Currently the wording is a bit unclear: it doesn't specify //what// the particles will be converted into. This clarifies it by stating what the particles will be converted into: they will either be converted to a mesh or the instances will be made real.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D11795
Fix an incoherence between the Eevee Materials menu and the Cycles Materials menu :
Eevee :
{F10230448}
Cycles :
{F10230449}
Simply Fixed by replacing the Cycles UI code by the Eevee UI code.
Thanks to @Brainzman for helping me create this diff and translate
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D11979
Just add a check for whether the mesh has faces when retrieving an
attribute on the corner domain. In the future there could be an info
message in the node in this case, since maybe it's not intuitive.
Would previously pass a few properties that are available via the
asset-handle now. This asset-handle is also required for some of the
asset API, e.g. the temporary ID loading. This will probably be needed
before too long.
For this to work, the utility function needs to be callable without
context, which is only needed for a File Browser specific hack anyway
(doesn't apply to this usage of it).
While the asset-handle design is supposed to be temporary (see
35affaa971), I prefer keeping the fact that it's nothing but a file
entry pointer an implementation detail that is abstracted away. So this
introduces getters for the file data we typically access for
asset-handles.
Note that the current asset-handle design is temporary, see
35affaa971. I still prefer this to be const, as code outside the
asset-list/file-list code should never mess with the file data of an
asset.
The asset handle design is only temporary (see 35affaa971) and this
RNA property is only needed for internal, technical reasons of the asset
view template. So although not nice, at least make it clear in the RNA
property description that this should not be used.
Using const indexes and offsets helps to make the logic less sequential,
which is hopefully easier to understand and possibly easier to parallelize
in the future. Also order return arguments last.
If there were lots of selected objects without an existing rigid body,
we would add rigid bodies to them one by one.
This would be slow in python, now we instead do this as a batch
operation in C.
On my (Intel) MacBook it used to take 60 seconds and with this change it
takes about 0.3 seconds.
Reviewed By: Sebastian Parborg
Differential Revision: http://developer.blender.org/D11957
Remove the assumption of the pose library that Action groups are named
after the bones in the armature. Even though this assumption is correct
when the keys are created by Blender, action groups can be renamed. Keys
created by Python scripts can also use arbitrary group names.
Since there is more code in Blender making this assumption, and looping
over selected bones is also a common occurrence, this commit contains
some generic functionality to aid in this:
- `BKE_armature_find_selected_bones`: function that iterates over all
bones in an armature and calls a callback for each selected one. It
returns a struct with info about the selection states (all or no bones
selected).
- `BKE_armature_find_selected_bone_names(armature)` uses the above
function to return a set of selected bone names.
- `BKE_pose_find_fcurves_with_bones()` calls a callback for each FCurve
in an Action that targets a bone, also passing it the bone name.
Convert `pose_backup.c` (in C) to `pose_backup.cc` (in C++). This will
make future improvements easier. For now, it's the same code with just
some additional explicit casts (C++ doesn't allow implicitly casting
`void *`), `NULL` changed into `nullptr`, and some other simple changes.
No functional changes.
When done from the Properties Editor, the context's modifier should be
used (this is where the button is located), when done from elsewhere,
the active modifier is still the way to go (since the context modifier is
not available then)
Maniphest Tasks: T89982
Differential Revision: https://developer.blender.org/D11972
The node tagged polys normals dirty, but the function to calculate the
normals didn't clear the dirty flags for polys. Now clear the poly and
corner dirty normal flags.
The test forgot to set the new need_ids field, which luckily
exposed a bug in the C api for delaunay when that field is false.
Fixed the bug and the test, and added a test for the need_ids false
case.
Wording on the UI, slider consistency and material mask switches layout.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: http://developer.blender.org/D11839
Also use `const Curve *` instead of `const Object *`, since the
function works at a lower level than objects anyway.
And also remove another unused function. Since this section of code
for converting curves to meshes will likely be replaced, it's nicer to
see which parts actually remain used at this point.
Function signatures for snap callbacks used `const` incorrectly
which was hidden by casting function types.
This made it seem as if the input arguments wouldn't be change and
wouldn't be initialized.
Name return arguments with an `r_` prefix, order them last,
remove function casts and correct `const` usage.
When fixing issues, seeing operation results can be helpful for
detecting which operation went wrong.
This commit adds an option for exporting all operations results to
image files.
Exceptions are:
- Output operations: They are already exported or can be seen in UI.
- Constant operations: There are too many and is rarely useful.
They are exported to "<temp session folder>/COM_operations/"
with filenames "<operation class name>_<operation id>.png".
Only works on full frame execution mode.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11722
Adds full frame implementation to this node operation.
No functional changes.
2.4x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11677
Adds full frame implementation to this node operations.
No functional changes.
2.3x faster than tiled fallback on average.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11686
Adds full frame implementation to this node operation.
No functional changes.
No performance changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11698
Adds full frame implementation to this node operation.
No functional changes.
No performances changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11750
Adds full frame implementation to this node operation.
No functional changes.
3x times faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11635
Currently we mostly iterate buffer areas using x/y loops or through
utility methods extending from base classes.
To simplify code in simple operations this commit adds wrappers for
specifying buffer areas and their iterators for raw buffers with any
element stride:
- BufferRange: Specifies a range of contiguous buffer elements from a
given element index.
- BufferRangeIterator: Iterates elements in a BufferRange.
- BufferArea: Specifies a rectangle area of elements in a 2D buffer.
- BufferAreaIterator: Iterates elements in a BufferArea.
- BuffersIterator: Simultaneously iterates an area of elements in an
output buffer and any number of input buffers.
- BuffersIteratorBuilder: Helper for building BuffersIterator adding
buffers one by one.
For iterating areas coordinates it adds `XRange` and `YRange` methods
that return `IndexRange`.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11882
Although currently only the asset list code uses the asset library
reference wrapper, it can stand on its own and may be used in more
places in the future. So I prefer to give it its own source & header
file.
Also removed unused includes, added proper namespaces as per our C++
style guidelines, and removed an unnecessary TODO comment.
No operator or macro should be missing description. But if they do, then
they should use NULL pointer, and not an empty string.
This behavior was already enforced (through an assert) for operators,
previous commit made it the same for macros.
Code dealing with macro operators missing description field was slightly
different than the one from Operator registration.
This lead to invalid memory accesses in some python introspection cases
like the i18n messages extraction code in `bl_i18n_utils` module.
The code used `Spline::LookupResult` in a way that referred to evaluated
points and control points interchangeably. That didn't affect the logic,
but the code became harder to read. Instead, introduce a local struct
to contain the data in a more obvious way.
Some uses of delaunay_2d_calc don't need to know the original verts,
edges, and faces that correspond to output elements.
This change adds a "need_ids" value to the CDT input spec, default true,
which tracks the input ids only when true.
The python api mathutils.geometry.delaunay_2d_cdt gets an optional
final bool argument that is the value of need_ids. If the argument
is not supplied, it is true by default, so this won't break old uses
of the API.
On a sample text test, not tracking ids save about 30% of the runtime.
For most inputs the difference will not be so dramatic: it only really
kicks in if there are a lot of holes.
Regression introduced in {rBbfa3dc91b754}.
`ID_RECALC_GEOMETRY` should tag all operations of the `GEOMETRY`
component and not just the operation of node `GEOMETRY_EVAL_INIT`.
This node implements shortening each spline in the curve based on
either a length from the start of each spline, or a factor of the
total length of each spline, similar to the "Start & End Mapping"
panel of curve properties.
For Bezier curves, the first and last control points are adjusted
to maintain the shape of the curve, but NURB splines are currently
implicitly converted to poly splines.
The node is implemented to avoid copying where possible, so it outputs
a changed version of the input curve rather than a new one.
Differential Revision: https://developer.blender.org/D11901
After rB3b6ee8cee708 by @HooglyBoogly vertex groups were moved
to mesh data, and versioning code was provided to upgrade old
files. However, it fails to consider the case of linked duplicates
having different name lists, and dependent on the object order
can cause some of the names to be lost. This can even be all of
them, if there is a duplicate without any names, which can be
easily created by lazy Python code.
To fix this, change the code to use the longest available name list.
Differential Revision: https://developer.blender.org/D11958
Using part of a patch from Erik Abrahamsson, this replaces the
use of linked lists for original id tracking by Sets.
I had thought that the lists were unlikely to grow to more than
a few elements, but when the mesh has a lot of holes (whose
original ids go *outside* the hole, and therefore, most of the
mesh), this assumption can be very wrong.
On a Text regression test, the time went from 11.67s to 0.16s
with this fix. I also tested to make sure that Boolean didn't
slow down with this, and found it actually had a very slight speedup.
Using Sets exposed a dependency on the ordering of the items
in the id lists, luckily caught by a mesh intersect regression test,
so fixed that.
Scaling down images could create images with a width or height of zero.
Clamp at 1 to prevent a crash, also add an assert to scaling functions.
Ref D11956
`split_multicam` used split operator, where if more strips than
multicam were selected, all would be split, which is undesirable.
Add `Sequence.split()` RNA API function. to split individual strips.
Function accepts `frame` and `split_method arguments`. Returns right
strip after splitting.
In case when strip being split have effects, these will be split too, so
no invalid state should be created.
Selection is not handled, this is by design up to user.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11926
This will help enable development on optimizations to the perimeter
calculation here. Using C++ data structures like Array can make the
code easier to read as well.
Longer term, this can help improve integration with attributes
and possibly the new curve code (since strokes and curves are
quite similar in theory).
Differential Revision: https://developer.blender.org/D11941
We need to be more strict about trying to retrieve a list of vertex group
names from objects now, as only three object types support them.
This commit adds a check for vertex group support in a few places, the
data transfer operator/modifier, copying vertex groups to selected
objects, and the vertex group remove and clear functions.
Differential Revision: https://developer.blender.org/D11947
When a vertex group is used to limit the influence of the modifier
to a subset of vertices, binding data for vertices with zero weight
is not needed. This wastes memory, disk space and CPU cycles.
If the vertex group contents is known to be final and constant,
it is reasonable to optimize by only storing data group vertices.
This has to be an option in case the group can change.
Supporting this requires adding a vertex index field and spliting
the vertex count into mesh and bind variants, but both happen to
fit in available padding. The old numverts field is renamed to the
new bound vertex count field to maintain the array length invariant.
Versioning is used to initialize the other new fields.
If a file with sparse binding is opened in an old blender version,
it is corrupted into a non-sparse bind with vertex count mismatch,
preventing the modifier from working until rebind.
