moving a
constraint in the stack up or down. The two operators for move up and
move down seem to be unused, but I notices they had the same problem, so
I added the update there as well.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D12174
Refactor of our Vfont check for font validity.
See D12068 for further details.
Differential Revision: https://developer.blender.org/D12068
Reviewed by Campbell Barton
Recently we have decided to avoid fancier versioning for nodes with
string inputs for attribute names when updating the attribute workflow
for 3.0. In that case we would just duplicate any node that will
have an updated version to work with fields.
We want to be able to use the "proper" ID names for the new versions
of the nodes though, so this patch adds "Legacy" to the IDs of all
nodes that will be replaced in 3.0. This commit also removes the nodes
from the add menu when the fields experimental preference is enabled,
in order to make it clear what has been updated and what hasn't.
Nodes in the "Maybe" categories in versioning_300.c can be renamed
later if necessary. For now it's probably better to be conservative,
and to keep the list complete.
Differential Revision: https://developer.blender.org/D12420
Previously fluid simulation and Alembic modifiers had a dedicated function
to query the velocity for motion blur. Now use a more generic system where
those modifiers output a velocity attribute.
Advantages:
* Geometry and particle nodes can output velocity through the same mechanism,
or read the attribute coming from earlier modifiers.
* The velocity can be preserved through modifiers like subdivision surface or
auto smooth.
* USD and Alembic previously only output velocity from fluid simulation, now
they work with velocity from other sources too.
* Simplifies the code for renderers like Cycles and exporters like
Alembic and USD.
This breaks compatibility:
* External renderers and exporters accessing these velocities through the
Python API now need to use the attribute instead.
* Existing modifier node setups that create an attribute named "velocity"
will render differently with motion blur.
Differential Revision: https://developer.blender.org/D12305
Use `_PyThreadState_UncheckedGet()` to check that the current thread is
tracked by Python before checking whether it has the GIL. The latter
will abort when the former is false.
For some reason the asset preview isn't created or loaded correctly in
some instances. This could be addressed with D9974, but hard to tell
since I only have a failing .blend file, no steps to recreate it from
scratch.
Would crash when opening an Asset Browser, selecting an object asset
(that has an invalid preview stored) and opening the Asset Browser
sidebar, so that the preview is visible there.
This enabled multithreaded building of the keys that needs to be drawn
in the timeline (and other action editors).
On an AMD Ryzen 3800 using a mocap data test file (available in patch)
the performance went from 2fps to 8fps. The performance increase depends
on the number of rows of keyframes that is shown in for example the
timeline editor.
Each row will be using a different thread. Currently the bottleneck is
the summary channel that we could split up in the future even more (
although that is a complex refactoring work).
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D12198
This patch adds new Perlin noise functions to BLI. The noises are compatible
with the shading texture noises in EEVEE, SVM, and OSL.
The existing Jenkins hash functions couldn't be used because they are not
compatible with the shading implementations and an attempt at adjusting the
implementation will break compatibility in various areas of Blender. So the
simplest approach is to reimplement the relevant hashing functions inside the
noise module itself.
Additionally, this patch also adds a minimal float4 structure to use in the
interface of the noise functions.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12443
Change data structure of keylists. Reducing the balancing overhead and therefore increases performance.
| **Function** | **Master** | **Patch** |
|`draw_summary_channel`| 0.202105s| 0.083874s |
When adding items to the keylist it will store it in a linked list. This linked list is
accompanied with the length (key_len) and a `last_accessed_column`. last_accessed_column is a cursor
that improve the performance when adding new items as they are mostly ordered by frame numbers.
last_accessed_column is reset when a new fcurve/mask/... is added to the keylist.
Before searching or array access. the listbase needs to be converted to an array.
`ED_keylist_prepare_for_direct_access`. After that the caller can use
`ED_keylist_find_*` or `ED_keylist_array*` functions.
The internal array can also be accessed via the `ED_keylist_listbase` function.
The items inside the array link to the previous/next item in the list.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D12052
Evaluating the dependency graph potentially executes Python code when
evaluating drivers. In specific situations (see T91046) this could
deadlock Blender entirely. Temporarily releasing the GIL when evaluating
the depsgraph resolves this.
This is an improved version of
rBfc460351170478e712740ae1917a2e24803eba3b, thanks @brecht for the diff!
Manifest task: T91046
Changed doc string for Blender `--addons` command line argument
to explain what it does rather than just describing what it expects.
Reviewed By: Blendify
Ref D12445
Addresses T76082.
Since the DirectX backend does not work for AMD gpus
(wglDXRegisterObjectNV() fails to register the shared OpenGL-DirectX
render buffer, displaying a pink screen to the user), the original
solution was to use SteamVR's OpenGL backend, which, as tested
recently, seems to work without any issues on AMD hardware.
However, the SteamVR OpenGL backend (on Windows) was disabled in
fe492d922d since it resulted in crashes with NVIDIA gpus (and still
crashes, as tested recently), so SteamVR would always use the
AMD-incompatible DirectX backend (on Windows).
This patch restores use of the SteamVR OpenGL backend for non-NVIDIA
(AMD, etc.) gpus while maintaining the DirectX workaround for NVIDIA
gpus. In this way, issues are still resolved on the NVIDIA side but
AMD users can once again use the SteamVR runtime, which may be their
only viable option of using Blender in VR.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D12409
VS2019 had a compiler update moving it into the
range that was used to detect VS2022. This patch
updates the detection to the current VS2022
preview compiler version.
Reported by Jesse Y on chat.
With D12436 two File Browser properties were renamed but two references
not changed in space_filebrowser.py
See D12449 for details.
Differential Revision: https://developer.blender.org/D12449
Reviewed by Hans Goudey
It is causing crashes in rendering, when releasing the GIL in render threads
while the main thread is holding it.
Ref T91046
This reverts commit fc46035117.
Preferences / File Browser section made less confusing.
See D12436 for details and comparisons.
Differential Revision: https://developer.blender.org/D12436
Reviewed by Campbell Barton and Julian Eisel
Reuse temporary windows when they share the same single area type, not
because they share the same title.
See D12401 for more details.
Differential Revision: https://developer.blender.org/D12401
Reviewed by Campbell Barton
This commit allows connecting color sockets to the group input and
changing the input values in the modifier. Before there was an error
since this was more complicated to support with the previous IDProperty
UI data storage method.
Differential Revision: https://developer.blender.org/D12437
This adds support for two Varjo specific OpenXR vendor extensions:
1) XR_VARJO_QUAD_VIEWS
2) XR_VARJO_FOVEATED_RENDERING
Together these enable human eye resolution rendering on supported
devices (currently mainly Varjo XR-3 and VR-3).
In addition, there's a detection for Varjo OpenXR runtime.
This has been tested on real Varjo XR-3 hardware and Varjo Simulator
and confirmed to function correctly. Foveation works, and the views are
rendered correctly for all the four views.
Reviewed By: Peter Kim, Julian Eisel
Differential Revision: https://developer.blender.org/D12229
Evaluating the dependency graph potentially executes Python code when
evaluating drivers. In specific situations (see T91046) this could deadlock
Blender entirely. Temporarily releasing the GIL when evaluating the depsgraph
resolves this.
Calling the `BPy_BEGIN_ALLOW_THREADS` macro is relatively safe, as it's
a no-op when the current thread does not have the GIL.
Developed in collaboration with @sergey
Manifest task: T91046
This implements the initial core framework for fields and anonymous
attributes (also see T91274).
The new functionality is hidden behind the "Geometry Nodes Fields"
feature flag. When enabled in the user preferences, the following
new nodes become available: `Position`, `Index`, `Normal`,
`Set Position` and `Attribute Capture`.
Socket inspection has not been updated to work with fields yet.
Besides these changes at the user level, this patch contains the
ground work for:
* building and evaluating fields at run-time (`FN_fields.hh`) and
* creating and accessing anonymous attributes on geometry
(`BKE_anonymous_attribute.h`).
For evaluating fields we use a new so called multi-function procedure
(`FN_multi_function_procedure.hh`). It allows composing multi-functions
in arbitrary ways and supports efficient evaluation as is required by
fields. See `FN_multi_function_procedure.hh` for more details on how
this evaluation mechanism can be used.
A new `AttributeIDRef` has been added which allows handling named
and anonymous attributes in the same way in many places.
Hans and I worked on this patch together.
Differential Revision: https://developer.blender.org/D12414
rB8cc3d2d6f51f introduced option to force make_local code to either copy
or actually make a linked ID local, but logic of boolean options
handling was broken.
This commit simplifies logic here and fixes the issue.
NOTE: Since those new options were not used yet this was a harmless bug.
Mistake in {rB459974896228}.
To use Object Fonts, (vertex) instancing needs to be enabled.
So bring back the instancing panel and improve the instancing choice
(similar to rB6c0c766bcaa0) by just giving the 'Vertex' choice (or
'None') and explain this is only used for Object Fonts on characters.
Was reported in D11348 itself.
Differential Revision: https://developer.blender.org/D12438
Seems like an oversight in {rB86635402d516}?
Stumbled over this while investigating another report, but this line in
its current form does not make sense (was taking derivedFinal - not
derivedDeform - prior so I assume this has to be
BKE_object_get_evaluated_mesh now).
(it is now only used for vertex parenting where this should not be an
issue, but best keep this generic).
Differential Revision: https://developer.blender.org/D12425
View operations that left the cursor over a gizmo were not being updated
because the mouse-move event was added while the view was animated
instead of once the animation had completed.
Mouse-move events were also missing when smooth-view was disabled.
This fixes a glitch with the 3D view navigation gizmo where multiple
clicks on the view aligned axis failed to switch to the opposite side
unless the user moved the cursor between clicks.
Allow blending the imported cache with the modifiers stack above the
MeshCache modifier.
This is particularly useful for instance when dealing with cloth
simulations performed in another software, where some parts of the cloth
are completely pinned (non-simulated, following the armature). Indeed,
this would allow modifying the animation in some areas without having to
rebake the other parts or the cloth, resulting in a much more flexible
workflow.
Reviewed By: #modeling, campbellbarton, mont29
Ref D9898
* Collapse now uses code from decimate to detect
degenerate cases.
* Remaining, unknown (and rare) degenerate cases
are now detected (via presence of duplicate verts
in faces) and fixed.
* DynTopo fills in undo size properly now,
so undo memory limiting works.
The panning angle allows a more intuitive panning when the output is
surround sound. It sets the angle on the horizontal plane around the
listener. 0 degrees is to the front, negative values go to the left and
positive ones to the right. +/-180 degrees is directly from the back.
Technical detail: the panning value is linear with the panning angle
with a factor of 90 degrees. For stereo this means that -1 is left and
+1 right, since the speakers are exactly 90 degrees to either side.
Differential Revision: https://developer.blender.org/D12275
* Make "run" command (re-)run all tests, add "update" command to only
run queued and outdated tests equivalent to the old "run" command.
* Support specifying environment variables for revisions, to easily
compare multiple parameter values.
* Better sorting of revisions in graph.
Improve texture painting/uv editing performance when limited scale is active.
Cause of the slow down is that the image editor draws the image in maximum resolution,
but the 3d viewport uses the limited scale. The variation reuses the same GPU texture
and needed to be uploaded/scaled twice to the GPU.
This patch will adds texture slots that can hold the scaled down and the maximum
resolution image. This would allow better cache hits and reuse of existing caches.
Maximum resolution textures are reused for limited scale when they fit to reduce memory
and CPU footprint.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12388
* BLI_table_gset now internally uses a SmallHash instead of
a GHash. Profiling revealed this to be quite a bit
faster.
* This is something of a stopgap until C++-afication of
pbvh, when we'll have our pick of a bunch of
really nice C++ hashmap libs.