Differential Revision: https://developer.blender.org/D11924
`POINT_CACHE_RESET` pointed to `GEOMETRY_EVAL_INIT` while
`GEOMETRY_EVAL_INIT` pointed to `POINT_CACHE_RESET`.
Now `POINT_CACHE_RESET` points to the same nodes pointed to by
`GEOMETRY_EVAL_INIT` thus avoiding the dependency cycle.
The crash happens because `GPU_offscreen_create` is called with `err_out` `NULL`.
This patch proposes a solution within the `GPU_offscreen_create` itself
and raises an error report in the interface if a menu is called with
dimensions beyond what is supported.
Ref T89782
Maniphest Tasks: T89782
Differential Revision: https://developer.blender.org/D11927
The `action_preview_render()` function used to just render, but now it
also temporarily applies the pose. Its comment is now updated for this.
No functional changes.
Replaces current ID Mask node Anti-Aliasing operation by SMAA
operations with default settings as proposed by Jeroen Bakker.
SMAA produces smoother edges.
Reviewed By: manzanilla
Differential Revision: https://developer.blender.org/D11881
In driver editor, vertically flip the value debug lines to align
them with the timeline header values. This makes it easier to read
the values. Also set the line width explicitly, which was incorrect
in some cases.
Differential Revision: https://developer.blender.org/D8877
This move was already prepared with 788d380460 and 26b098c04f. The
template is quite big already, better to give it its own file. Plus it
could use some C++ features like RAII and maybe some more object
oriented code. I plan further refactoring there.
It turns out `BKE_mesh_copy_parameters` can be called while other
tools are running calculations, which meant that it was called at the
same time as `armature_deform_coords_impl`. Beause of that, we
shouldn't do any freeing (of the old vertex group names) there.
Since the materials are copied in the "for_eval" version anyway,
it seems to make sense to copy the vertex group name list there also.
Fixes T89877, and also the failing `deform_modifiers` test.
Differential Revision: https://developer.blender.org/D11936
The new Asset Browser-based pose library is partially implemented in an
add-on. This commit enables the add-on by default, as the old pose
library was built-in and thus always enabled.
The ability to disable the add-on is there mostly for cases where
people/studios want to use their own custom pose library.
Correct cases where the X-axis of the bone (in pose space) aligns with
the pose-space Y or Z-axis. In these cases the decomposition of the
matrix fails, and a negative scale of the X-axis turns into a 180°
rotation around the Y-axis. An extra -1 scale to the X and Z axes of the
resulting matrix seems to fix things.
The asset view UI template is a mini-version of the Asset Browser that
can be placed in regular layouts, regions or popups. At this point it's
made specifically for placement in vertical layouts, it can be made more
flexible in the future.
Generally the way this is implemented will likely change a lot still as
the asset system evolves.
The Pose Library add-on will use the asset view to display pose
libraries in the 3D View sidebar.
References:
* https://developer.blender.org/T86139
* https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building
* https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport
Notes:
* Important limitation: Due to the early & WIP implementation of the
asset list, all asset views showing the same library will show the
same assets. That is despite the ID type filter option the template
provides. The first asset view created will determine what's visible.
Of course this should be made to work eventually.
* The template supports passing an activate and a drag operator name.
The former is called when an asset is clicked on (e.g. to apply the
asset) the latter when dragging (e.g. to .blend a pose asset). If no
drag operator is set, regular asset drag & drop will be executed.
* The template returns the properties for both operators (see example
below).
* The argument list for using the template is quite long, but we can't
avoid that currently. The UI list design requires that we pass a
number of RNA or custom properties to work with, that for the Pose
Libraries should be registered at the Pose Library add-on level, not
in core Blender.
* Idea is that Python scripts or add-ons that want to use the asset view
can register custom properties, to hold data like the list of assets,
and the active asset index. Maybe that will change in future and we
can manage these internally.
As an example, the pose library add-on uses it like this:
```
activate_op_props, drag_op_props = layout.template_asset_view(
"pose_assets",
workspace,
"active_asset_library",
wm,
"pose_assets",
workspace,
"active_pose_asset_index",
filter_id_types={"filter_action"},
activate_operator="poselib.apply_pose_asset",
drag_operator="poselib.blend_pose_asset",
)
drag_op_props.release_confirm = True
drag_op_props.flipped = wm.poselib_flipped
activate_op_props.flipped = wm.poselib_flipped
```
So far all UI lists had to be defined in Python, this makes it possible
to define them in C as well. Note that there is a whole bunch of special
handling for the Python API that isn't there for C. I think most
importantly custom properties support, which currently can't be added
for C defined UI lists.
The upcoming asset view UI template will use this, which needs to be
defined in C.
Adds a new file `interface_template_list.cc`, which at this point is
mostly a dummy to have a place for the `ED_uilisttypes_ui()` definition.
I plan a separate cleanup to move the UI-list template to that file.
This button type shows a preview image above centered text, similar to
the File Browser files in Thumbnail Display Mode or the default Asset
Browser display. In fact we may want to port these over to use the new
button type at some point.
Will be used by the asset view UI template that will be added in a
following commit. That is basically a mini version of the Asset Browser
that can be displayed elsewhere in the UI.
If a text button is activated that is not in view (i.e. scrolled away),
the scrolling will now be adjusted to have it in view (with some
small additional margin). While entering text, the view may also be
updated should the button move out of view, for whatever reason. For the
most part, this feature shouldn't be needed and won't kick in, except
when a clicked on text button is partially out of view or very close to
the region edge. It's however quite important for the previously
committed feature, that is, pressing Ctrl+F to start searching in a UI
list. The end of the list where the scroll button appears may not be in
view. Plus while filtering the number of visible items changes so the
scrolling has to be updated to keep the search button visible.
Note that I disabled the auto-scrolling for when the text button spawned
an additional popup, like for search-box buttons. That is because
current code assumes the button to have a fixed position while the popup
is open. There is no code to update the popup position together with the
button/scrolling.
I also think that the logic added here could be used in more places,
e.g. for the "ensure file in view" logic the File Browser does.
Adds an operator invoked by default with Ctrl+F that while hovering a UI
list, opens the search field of the list and enables text input for it.
With this commit the search button may actually be out of view after
Ctrl+F still. The following commit adds auto-scroll to solve that.
A downside is that in the Properties, there also is Ctrl+F to start
the editor-wide search. That's not unusual in Blender though (e.g.
scolling with the mouse over a UI list also scrolls the list, not the
region).
Makes it possible to create tooltips for UI list rows, which can be
filled in .py scripts, similar to how they can extend other menus. This
is used by the (to be committed) Pose Library add-on to display pose
operations (selecting bones of a pose, blending a pose, etc).
It's important that the Python scripts check if the UI list is the
correct one by checking the list ID.
For this to work, a new `bpy.context.ui_list` can be checked. For
example, the Pose Library add-on does the following check:
```
def is_pose_asset_view() -> bool:
# Important: Must check context first, or the menu is added for every kind of list.
list = getattr(context, "ui_list", None)
if not list or list.bl_idname != "UI_UL_asset_view" or list.list_id != "pose_assets":
return False
if not context.asset_handle:
return False
return True
```
Add improved arrow key walk navigation in grid layout UI List templates.
Pressing up or down walks the active item to the adjacent row in that
direction, while left and right walk through the items along the columns
wrapping at the rows.
Note from Julian:
In combination with the following commit, this has the important
limitation that the list's custom activate operator won't be called when
"walking over" an item that is scrolled out of the list. That is because
we don't actually create any buttons for those that could be used for
the handling logic. For our purposes of the pose libraries that should
be fine since the asset view list is always made big enough to display
all items. Solving this might be difficult, we don't properly support
nesting boxes with proper scrolling in regular layouts. It's all just
hacked a bit for UI-lists to work. Overlaps quite a bit with T86149.
Differential Revision: https://developer.blender.org/D11063
For pose libraries, we need to be able to apply a pose whenever
activating (clicking) an item in the Pose Library asset view and blend
it by dragging (press & move). And since we want to allow Python scripts
to define what happens at least when activating an asset (so they can
define for example a custom "Apply" operator for preset assets), it
makes sense to just let them pass an operator name to the asset view
template. The template will be introduced in a following commit.
This new layout type is meant for the upcoming asset view UI template.
With it it is possible to show big asset previews with their names in a
responsive grid layout.
Notes:
* The layout is only available for C defined UI lists. We could expose
it to Python, but I think there are still some scrolling issues to be
fixed first. (The asset view template doesn't use scrolling for the UI
list.)
* I'd consider this a more usable version of the existing `GRID` layout
type. We may remove that in favor of the new one in future.
This is more of a first-pass refactor for the UI list template. More
improvements could be done, but that's better done separately. Main
purpose of this is to make the UI list code more manageable and ready
for the asset view template.
No functional changes for users.
* Split the huge template function into more manageable functions, with
clear names and a few structs with high coherency.
* Move runtime data management to the template code, with a free
callback called from BKE. This is UI data and should be managed at
that level.
* Replace boolean arguments with bit-flags (easily extendable and more
readable from the caller).
* Allow passing custom-data to the UI list for callbacks to access.
* Make list grip button for resizing optional.
* Put logic for generating the internal UI list identifier (stored in
.blends) into function. This is a quite important bit and a later
commit adds a related function. Good to have a clear API for this.
* Improve naming, comments, etc.
As part of further cleanups I'd like to move this to an own file.
When generating a preview image for a pose, temporarily apply it to the
armature. Contrary to the usual pose application, this ignores the
selected bones and always applies the entire pose.
Introduce new pose library, based on the Asset Browser. Contrary to the
old pose library (in `editors/armature/pose_lib.c`), which stored an
entire library of poses in an `Action`, in the new library each pose is
its own `Action` datablock. This is done for compatibility with the
asset browser, and also to make it easier to attach preview images,
share datablocks, etc. Furthermore, it opens the door to having
animation snippets in the pose library as well.
This commit contains the C code for the pose library; in order to fully
use it, an addon is required as well (which will be committed shortly).
Add function `BKE_pose_apply_action_blend()`, which blends a given
Action into current pose. The Action is evaluated at a specified frame,
and the result is applied to the armature's pose.
A blend factor can be given to blend between the current pose and the
one in the Action. Quaternions are interpolated with SLERP; it is
assumed that their FCurves are consecutively stored in the Action.
This function will be used in the upcoming new Pose Library.
New function `BKE_pose_apply_action_all_bones()`, which will be
necessary for the upcoming pose library v2.0.
This renames the function `BKE_pose_apply_action` to
`BKE_pose_apply_action_selected_bones`, to reflect that it only works on
selected bones, to contrast it to the new function.
Add operator 'Open Blend File' to the Asset Browser. This operator:
- starts a new Blender process,
- opens the blend file containing the asset,
- monitors the new Blender process, and when it stops,
- reloads the assets to show any changes made.