* pbvh_collapse_edge bites the dust; dyntopo now uses
BM_collapse_edge. Of the three topology operations
(subdivide edge, collapse edge, dissolve 3/4 valence
vertex) only dissolve still has a dyntopo-specific
implementation.
* Fixed a bunch of annoying memory corruption bugs.
* Non-manifold triangles are now detected in more
places.
SmallHash changes:
* Enabled removal
* Fixed infinite loop bug caused by
improperly counting free*d* cells
versus free cells.
* Added a BLI_smallhash_ensure_p method
that works just like the GHash version.
Sculpt replay system
* Roughed out a simple system to record and
play back sculpt strokes using a simple
text format.
* This is exclusively for
performance profiling and unit tests.
* For each brush stroke the system saves a copy
of the active StrokeCache and PaintStroke
and parts of Sculpt.
This should make profiling DRAM thrashing a lot
easier.
This patch allows dropping material assets from material slot under the mouse
cursor. Before this change the material slot had to be hand-picked from the
properties panel.
For consistency it is chosen to do this in any shading mode as the tooltip shows
what is exactly going to happen during release.
The feature also works for other object types than Meshes as it uses the drawn surface on the
GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0
cards and are very responsive.
Reviewed By: fclem, Severin
Differential Revision: https://developer.blender.org/D12190
Caused by {rB3e4d720ae483}.
Before above commit, this had a different path handling and
RNA_path_from_ID_to_struct() was always used [which kind of took care of
this]. Now this is only used if ptr represents an ID itself, so we are
"loosing" part of the path.
This patch adds the path back on the member_id in
wm_context_member_from_ptr() for everthing related to space_data, so
WM_context_path_resolve_property_full() can construct a full path even
for these.
Maniphest Tasks: T91225
Differential Revision: https://developer.blender.org/D12418
In e6a1d488ab `deselect_all` property was removed from
`sequencer.select` operator but some keymap items were missed, which was
caught by tests by buildbot.
Operator combines more features and it wasn't very transparent which
properties are used in which feature and how they are used.
Features linked_time, side_of_frame and linked_handle are
isolated, logic moved into own function.
deselect_all property was removed as it practically equals to
!extend in all cases.
Functional change: Dragging existing selection will not change active
strip. Previously this could happen if click happened on strip that
wasn't active.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12320
Even if `snap_targets` `SeqCollection` is empty, there can be static
snap points defined, so don't condition snapping on non-zero target
count.
Differential Revision: https://developer.blender.org/D12400
This patch implements the generic slider from
`ed_draw.c` to the `GRAPH_OT_decimate` operator
This draws a useful UI and enables precision mode and stepping
Overshoot is disabled
The status message is moved to the workspace footer
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9361
Ref: D9361
Caused by {rB5a9a16334c57}
Linking/appending an asset made from a collection containing certain
types of objects lacking bounding boxes (camera, light) would crash.
Add simple bbox check to prevent the crash.
Maniphest Tasks: T91236
Differential Revision: https://developer.blender.org/D12415
This is to be used when calling code already knows whether the 'made
local' linked ID should be copied, or can directly be converted to a
local one.
Currently unused , this is preparation for rewrite of append code.
This patch just changes the mouse cursor to a "stop sign" when dragging
to an unsupported location during Join or Split operations.
See D11396 for details and examples.
Differential Revision: https://developer.blender.org/D11396
Reviewed by Campbell Barton
Previously, the Point Instance node in geometry nodes could only instance
existing objects or collections. The reason was that large parts of Blender
worked under the assumption that objects are the main unit of instancing.
Now we also want to instance geometry within an object, so a slightly larger
refactor was necessary.
This should not affect files that do not use the new kind of instances.
The main change is a redefinition of what "instanced data" is. Now, an
instances is a cow-object + object-data (the geometry). This can be nicely
seen in `struct DupliObject`. This allows the same object to generate
multiple geometries of different types which can be instanced individually.
A nice side effect of this refactor is that having multiple geometry components
is not a special case in the depsgraph object iterator anymore, because those
components are integrated with the `DupliObject` system.
Unfortunately, different systems that work with instances in Blender (e.g.
render engines and exporters) often work under the assumption that objects are
the main unit of instancing. So those have to be updated as well to be able to
handle the new instances. This patch updates Cycles, EEVEE and other viewport
engines. Exporters have not been updated yet. Some minimal (not master-ready)
changes to update the obj and alembic exporters can be found in P2336 and P2335.
Different file formats may want to handle these new instances in different ways.
For users, the only thing that changed is that the Point Instance node now
has a geometry mode.
This also fixes T88454.
Differential Revision: https://developer.blender.org/D11841
Some GPU's have support for compute shaders, but don't support
GLSL 4.3. This resulted in compiler errors and crashes.
This issue could have been solved by supporting older GLSL languages but
that would have been a hassle to get it right. We already have a
fallback in place for GPU's that don't support compute shaders at all.
When rendering the test scene in T79190 which has only emissive surfaces a division by zero occurs. This is a simple patch to remove this.
Reviewed By: brecht
Maniphest Tasks: T79190
Differential Revision: https://developer.blender.org/D11682
This adds an option to use a capture of the entire main window as the
blend file preview thumbnail.
See D10492 for details and examples.
Differential Revision: https://developer.blender.org/D10492
Reviewed by Campbell Barton
Increase effective resolution of blend preview images from 128x128 to
256x256 for versions saved in the file system thumbnail cache.
See D10491 for details and examples.
Differential Revision: https://developer.blender.org/D10491
Reviewed by Campbell Barton
I remember when we originally decided on the Dimensions panel,
one of the reasons we combined time and image size properties in the same panel,
was simply because the 2.49 and previous UIs used fixed-size panels,
so we often put two categories of properties inside a panel, using two columns.
Now that we no longer do this, we could clarify and simplify some panels
by splitting them, such as the Output > Dimensions panel
{F6753690}
Reviewed By: brecht, pablovazquez
Differential Revision: https://developer.blender.org/D4440
The posterize node limits the number of colors per channel.
This is useful to generate masks or to generate stylized images
Both the tiled and full-frame implementation are included in this patch
{F10314012}
Reviewed By: manzanilla, jbakker
Differential Revision: https://developer.blender.org/D12304
Some operations can take a lot of time to execute and
any duplication should be avoided.
This patch implements a compile step that detects
operations with the same type, inputs and parameters that
produce the same result and merge them. Now operations
can generate a hash that represents their output result. They only
need to implement `hash_output_params` and hash any parameter
that affects the output result.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12341
Adds full frame implementation to Map Range, Map Value, Normal and
Normalize nodes. The other nodes in "Vector" sub-menu are submitted
separately.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12233
Adds full frame implementation to Anti-Aliasing, Defocus, Denoise,
Despeckle, Dilate/Erode, Directional Blur, Filter, Inpaint and
Vector Blur nodes. The other nodes in "Filter" sub-menu are
submitted separately.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12219
Screen area maintenance "Close" function allowed to be scripted.
See D12307 for usage example.
Differential Revision: https://developer.blender.org/D12307
Reviewed by Campbell Barton
Fixes the regression introduces in rB29f3af952725 . The subdivision modifier used to work on two point strokes with simple mode but not with catmul clark. Now it will work with simple mode and in case of catmull clark mode it will still use simple mode on these strokes.
Differential Revision: https://developer.blender.org/D12397
This changes the search for unprocessed faces to only search
from the previously found face. Local testing on 1.5 million
triangle meshes gives a 75x speedup
(of the code affected, which is the first half of the work).
The former code would traverse all faces of a mesh until a face was
found that had not been processed. This ended up being slow mainly
because it had to load face-data to determine the state of the flag.
Secondarily, the way it iterated and marked the mesh, it would end up
traversing all previously processed faces to find and unprocessed one.
The same optimization has been made for edge-group calculation.
Reviewed By: campbellbarton
Ref D12379
Support extracting identifiers RNA paths into fixed size buffer
since the maximum size of the identifier is known all cases.
- Add BLI_str_unescape_ex to support limiting the destination buffer.
- Add BLI_str_quoted_substr to copy values into a fixed size buffer.
Previously I thought I fixed this by reversing the face corner indices
in quads created by the curve to mesh node. But then we fixed a problem
with the transforms used in that node by inverting one of their
components, so the required direction also reversed. This commit
reverts rBcf28398471c84 and reverses the default direction of the
quadrilateral primitive so it's the same as the others.
Tests will be updated.
Allow the UDIM grid to be shown and adjusted when there are images
loaded in UV edit mode. Right now the grid feature disappears once an
image is loaded and many have found this to be confusing.
Based on community and artist feedback, there was support to change this
behavior[1]
This patch does the following:
- Allows the grid to be shown even when images are present
- The max allowable dimensions for the grid has been increased from
10x10 to 10x100 to match the underlying maximum UDIM range that blender
supports
Note: This should not affect other Image editor modes like Paint/Mask or
the Render Result viewer etc. Future work in this area is currently
documented in a dedicated design task[2]
[1] https://devtalk.blender.org/t/the-udim-tile-grid-design-and-feedback-thread/20136
[2] https://developer.blender.org/T90913
Differential Revision: https://developer.blender.org/D11860
- lower to warning (might be debatable, but this is not really
malfunctioning and e.g. constraints/modifiers dont spit out errors if
targets are not specified)
- clarify _what_ of the two actualy does not exist
ref. T91101
Maniphest Tasks: T91101
Differential Revision: https://developer.blender.org/D12389
Clearing the Parent Bone field in relations would result in something
like this:
```
add_relation(Bone Parent) - Could not find op_from
(ComponentKey(OBArmature, BONE))
add_relation(Bone Parent) - Failed, but op_to (ComponentKey(OBEmpty,
TRANSFORM)) was ok
ERROR (bke.object): /source/blender/blenkernel/intern\object.c:3330
ob_parbone: Object Empty with Bone parent: bone doesn't exist
```
Now skip creation of a depsgraph relation if the Parent Bone field is
empty (since this would be invalid anyways).
ref. T91101
Maniphest Tasks: T91101
Differential Revision: https://developer.blender.org/D12389
This patch fixes the issue described in T88411, that the text in frame nodes is only shown, when the node has a label. This has been caused by rB8f04ddbbc626, because `node_draw_frame_label` not only draws the label, but also all the other text. Therefore skipping it, when the label is empty, also skips drawing the other text.
This is fixed by moving the check for the empty label into `node_frame_draw_label`.
**Patch:** Frame nodes show text despite not having a label.
{F10286204, size = full}
**Same setup in master:**
{F10128099, size = full}
**Test file**
{F10128102}
Reviewed By: #user_interface, pablovazquez
Maniphest Tasks: T88411
Differential Revision: https://developer.blender.org/D11315
When joining two strokes in paint mode using the auto merge option, the join was very hard if the thickness was too different.
This patch adds a smooth to the join in order to get better transition.
Also fixed the problem to join existing strokes very far from actual stroke.
Some cleanup and rename of old code is included in order to make code more readable.
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D12362
- Split rna_path_token in two,
extracting bracket handling into it's own function.
- Only handle escape characters for quoted tokens.
Numbers were copied using BLI_str_unescape which is unnecessary.
- Extract text without without quotes,
use a return argument so the caller can tell if the token was quoted.
This avoids having to strip the tokens quotes afterwards.
* Changed brush defaults a bit. New defaults
are for organic modeling.
* autosmooth_fset_slide now defaults to 1, so
face set boundaries are smoothed but stick to mesh
surface (if 0 they would function as hard edges).
* Weight by area smooth mode is on by default for all
brushes.
* Cleaned up versioning code and made it
kick in at 3.00:21, with some simple checks to
try and detect existing data from beta testers.
* Also fixed a small crash bug.
Needed for studio sprite-fright frozen branch.
Also do not overwrite branch for git sub-modules when it is defined, and
fallback to `master` branch in case specified branch is not found in a
specific sub-repository.
Adding a mirror modifier in edit-mode crashed.
Freeing meshes that hold a shallow copy happens in multiple places
while calculating modifiers, making it impractical to clear the
edit-mode pointer before freeing the mesh (as done in
BKE_editmesh_free_derived_caches).
Add a struct member to the edit-mesh struct so evaluated copies
don't free the edit-mesh contents.
No longer free the edit-mesh pointer while in edit-mode since this
isn't reliable to keep the object in edit-mode while freeing it's
edit-mesh data.
Users who want to exit edit-mode should do so explicitly.
Caused by 6d2f9b1dfa.
Freeing the edit-mesh pointer wasn't free the edit-mesh data it's self.
Unlinking from the outliner or through the Python API leaked memory.
This didn't often cause leaks in practice since ED_editors_exit
exits edit-mode for all objects.
Now freeing mesh data frees the edit-mode data as well,
this matches the behavior of other object types that support edit-mode.
The new API introduced in rB1e69a25043120c provides a shorted, more
flexibly way to declare node socket inputs and outputs. This commit
updates all geometry nodes to use the `NodeSocketBuilder` API, except
the four nodes that need `SOCK_HIDE_VALUE` or `SOCK_MULTI_INPUT`.
Differential Revisions: D12377, D12376, D12374, D12373, D12372
Failure to calculate normals caused an assertion since face
tessellation was being calculated with invalid normals.
In practice the rip-drag action would recalculate normals anyway,
however mesh tessellation should always be performed with valid normals.
* Wrote a simple fix for drawing face sets
in inverse (ctrl) mode with face set automasking
on.
* Various fixes related to hard edges and smoothing.
* Started writing some code to defragment bmesh mempools.
Need to figure out how to avoid triggering excessive
PBVH node rebuilds.
This commit fixes the custom property edit operator for the the case of
editing group properties. Currently this isn't supported very well, the
data is converted to a string, but the operator shouldn't fail anyway.
This allows editing properties created like this:
C.object['abuse'] = {'parent' : ['child1', 'child2']}
These changes reflect some issues with the design of the operator.
Requiring guessing the type of the data does not work well at all, and
makes code more complicated. In the future this operator can be updated
to use a type drop-down.
Differential Revision: https://developer.blender.org/D12364
Since recently it's possible to query the active file (as object, not
just the name), but it's quite useful for scripting to have access to
all selected files.
This introduces `bpy.context.selected_files`, returning a list of file
objects representing files in the File Browser.
There were requests to be able to track the file selection in the File
Browser. Just using the file name for that wouldn't if the file browser
has the recursive display enabled. File names could be duplicated then.
So expose the entire path relative to the currently displayed directory.
Use BLI_str_quoted_substr_range instead of in-line
quote extraction to resolve:
- Bone names containing quotes caused flip to fail.
- Missing NULL check if a matching quote could not be found.
This is a similar funciton to BLI_str_quoted_substrN
that extracts the range of the quoted string
instead of allocating a new string un-escaped string.
Assigning a new value to an IDProperty with the Python API would free
the entire contents of the existing property, which unfortunately
happened to include the UI data. The fix is to extract the UI data from
the existing property before freeing its contents. An alternative
would be adding another argument to `IDP_FreePropertyContent_ex`, but
this solution is clearer and doesn't increase complexity elsewhere.
When the same stroke was used as a driver variable, this could make this
stroke already tagged as built in the course of building driver
variables (via `build_gpencil`), but then important stuff from
`build_object_data_geometry_datablock` could be missed later on (because
both of these funtions use `checkIsBuiltAndTag`). Most importantly,
setting up operations such as GEOMETRY_EVAL would be skipped entirely.
`build_object_data_geometry_datablock` seems to cover greasepencil just
fine (does the same as `build_gpencil` and more). Proposed solution is to
remove `build_gpencil` entirely. In `build_id` it would then also call
`build_object_data_geometry_datablock` for `ID_GD` IDs. Now the covered
types that _call_ `build_object_data_geometry_datablock` match exactly
to what is covered _inside_ `build_object_data_geometry_datablock`.
Think this "duplication" of functionality was just overseen in
rB66da2f537ae8 [`build_gpencil` existed long before and said commit made
greasepencil a real object with geometry and such].
thx @JacquesLucke for additional input!
Maniphest Tasks: T88433
Differential Revision: https://developer.blender.org/D12324
All props of annotations are not animatable by design and opacity must be equal.
As the opacity is reused by gpencil objects, a new prop has been created in order to use different props for annotations and GP objects.
Image Editor
When changing to another texture paint slot, the texture displayed in
the viewport changes accordingly (as well as the image displayed
in the Image Editor).
When changing the active texture in the Node Editor though, only the
texture displayed in the viewport changes.
This was mentioned in T88788 and I am not 100% sure this is desired in
all scenarios (or at all), it should be seen in tandem of D11497. This
change makes it so that the Image Editor changes to the image we changed
to in the Node Editor (keeping them in sync).
If this is not desired in all cases, this could be made an option.
ref T88788
ref D11496
ref D11497
Maniphest Tasks: T88788
Differential Revision: https://developer.blender.org/D11498
active paint slot
When changing to another texture paint slot, the texture displayed in
the viewport changes accordingly (as well as the image displayed
in the Image Editor).
When changing the active texture in the Node Editor though, only the
texture displayed in the viewport changes.
This _can_ be confusing because you can end up painting on a texture
that you are not looking at in the viewport (so you dont have any
feedback whatsoever). Not 100% sure this is desired in all scenarios,
but this change makes it so that the active paint slot changes to the
one that uses the texture we chaged to in the Node Editor (keeping them
in sync).
If this is not desired in all cases, this could be made an option.
ref T88788
ref D11496
Maniphest Tasks: T88788
Differential Revision: https://developer.blender.org/D11497
Caused by {rBf3bf87e5887c}.
When using a GPencil Time Offset Modifier, the bGPDlayer>actframe can be
NULL. This can be determined though, but above optimization commit
skipped getting the active frame in this case entirely (with the
intention to only get it if framenumbers did not match).
Now also call BKE_gpencil_layer_frame_get() if actframe is NULL in order
to fetch a valid one if present.
Maniphest Tasks: T91060
Differential Revision: https://developer.blender.org/D12355
Run into it when was re-working tiles in the Cycles X project.
Make sure the storage of highlighted tiles is emptied when the
render is finished or cancelled).
The error is only possible to happen if the engine did not do
something correct, but is still good to deal with such situations
more gracefully.
Steps to reproduce:
- enable Extended Asset Browser
- open a regular File Browser
gives:
"rna_uiItemR: property not found: FileSelectParams.asset_category"
Now do proper poll.
Differential Revision: https://developer.blender.org/D12350
When the object display type was set to wireframe or boundbox the depth
buffer wasn't updated resulting in not visible weightpaint overlay.
Thanks to Demeter Dzadik for mentioning it.
Support axis constraints for the measure tool.
Press X, Y or Z to restrict the dimension to that axis,
it's also possible to toggle between orientations matching transform.
Reviewed By: campbellbarton
Ref D10872
This commit fixes editing the value of a list of strings custom property
with the "Custom Property Edit" operator. This sort of custom property
isn't very well supported in general, but editing the values should
work properly anyway.
Differential Revision: https://developer.blender.org/D12348
Use context members instead of not working well or failing due to:
- Missing "path" functions (in the case of edit-bones).
- Paths containing names (in the case of sequence-strips or pose-bones).
While technically correct it's not useful for shortcuts or
menu items to lookup data by name.
Only append RNA_path_from_ID_to_struct to context attributes if those
paths resolve to ID types.
Also simplify creating RNA paths by adding utility functions:
- WM_context_path_resolve_property_full
- WM_context_path_resolve_full
Part of fix for T90723.
Selection was already accessible but not active.
Add utility functions:
- ANIM_nla_context_track to access the active track,
following the convention of ANIM_nla_context_strip.
- ANIM_nla_context_*_ptr versions of these functions,
needed to for creating context members to access the ID pointer.
Part of fix for T90723.
Math implemented in 929d7597b3 was incorrect, but also inconsistent
with previous behavior.
`SEQ_SPEED_STRETCH` should change length only when right handle is
moved. This is now documented in code.
API function `move_to_meta` should move strips without changing context
data like `MetaStack` that tells UI which meta strip should be
displayed and operated upon.
`SEQ_time_update_sequence` relied on `MetaStack` to update meta strip
content length. Instead of changing function `SEQ_time_update_sequence`,
use function `SEQ_time_update_meta_strip_range` directly. This is
because caller would have to be aware of parent meta strip that needs
update anyway.
I might write a paper on this. Topology rake now locally
updates a vector field, which it uses to smooth the input
and constrain to mesh (including face set) boundaries.
This can make an enormous difference for things like
smoothing.
Note that this is different from the existing 'curvature rake'
mode, which also builds a field and which is fed into the input
of this new one.
The only oddity is that the field is stored in a CD_PROP_COLOR
since we don't have a CD_PROP_FLOAT4, and this shows up in the UI
(not sure if I'm messing up the CD_TEMPORARY flags or if the UI
doesn't check for them).
This is an alternative to context.scene.sequence_editor.active_strip
which could be verbose, especially with additional None checks.
Part of fix for T90723, extracted from D12297.
Previously, built-in nodes had to implement "socket templates"
(`bNodeSocketTemplate`) to tell Blender which sockets they have.
It was nice that this was declarative, but this approach was way
too rigid and was cumbersome to use in many cases.
This commit starts to move us away from this rigid structure
by letting nodes implement a function that declares the sockets
the node has. Right now this is used as a direct replacement
of the "socket template" approach to keep the refactor smaller.
It's just a bit easier to read and write.
In the future we want to support more complex features like
dynamic numbers of sockets and type inferencing. Those features
will be easier to build on this new approach.
This new approach can live side by side with `bNodeSocketTemplate`
for a while. That makes it easier to update nodes one by one.
Note: In `bNodeSocketTemplate` socket identifiers were made
unique automatically. In this new approach, one has to specify
unique identifiers manually (unless the name is unique already).
Differential Revision: https://developer.blender.org/D12335
Now if the frame does not exist in destination layer, the frame type of merge layer is used.
For existing frames in destination layer, the existing type is not changed.
This node takes a curve geometry input and creates a filled mesh at Z=0
using a constrained Delaunay triangulation algorithm. Because of the
choice of algorithm, the results should be higher quality than the
filling for 2D curve objects.
This commit adds an initial fairly simple version of the node, but more
features may be added in the future, like transferring attributes when
necessary, or an index attribute input to break up the calculations
into smaller chunks to improve performance.
Differential Revision: https://developer.blender.org/D11846
This mesh primitive enhances the Cube mesh primitive and allows the
creation of a cuboid with a configurable size and number of vertices
in all 3 directions. The Cube primitive is now similar to the Grid
primitive except that it works in 3 dimensions.
Previously it was possible to create a cube and scale it arbitrarily
along each axis. You could also subdivide the mesh, but the number of
subdivisions was equal along all axes. This meant that making the basic
frame for something like modular buildings wasn't trivial.
Inspired by tutorials and files for modular building creation.
The cuboid is created as a `Mesh` so that large meshes with millions of
faces are created quickly. Though edge calculation could be faster if
implemented here, edges are calculated using `BKE_mesh_calc_edges`
to reduce complexity, and in hopes that they may be calculated lazily
for `Mesh` in the future like vertex normals.
See the differential revision for more information.
Differential Revision: https://developer.blender.org/D11810
* Fixed crash in dyntopo collapse. The
loops around vertex iterator dyntopo uses
doesn't actually work on non-manifold meshes,
or meshes with invalid normals, this was not
being checked in pbvh_bmesh_collapse_edge.