This is an editor-level abstraction for the `BLO_library_temp_xxx()`
API for temporary loading of data-blocks from another Blend file. It
abstracts away the asset specific code, like asset file-path handling
and local asset data-block handling.
Main use-case for this is applying assets as presets that are based on
data-blocks, like poses. Such preset assets are an important part of the
asset system design, so such an abstraction will likely find more usage
in the future.
Adds the following to `bpy.types.FileSelectEntry`:
* `id_type`: The data-block type the file represenets, if any.
* `local_id`: The local data-block it represents, if any (assets only).
And the following to `bpy.types.AssetHandle`:
* `local_id`: The local data-block the asset represents, if any.
This kind of information and the references are important for asset related
operators and UIs. They will be used by upcoming Pose Library features.
Implements a basic, WIP version of the asset list. This is needed to
give the asset view UI template asset reading and displaying
functionality.
See:
* Asset System: Data Storage, Reading & UI Access - https://developer.blender.org/T88184
Especially the asset list internals should change. It uses the
File/Asset Browser's `FileList` API, which isn't really meant for access
from outside the File Browser. But as explained in T88184, it does a lot
of the stuff we currently need, so we (Sybren Stüvel and I) decided to
go this route for now. Work on a file-list rewrite which integrates well
with the asset system started in the `asset-system-filelist` branch.
Further includes:
* Operator to reload the asset list.
* New `bpy.types.AssetHandle.get_full_library_path()` function, which
gets the full path of the asset via the asset-list.
* Changes to preview loading to prevent the preview loading job to run
eternally for asset views. File Browsers have this issue too, but
should be fixed separately.
It's useful to know where an asset is stored in, before this there was no way
to tell this. This could probably be displayed nicer in the UI but we're
currently unsure how. But at least the information is there now.
With temporary I mean that this is not intended to be part of the
eventual asset system design. For that we are planning to have an
`AssetRepresentation` instead, see T87235. Once the `AssetList` is
implemented (see T88184), that would be the owner of the asset
representations.
However for the upcoming asset system, asset browser, asset view and
pose library commits we need some kind of asset handle to pass around.
That is what this commit introduces.
Idea is a handle to wrap the `FileDirEntry` representing the asset, and
an API to access its data (currently very small, will be extended in
further commits). So the fact that an asset is currently a file
internally is abstracted away. However: We have to expose it as file in
the Python API, because we can't return the asset-handle directly there,
for reasons explained in the code. So the active asset file is exposed
as `bpy.context.asset_file_handle`.
For the Asset Browser, this returns the active asset library of the
Asset Browser, otherwise it returns the one active in the workspace.
This gives simple access to the active asset library from UI code and
Python scripts. For example the upcoming Pose Library add-on uses this,
as well as the upcoming asset view template.
This per-workspace active asset library will be used by the asset views
later. Note that Asset Browsers have their own active asset library,
overriding the one from the workspace.
As part of this the `FileSelectAssetLibraryUID` type gets replaced by
`AssetLibraryReference` which is on the asset level now, not the
File/Asset Browser level. But some more work is needed to complete that,
which is better done in a separate commit.
This also moves the asset library from/to enum-value logic from RNA to
the editor asset level, which will later be used by the asset view.
Update vertex weights between simulation steps if they have changed.
This allows for animated vertex weights in the cloth sim.
Reviewed By: Sebastian Parborg
Differential Revision: http://developer.blender.org/D11640
The `__enter__` function of the `bpy.data.libraries.load` context manager
was storing a pointer to a stack-allocated variable, which was subsequently
used in the `__exit__` function, causing a crash. This is now fixed.
Thanks @Severin for the patch.
If text strips have the same start frame but are stacked on top of each
other in different channels the order in which they are written in the
.rst file was random before.
Reviewed By: Richard Antalik
Differential Revision: https://developer.blender.org/D11903
Mainly naming (also droping the `layer_collection` in favor of just
`layer` for internal code, this is clear enough and much shorter). Add
proper parent/child identifiers, `r_` prefix for parameters also used as
return values, etc.
Also made some parameters const.
The original refactor for vertex groups (3b6ee8cee7)
forgot to bump the minimum file requirement.
I'm also bumping the subversion to 12 so everyone can switch to a
working subversion number.
Differential Revision: https://developer.blender.org/D11931
This makes node trees with long links that cross other nodes easier to work with.
Dimmed links will be ignored by various modal operators like cut and reroute insertion.
Differential Revision: https://developer.blender.org/D11813
We were manually setting the compiler flags
for C++17 support for this previously. CMake
can do this for us in a uniform way without
having to worry about compiler specifics.
Setting these flags manually somehow brought
out some unwanted behaviour (CMake switching
back to C++14) in the nightly CMake builds.
Unsure if that's a CMake bug or planned
new behaviour for future version, but best
to play it safe.
These flags are supported since CMake 3.1
so should not break anything.
Reviewed by: Campbell Barton
Differential Revision: https://developer.blender.org/D11891
This logic is from the curve sundivide node, used to add points with
proper handles in between two existing points. However, the same logic
is used for trimming of Bezier splines, and possibly interactive point
insertion in the future, so it's helpful as a general utility.
The logic is converted to depend on a bezier spline instead of being
static. A temporary segment spline can be used for the latter use case.
This adds id_properties_clear() and id_properties_ensure() functions
to RNA structs. This is meant as an initial change based on discussion
in review of D9697. However, they may be useful in other situations.
The change requires refactoring the internal idproperties callback to
return a pointer to the IDProperty pointer, which actually turns out
to be quite a nice cleanup.
An id_properties attribute could be added in the future potentially.
Differential Revision: https://developer.blender.org/D11908
The general graphing mechanism will create one graph for each output
variable. So it's not limited to time and memory, but that is what the
Cycles tests now output.
The BKE_gpencil_stroke_add_points API function worked well for
creating the primitives in the add object menu, but it expected a
specific data format that doesn't make sense in a dynamic context.
As evidence of that we can see the way source data was duplicated
in the line art file just to use this API function.
This commit solves that problem in two ways:
- Clean up the line art function (this should make it faster too).
- Move/rename the function so its intended use is more clear.
Differential Revision: https://developer.blender.org/D11909
Non-pointer-like properties that are not editable should never generate
override operations.
While harmless (those would never be applied back anyway), better not
clutter override operations list, and also enjoy the symbolic
performances improvement here.
NOTE: Pointer-like properties (pointers and collections) remain
processed as usual here since they usually imply recursivity. We could
make an exception to the exception for ID pointers, but for now I don't
think this is worth it.
Issue would happen when the original, linked data already had 'Disk Cache'
setting enabled. Override would then see no difference with linked data,
and not create any rule for it (as expected).
Root of the issue was that in Cloth modifier copy code, those disk cache
settings were not copied at all, so every time local overrides were
re-generated by copying linked data, those flags would be reset to their
default values.
NOTE: this might exist in other PointCache usages as well, but this code is
in such a bad state that I'd rather do minimal strictly needed changes
there, on a case-by-case basis. Proper recode of that whole system is
wayyyyy out of scope here.
When image strip is added from python using `image_strip_add` operator
and directory path is not terminated with slash, last part of directory
was ignored.
Use `BLI_join_dirfile` instead of simple string concatenation.
Constraining to X axis caused snapping to not work at all. Constraining
to Y axis caused snapping indicator to be drawn, when snapping doesn't
occur.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11898
nodes or sockets" error
rBfe22635bf664 introduced a utility to check for this (but it was always
returning true).
This wasnt a problem in master (since it is unused there), but in the
2.93 branch, this utility is actually used and the error results in all
geometry nodetrees to appear with the "Node group has unidentified nodes
or sockets" message (and being unusable).
Now return false in has_undefined_nodes_or_sockets if all nodes and
sockets have been successfully checked.
This commit then needs to end up in the 2.93 branch.
Maniphest Tasks: T89851
Differential Revision: https://developer.blender.org/D11911
Socket inspection helps with debugging a geometry node group.
Now, when hovering over a socket, a tooltip will appear that provides
information about the data in the socket. Note, socket inspection only
works for sockets that have been computed already. Nodes that are not
connected to an output are not computed.
Future improvements can include ui changes to make the tooltip look
more like in the original design (T85251). Furthermore, additional
information could be shown if necessary.
Differential Revision: https://developer.blender.org/D11842
Use more direct access to next/previous vertices.
- `BM_edge_other_vert(l_curr->e, l_curr->v)` -> `l_curr->next->v`.
- `BM_edge_other_vert(l_curr->prev->e, l_curr->v)` -> `l_curr->prev->v`.
Add asserts to keep the intention clear.
Adds full frame implementation to this node operations.
No functional changes.
2.5x faster than tiled fallback on average.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11690
Not causing issues in current master because all buffer areas are at
(0, 0) position and `Extend` is not used. But areas may be at any
position in future developments and it will crash.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11784
Link sockets are always connected to inserted translate or scale
operation `Color` sockets even when they have different data type.
This causes crashes on full frame mode when operations read inputs
with non expected datatypes.
Because data type conversions need to be executed before, convert
resolutions must ensure same datatypes are linked.
This commit moves the storage of `bDeformGroup` and the active index
to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility
functions are added to allow easy access to the vertex groups given
an object or an ID.
As explained in T88951, the list of vertex group names is currently
stored separately per object, even though vertex group data is stored
on the geometry. This tends to complicate code and cause bugs,
especially as geometry is created procedurally and tied less closely
to an object.
The "Copy Vertex Groups to Linked" operator is removed, since they
are stored on the geometry anyway.
This patch leaves the object-level python API for vertex groups in
place. Creating a geometry-level RNA API can be a separate step;
the changes in this commit are invasive enough as it is.
Note that opening a file saved in 3.0 in an earlier version means
the vertex groups will not be available.
Differential Revision: https://developer.blender.org/D11689
When adding texts or various simple effects I often copy-paste strips
to reuse properties from a template such as font or position. I assume
this is common workflow. Issue with this workflow is, that active strip
is not changed after pasting, so when adjusting property, it is original
strip that is being modified.
This is not issue when duplicating strips - selection state is
transfered to duplicate strips, such that duplicate of active strip is
set to be active and duplicate of selected strip is set to selected.
Implement same selection transfering behavior in paste operator, that
exists in duplicate operator.
Since strip can be deleted after copying, it is not possible to rely
on sequencer state. This is true even when pasting strips to different
scene. Therefore active strip name must be stored in clipboard.
Reviewed By: sergey, Severin
Differential Revision: https://developer.blender.org/D11781
Caused by fba9cd019f, then fixed by 0e4245bc28, but without
subversion bump, so some files were still broken after fix.