* Rotate tool now works with dyntopo.
This commit allows setting the number of vertices in either direction
to 1, so that the primitive grid node will create a line instead of a
grid. To avoid confusion the soft limits of the input sockets are not
changed, so this is purely an increase in flexibility for when it is
helpful.
Differential Revision: https://developer.blender.org/D11772
The outer edges created om the circle mesh primitive node
weren't marked with the flags that makes them show in wireframe
mode.
Differential Revision: https://developer.blender.org/D12152
This function was documented to return the length but returned an
error value for WIN32. While this doesn't cause any bugs at the moment,
it could cause problems in the future.
Oversight in 5496d8cd36.
* Added a minimal edge API to query edge
boundary states.
* This is necassary because the previous approximation,
testing if two adjacent verts are boundaries, breaks
for triangles.
Besides helping to avoid buffer overflow errors this reduces complexity
of BLI_str_utf32_as_utf8 which needed a special loop for the last 6
characters to avoid writing past the buffer bounds.
Also add BLI_str_utf8_from_unicode_len which only returns the length.
This was added in b24712a9ca
but is no longer needed as of efc129bc82.
Further, this wasn't reliable as it could fail on linked library data
which has a different base directory.
Assert when blend file relative paths are passed to BLF
(matching imbuf file loading).
Added an option to split face set boundaries on mirror
boundaries; currently only DynTopo supports this.
Very useful for making hard edges along mirror lines.
The default float IDProperty min value rB8b9a3b94fc148d19 for when there
is no UI data was FLT_MIN instead of -FLT_MAX, which meant that animated
custom property values couldn't be less than zero unless they had their
UI data values edited previously.
That's a mistake I won't make again! Also change the int minimums from
-INT_MAX to INT_MIN to sanitize the whole situation.
This patch just clamps and rounds node contents and socket locations
so they don't appear to jiggle around when you move them. This issue
happens because node sizing and positioning are in floats while text
content must be pixel-aligned.
See D11684 for more details and comparisons.
Differential Revision: https://developer.blender.org/D11684
Reviewed by Julian Eisel
The overlay was drawn twice on top of each other making it hard to see,
hard to theme, and making it more prominent in the wrong areas (before
frame 0, not even start frame). The comment in the code was also wrong
since it said "frame one" but it was 0.
Checked with the Animation module team that it's better to use start/end
frame range instead of frame 0.
There is a TODO note to de-duplicate this section eventually so I left it there.
This fix is currently done for Grease Pencil and Mask modes, but it should
also be fixed for the regular Dopesheet mode (in line 244 if anyone wants to do it).
The storage of IDProperty UI data (min, max, default value, etc) is
quite complicated. For every property, retrieving a single one of these
values involves three string lookups. First for the "_RNA_UI" group
property, then another for a group with the property's name, then for
the data value name. Not only is this inefficient, it's hard to reason
about, unintuitive, and not at all self-explanatory.
This commit replaces that system with a UI data struct directly in the
IDProperty. If it's not used, the only cost is of a NULL pointer. Beyond
storing the description, name, and RNA subtype, derived structs are used
to store type specific UI data like min and max.
Note that this means that addons using (abusing) the `_RNA_UI` custom
property will have to be changed. A few places in the addons repository
will be changed after this commit with D9919.
**Before**
Before, first the _RNA_UI subgroup is retrieved the _RNA_UI group,
then the subgroup for the original property, then specific UI data
is accessed like any other IDProperty.
```
prop = rna_idprop_ui_prop_get(idproperties_owner, "prop_name", create=True)
prop["min"] = 1.0
```
**After**
After, the `id_properties_ui` function for RNA structs returns a python
object specifically for managing an IDProperty's UI data.
```
ui_data = idproperties_owner.id_properties_ui("prop_name")
ui_data.update(min=1.0)
```
In addition to `update`, there are now other functions:
- `as_dict`: Returns a dictionary of the property's UI data.
- `clear`: Removes the property's UI data.
- `update_from`: Copy UI data between properties,
even if they have different owners.
Differential Revision: https://developer.blender.org/D9697
Reason was that the notifier did not set the NS_VIEW3D_SHADING
subtype, which the VR view listens for for a shading update.
In the case of "toggle xray", a notifier was absent altogether.
Add mode to overwrite strips on overlap instead of resolving overlap.
When overlap is created, 3 things can happen:
- On partial overlap, handles of overlapped strip are moved
- On complete overlap with smaller strip, overlapped strip is split
- On complete overlap with larger strip, overlapped strip is removed
This mode can be enabled in header.
Reviewed By: fsiddi, mano-wii
Differential Revision: https://developer.blender.org/D11805
Caused by {rB1a81d268a19f}.
This caused e.g. ALT-clicking the 'Link' button to not propagate to
other selected objects (same as the 'Copy To Selected' context menu
entry).
If these are not unique across IDs, checks in ui_selectcontext_begin()
or copy_to_selected_button() could fail.
Now offset by ID pointer.
thx @JacquesLucke for clarification on the POINTER_* macros (and why
not to use them)!
Maniphest Tasks: T90907
Differential Revision: https://developer.blender.org/D12321
This reverts 151eed752b. Originally thought it was necessary to
initialize selected/active indices to -1 to prevent out-of-bounds
list access, but this is not needed since null checks are already
performed after obtaining list members via BLI_findlink().
In addition, leaving indices zero-initialized facilitates use of the
Python API, for example when displaying action map information in a
UI list.
Various changes to reduce risk of out of bounds errors in utf8 seeking.
- Remove BLI_str_prev_char_utf8
This function could potentially scan past the beginning of a string.
Use BLI_str_find_prev_char_utf8 instead which takes a limiting
string start argument.
- Swap arguments for BLI_str_find_prev_char_utf8 so the stepping
argument is first and the limiting argument is last.
This matches BLI_str_find_next_char_utf8.
- Change behavior of these functions to return it the start or end
pointers instead of NULL, which complicated use of these functions
to calculate offsets.
Callers that need to check if the limits were reached can compare
the return value with the start/end pointers.
- Return 'const char *' from these functions
so they don't remove const from the input arguments.
Add an option to the mask modifier to use the vertex weights to generate
smooth in between geometry, instead of just deleting non complete faces.
This can be used to make all sorts of smooth dissolve animations
directly with geometry, which are usually hacked together with shaders.
It also allows for implicit function plotting using geometry nodes and
boolean like operations on non manifold geometry with the proximity
modifier.
Reviewed By: campbellbarton
Ref D10979
* Sharp edge flags are now supported and are
treated much the same as face set boundaries:
+ Dyntopo preserves them
+ Interior smoothing treats them as boundaries
+ Corners are detected and pinned in smoothing
+ TODO: add a brush flag to ignore sharp boundaries
for smoothing.
* Seams are also preserved, but don't affect smoothing.
* BMLog now saves edges.
* The new edge split function is enabled.
* Dyntopo now pushes new combined BMLog entries in
its top-level function, to avoid scary id reuse
edge cases.
* SCULPT_vertex_is_boundary/corner now take a bitmask
of which types of boundaries you wish to query instead
of check_face_sets.
These buttons were in Meshes but not for Grease Pencil. This patch add them in order to keep consistency.
Reviewed By: HooglyBoogly
Maniphest Tasks: T90973
Differential Revision: https://developer.blender.org/D12328
Change Area Move snapping locations to even 12ths, rather than current
eights and thirds, so snap distances are consistent sizes. Also adds
snapping at minimum and maximum locations.
see D11938 for details and illustrations.
Differential Revision: https://developer.blender.org/D11938
Reviewed by Hans Goudey
Solution similar to the one seen in {rBb94ab93dfb82}.
The idea is to find the window and region under the cursor to use in the
operator.
Reviewed By: brecht
Maniphest Tasks: T90817
Differential Revision: https://developer.blender.org/D12310
Is used for platforms for which we do not have native implementation,
such as MIPS, for example.
It is possible to test locking implementation on local computer by
defining `ATOMIC_FORCE_USE_FALLBACK` in the atomic_ops_unix.h file.
Run full regression suit with the locking implementation on amd64
Linux platform and all tests passed.
Having non-optimal but working implementation for odd-ball platforms
seems to be a better choice than failing the build entirely.
Differential Revision: https://developer.blender.org/D12313
Should be no visible change on user side.
Preparing for render parts removal as part of Cycles X project.
Differential Revision: https://developer.blender.org/D12317
I think there are the following issues with {rB5fa6cdb77a98}:
- if we introduce a PROP_UNIT_TIME_ABSOLUTE unit, shouldnt it be visible
to RNA as well?
- seems like a double entry sneaked into that commit?
This is in preparation to use this for render time limit in cycles-x.
ref. T90701
Maniphest Tasks: T90701
Differential Revision: https://developer.blender.org/D12315
The inset tool requires moving the cursor towards the center of the
selection, making it nearly impossible to use the inset tool
when the view was aligned with the vertical handle.
Use custom settings for VIEW3D_GGT_tool_generic_handle_free
to make it draw hollow, as large as the scale tool.
Resolves T87991.
Before, distances from each component were handled in the same loop,
making it more complicated to add support for more component types
in the future (and probably hurting performance by dealing with two
BVH trees at the same time, though I didn't test that).
Now each component is handled in a separate function, so that adding
support for another component type is much simpler.
Remove redundant code for drawing text strings that contain only ASCII.
See D12293 for much more detail.
Differential Revision: https://developer.blender.org/D12293
Reviewed by Campbell Barton
The /Zc:inline flag is by default off in the MSVC
compiler however when you build with msbuild it adds
it to the build flags on its own.
Ninja however does not decide on its own to add
flags you didn't ask for and was building without
this flag.
This change explicitly adds the compiler flag so
msbuild and ninja builds are once more building
with the same build flags leading to smaller .obj
files when building with ninja and lightening the
workload for the linker.
This flag is available starting MSVC 2013 update 2
so does not need to be guarded with version checks.
The code assumed that when a node group is is at the highest
level in the node editor, then it is embedded into another data
block and can't be referenced by other node groups. This is true
for shader and compositor nodes, but not for geometry nodes.
We now use a for_each function with callback to iterate through all sequences in the scene.
This has the benefit that we now only loop over the sequences in the scene once.
Before we would loop over them twice and allocate memory to store temporary data.
The allocation of temporary data lead to unintentional memory leaks if the code used returns to exit out of the iteration loop.
The new for_each callback method doesn't allocate any temporary data and only iterates though all sequences once.
Reviewed By: Richard Antalik, Bastien Montagne
Differential Revision: http://developer.blender.org/D12278
Previously when loading an thumbnails for an asset the whole file was
read. Reason this was done was perhaps a future idea to load
all thumbnails inside a blendfile in a single go. This was never implemented
and currently unneeded disk and cpu cycles was spend with finding out what
preview to load.
This patch adds an early break when the thumbnail that the caller is
interested in has been found. This improves the thumbnail extraction
when looking into large files.
Reviewed By: mont29
Maniphest Tasks: T90908
Differential Revision: https://developer.blender.org/D12312
Enables all currently documented OpenXR controller profile
extensions (Reverb G2, Vive Cosmos, Huawei Controller) in order to
support bindings for more VR hardware.
This is necessary because, if these extensions are not enabled, the
OpenXR runtime will return an error when creating a binding with one
of these profiles.
Does not bring about any changes for users at the moment, since
default controller actions have not yet been exposed to users (will
be addressed with D10944, D10948, and D11271).
Originally mentioned that absolute tracking was disabled, which is
wrong because absolute tracking (skipping application of eye offsets)
is always available, although it may not give the expected result of
persistent tracking origins across sessions if the stage space is
unavailable (hence the need for a warning).
Now, the warning makes no mention of absolute tracking, instead
informing the user that the local space fallback will be used and
that they should define tracking bounds via the XR runtime if they
wish to use the stage space.
Add null check for runtime data since it could already have been
freed via wm_xr_exit() (called on file read) prior to the session
exit callback.
Also, fix potential memory leak by freeing session data in
wm_xr_runtime_data_free() instead of session exit callback.
This fixes two memory leaks related to XR action maps.
1. Freeing of action maps needs to be moved from wm_xr_exit() to
wm_xr_runtime_data_free() since the runtime may have already been
freed when calling wm_xr_exit().
2. Action bindings for action map items were not being freed. This
was mistakenly left out of e844e9e8f3 since the patch needed to be
updated after d3d4be1db3.
This fixes a mistake in the XrActionMaps RNA struct declaration.
Originally, the XrActionMaps struct SDNA was set as wmXrData to get
access to wmXrRuntimeData. However, this doesn't give a valid pointer
and the XrSessionState RNA pointer needs to be passed instead.
Since XrSessionState itself does not have SDNA, it is necessary to
pass the XrSessionState pointer to the XrActionMaps struct functions
(new(), new_from_actionmap(), ...) instead of simply using
RNA_def_struct_sdna().
Having settings such as "extend" saved between executions causes
keymaps that don't include this setting to remember the value
between execution.
No longer store this setting for selection operations & remove
redundant values from the key-maps, see: T90275.
Remove BLI_str_utf8_as_unicode_and_size and
BLI_str_utf8_as_unicode_and_size_safe.
Use BLI_str_utf8_as_unicode_step instead since it takes
a buffer bounds argument to prevent buffer over-reading.
There were multiple utf8 functions which treated
errors slightly differently.
Split BLI_str_utf8_as_unicode_step into two functions.
- BLI_str_utf8_as_unicode_step_or_error returns error value
when decoding fails and doesn't step.
- BLI_str_utf8_as_unicode_step always steps forward at least one
returning the byte value without decoding
(needed to display some latin1 file-paths).
Font drawing uses BLI_str_utf8_as_unicode_step and no longer
check for error values.
Use video format for export instead of image sequence. Settings are same
as defined in h264_in_MP4 preset.
Sound default is AAC with 256kbit bitrate.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7916
Instead of passing separate booleans for whether to store the locations
and distances, check if the spans are empty. And instead of passing a
separate boolean for whether there is valid tree data, pass a pointer
to the data.
* New function SCULPT_vertex_is_corner, similar to
SCULPT_vertex_is_boundary it takes argument to
check face sets. PBVH_FACES/GRIDS version is
incomplete. It returns a bitmask of whether
the vert is a boundary corner and/or a face
set one.
* PBVH_BMESH uses a somewhat more expensive
calculation to detect corners of face set islands by
edge angle. This is currently not done for boundary
corners.
Corner pinning now happens in:
* The internal smoother dyntopo uses for stability reasons.
* SCULPT_vertex_neighbor_average_interior.
* Topology rake.
* Dyntopo collapse.
Note that DynTopo always pins face set corners
but everything else only does so if preserve face
sets is on.
The comment for data_eval mentions that it should contain a mesh for
curve objects, however with geometry nodes, objects can evaluate to
curves as well (though they are only containers for the `CurveEval`.
That is a larger issue, but with the upcoming geometry instancing patch
the situation changes, so this commit does not correct that. I also hope
to remove this code in favor of the new curve to mesh code soon.
Instead, just check the evaluated data type in this case, which prevents
the crash, though it is hacky.
- New operator property to toggle edge panning in the keymap:
This is disabled by default to avoid edge-panning in cases where it
gets distracting, such as adding a new node. Only the explicit
translate operator(s) (GKEY or drag) have this enabled now.
- Restore the initial view rect on edge pan cancel:
The initial view rect is now stored in the edge pan operator data.
When an operator with edge panning is cancelled it can now call the
`UI_view2d_edge_pan_cancel` function to restore the original View2D
rect.
- Less delay in node editor scrolling:
Delay is useful when scrolling through long lists, such as in the
outliner, but makes node scrolling feel sluggish and unresponsive.
The lower scroll speed here makes a faster response the better option.
- Zoom influence feature:
Somewhat slower scrolling in UI-space when zoomed out. With the 0.5
zoom influence factor nodes behave as if zoom factor is halved,
otherwise it gets too fast when zoomed out. Previously scrolling would
always be constant-speed in UI space, now it's half-way between UI
space and node (view) space.
Before this patch attempting to remove a particle modifier programmatically
through Python would fail, because it deleted the modifier associated with
the currently active particle system instead of the one passed as an argument
to `bpy.types.ObjectModifiers.remove()`.
This fix adds an additional argument for the particle system to
`object_remove_particle_system`. This allows to specify which particle system
and its associated modifier shall be removed. In case of
`particle_system_remove_exec` it will remain the currently active particle
system, whereas `object_remove_particle_system` passes the particle system
of the modifier. Hence, the correct modifier will be removed.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D12234
The idea is to only allocate pixel storage only when there is an actual
data to be written to them.
This moves the code forward a better support of high-res rendering when
pixel storage is not allocated until render engine is ready to provide
pixel data.
Is expected to be no functional changes for neither users no external
engines. The only difference is that the motion and depth passes will
be displayed as transparent for until render engine provides any tile
result (at which point the pixels will be allocated and initialized to
infinite depth).
Differential Revision: https://developer.blender.org/D12195
This overlay was intended to identify the active objects in modes
like Sculpt Mode, where you don't have any extra visual indication
of what is the current and target object when switching directly
between them.
After having flash on mode transfer on the transfer mode operator,
the visual information this overlays provides is redundant. It is
still available in case some users want to use it like a way of
focusing on the active object.
Reviewed By: JulienKaspar, JacquesLucke
Differential Revision: https://developer.blender.org/D12303
We need to separate the flag telling duplicate code to not handle
remapping to new IDs etc., from the one telling the code that we are
currently duplicating a 'root' ID (i.e. not a dependency of another
duplicated ID).
This whole duplicate code/logic is still fairly unsatisfying, think it
will need further refactor, or maybe even re-design, at some point...
* All of the smooth brushes now use the SculptCustomLayer
system for temporary data, so all work with dyntopo now.
* You can now use a flat array in SculptCustomLayer with
PBVH_BMESH (though you have to build the structure manually).
The mesh filter code uses this.
* Smooth (and autosmooth) now have an option to preserve face
set boundaries. Corners are currently not handled.
* Simplify brush has preserve face set boundaries autosmooth
flag set by default.
* SCULPT_vertex_is_boundary now takes an addition argument
for whether to check for face set boundaries.
Add a string length argument to BLI_str_utf8_as_unicode_step to prevent
reading past the buffer bounds or the intended range since some callers
of this function take a string length to operate on part of the string.
Font drawing for example didn't respect the length argument,
potentially causing a buffer over-read with multi-byte characters
that could read past the end of the string.
The following command would read 5 bytes past the end of the input.
`BLF_draw(font_id, (char[]){252}, 1);`
In practice strings are typically null terminated so this didn't crash
reading past buffer bounds.
Nevertheless, this wasn't correct and could cause bugs in the future.
Clamping by the length now has the same behavior as a null byte.
Add test to ensure this is working as intended.
* Added an option to weight smooth by face areas
* Dyntopo now caches face areas in a CD_PROP_FLOAT layer
* Dyntopo also caches number of edges around verts inside of
MDynTopoVert. To avoid increasing the struct size flag was
made a short.
* Cleanup mode (dissolves 3/4-valence verts) now piggybacks on
subdivide code to build list of verts; this is much faster.
Prior to rBb8ecdbcd964a normals were stored both in
DeviceScene.tri_vnormal and the float3 attributes buffer. However, the
normals in `DeviceScene.tri_vnormal` might have be transformed to world
space if the object's transformation was applied, while the data in the
float3 attributes buffer were not. This caused shading issues in cases
where the objects did have transformation applied, as the math expects
the normals to be in object space.
To fix this, convert the normals to object space if necessary before
applying the normal map.
Reviewed By: brecht
Maniphest Tasks: T90854
Differential Revision: https://developer.blender.org/D12294
Simplify logic of speed effect frame calculation by using discrete math
where possible. Only `SEQ_SPEED_MULTIPLY` mode with animation requires
frame map to be built. Frame map building was simplified by removing
unused branches.
Functional change: Animating strip in negative range will reverse playback.
I assume this was limitation of previous system, where each frame map item
was limited to be within correct frame range. Now frame map can contain
values that point beyond usable range and they are limited by
`seq_speed_effect_target_frame_get`. This way it is possible to control
playback rate in both directions.
Mostly fixes T89120 apart from offset handling.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11939
Prefetch needs to avoid rendering scene strips, because
- Rendering in background needs own dependency graph, which fails to
initialize from evaluated data.
- This locks UI and can make it unresponsive for long time periods.
In T88237 prefetch failed to avoid scene strip, because of effect strip
was attached to scene strip.
Ensure, that no effect that is attached to scene strip either directly
or indirectly would be rendered.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11247
When splitting strips, first they are duplicated and then offsets
adjusted. This can fail on cross transitions, because some strips don't
overlap with split frame.
All strips, that relate to each other must be duplicated to ensure
correct relations after splitting, so solution is to delete non
overlapping strips from left or right side respectively.
Since cross transition don't have to overlap with source strips,
splitting such strips would lead to effect being deleted, which
could cause crash when iterating over strips in python. Therefore
splitting of such strips is now forbidden and will generate error.
Splitting of transition will also generate error solely because such
operation is illogical.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D12121
When all strips are selected and overlap is caused, this causes VSE to
hang in infinite loop, because such situation should never happen.
To prevent infinite loop, ensure, that strip overlap is not tested
against single overlapping strip itself.
Prevent overlap that can not be handled because of issue described above
by moving overlapping strip between channels.
Reviewed By: campbellbarton
Differential Revision: D12209
`CurveMapping.evaluate` function expectes `CurveMapping` to be
initialized, while this wasn't documented.
I don't see any reason for not initializing `CurveMapping` on demand.
Initialization was added in rBf16047c2df1e8be56bf76524f9eb1fa5ecde2176
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12145
Changes the threshold comparison from absolute to relative.
Removes threshold for MLoopCol comparison.
Adds a compare relative threshold function.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12273
`MeshBufferCache` is a struct representing a list of buffers.
As such, `GPUIndexBuf **tris_per_mat` is out of place as it does not
represent one of the buffers in the list.
In fact this member should be close to `GPUBatch **surface_per_mat` as
they are related.
The code for dependencies between buffer and batch had to be reworked
as it relies on the member's position.
Differential Revision: https://developer.blender.org/D12227
When using a Cryptomatte node and selecting 2 views in Multi-View,
its output values are doubled. When selecting 3 tripled and so on.
This causes incorrect compositing results for all the views.
The node creates an input operation for each rendered cryptomatte
pass. In Multi-View, passes are rendered for each view but compositor
is executed per view and should only create operations for those
corresponding to the current view being executed. Otherwise duplicated
operations add up later in cryptomatte operation.
Reviewed By: jbakker
Maniphest Tasks: T89998
Differential Revision: https://developer.blender.org/D12216
Adds full frame implementation to Channel Key, Chroma Key, Color Key,
Color Spill, Cryptomatte, Difference Key, Distance Key, Keying,
Keying Screen and Luminance Key nodes. The other nodes
in "Matte" sub-menu are submitted separately.
No functional changes.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12220
Adds full frame implementation to these nodes operations.
When enabling "extend bounds" node option, tiled implementation
result is slightly different because it's using `TranslateOperation`
with bilinear sampling for centering.
Full frame always uses nearest to don't lose image quality.
It has the disadvantage of causing image jiggling on backdrop
when switching size values as it's not pixel perfect.
This is fixed by rounding to even.