Repeat fix again, but this time also bump subversion.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D11864
Use the same partial-update functions used by transform when
editing vertex locations with the number buttons.
This avoids unnecessary calculations for normals and tessellation.
This gives around 1.44x overall speedup on high poly meshes.
Support for begin/update/end callbacks allowing state to be cached
and reused while dragging a number button or slider.
This is done using `UI_block_interaction_set` to set callbacks.
- Dragging multiple buttons at once is supported,
passing multiple unique events into the update function.
- Update is only called once even when multiple buttons are edited.
- The update callback can detect the difference between click & drag
actions so situations to support skipping cache creation and
freeing for situations where it's not beneficial.
Reviewed by: Severin, HooglyBoogly
Ref D11861
In most cases the undo system was loading undo steps twice.
This was needed since some undo systems (sculpt, paint, text)
require stepping out of the current undo step.
Use a flag to limit this to the undo systems that need it.
This improves performance for other undo systems.
This gives around 1.96x speedup in edit-mesh for high-poly objects.
Reviewed by: mont29
Ref D11893
- Tag the object data instead of the object when decoding
(this avoids duplicating mesh object-data on each undo-step).
- Calculate face normals as part of multi-threaded tessellation.
This gives ~11% speedup with 1.5x million polygons.
Rename:
- EDBM_mesh_free -> EDBM_mesh_free_data
BKE_editmesh_free -> BKE_editmesh_free_data
Since this doesn't free the edit-mesh pointer.
- BKE_editmesh_free_derivedmesh -> BKE_editmesh_free_derived_caches
Since this no longer uses derived-mesh, match naming for the related
object function BKE_object_free_derived_caches.
Also remove `do_tessellate` argument from BKE_editmesh_create,
since the caller can explicitly do this if it's needed,
with the advantage that it can be combined with normal calculation
which is faster on high-poly meshes.
All platforms support the proper format string and it's already used in
various other places.
Differential Revision: https://developer.blender.org/D11460
During a mesh transformation in edit mode (Move, Rotate...), only part of
the batch cache needs to be updated.
This commit allows only update only the drawn batches seen in
`BKE_object_data_eval_batch_cache_deform_tag` if the new
`ID_RECALC_GEOMETRY_DEFORM` flag is used.
This new flag is used in the transforms operation for edit-mesh and
results in 1.6x overall speedup in heavy subdiv cube.
Differential Revision: https://developer.blender.org/D11599
This might be an artistic choice, but round end caps are supposed to be
a "half circle centered at the end point of the line" as documented
here: https://docs.blender.org/manual/en/dev/render/freestyle/
parameter_editor/line_style/strokes.html#caps
They are a shashed half circle instead.
This patch makes this pure half circles [and also fixes the case where
thickness of beginning was used for both beginning and end of the
stroke]
Maniphest Tasks: T88015
Differential Revision: https://developer.blender.org/D11340
This commit adds a curve primitive node for creating squares,
rectangles, trapezoids, kites, and parallelograms. It also includes
a mode where the four points are just vector inputs.
Differential Revision: https://developer.blender.org/D11665
In this bug report it resulted in rendering animations stopping too early,
but this affected more areas.
After the previous cleanup commit, it becomes clear that frame and ctime
values were mixed up.
Confusingly, BKE_scene_frame_get did not match the frame number as expected by
BKE_scene_frame_set. Instead it return the value after time remapping, which
is commonly named "ctime".
* Rename BKE_scene_frame_get to BKE_scene_ctime_get
* Add a new BKE_scene_frame_get that matches BKE_scene_frame_set
* Use int/float depending if fractional frame is expected
It always bothered me that we'd do the `BLI_assert(... || !"message")` trick to
print a message alongside the assert, while it should be trivial to have a way
to pass an extra string as additional argument.
This adds `BLI_assert_msg()` with a second argument for a message. E.g.:
```
BLI_assert_msg(
params->rename_id == NULL,
"File rename handling should immediately clear rename_id when done, because otherwise it will keep taking precedence over renamefile.");
```
On failure this will print like this:
```
0 Blender 0x00000001140647a3 BLI_system_backtrace + 291
[...]
13 Blender 0x00000001092647a6 main + 3814
14 libdyld.dylib 0x00007fff203d8f5d start + 1
BLI_assert failed: source/blender/editors/space_file/file_ops.c:2352, file_directory_new_exec(), at 'params->rename_id == ((void*)0)'
File rename handling should immediately clear rename_id when done, because otherwise it will keep taking precedence over renamefile.
```
Reviewed by: Sybren Stüvel, Jacques Lucke, Sergey Sharybin, Campbell Barton
Differential Revision: https://developer.blender.org/D11827
The 'collection' property is flagged PROP_ID_REFCOUNT, so the
modifiers foreachIDLink functions should walk with IDWALK_CB_USER
(instead of IDWALK_CB_NOP).
Otherwise the modifier wont be included as a user for the collection
(e.g. on file read); removing the collection from the modifier will
decrement usercount though (which in worst case scenario makes the
collection orphan and will result in data loss)
Maniphest Tasks: T89765
Differential Revision: https://developer.blender.org/D11877
When editing vertices with number buttons, tag the mesh, not the object.
This prevents the evaluated mesh being re-created for the object
and is correct as the mesh is being edited not the object.
Note that all tags for updating object geometry should be checked
to see if this change should be applied there too.
From a simple test on a high-poly mesh this gives around 1.3x
overall speedup.
After cache implementation line art apply will not show strokes properly, now fixed.
# Conflicts:
# source/blender/gpencil_modifiers/intern/MOD_gpencillineart.c
The Pattern and Search display options in the Clip Editor display settings
are independent and should not be grayed out since those options
remain relevant even with path display turned off.
Alternative solution were propoesed in D11630 and D11715
but each of those patches had downsides.
This solution is the simplest and does not break muscle memory.
Channel packed images should not have their RGB affected by alpha.
rendering in Cycles and Eevee was fine already, but displaying these was
not right in the Image and Node editors.
Not 100% sure what to do for the "Color and Alpha" mode, but I guess
this should stay like it was before (applying the alpha).
"Color", "R", "G", and "B" modes were changed to not have color be
affected by alpha though.
ref. T89034
Maniphest Tasks: T89034
Differential Revision: https://developer.blender.org/D11871
Fly navigation has always had this option. They is particularly useful
when users use "Trackball" as their orbit method.
For walk navigation this works as a one off option. Not as a toggle like
for fly navigation.
Differential Revision: https://developer.blender.org/D11863
Correctly reset `prev` and `next` pointers of action group FCurves when
separating them into distinct `ListBase`s per `bActionGroup`.
These `NULL` pointers are necessary to temporarily demarcate the start &
end of the `bActionGroup::channels` list. Having them still point to
other FCurves caused ordering issues when moving curves towards the
start/end of a group.
This commit corrects the above issue and adds versioning code to rectify
any ordering issues that may have been caused. For this purpose the
`BKE_action_groups_reconstruct()` function is rewritten to avoid relying
on the `bAction::curves` list order or `prev` link integrity.
Differential Revision: https://developer.blender.org/D11811
Simple upgrade of OpenXR to 1.0.17. A version bump was enough, no
Blender code had to change.
Reviewed By: LazyDodo, mont29
Differential Revision: https://developer.blender.org/D11848
It was possible that render buffers and scene kernel data will be out
of sync because reset and scene update happens in different locks.
This is similar issue we've fixed in the Cycles X branch, so backported
relevant changes from there.
This change removes what seems to be unused feature kernel.
Differential Revision: https://developer.blender.org/D11828
This change makes the behavior consistent between shortcut and
option from space clip's header.
The only caveat is that the "Lock to Selection" is removed from the
Display popover. This is because it is rather hard to make operator
to render same as regular checkbox. However, shouldn't be a problem
because the setting in popover was redundant.
Differential Revision: https://developer.blender.org/D10423
The node group interface panels were still implemented in C.
Now they ported over to python for easier maintenance.
Differential Revision: https://developer.blender.org/D11834
In addition to _object_ animation, now _object data_ (mesh, curve, ...)
animation can now be made single user as well.
This came up in T89369 and while it is possible to do this via the
Outliner [where all actions have to be selected individually], this
seems to be more convenient to be done from the 3DView.
note: usercount of the action is checked now, if it single-user already,
no copy takes place (same thing could/should be done for
single_object_action_users as well).
note2: obdata is made single user as well (otherwise duplicated actions
will be assigned to the same shared obdata - which does not result in
unique animadata which is what we are after here)
ref. T89369
Maniphest Tasks: T89369
Differential Revision: https://developer.blender.org/D11683
Previously, this did not compile in VS 2017, because
`new T(initializer_())` would try to call the copy constructor of `T`.
Now, `initializer_` will construct the `T` inplace.
Renaming compositor node in search panel "View Switch" to "Switch View"
for better consistency.
Reviewed By: dfelinto
Differential Revision: https://developer.blender.org/D11717
Using the "Camera Fit Frame to Selected" operator didn't work for Grease Pencil
objects. The same issue caused grease pencil preview thumbnails to be useless
(e.g. when using "Mark Asset" on a Grease Pencil object).
Reason was that there was no logic to handle grease pencil data and its strokes
for the object display-point iterators used for the "Frame Selected" logic.
Addresses T89656.
Reviewed by: Antonio Vazquez, Campbell Barton
Differential Revision: https://developer.blender.org/D11833
The original assumption that the `modifyMesh` function is only
called when the modifier is applied was wrong. There are still a
couple of other places calling it through `BKE_modifier_modify_mesh`.
Now there is an extra check that makes sure instances are only
realized when the modifier is actually applied.
The backdrop image gizmo was not following the backdrop image, it
needs to be refreshed whenever the view changes. The region init
callback is executed whenever the region size changes, so that should be
a reliable place to do that.
Reported as part of T87591.
In a collapsed hierarchy, some type of data are listed as one icon per
item (2.79 did this for all data),
others are 'compacted' as a single icon with a counter (also indicating
if the active item is down that collapsed hierarchy) from 2.80 on.
Not quite sure if {rB92dfc8f2673e} was meant to do this (if it was, this
was not working though because relevant code would only get executed for
object hierarchies it seems), so now this is done for bones as well.
Fixes T88413.
Maniphest Tasks: T88413
Differential Revision: https://developer.blender.org/D11404
Walk rotate speed for tablets was being modified at runtime by scaling
the user preference mouse_speed by a constant factor; this consolidates
scaling into the the compile time tablet scale factor in walkApply.
No change in behavior.