No functional changes.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12167
Adds full frame implementation to "Displace", "Crop", "Flip",
"Plane Track Deform", "Corner Pin", "Movie Distortion",
"Lens Distortion" and "Map UV" nodes.
The other nodes in "Distort" sub-menu are implemented
separately in other commits.
No functional changes.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12166
Adds full frame implementation to "Rotate", "Transform" and
"Stabilize2D" nodes.
To avoid sampling twice when concatenating scale and rotate
operations, a `TransformOperation` is implemented with all
the functionality.
The nodes have no functional changes.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12165
Current sampling methods have off by one issues on full frame:
- Bilinear sampling do not fully sample bottom and left image border,
creating edges.
- Single elem buffers are not sampled at all when they should be
at least on the borders to smooth edges.
- EWA filtering is partially implemented on `ReadBufferOperation`, it
needs to be moved to `MemoryBuffer` on full frame.
In order to not affect tiled implementation, this commit creates
specific sampling methods for full frame needs.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12164
Adds full frame implementation to all nodes in "Converter" sub-menu
except "ID Mask" which is implemented separately.
No functional changes.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12095
Solves an error in the principled diffuse BSDF, where it was not correctly
rejecting directions outside the hemisphere.
Differential Revision: https://developer.blender.org/D12283
Authored by Henrik Dick (weasel)
Reviewed By YimingWu (NicksBest), Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12284
selected pass
Caused by {rBebaa3fcedd23}.
Seems this above commit assumed an ImageUser's multi_index is only used
for Multiview/Stereo? This is not the case, multi_index also stores the
index for layer/pass combination.
If we call both BKE_image_multilayer_index and BKE_image_multiview_index
(even though this is not appropriate/needed for multilayer images?), we
might end up overwriting multi_index again.
note: looking at this I was also wondering why we update the ImageUser
in image-buffer-aquiring funnctions [and not from the UI, e.g.
template_image_layers, but that is a whole different story I guess, see
comment in T90772 as well]
note2: this could also use a utility function (this is not the only
place where this is done), this is fo a cleanup commit.
Maniphest Tasks: T90772
Differential Revision: https://developer.blender.org/D12267
This was working differently in 2.79, tried tracking this down and it
seems this was wrong since the 2.8 beginning in {rB7907dfc40018}.
This would not only crash without an active scene camera, but would also
result in different tracks from different camera's constraints could not
be selected.
So select id depends on corresponding camera, remove the dependency on
scene camera completely.
Maniphest Tasks: T90651
Differential Revision: https://developer.blender.org/D12230
Remove `font_kerning_style` from `space_userpref.py` since this is no
longer valid.
See more details in D12276
Differential Revision: https://developer.blender.org/D12276
Reviewed by Campbell Barton
To run, in the python console enter:
bpy.msgbus.pbvh_bmesh_do_cache_test()
The output will be in the regular console. The test
build a half-million vert cube and smooths it. It runs
several passes (all of which perform the same smoothing
operation):
1; Randomized order pass
2. Ordered pass (by vertex clustering)
3. Same as 2 but with a purely data-oriented version
of the bmesh structs.
4. Same as 2, but using a version of the bmesh structs
with all pointers replaced by integer indices.
At least on my laptop #3 and #2 are about a third faster
then #1, and #2 tends to be around 15%.
Compressing blendfiles can help save a lot of disk space, but the slowdown
while loading and saving is a major annoyance.
Currently Blender uses Zlib (aka gzip aka Deflate) for compression, but there
are now several more modern algorithms that outperform it in every way.
In this patch, I decided for Zstandard aka Zstd for several reasons:
- It is widely supported, both in other programs and libraries as well as in
general-purpose compression utilities on Unix
- It is extremely flexible - spanning several orders of magnitude of
compression speeds depending on the level setting.
- It is pretty much on the Pareto frontier for all of its configurations
(meaning that no other algorithm is both faster and more efficient).
One downside of course is that older versions of Blender will not be able to
read these files, but one can always just re-save them without compression or
decompress the file manually with an external tool.
The implementation here saves additional metadata into the compressed file in
order to allow for efficient seeking when loading. This is standard-compliant
and will be ignored by other tools that support Zstd.
If the metadata is not present (e.g. because you manually compressed a .blend
file with another tool), Blender will fall back to sequential reading.
Saving is multithreaded to improve performance. Loading is currently not
multithreaded since it's not easy to predict the access patterns of the
loading code when seeking is supported.
In the future, we might want to look into making this more predictable or
disabling seeking for the main .blend file, which would then allow for
multiple background threads that decompress data ahead of time.
The compression level was chosen to get sizes comparable to previous versions
at much higher speeds. In the future, this could be exposed as an option.
Reviewed By: campbellbarton, brecht, mont29
Differential Revision: https://developer.blender.org/D5799
Instead of handling mmap, compression etc. all directly in readfile.c, refactor
the code to use a generic FileReader.
This makes it easier to add new compression methods or similar, and allows to
reuse the logic in other places (e.g. thumbnail reading).
Reviewed By: campbellbarton, brecht, mont29
Differential Revision: https://developer.blender.org/D5799
With the ongoing transition to C++ files, Windows build
breaks often because of designated initializers.
Now we have two compilers to catch the MSVC build error on.
Reviewed By: #platform_macos, brecht, campbellbarton
Differential Revision: https://developer.blender.org/D11940
* Fixed multires apply base feeding bad original coordinates to
deform modifiers.
* Roughed out some code for cache performance testing.
* Wrote skeleton code for a PBVH texel API; hasn't been tested
yet and may be removed.
Optimization of font kerning by only caching kerning values after a
pair is encountered. Also saves unscaled values so they don't have to
be rebuilt between font size changes.
See D12274 for more details and speed comparison.
Differential Revision: https://developer.blender.org/D12274
Reviewed by Campbell Barton
Updates sphinx and the theme to the latest version along with any of their dependencies.
Note that we will be sticking to sphinx 4.1.1 until sphinx 4.2 for the same reasons listed in:
https://developer.blender.org/rBM8334
This adds a setting to enable data caching, and another one to set the
maximum cache size in megabytes.
When caching is enabled we load the data for the entire animation in
memory, as we already do, however, if the data exceeds the memory limit,
render is aborted.
When caching is disabled, we simply load the data for the current frame
in memory.
Ref D10197
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11163
The multi-function network system was able to compose multiple
multi-functions into a new one and to evaluate that efficiently.
This functionality was heavily used by the particle nodes prototype
a year ago. However, since then we only used multi-functions
without the need to compose them in geometry nodes.
The upcoming "fields" in geometry nodes will need a way to
compose multi-functions again. Unfortunately, the code removed
in this commit was not ideal for this different kind of function
composition. I've been working on an alternative that will be added
separately when it becomes needed.
I've had to update all the function nodes, because their interface
depended on the multi-function network data structure a bit.
The actual multi-function implementations are still the same though.
As subdivision objects are first class citizens in Alembic, to
differentiate them with non-subdivided polygon meshes, the Alembic
Procedural automatically sets up subdivision properties on the generated
Cycles Mesh.
However, for real-time playback subdivision is far too slow, so this
modifies the detection of a MeshSeqCache modifier used to activate the
procedural to allow for a Subsurf modifier right after the cache one. If
present, the procedural will tag the object for subdivision, if absent, the
object will be treated as a regular mesh.
This is a temporary measure for until subdivision surface settings are part
of the Mesh datablock (see T68891).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11162
* Added a limited "fast draw" mode to pbvh drawing
that tries to limit data sent to the GPU.
- Facesets and mask data are disabled.
- Indexed mode is forced.
- Does not work (at all) for multires.
* Finally fixed some outstanding bmesh sculpt undo bugs:
- Forgot to mark pbvh nodes to update their bounds, which
produced a bug I had thought was caused by something else.
- Hopefully fixed a long-standing occasional memory corruption
bug.
This commit fixes boundary brush for multires which
broke two commits ago.
This required implementing the geodesic api for PBVH_GRIDS,
which I did by building topology maps in a rather. . .
haphazard fashion.
Basically I built a vert->edge map and then used it to
derive a pseudo edge to quads mapping (it maps edges
to all the verts in the two surrounding quads except
the edge's own verts).
Just for fun I enabled geodesic mode in mask expand;
it seems to work.
(still a wip)
The boundary brush now builds a geodesic distance
field (from the boundary) from which it derives a tangent
field:
* These now define the rotation plane for bend mode.
* Rotation origins snap to these planes.
There is also typedef'd code for visualization tangents
in a temporary object (note the sculpt object), to enable
define VISBM in sculpt_boundary.c. This will be removed
lated.
Additional changes:
* Added a function to get the number of edges around verts,
SCULPT_vertex_valence_get.
* Added an API to calculate cotangent weights for vert fans,
SCULPT_cotangents_begin (call in main thread first) and
SCULPT_get_cotangents.
* Sculpt neighbors for PBVH_FACES now uses ss->vemap if it exists.
* The Mesh topology mapping code now takes extra parameters for
sorting vert/edge cycles geometrically.
* Similarly, there is now a function to sort BMesh edge cycles,
BM_sort_disk_cycle.
* MDynTopoVert->flag now has a bitflag for when the disk cycle
sorting needs to be redone, DYNVERT_NEED_DISK_SORT.
* The sculpt geodesic code now supports passing in custom vertex
coordinates.
* The geodesic API can also build an optional map of which vertex
in the initial vertex list is closest to any other vertex.
* The PBVH draw subsystem is now told whether any viewports
have drawtype >= OB_MATERIAL before anything in any windows
are drawn. There are no alternatives given the design
constraints of sculpting, where simply uploading data to the GPU
quickly becomes a bottleneck.
* Fixed flat vcol shading mode.
Also:
* added BMLog function to save mesh IDs.
- Used by SCULPT_UNDO_DYNTOPO_BEGIN/END instead of
saving the whole mesh, which was the previous behavior.
* SCULPT_UNDO_DYNTOPO_BEGIN no longer pushes a non-dyntopo
geomtry undo node, as this is no longer necassary.
This greatly speeds up going into/out of sculpt mode
with dyntopo enabled, as before it was copying
the mesh twice.
* PBVH_BMESH now supports faces other then triangles;
* Dyntopo triangulates faces as it finds them.
- I looked into methods of preserving quads and failed to
find anything that worked well in practice; it actually
worked better to use topology rake to align triangles
into quads and then mark diagonal edges for later dissolving
then to try to preserve quads explicitly (I've not
implementated that here, that was research code).
- To avoid excessive cache-destroying loops over vertex-faces,
DynTopo flags which verts have non-triangle faces.
* PBVHTriBuf now builds edge buffers so we can avoid drawing
tesselation phantom edges.
* BMLog also now supports arbitrary faces. It still does not
support edges though.
TODO:
* Fix vcol cell shading mode
* Make sure indexed drawing works
* Face set boundaries are now preserved on dyntopo remeshing.
* MDynTopoVert->flag now has a DYNVERT_FSET_BOUNDARY flag
in addition to DYNVERT_BOUNDARY.
* Instrumented uiBut with ASAN poison regions to hopefully
find the super evil memory corruption bug that's been driving
me insane. It's frustratingly intermittent. There are five
poison regions.
* Prototyped a threaded bmesh->Mesh converter function. It's about
20-30% faster. Currently disabled.
* Tried to fix more of the bugs when stepping between sculpt and
other undo step types in the global undo stack.
instead of leaving that to the client.
Also semi-fixed uninitialized memory bug in bmesh unit test (dunno
how best to memset a C struct in C++ won't won't run afoul of some
random compiler somewhere).
It uses a simple LSCM-like solver; hold ctrl to do simple
laplacian relaxation.
There are some interesting artistic possibilities to using
DynTopo with UV maps, the point of this tool is to help
explore them.