When renaming an ID somewhere in the UI after marking it as asset, it would
often get lost in the Asset Browser (scrolled out of view). It would also get
deactivated.
This patch makes sure that if an asset is active whose ID gets renamed, it is
kept active and visible. That is important for a fast, uninterrupted asset
creation workflow, where users often rename assets while working in the asset
browser.
Old code stored the new file-name to identify a file after re-reading the
file-list after the rename. For assets that doesn't work because there may be
multiple assets with the same name. Here the simple solution of just storing
the pointer to the renamed ID is chosen, rather than relying on the file-name
in this case. (Should be fine with undo, since the ID * reference is short
lived, it's not stored over possible undo steps. If it turns out to have
issues, I rather switch to a rename_id_uuid, but keep that separate from the
file->uid).
Reviewed by: Sybren Stüvel
Differential Revision: https://developer.blender.org/D11119
TBB includes in windows.h which will by
default define min/max macro's by default,
which collide with stl's min/mac functions.
this change instructs windows.h not to
add the offending macros
(Note: This is an alternative version for D9994 by @Schiette. The commit
message is based on his description.)
Currently, when a new directory is created it is not selected.
Similarly, when renaming an existing file or directory, it does not
remain active/highlighted blue after renaming.
This change makes sure the file or directory is always selected after
renaming, even if the renaming failed or was cancelled.
This has some usability advantages:
- Open the newly created directory without having to select it (ENTER).
- If you make a naming mistake, you can immediately fix that (F2)
without having to click it again.
- If you create a directory and forget to name it, you can fix that
(F2) without having to select it.
- This is consistent with many common File Browsers.
Further, selecting the item even after renaming failed or was cancelled
helps keeping the file in focus, so the user doesn't have to look for it
(especially if the renaming just failed which the user may not notice).
In other words, it avoids disorienting the user.
Also see D11119 which requires this behavior.
We could also always select the file/directory on mouse press. This
would make some hacks unnecessary, but may have further implications. I
think eventually that's what we should do though.
`filesel.c` seems like the place that should contain file selection
functions. Previously it was in `file_ops.c` because that was the only
file that actually used it. But a followup commit needs it from a
different file.
Many ui features for geometry nodes need access to information generated
during evaluation:
* Node warnings.
* Attribute search.
* Viewer node.
* Socket inspection (not in master yet).
The way we logged the required information before had some disadvantages:
* Viewer node used a completely separate system from node warnings and
attribute search.
* Most of the context of logged information is lost when e.g. the same node
group is used multiple times.
* A global lock was needed every time something is logged.
This new implementation solves these problems:
* All four mentioned ui features use the same underlying logging system.
* All context information for logged values is kept intact.
* Every thread has its own local logger. The logged informatiton is combined
in the end.
Differential Revision: https://developer.blender.org/D11785
The geometry nodes modifier uses id properties for the inputs to node groups.
That is because the set of properties changes depending on which geometry
node group is selected.
The animation was not updated correctly because the `ANIMATION_EVAL`
depsgraph node was not evaluated, because nothing depended on it in the
depsgraph. This patch makes sure that the proper link to the geometry
component is inserted.
Differential Revision: https://developer.blender.org/D11831
This issue happened because of some miscommunication during the original
patch review. Since we have the parent element in other outliner modes
(Blender File, Data API) I was on the fence here. Rolling this back now
so that when Show All View Layers is off we don't see the current View
Layer top element.
The fix is simple, but it was better to format the code around to
follow the style in this file.
Differential Revision: https://developer.blender.org/D11830
Rename the mesh circle to "Mesh Circle", mesh line to "Mesh Line",
and mesh subdivide to "Mesh Subdivide". Previously they looked exactly
the same in the search menu, and the nodes themselves had the same
label. This is a "deep" rename that also renames internal defines and
function names to match the UI.
This node is quite similar to the curve to points node, but creates
points for only the start and end of each spline. This is a separate
node because the sampling from the curve to points node don't apply,
and just for ease of use.
All attributes from the curves are copied, including the data for
instancing: tangents, normals, and the derived rotations. One simple
use case is to make round caps on curves by instancinghalves of a
sphere on each end of the splines.
Differential Revision: https://developer.blender.org/D11719
DNA parsing assumed any identifier which starts with
(`struct`, `unsigned`, `const`) was that identifier.
So a struct called `constTest foo;` would be parsed as `est foo;`.
Add utility function to check identifiers are not
part of a larger identifier.
This also supports skipping these identifiers in any order.
Reviewed By: LazyDodo
Ref D11837
The curve resample node neglected to copy attributes to single point
result splines. That could have caused errors if some of the splines
in the result had only one point but others had more.
Use "Snap Playhead to Strips" option to enable playhead snapping.
Change behavior of CTRL key to invert snapping similar to transform operator.
Currently this option is disabled by default. It makes editing quite unpleasant
for me personally, but ideally I should gather feedback from more users.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D11745
This field was used to reference "parent" meta strips in `sequences_all`
RNA collection iterator functions.
Use `SeqIterator` wrapped in `BLI_Iterator` to iterate over elements.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11793
Work scheduler needed initialization and execution models are
not created during constant folding. This moves work execution
method to execution system.
This patch horizontally centers the text inside the progress bar
widget. It is currently left-aligned and offset to the middle, which
doesn't center properly.
see D11205 for details and examples.
Differential Revision: https://developer.blender.org/D11205
Reviewed by Julian Eisel
The menu lists all socket types that are valid for the node tree.
Changing a socket type updates all instances of the group and keeps
existing links to the socket.
If changing the socket type leads to incorrect node connections the
links are flagged as invalid (red) and ignored but not removed. This is
so users don't lose information and can then fix resulting issues.
For example: Changing a Color socket to a Shader socket can cause an
invalid Shader-to-Color connection.
Implementation details:
The new `NODE_OT_tree_socket_change_type` operator uses the generic
`rna_node_socket_type_itemf` function to list all eligible socket types.
It uses the tree type's `valid_socket_type` callback to test for valid
types. In addition it also checks the subtype, because multiple RNA
types are registered for the same base type. The `valid_socket_type`
callback has been modified slightly to accept full socket types instead
of just the base type enum, so that custom (python) socket types can be
used by this operator.
The `nodeModifySocketType` function is now called when group nodes
encounter a socket type mismatch, instead of replacing the socket
entirely. This ensures that links are kept to/from group nodes as well
as group input/output nodes. The `nodeModifySocketType` function now
also takes a full `bNodeSocketType` instead of just the base and subtype
enum (a shortcut `nodeModifySocketTypeStatic` exists for when only
static types are used).
Differential Revision: https://developer.blender.org/D10912
The wayland support requires the following development packages:
libwayland-dev, wayland-protocols, libegl-dev, libxkbcommon-dev,
libdbus-1-dev, linux-libc-dev
Partially revert 7fc220517f, as it
introduced two issues:
- Deleting keys without active keying set was no longer possible, and
- there was no more confirmation popup.
Pressing {key Alt I} in the 3D Viewport now executes
`ANIM_OT_keyframe_delete_v3d`, adjusted to suit both T88068 and T89592:
- If there is an active keying set, delete keys according to that keying
set.
- Otherwise, behave as `ANIM_OT_keyframe_delete_v3d` did before, that
is, delete all keyframes of the selected object and in pose-mode also
of selected bones.
Remove duplicate code from the `ANIM_OT_keyframe_delete` operator. The
actions of the removed code are already performed by the preceding
`keyingset_get_from_op_with_error()` call.
No functional changes.
Graphs are usually large, needing a lot of horizontal scrolling and
they can include more information for debugging.
This patch makes graph more compact horizontally by splitting
labels in lines and removing namespaces.
Furthermore it adds following information:
- Operation ID.
- SetValueOperation float value.
- Optionally, operation node name.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11720
Currently there is no clear way to know if an operation is constant
(i.e. when all rendered pixels have same values). Operations may
need to get constant input values before rendering to determine
their resolution or areas of interest. This is the case of scale, rotate
and translate operations. Only "set operations" are known as
constant but many more are constant when all their inputs are so.
Such cases can be optimized by only rendering one pixel.
Current solution for tiled implementation is to get first pixel
from input. This works for root execution groups, others
need previous groups to be rendered.
On full frame implementation this is not possible, because buffers
are created on rendering to reduce peak memory and there is
no per pixel calls.
This patch evaluates all operations that are constant into primitive
operations (Value/Vector/Color) before determining resolutions.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11490
ld: warning: could not create compact unwind for _ff_rl_init_vlc: stack
subq instruction is too different from dwarf stack size
Similar to rB2de5de57c58521862e0fecc95fc474ea347b7468
Differential Revision: https://developer.blender.org/D11796
Note that this name is essentially never used anywhere, besides as 'information'
mostly accessible from python console. Those embedded IDs are not in Main, so they
are not accessible by name ever, and mostly unusable from animation perspective
(either drivers or fcurves).
Therefore, no breakage is expected in user scripts or addons, nor when
loading in older versions of Blender.
Reviewed By: dfelinto, brecht
Differential Revision: https://developer.blender.org/D11812
During initialization of the platform a debug message is generated and
interpreted by de callback. Here the platform is checked what requires
an initialized platform.
Fixed by giving the platform check less priority in the check.
This option will determine visibility on either render or the viewport
visibility. Same for modifer settings. So it will either evaluate the
depsgrah with DAG_EVAL_RENDER or DAG_EVAL_VIEWPORT.
This not only makes it more flexible, it is also a lot
clearer which visibility / modfier setting is taken into account (up
until now, this was always considered to be DAG_EVAL_RENDER)
This option was always present in the USD exporter, this just brings
Alembic in line with that.
ref. T89594
Maniphest Tasks: T89594
Differential Revision: https://developer.blender.org/D11820
When introduced in {rB61050f75b13e} this was actually working (meaning
it checked the Outliner OB_RESTRICT_RENDER flag and skipped the object if
desired).
Behavior has since then been commented in rBae6e9401abb7 and apparently
refactored out in rB2917df21adc8.
If checked, it seemed to be working (objects marked non-renderable in
the Outliner were pruned from the export), however unchecking that
option did not include them in the export.
Now it changed - for the worse if you like - in rBa95f86359673 which
made it so if "Renderable Objects" only is checked, it will still export
objects invisible in renders. So since we now have the non-functional
option with a broken/misleading default, it is better to just remove it
entirely.
In fact it has been superseeded by the "Visible Objects" option (this
does the same thing: depsgraph is evaluated in render mode) and as a
second step (and to make this even clearer) a choice whether
Render or Viewport evaluation is used can be added (just like the USD
exporter has). When that choice is explicit, it's also clear which
visibility actually matters.
This is breaking API usage, should be in release notes.
ref. T89594
Maniphest Tasks: T89594
Differential Revision: https://developer.blender.org/D11808
From patch D11780 from Erik Abrahamsson.
It parallelizes making the vertices, destruction of map entries,
finding if the result is PWN, finding triangle adjacencies,
and finding the ambient cell.
The latter needs a parallel_reduce from tbb, so added one into
BLI_task.hh so that if WITH_TBB is false, the code will still work.
On Erik's 6-core machine, the elapsed time went from 17.5s to 11.8s
(33% faster) on an intersection of two spheres with 3.1M faces.
On Howard's 24-core machine, the elapsed time went from 18.7s to 10.8s
for the same test.
Adds full frame implementation to this node operations.
No functional changes.
1.3x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11764
Adds full frame implementation to this node operation.
No functional changes.
1.4x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11765
Adds full frame implementation to this node operation.
No functional changes.
1.7x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11766
Adds full frame implementation to this node operation.
No functional changes.
1.5x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11767
Also replace integer with bool in Ghost API when only used as boolean,
and uint8* with char* in Ghost API when variable is a string.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11617
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
This node creates a poly spline line in one of 2 modes:
- Line between two points
- Start Point, Direction, and Length
Both modes create splines with only start and endpoints.
A resample node can be used afterward to increase the point count.
Differential Revision: https://developer.blender.org/D11769
This patch adds a very simple node that explicitly converts a float to
an int. While this may seem redundant, it would offer 2 benefits to the
current requirement to use implicit float conversions:
1. It makes the node tree's intent more clear and self-documenting
(especially if changes in the future require integer inputs).
2. It eliminates undefined behavior in current/future nodes from float
inputs by guaranteeing that the input is an integer.
The node offers a variety of rounding techniques to make it more flexible.
Differential Revision: https://developer.blender.org/D11700
This would prevent loading a parent that would only be referenced by
children during a linking operation.
Looks like this missing bit of code has been there since the stone ages,
it is fairly baffling to find that such critical low-levels mistakes can
survive decades in a codebase...
Note that such fully-indirectly linked parent object is not instantiated
in scene currently, this is fairly bad I think, but kind of a different
issue.
This patch extends D11695 to provide full support for Chinese and Korean
input on macOS.
Chinese input notes:
You can input symbolic characters (such as '! , '$') during Chinese input.
The difference from Japanese input is that multiple `insertText` may be
called with a single key down (`keyDown` method). This happens when you input
a symbolic character (such as '! , '$') during conversion.
The conversion is confirmed (`insertText`) and the symbolic character is
entered (`insertText`). To solve this problem, I have `result_text` to
concatenate the strings and store them in `result`.
Korean input notes:
Korean does not display a conversion suggestion window.
Like Chinese, Korean input may call multiple `insertText` methods. Also,
in Korean, the previous confirmation (`setMarkedText` and `insertText`) and
the next conversion is processed (`setMarkedText`) may be called
simultaneously with a single key down (`keyDown` method).
For example:
1. press g ㅎ (`setMarkedText`)
2. press k 하 (`setMarkedText`)
3. press t 앗 (`setMarkedText`)
4. press k 하세 (`setMarkedText`, `insertText`, `setMarkedText`)
Fixed so that the `insertText` and the last `setMarkedText` are processed.
Also, if a control character (such as Arrow, Enter) is input during Korean
input, the conversion will be confirmed (`setMarkedText`, `insertText`) and
the original control character will be processed.
In other words, if you press the left arrow key while typing in Korean, the
cursor will move to the left after the character is confirmed. Therefore, I
modified the `keyDown` method so that the `handleKeyEvent` is called again
after the `insertText` is processed in the `interpretKeyEvents` method.
Differential Revision: https://developer.blender.org/D11699
Blender did not support to input East Asian characters (Chinese, Japanese,
Korean) on macOS. This patch adds support for Japanese input, by implementing
the appropriate processing for the NSTextInputClient protocol.
Technical notes:
* The conversion candidate window is drawn by the input method program calling
`firstRectForCharacterRange`.
* The string before confirmation (called `composite` in blender) is handled in
the `setMarkedText` method called by the input method program.
* The string after confirmation (called `result` in the blender) is processed
in the `insertText` method called by the input method program.
Ref T51283
Differential Revision: https://developer.blender.org/D11695
IME conversion candidate window was displayed at the mouse position, instead of
below the cursor or text selection.
Blender need to tell the input method program where the conversion candidate
window is during Japanese and Chinese input.
In macOS, the `firstRectforCharacterRange` is called when input by the input
method starts, and the position of the conversion candidate window is
specified. Therefore, it is necessary to set the position of the conversion
candidate window before input starts. This patch changes it so that the position
of the conversion candidate window is always set when the cursor is drawn.
Differential Revision: https://developer.blender.org/D11697
File Browser code uses the term "params" for its file selection parameters a
lot. Avoid confusion/ambiguity by calling the notifier listener parameters
"listener_params".
Went back to using Blender's polyfill for triangulation, which is much
faster (time for a 3.1M face boolean went from 103s to 48s).
Had to put in detection for the case that needs the exact triangulator
(bug T86805), and also a fix for non-convex quads (bug T89330).
Blender needs to tell the input method program where the conversion
candidate window is during Japanese and Chinese input.
In macOS, there are displays where the window size and the native pixel size
are different, so the candidate window may appear in an unnatural position.
This patch converts the cursor position x and y for matching macOS window
coordinate. On Windows, GHOST_GetNativePixelSize returns 1, so it has no effect.
Differential Revision: https://developer.blender.org/D11696
When inserting text using IME on a button, the character after the cursor is
displayed before the cursor.
This bug seems to have occurred during the refactoring in D765.
Differential Revision: https://developer.blender.org/D11072
This allows converting between different `destruct_ptr` types (which is
just a `std::unique_ptr` with a custom deleter).
The most common use case is to convert from a derived type to
the type of the base class.
These are scripts for benchmarking Blender features on real-world .blend
files. They were originally written for benchmarking Cycles performance, and
were made generic so they can be used for more Blender features.
The benchmarks can be run locally by developers. But the plan is to also run
these as part of continuous integration to track performance over time.
Currently there are tests for Cycles rendering and .blend file loading.
Documentation:
https://wiki.blender.org/wiki/Tools/Tests/Performance
Main features:
* User created configurations to quickly run, re-run and analyze a selected
subset of tests.
* Supports both benchmarking with existing builds, and automatic building of
specified git commits, tags and branches.
* Generate HTML page with bar and line graphs from test results.
* Controlled using simple command line tool.
* For writing tests, convenient abstraction to run a Python function in Blender
with arguments and return value.
Ref T74730
Differential Revision: https://developer.blender.org/D11662
This adds a viewer node similar to the one in the compositor.
The icon in the headers of nodes is removed because it served
the same purpose and is not necessary anymore.
Node outputs can be connected to the active viewer using
ctrl+shift+LMB, just like in the compositor. Right now this collides
with the shortcut used in the node wrangler addon, which will
be changed separately.
As of now, the viewed geometry is only visible in the spreadsheet.
Viewport visualization will be added separately.
There are a couple of benefits of using a viewer node compared
to the old approach with the icon in the node header:
* Better support for nodes that have more than one geometry output.
* It's more consistent with the compositor.
* If attributes become decoupled from geometry in the future,
the viewer can have a separate input for the attribute to visualize.
* The viewer node could potentially have visualization settings.
* Allows to keep "visualization points" around by having multiple
viewer nodes.
* Less visual clutter in node headers.
Differential Revision: https://developer.blender.org/D11470
Using BMesh operators through the edit-mesh API created a full copy
of the mesh so it was possible to restore the mesh in case
one of the operators raised an error.
Remove support for automatic backup/restore from the EDBM_op_* API's
as it adds significant overhead and was rarely used.
Operators that need this can use the BMBackup API to backup & restore
the mesh in case of failure.
Add warning levels to BMO_error_raise so operators can report problems
without it being interpreted as a request to cancel the operation.
For high-poly meshes creating and freeing a full copy is an expensive
operation, removing this gives a speedup of ~1.77x for most operators
except for "connect_verts" / "connect_vert_pair"
which still uses this functionality.
Previously, any face groups that could not be merged into a face
caused the entire operation to report an error and do nothing.
Now these cases are skipped over, dissolving faces where possible.
- Only create arrays with groups of two or more faces.
- Remove raising exception for zero length arrays.
- Remove redundant exception check (assert there is no exception).
- Use a struct for face array & it's length instead of a NULL
terminated array (removes the need to count faces in a loop).
- Replace '[mce]' with "Mike Erwin".
- Remove references to turn-table author as it isn't useful information,
the author was credited in the commit message.
Now, The weight is used in the randomize parameters of the offset modifier.
This is useful to generate effects like explosions.
Related to the new Vertex Weight modifiers.
A point of confusion about this node is that it doesn't work on the
output of the mesh circle primitive node. This patch adds a warning to
help with that. This avoids adding a warning when the geometry set
input has no mesh.
Differential Revision: https://developer.blender.org/D11771
As noted in a comment now, these functions only update a cache, so they
don't change the logical state of the mesh, which is "it will have the
data when necessary." Using a const argument will help const correctness
when accessing an object's evaluated mesh.
This code was written for the File Browser together with the Asset Engine
design, that is not part of the Asset Browser/System design anymore. Updated
comments accordingly.
`FileDirEntryRevision` was actually used, but I removed it and moved the used
members to the parent `FileDirEntry`, since there is no concept of revisions
currently.
There should be no functional changes.
Add a new transformation space choice for bone constraints, which
represent the local transformation of the target bone in the constraint
owner's local space.
The use case for this is transferring the local (i.e. excluding the
effect of parents) motion of one bone to another one, while ignoring
the difference between their rest pose orientations.
The new option replaces the following setup:
* A `child` bone of the `target`, rotated the same as `owner` in rest pose.
* A `sibling` bone of the `target`, positioned same as `child` in rest
pose and using Copy Transforms in World Space from `child`.
* The `owner` bone constraint uses Local Space of `sibling`.
(This analogy applies provided both bones use Local Location)
Differential Revision: https://developer.blender.org/D9493
This constraint can be naturally viewed as a prototype for a future
4x4 matrix math node (or subset thereof), since its basic semantics
already is matrix assignment. Thus it makes sense to add math options
to this constraint to increase flexibility in the meantime.
This patch adds support for several operations that would be useful:
- An option to remove shear in the incoming target matrix.
Shear is known to cause issues for various mathematical operations,
so an option to remove it at key points is useful.
Constraints based on Euler like Copy Rotation and Limit Rotation
already have always enabled shear removal built in, because their
math doesn't work correctly with shear.