Note that I'm not planning to merge this into master with
the rest of this branch. When the time comes I plan to
move it into a new branch for sculpt research stuff.
pbvh drawing.
* Dyntopo now stores a list of PBVHTriBufs in leaf nodes, one per material
used by the node.
* Actual drawing buffers live in a new mat_draw_buffers PBVHNode member.
A few notes:
* MESH_ID layers are not saved on conversion to Mesh unless
you ask for it in BM_mesh_bm_to_me's params.
* Still need to test the box/lasso trim tools.
* Need to find some way to test loop/edge ids, which aren't
used by dyntopo.
layers to a bmesh at once. Helpful since bmesh customdata
layers are allocated in single blocks, thus adding
layers individually can lead to lots of memory
copying.
bmesh
* System is per element type. So you can have unique ids for verts and
faces, but not edges and loops.
* Supports an optional id to element lookup table.
* Uses single id space for all elements
* Added a new CD_FLAG_ELEM_NOCOPY flag to tell
customdata_bmesh_copy_data to ignore that layer.
* IDs are stored as a temporary customdata layer with
CD_FLAG_ELEM_NOCOPY set.
* Got automasking to work with dyntopo properly.
- AutomaskingCache->factor
has been replaced with the new temp layer API (which works for all
PBVH modes).
- AutomaskingCache->factor is, however, only initialized for
topology and face set boundary modes (if DynTopo is enabled)
since it's probably better to calculate the rest dynamically
in that case.
* Fixed stats bug
* Got threaded mesh->bmesh conversion working (it's disabled
pending further testing however).
Note that SCULPT_dynamic_topology_enable_ex calls BKE_scene_graph_update_tagged,
which in tests was adding ~1 second to conversion time for larger
meshes. Do we need this call?
a new one from scratch, an operation that can be slow despite being
threaded.
PBVH building is a memory bound operation (not just on the CPU side
either, remember the draw buffers have to be fully regenerated too).
Incrementally updating it this way is enormously faster (about as fast
as non-dyntopo undo).
The downside is we don't have the convienience of users regularly
building the pbvh from scratch anymore. Dyntopo does try to
join empty PBVH nodes (which happens after every stroke), but
that's not a complete substitute for a decent tree balancer.
That's on the todo list.
* Wrote a new API for wrangling temporary customdata layers across pbvh types:
- SCULPT_temp_customlayer_ensure: makes sure a (named) customdata
layer exists. Works for multires; since these are temporary
layers we can safely allocate them in a temporary CustomData
structure (in ss->temp_vdata).
- SCULPT_temp_customlayer_get: initializes a special structure,
SculptCustomLayer, that is used to get per elem customdata.
- SCULPT_temp_cdata_get: Uses a SculptCustomLayer ref along with
a SculptVertexRef to look up the data.
* Sculpt code seems to be memory bandwidth bound.
* Some key topology loops will have to be written manually
instead of using BM_ITER.
I wrote a function to re-allocate a bmesh with elements ordered by
PBVH leaf nodes, SCULPT_reorder_bmesh. It's currently disabled.
This is going to take more profiling, but my original proxy refactor
idea might be worth revisiting. Might be more cache efficient.
The good news is that the worst case is the smooth code, which I can speed
up significantly by keeping a bit of state around.
* Sculpt expand now works with dyntopo in more cases
* Fixed various dyntopo face set bugs
Stuff from several commits ago:
* There is now an API to get face sets using SculptFaceRef's.
+ SCULPT_face_set_get
+ SCULPT_face_set_set
* Prototyped a faster geodesic propagation function, but it currently
doesn't work.
* Dyntopo triangulation now preserves face flags (took some work as BM_triangulate_face explicitly prevents selection flags from being preserved).
* Also face smooth flags are no longer being overriden.
* Most of the faceset create operators work (I'm not sure I've tested
all of them though).
* SCULPT_face_set.c now has helper functions that checks if a pbvh
is *not* PBVH_BMESH, in which case it builds a temporary bmesh,
otherwise ss->bm is used (sculpt_faceset_bm_begin and sculpt_faceset_bm_end).
+ Note that some functions were able to use SCULPT_face_set_XXX
instead and avoid bmesh entirely.
reference counted. This fixes various undo bugs caused by dyntopo
needing to execute an undo push but not being able too (e.g. during
file load, and I think it also happens sometimes with global undo).
A much better way of fixing this would be to add unique IDs to mesh
verts and faces, perhaps as a customdata layer.
The root problem is that BMLog assigns unique IDs to mesh elements,
which it does via a series of GHash's. I imagine this is a fairly
serious violation of the undo system's design rules, since it means
BMLogs are tied to specific instances of the bmesh in SculptSession->bm.
There were some hacks to try and get around this, but they were buggy
and needed to push the unstack stack to work, which wasn't possible in
all cases (e.g. if G_MAIN->wm.first->undo_stack is NULL, as it is during
file loading and apparently global undo).
Anyway, long story short each chain of SculptUndoNodes needs some way
to reconstruct their ID GHash's when exiting/entering the chain. The
only way I could think to do this was to make BMLog reference counted,
with BMLogEntry the users.
Like I said, having a proper system to assign unique IDs to mesh
elements would be *much* better.
things that need custom spacing (that is coaser than the brush radius),
and refactored the existing dyntopo spacing code to use it.
* Added option to topology rake to ignore brush falloff settings
(it forcibly uses Smooth falloff).
* Smooth and topology rake support custom spacing now.
+ This is especially important for the clay brush, which works
better at smaller spacings and with a bit of autosmoothing.
Now you can tell it to override the smooth spacing to be coarser,
leading to much better performance.
* Topology rake now has a projection setting similar to autosmooth
which defaults to 1.0 (to preserve current behavior).
The main motivation for this commit was to make topology rake work
better for normal brushes. This is now possible, however it tends to
make the brush slower and also the settings are a bit fiddly.
We might want to make dedicated brush presets for this.
Btw, the UI for brush settings are becoming a real mess. Help!
projection neighboring vertices onto the current smooth vert's normal
plane, multiplied by a "projection" factor. This is extremely similar
to what the surface laplacian produces, but is much simpler, uses
no temporary state and thus can be used in more places.
certain degenerate cases that produce lots of bad geometry (and
also bad PBVHs that slows down the whole mesh).
+ A very small amount of surface smoothing is now applied by dyntopo.
+ The recursive functions that expand the region considered by dyntopo
now ignore "front face only" for depths less then 5.
+ The number of edges dyntopo can split or collapse in one run has been cut in
half to 4k.
- This limit is also now dynamically adjusted by a measure
of how skinny the edges are.
- This required implementing SCULPT_UNDO_GEOMETRY for dyntopo.
That turned out to be more work then I expected. Basically
it writes an entire Mesh to BMLogEntry, which can be swapped
with current bmesh. Tricky part was patching bm log ids.
SCULPT_boundary_info_ensure, instead PBVH_BMESH keeps
track of boundary vert flags internally. This prevents
nasty first-click lag on the smooth brush as well as anything
with autosmooth.
Making multiply layers sequentially can lead to corrupted offsets.
Instead, ensure all layers exist with SCULPT_dyntopo_ensure_templayer
first,
then get all the offsets at once.
- To do this I made a little API to make scratch
customdata layers: SCULPT_dyntopo_[ensure/get]_templayer.
Takes a customdata type and a layer name (e.g.
'__dyntopo_bleh") and returns a customdata offset.
- Note that I also did this for the persistent base code.
* Added a macro to check if a tool supports splitting the PBVH
during a stroke, DYNTOPO_HAS_DYNAMIC_SPLIT. It is in sculpt_intern.h
(for now) to avoid the enormous amount of recompiling that is
triggered if DNA_brush_enum.h is modified.
* TODO: Right now the undo code resets original vertex coordinates for
bmesh PBVH. This means tools that rely on original data (sharp and
layer) can't split the pbvh during the stroke, since that will
allocate new undo nodes and reset original coords.
The solution is to move the original data API entirely out of the undo
code.
for DynTopo. Profiling consistently showed it to be a bottleneck.
I've now written scalar versions of this function four times.
For now I'm committing this inaccuration version. I'm also committing
code for a vectorized version I found in a paper. Still need to rejigger
the dyntopo code to use it though.
This system is designed to inherit settings from scene dyntopo defaults
in a highly flexible way; settings can be individually overridden via the
.inherit bitmask.
At stroke time the scene settings and brush->dyntopo are merged
and stored in brush->cached_dyntopo.
Note that brush->flag has a bit flag, DYNTOPO_DISABLED, with a few
subtlies. It does not switch the PBVH back to PBVH_FACES mode, it
simply disbles dyntopo topology update. It also doesn't inherit from
any default settings. And it's the only setting
that's currently exposed in the UI.
It stores:
- Original coordiates, colors and mask (which were previously four
seperate layers).
- A bitmask with (currently) one bitflag, whether or not a vertex is
on a boundary.
I needed to cache calculating vertex boundary state (which involves
iterating over the edges surrounding a vertex) and got fed up with
having so many CD layers for dyntopo. This struct consolidates them
and saves having yet another layer just to store a flag.
uniform triangle tesselations (dyntopo). This will be used for
a version of topological rake that aligns edge flows to lines of curvature
automatically.
Hopefully this will become a mask filter that can grow/shrink and smooth/
sharpen any mask shape interactively by dragging the pen, like the rest
of the filters.
Following code from D8627 this patch corrects multi threaded processing
of proxies, where a 60 sec proxy generation drops to 35 sec.
Differential Revision: https://developer.blender.org/D8659
Allow use all system threads for frame encoding/decoding. This is very
straightforward: the value of zero basically disables threading.
Change threading policy to slice when decoding frames. The reason for
this is because decoding happens frame-by-frame, so inter-frame threading
policy will not bring any speedup.
The change for threading policy to slice is less obvious and is based on
benchmark of the demo files from T78986. This gives best performance so
far.
Rendering the following file went down from 190sec down to 160sec.
https://storage.googleapis.com/institute-storage/vse_simplified_example.zip
This change makes both reading and writing faster. The animation render
is just easiest to get actual time metrics.
Differential Revision: https://developer.blender.org/D8627
USD version 21.02 includes two of the changes Blender used to patch in,
which have now been removed from `usd.diff`. Unfortunately 21.02
introduces another issue where LZ4 symbols are accidentally exported,
causing linker errors. Fortunately these symbols are only used for
resting, so I added a patch hunk that simply removes their `extern "C"`
declaration.
The LZ4 linker issue has been reported upstream at
https://github.com/PixarAnimationStudios/USD/issues/1447.
Reviewed By: sebbas, mont29
Differential Revision: https://developer.blender.org/D10367
Straight up version bump
Things of note:
They started using API calls only available in windows 8, however given
the Python 3.9 update will forcibly bump us to 8.1+ anyhow this is not
an issue.
Will require some minor tweaks to platform_win32.cmake after adding the
libs to svn which are not included in this diff so this diff can land
without having to have the libs in place yet.
Reviewed By: sebbas, sybren
Differential Revision: https://developer.blender.org/D10349
Straight forward version bump, some of the variables to detect a static
OpenEXR changed and the folder structure seemingly changed a little
requiring updates to the diff
Reviewed By: sebbas, sybren
Differential Revision: https://developer.blender.org/D10340
Version bump + no longer using Boost.
Building Alembic with Boost gave compiler errors, and having one less
inter-dependency is good as well.
Reviewed By: sebbas, sybren
Differential Revision: https://developer.blender.org/D10329
Straight forward version bump.
2020U2 is significantly louder in the deprecated header usage warning
department, we should probably see if we need to act on this: P1949
Differential Revision: https://developer.blender.org/D10359
Previously `mesh.attributes.new(...)` would return a generic attribute that
one could not do much with. Now it returns refined attributes like `FloatAttribute`.