In the future node system shear removal would be a separate node
(and currently Limit Rotation can be used as a Remove Shear constraint).
However removing shear from the result of the target space conversion
before mixing (similar to Copy Rotation) has to be built into
Copy Transforms itself as an option.
- More ways to combine the target and owner matrices.
Similar to multiple Inherit Scale modes for parenting, there are
multiple ways one may want to combine matrices based on context.
This implements 3 variants for each of the Before/After modes
(one of them already existing).
- Full implements regular matrix multiplication as the most basic
option. The downside is the risk of creating shear.
- Aligned emulates the 'anti-shear' Aligned Inherit Scale mode,
and basically uses Full for location, and Split for rotation/scale.
(This choice already existed.)
- Split Channels combines location, rotation and scale separately.
Looking at D7547 there is demand for Split Channels in some cases,
so I think it makes sense to include it in Copy Transforms too, so that
the Mix menu items can be identical for it and the Action constraint.
Differential Revision: https://developer.blender.org/D9469
To some degree these are changes in preparation of further Asset Browser
related changes, see D11119. But also, the current UUID design was written for
the old Asset Engine design, which isn't part of the current Asset
Browser/System design anymore.
And lastly, "UUID" are a well established standard
(https://en.wikipedia.org/wiki/Universally_unique_identifier) which this
implementation didn't follow. What we have here is more of an index, or a
unique identifier (https://en.wikipedia.org/wiki/Unique_identifier).
So this does the following changes:
* Renames "UUID" to "UID"
* Changes the type of the UID to (a typedef'ed) `uint32_t`, which is more than
enough for our current asset system design and simplifies things.
* Due to the new type, we can avoid allocations for hash-table storage.
* Add/use functions for UID handling
Note that I am working on a major rewrite of the file-list code. Meanwhile we
want to keep things sensible.
his new modifier allows to generate weights base on:
* Angle of the stroke relative to object or world orientation. For example, if the value is 90, the maximum weights will be for vertical lines and minimum for horizontal lines.
* Distance to Target object. The distance calculated is normalized to get valid weights between 0 and 1.0.
The weights are created in an existing vertex group and the data can be replaced or mixed with the existing value to combine different weight effects. The minimum parameter, allows to define the minimum weight generated. This is useful to avoid very low weights.
The generated weights can be used in any modifier. For example, the angle weight value can be used to mimic FreeStyle Caligraphy modifier using the weight with the thickness modifier.
Also some modifier has been changed to inlude a new option to use the weights as factor of the effect.
As result of this change, the fading option has been removed from Thickness and Opacity modifiers because this can be done using the new modifier, it's not logic to repeat the same.
Reviewed By: mendio, filedescriptor
Differential Revision: https://developer.blender.org/D11604
Generally the evaluated mesh should not be changed, since that is the
job of the modifier stack. Current code is far from const correct in
that regard. This commit uses a const variable for the reult of
`BKE_object_get_evaluated_mesh` in some cases. The most common
remaining case is retrieving a BVH tree from the mesh.
In the Win32 platform our setTitle() can properly assign a Unicode
utf-8 window title. Unfortunately our getTitle() will only read regular
8-bit character strings. This means that we can never compare what we
set to what we get. This patch updates getTitle() to use Unicode-aware
GetWindowTextLengthW and GetWindowTextW.
see T88909 for an example of this affecting user experience.
Differential Revision: https://developer.blender.org/D11782
Reviewed by Ray Molenkamp
Handle width calculation was incorrect in drawing code. This caused
handles to be invisible when zoomed out.
After fixing math, handles become too large, so now they are constrained
to quarter of strip width, which feels more natural and represents
clickable area more closely.
`sequence_handle_size_get_clamped()` did not return size in pixels, but
in 2D-View space, this comment was corrected.
SeqCollection wasn't freed.
It wasn't easy to find culprit so added argument to
SEQ_collection_create() to pass function name.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11746
Address initial feedback:
- Use checkboxes instead of radio buttons
- Hide snapping distance control from UI
- Tweak snapping line color - use selected strip color, 50% transparency. Similar to other editors
- Draw 2px thick line, since strip outline is also 2px thick
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11759
When multiple File or Asset Browsers would load at once (e.g. when loading a
file with two File Browsers open) and they would load multiple directories or
.blend files (using the Recursions option in the File Browser or loading an
asset library with multiple .blends), often only one File/Asset Browser would
correctly load all files. Others would be incomplete or entirely empty. That
was because of a race condition, where the directories or .blend files would be
loaded concurrently and the first one that finished would cancel the other
ones. This again happened because they used the job system with the same
"owner", which by design makes all jobs with the same owner cancel as soon as
the first is finished.
Address this by making sure they have different owners. That is, not the scene
anymore, but the filelist the job belongs to. Doesn't make much sense to use
the scene as owner for scene-unrelated file loading anyway.
Steps to reproduce were:
* Open two File Browsers as regular editors.
* In the Display Settings popover, set "Recursions" to 2 or 3 levels.
* Navigate to a directory with plenty of subdirectories in both File Browsers.
* Save the file.
* Reload the file, one of the File Browsers likely has an incomplete file list.
Alternatively, use Asset Browsers and open an asset library containing multiple
.blends.
This patch writes the timecode in the .srt file relative to the start
frame of the scene. If the timecode is global but scene does not start
at frame 0 the subtitles don't match if they get loaded in an external
video player. Muted strips will be ignored. Don't allow negative
timecodes in .srt.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11762
The error codes could be used to look up messages from a table
of messages however this wasn't especially useful.
Now all calls to BMO_error_raise must inclue a message.
Edit-mesh partial update logic assumed translate didn't need normals
to be recalculated (for faces with all vertices being transformed).
However translate can optionally rotate which requires
all transformed normals to be updated.
Check for this case and use the previous partial-update method
when it modified extra geometry, so the normals are properly reset.
Further updates need not recalculate them.
Supporting both object & edit-mode is more involved.
Both cases are now supported with object mode tracking the last-used
state for rotation so it's only reset once when rotation is disabled.
Normals now includes many functions including normal splitting &
custom normal manipulation split this into it's own file
to centralize related functions.
This node has two modes: the first mode computes a circle from three
locations and a resolution. The second takes radius and resolution.
The first mode also outputs the center of the computed circle as
a vector.
Differential Revision: https://developer.blender.org/D11650
This changes `UI_but_func_tooltip_set` so that it allows passing a custom free function, which has two benefits:
* The caller can pass `null` to indicate that the value should not be freed.
* Arbitrary c++ data can be passed to the callback (before the struct had to be trivially destructible).
I added `uiFreeArgFunc` and used it in other places where appropriate.
Differential Revision: https://developer.blender.org/D11738
Caused by {rBfba9cd019f21}.
Above commit reordered toolsettings snapping flags but missed remapping
these for the UV toolsettings in versioning code.
Differential Revision: https://developer.blender.org/D11756
Multi-threading support for transform modes: bevel-weight, crease,
push-pull, rotate, shear, shrink-fatten, skin-resize, to-sphere,
trackball & translate.
This is done using a parallel loop over transform data.
From testing a 1.5million polygon mesh on a 32 core system
the overall performance gains were between ~20-28%
To ensure the code is thread-safe arguments to shared data are const.
Reviewed By: mano-wii
Creates a Curve with 1 Bezier Spline from four positions (start,
start handle, end handle, end) and a resolution. The handles are
aligned and mirrored automatically. An "Offset" mode is also included
to allow specifying the handles relative to the control points.
The default settings recreate the existing default Bezier Curve in the
3D viewport add menu.
Differential Revision: https://developer.blender.org/D11648
Reserve the term count for values that require calculation
(typically linked lists).
Without this convention it's difficult to know if using a length
accessor function in a loop will be O(N^2) without inspecting the
underlying implementation.
This patch is for a node that creates a poly spline from a
3 point quadratic Bezier. Resolution is also specified.
Curve primitives design task: T89220
Differential Revision: https://developer.blender.org/D11649
This node creates a curve spline and gives control for the number of
rotations, the number of points per rotation, start and end radius,
height, and direction. The "Reverse" input produces a visual change,
it doesn't just change the order of the control points.
Differential Revision: https://developer.blender.org/D11609
This patch adds a Curve Primitives menu in Geometry nodes with an
initial entry of a star primitive.
The node is a basic star pattern node that outputs a poly spline.
Options control the inner and outer radius, the number of points,
and the twist of the valleys.
Differential Revision: https://developer.blender.org/D11653
Change snapping behavior to snap strip edges when they are close to snap point.
Default behavior is, that each transformed strip is snapped to any other strip.
Implement snapping controls in sequencer tool settings. These controls include:
- Snapping on/off
- Ability to snap to playhead and strip hold offset points
- Filter snap points by excluding sound or muted strips
- Control snapping distance
Snapping controls are placed in timeline header similar to 3D viewport
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11646
When using multiple monitors that differ in scale and/or dpi, the
varying sizes of the window titles and borders can cause the placement
of those windows to be out by a small amount. This patch adjusts for
those differences on Windows 10 and newer.
see D10863 for details and examples.
Differential Revision: https://developer.blender.org/D10863
Reviewed by Ray Molenkamp
`UILayout.operator_menu_enum()` now returns the operator properties, just like
`UILayout.operator()`. This makes it possible to set options for the operator
displayed in the menu. In C it can be done through the new
`uiItemMenuEnumFullO()` or `uiItemMenuEnumFullO_ptr()`.
It's reasonable to have this, probably just a small thing never bothered to
add. D10912 could use it, the following comment can be addressed now too:
https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_nla/nla_buttons.c$583-586
This is just some cleanup of the Win32 window creation code. After
CreateWindowExW() this patch uses some early exits to replace some
potentially confusing if blocks. No functional changes.
Differential Revision: https://developer.blender.org/D11446
Reviewed by Ray Molenkamp
When compiling BSDF nodes, we only assing stack space to the normal and
tangent inputs if they are linked. However, it could be that the
ConstantFolder removed the link, so checking if there is a link fails
to take this into account.
To fix this, added a flag to ShaderInput to keep track of whether a
constant was folded into the input, and use it as well to verify that
the socket is linked when assigning stack space.
Reviewed By: brecht
Maniphest Tasks: T70615
Differential Revision: https://developer.blender.org/D11731
Mask value works just like transparency mask.
You are able to select intersection lines inside a
collection or, between collections.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11309
Removed in b787581c9c as it's comment
noted it was bad code, the reason for it's necessity was no longer valid.
Add this back with comment explaining why it's still needed.
Use const arguments to simplify further optimizations.
Transforming elements shouldn't need to change their containers
data-structures.