Add a boundary check, avoiding access past actual data.
Ideally would need to report error to the user somehow,
but it doesn't seem to be easy to do.
This is a minimal safe patch. The proper complete fix is
being worked on by Jesse.
Differential Revision: https://developer.blender.org/D10357
This adds a location option to the trim lasso tool to position the shape
in the middle of the volume of the object instead of in the surface
under the cursor.
{F9349724}
In order to make this work, the SCULPT_cursor_geometry_info_update can
now also get the depth of the geometry from the raycast. The depth is
calculated as the second further intersecting triangle in the raycast
over the entire mesh. This information will also be used to improve and
create new tools.
Differential Revision: https://developer.blender.org/D9622
Stop with an error when the Clang-Tidy executable cannot be found.
Without this check, CMake will happily report "Found Clang-Tidy" but with
the fallback version (0, 0, 0), when `CLANG_TIDY_EXECUTABLE` points to a
non-existing executable.
Nicer appearance for the progress bar that is drawn over the application icon during long processes on macOS.
Differential Revision: https://developer.blender.org/D9398
Reviewed by Brecht Van Lommel
When using Optimal Display, some edges are not flagged `ME_EDGEDRAW` |
`ME_EDGERENDER`.
When the modifier is applied through the UI in the modifier stack this is
not an issue because the `modifyMesh` callback is run with
`MOD_APPLY_TO_BASE_MESH` (this will effectively turn of Optimal
Display).
When converting to mesh though, this will just get an evaluated mesh
(where the edge flags are still the same as with the subdivision
modifier).
Now ensure every edge is flagged to draw after conversion.
Maniphest Tasks: T81997
Differential Revision: https://developer.blender.org/D9331
Caused by rBb077de086e14.
Not entirely sure why this was rebuilding the tree prior to above
commit, but sending an ND_OB_SHADING notifier is appropriate (and also
what the Outliners listener listens to).
Maniphest Tasks: T82251
Differential Revision: https://developer.blender.org/D9396
This is caused by the TAA being reset after the init phase, leading to
1 sample being kept as valid when it is clearly not.
To fix this, we run the lookdev validation before TAA init.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9452
This adds a Box option to the Text strip's style properties, plus related Box Margin value:
{F9208309}
When enabled the text is placed on top of a solid-filled rectangle of a chosen color, as shown below:
{F9208324}
When the box option is disabled the text strip works the same as it does now. When the box option is enabled the meaning of the Shadow option changes to provide a drop-shadow on the rectangle (and not on the text itself). The latter made more sense to me.
The box margin is specified as a fraction of the image width. The offset of the drop-down box shadow is fixed to a specific fraction of the image width as well.
I tested this feature on a movie of a couple of minutes containing dozens of text strips (all with box background), edge cases like multi-line strings and text overlapping the image edges.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D9468
Proxies are expected to be fast to read. Storing them in cache has
little to no effect on performance.
This change also allows to omit invalidation of cache when user switch
between proxies and original media.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9473
Variables renaned:
- cfra -> timeline_frame
- nr -> frame index
- cfra_over -> overlap_frame
Function seq_give_stripelem_index was renamed to seq_give_frame_index.
Use bool return type where possible instead of int (the return values from fluid object are already boolean instead of int).
Also removed several if guards in API functions. If one of the arguments is in fact invalid / nullptr (should not happen though), it better to catch them directly where they failed and not silently escape them.
Refactor material assignment code such that:
- `build_mat_map()` just returns the built map (instead of relying on
modifying a map passed as parameter),
- `LISTBASE_FOREACH` is used to loop over a `ListBase` (instead of a
hand-crafted for-loop),
- just `return` when not enough material slots can be created (instead
of setting a boolean to false, then doing some useless work, then
checking the boolean),
- reorder some code for clarity, and
- rename `mat_map` to `matname_to_material` so that the semantics are
clearer.
No functional changes.
So a keyframed e.g. location slider would stay yellow/green even if its
corresponding channel was removed.
Needs a appropriate notifier so the listeners (e.g.
buttons_area_listener, view3d_buttons_region_listener) would cause a
redraw.
Maniphest Tasks: T82364
Differential Revision: https://developer.blender.org/D9438
accelerations
Caused by rB45dbc38a8b15.
Above commit would place parentheses surrounding a block until the next
operator was found.
For velocities and accelerations though, the '/' in 'm/s' or 'ft/s'
should not be considered an operator.
Maniphest Tasks: T82407
Differential Revision: https://developer.blender.org/D9467
This fix makes sure new files save `wmWindow.global_areas` under a different
name, so old Blender versions don't recognize and 0-initialize it.
Since enabling global area writing (ef4aa42ea4), loading a file in old
Blender versions would cause `wmWindow.global_areas` to be read, because there
was already reading code for it and `ScrAreaMap` was in SDNA.
However the `ScrArea.global` of the global areas would be NULL, because it was
*not* in SDNA (`ScrGlobalAreaData` was excluded).
Now, issue is that the code assumes that areas in the global area-map have a
valid ScrArea.global pointer.
Think this was a mistake in rB5f6c45498c92. We should have cleared all this data
on reading, until the global area writing was enabled.
Differential Revision: https://developer.blender.org/D9442
Reviewed by: Brecht Van Lommel
When editbones were selected from the Outliner (and they were connected
to a parent) with the 'Sync Selection' option turned ON, they could not
get duplicated.
For duplication to work, the (connected) parent bone's tip also has to
be selected [which was not the case when selection is done from the
Outliner under above circumstances]. The reason being that
armature_duplicate_selected_exec ->
ED_armature_edit_sync_selection clears the BONE_ROOTSEL flag if the
parent bone's BONE_TIPSEL is not set.
Caused by rB71eb65328078 btw.
The correct "parent-tip-selection" would actually happen in activation
- `tree_element_active_ebone`
-- `tree_element_active_ebone__sel`
but for 'Sync Selection' this happens [also] in
- `outliner_sync_selection_from_outliner`
-- `outliner_select_sync_to_edit_bone`
which did not do the "flushing" to the parent bone's tip
Now use existing dedicated function for this.
ref. T82347
Reviewers: Zachman
Differential Revision: https://developer.blender.org/D9470
Using configue_file(..) would have avoided the breakage from
1daa3c3f0a, caused by buildinfo not properly escaping quotes.
Rely on CMake to escaping strings instead using configure_file().
Use common prefix as this collided with existing API's (eg BLI_voronoi).
Also expand some non-obvious abbreviations:
- 'g' -> 'generic'
- 'vl' -> 'variable_lacunarity'
- 'V' -> 'v3'
The draw face sets brush uses the poly center when used in meshes to increase
its precision when working in low poly geometry. For this to work with deformed
meshes, the deformed coordinates from the PBVH should be used instead.
Reviewed By: sergey
Maniphest Tasks: T81915
Differential Revision: https://developer.blender.org/D9424
BKE_mesh_free() seems to not free the meshes correctly, so using BKE_id_free() instead.
The looptri array was also not freed.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9426
Used the sampled cursor normal when available instead of the raycast face normal.
This makes the preview match the previous orientation of the cursor.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9460
"Camera Parent Lock" can be useful when rigging cameras, but it is not
intuitive, and has also generated a lot of confusion (bug reports).
This is because it breaks the fundamental parent <-> child relationship
conventions in Blender, and there is no indication that it's intended
without diving into the preferences.
This commit moves the setting to the object level, and exposes it in
the relations panel in the property editor. It is exposed for every
object type because any object type can be "View Locked" in the 3D view.
The property description is also updated to reflect this change and be
more specific without getting too long.
In the future this could become a more general feature of the transform
system, but for now it is limited to "Lock Camera to View".
Differential Revision: https://developer.blender.org/D9239
Commit rBf5080c82dd915db6c7b9dd68a52aaaccf2600137
accidentally remove the Shift modifier key from
the `AUTOCONSTRAINPLANE` shortcut.
Differential Revision: https://developer.blender.org/D9480
Since it is possible to have multiple draw callbacks, (some of which
use bgl and others gpu), check and force the reset of the drawing status
at the end of each callback.
Differential Revision: https://developer.blender.org/D9476
The two entries `TFM_MODAL_AUTOCONSTRAINT` and
`TFM_MODAL_AUTOCONSTRAINTPLANE` had the same name
displayed in the UI. The latter is now includes
"plane" in it's name.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D9474
Also fixed SCULPT_HIDE_FACE_SETS. It was 1<<16, which overlaps
SCULPT_DYNTOPO_DETAIL_MANUAL. Changed it to 1<<17. Someone should do
this in master too.
stroke) for dyntopo. Instead it updates the original vertex color
customdata layer.
Calling into the undo system destroys threading with dyntopo, as its
undo code is single-threaded.
multithreaded.
* Worked on ProxyVert system, but it still needs more work. Issue is keeping
topological layers (reasonably) up to date without it being slow.
* Fixed memory leak in bmlog.
TODO:
- Handle face (loop) data
- Figure out what to do about edge data (warn user? actually handle
it?)
- Handle sculpt color undo push nodes properly (shouldn't be hard).
NOTE: I've added a new function, DRW_make_cdlayer_attr_aliases, for
this. It's patterned after extract_uvs. The appropriate devs from the
draw engine team should take a look.
It seems fast enough for simple cases, I make no promises that it
will be fast in crazy cases lots if there's lots of vgroup layers.
Note I still need to interface properly with the sculpt colors code.
much of the usage of integer indices. Meshes and grids simply store the
index here, but bmesh stores a pointer to a BMVert. This greatly speeds
up DynTopo by reducing the need to maintain flat pointer arrays in bmesh.
To prevent the accidental casting of ScuptVertexRef to indices and vice
versa SculptVertRef is defined as a struct:
typedef struct {intptr_t i} SculptVertRef;
There are also two functions to convert flat index indices to
SculptVertRefs and back:
ScultpVertRef BKE_pbvh_table_index_to_vertex(PBVH *pbvh, int index);
int BKE_pbvh_vertex_index_to_table(PBVH *pbvh, SculptVertRef *ref);
Note that these functions require the aforementioned maintanance of
flat pointer arrays in bmesh, so make sure to call
SCULPT_ensure_vertex_random_access().
Changes:
* Brought back bmesh_mdisps_space_set, written from scratch using
subdiv api, not ccg.
* Wrote a function to smooth multigres grids from within bmesh. I might
not need it; unless anyone thinks of a use for it I'll go ahead and
delete it.
Todo:
* Purge code of all usages of CCG for multires.
This commit:
* Wrote a utility function to dump multires displacements into a (new)
scene object.
* Consequently, I now know that the CCG_based multires code is not
compatible with the OpenSubdiv based code. The former produces gaps
between grids when converting displacements to object space.
# X64 ASAN is available and usable on MSVC 16.9 preview 4 and up)
@@ -259,7 +259,7 @@ if(NOT DEFINED LIBDIR)
else()
message(FATAL_ERROR"32 bit compiler detected, blender no longer provides pre-build libraries for 32 bit windows, please set the LIBDIR cmake variable to your own library folder")
@@ -408,7 +408,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
adaptive_threshold:FloatProperty(
name="Adaptive Sampling Threshold",
description="Noise level step to stop sampling at, lower values reduce noise the cost of render time. Zero for automatic setting based on number of AA samples",
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@@ -1688,7 +1703,6 @@ class WM_OT_properties_remove(Operator):
defexecute(self,context):
fromrna_prop_uiimport(
rna_idprop_ui_prop_clear,
rna_idprop_ui_prop_update,
)
data_path=self.data_path
@@ -1701,7 +1715,6 @@ class WM_OT_properties_remove(Operator):
prop=self.property
rna_idprop_ui_prop_update(item,prop)
delitem[prop]
rna_idprop_ui_prop_clear(item,prop)
return{'FINISHED'}
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