ElementResize for grease pencil stroke thickness was
modifying TransInfo.num & TransInfo.values_final.
Now copies are operated on to preserve const correctness although
it's worth investigating if this can be avoided altogether.
- Added functions to check if the cursor is at a number.
- Added function to parse a number.
- Joined skip_separator functions.
- Added function to check if cursor is at any given set of characters.
AMD Drivers didn't report an additional space in the rendered. This made
testing for the HQ workaround fail and the issue appeared back on
certain cards.
This fix will test with surrounding spaces or if the renderer name
endswith the given string. If any of these are the case the hq normals
workaround will be enabled.
Fixing small typo of word "multi" in function identifier by renaming
"count_mutli_input_socket_links" to "count_multi_input_socket_links"
Differential Revision: https://developer.blender.org/D11732
Reviewed by Hans Goudey
This commit avoids duplicating the deformed control point
list twice by modifying the list in the object curve cache directly.
For curves, the original control point data was duplicated into a
local listbase, deformed, used to create the "bevel list" data, and
then duplicated again for the object-level storage of deformed
control points. Text objects and surface objects had a similar
unnecessary duplication.
The curve bevel list was freed, and then freed again in a call to the
function that recalulates it. The curve "anim path" data was freed
only to be freed again in its calculation function as well. Also move
the anim_path calculation directly after the bevel list creation to
make its requirements more explicit.
Surface objects were already handled by an early return in the main
"curve types" function. This commit splits them, renames the funtions
to match (and be more consistent with other names), and sanitizes the
checking of object types.
Every call to `BKE_displist_make_curveTypes` already checks the object
type beforehand, there is no need to check it again. Also removed an
outdated comment.
`BKE_displist_make_curveTypes` had a `for_orco` argument that was
always false in calls to the function. Removing it allows the curve
displist and modifier evaluation code to become simpler. There are
some related cleanups in rBdf4299465279 and rB93aecd2b8107.
Sometimes the current spline list isn't part of the original curve, like
when using the deformed control points, etc. This will be helpful in
the curve modifier stack.
While the const correctness of `ListBase` is quite limited, it's helpful
to have a way to retrieve the `Nurb` list from curve object data without
casting away const from the curve.
There is no longer a need to resize windows that are _already_ open,
since temporary windows can no longer take over the space used by other
already-open temporary windows. This primarily affects Preferences and
Render windows.
see D11721 for more details.
Differential Revision: https://developer.blender.org/D11721
Reviewed by Julian Eisel
Likely uncovered by 6c97c7f767, the actual mistake would be from
6942dd9f49.
The hacks to display text buttons for renaming in UI-Lists used the emboss of
the text button for handling logic. It relied on the emboss `NONE` but we also
introduced `NONE_OR_STATUS` with 6942dd9f49. Both values need to be treated
equally for the logic of this hack to work.
The change in `interface_layout.c` is actually not needed for this exact issue,
but it's the correct thing to do. There may actually be more cases where `NONE`
and `NONE_OR_STATUS` need to be treated equally. Something to be checked still.
Custom properties defined on objects are not accessible from the
attribute node when rendering a volume in Cycles. This is because
this case is not handled.
To handle it, added a primitive type for volumes in the kernel,
which is then used in the initialization of ShaderData and to
check whether an attribute lookup is for a volume.
`volume_attribute_float4` is also now checking the attribute
element type to dispatch to the right lookup function.
Reviewed By: #cycles, brecht
Maniphest Tasks: T87194
Differential Revision: https://developer.blender.org/D11728
Weird 'embedded for overrides' flag of embedded IDs (including ShapeKeys
in override context) was not properly cleaned up when making an override
fully local.
Reported by studio, thanks.
@jbakker should be backported to 2.93LTS if possible.
In ViewLayer view, overrides of excluded collections would then show one
level higher, due to bad handling of those excluded collection in draw
code.
Reported by studio, thanks.
@jbakker should be backported to 2.93LTS.
Passing `emboss=False`set `UI_EMBOSS_NONE` in the layout, which
completely disables button background colors for things like animation
state. This commit changes that to `UI_EMBOSS_NONE_OR_STATUS`,
which effectively restores the behavior to what it was prior to the
addition of that flag, with the added option to completely disable
the status emboss with `UI_EMBOSS_NONE`.
This adds a new Attributes panel in the mesh properties editor.
It shows a list of all the generic attributes on the mesh.
In the future, we want to show built-in and other attributes in the
list as well. Related technical design tasks: T88460, T89054.
There is also a new simple name collision check that warns the user
when there are multiple attributes with the same name. This can be
problematic when the attribute is supposed to be used in geometry
nodes or during rendering.
Differential Revision: https://developer.blender.org/D11276
This was a stupid mistake in my original commit that added this item.
While this is an API breakage, the name is simply wrong, and it is only
6 months old, and slightly niche.
Differential Revision: https://developer.blender.org/D11701
This patch adds a function where you can specify occlusion effectiveness from 0 to 255 layers per face for a given mesh material.
Reviewed By: Sebastian Parborg (zeddb)
Ref D11308
Offset rays from the flat surface to match where they would be for a smooth
surface as specified by the normals. In the shading panel there is now a
Shading Offset (existing option) and Geometry Offset (new).
The Geometry Offset works as follows:
* 0: disabled
* 0.001: only terminated triangles (normal points to the light, geometry
doesn't) are affected
* 0.1 (default): triangles at grazing angles are affected, and the effect
fades out
* 1: all triangles are affected
Limitations:
* The artifact is still visible in some cases, it could be that some quads
require to be treated specifically as quads.
* Inconsistent normals cause artifacts.
* If small objects cast shadows to a big low poly surface, the shadows can
appear to be in a wrong place - because the surface moved slightly above
the geometry. This can be noticed only at grazing angles to light.
* Approximated surfaces of two non-intersecting low-poly objects can overlap
that causes off-the-wall shadows.
Generally, using one or a few levels of subdivision can get rid of artifacts
faster than before.
Differential Revision: https://developer.blender.org/D11065
* Reduce code duplication.
* Give methods more standardized names (e.g. `move_to_initialized` -> `move_assign`).
* Support wrapping arbitrary C++ types, even those that e.g. are not copyable.
* Use unsigned integer types for bit operations.
* Use 64 bit integer instead of 32 bit.
* Support scoped enumes (aka `enum class`) by adding some more casts.
The crash was caused by a mistake in 5f9677fe0c
where the pointers to the custom data layers would be overwritten with the one
for the first layer, as CustomData_duplicate_referenced_layer is only about the
first layer. customData_duplicate_referenced_layer_index should be used instead
to duplicate the right layer.
Old implementation has a single parser of many different
formats. With the introduction of Vulkan this would lead
to another parser in the same function. This patch
separates the log parsing using a visitor pattern so the
log parsing can be configured per GPU backend or even
per driver.
With Vulkan we manage the compiler our self so the parsing
will become more straight forward. The OpenGL part depends
on many factors (OS, Driver) and perhaps even GPU.
This patch is part of: T87228.
Support accurate random selection for:
- CURVE_OT_select_random
- LATTICE_OT_select_random
- OBJECT_OT_select_random
Ref D11685
CollectionLineart does not care about the configurations
in master collection.
Other options are not applicaple for master collection as well.
Hence hiding it.
Reviewed by Dalai Felinto (dfelinto)
Differential Revision: https://developer.blender.org/D11702
This option allow users to see the view layer in context to the
others. It is particularly useful to see which view layers have which
collections enabled, and their render settings (holdout, ...).
This option is off by default.
Differential Revision: https://developer.blender.org/D11708
In preparation of supporting vulkan. Draw/GPU tests should use
GPU_TEST or DRAW_TEST macros. These macros will run the test
on available drawing context backends like OpenGL or Vulkan.
As in master there is only an OpenGL backend nothing changed.
The problem was an optimization I put in to triangulate quads.
It was wrong if the quad, after projecting onto a 2d plane, was
not convex. Handling quads the same as other faces fixes the bug.
Unfortunately, this will slow down Exact Boolean when the input has
many quads (the usual case, of course).
Will attempt to fix that with a later change, but for now, this
at least restores correctness.
Now, the mask layers are copied and later a cleanup is done in order to verify all mask layer exist in destination object. If the layer mask does not exist, it's removed from the list.
This is related to T89234.
Skip updating normals & tessellation for contiguous geometry regions
for operations such as translate & uniform scale.
This means when all geometry is selected, no updates are needed
as the relative locations of vertices aren't being modified.
Performance:
As this is skipping a multi-threaded operation,
larger improvements are noticeable on systems with fewer cores.
- ~1.15x to ~1.3x overall gain for 32 cores.
- ~1.7x to ~2.2x overall gain for 1 core (limited using `-t 1` argument).
Details:
- Rotate & non-uniform scale only skip tessellation.
- Proportional editing and axis-mirror have special handling
ensure geometry is properly grouped before considering
a face part of a single group that can be skipped.
- Loose vertices always need their normals to be recalculated
since they're calculated based on the location.
- Non-affine transform operations such as shrink-fatten & bend,
don't take advantage of this optimization.
- Snap projection also disables the optimization.
editor dataset region always showed 0. This was caused by a conditional
statement that needed a domain to be set, which is not the case for
Instances component type.
Reviewer: Hans Goudey (Hoogly Boogly)
Differential Revision: https://developer.blender.org/D11710
This patch enables sample filtering when scaling preview images in File
Browser, improving the result a bit. Reduces blockiness and other
artifacts when enlarging the images.
see D11706 for details and examples.
Differential Revision: https://developer.blender.org/D11706
Reviewed by Julian Eisel
`t->values` does not necessarily represent a final value of the
transformation, as each mode treats this value differently.
So, unfortunately, we cannot have a generic offset solution for modal
transform operations. Offset needs to be handled by each mode.
Note: Currently only, `Move`, `Rotate` and `Resize` support this.
When baking some data, we create a new Mesh with edits and modifiers applied.
However, in some cases (e.g. when there is no modifier), the returned Mesh is
actually referencing the original one and its data layers. When autosmooth is
enabled we also split the Mesh. However, since the new Mesh is referencing the
original one, although `BKE_mesh_split_faces` is creating new vertices and edges,
the reallocation of the custom data layers is preempted because of the
reference, so adding the new vertices and edges overwrites valid data
To fix this we duplicate referenced layers before splitting the faces.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11703
User can specify filtering options inside line art modifier,
like inverting selection and including face mark region border.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11307
This patch adds a left aligned sidebar to the spreadsheet editor. This
Sidebar can be used to navigate the geometry component types and
attribute domains. It also provides a quick overview of domain sizes.
It replaces the two dropdowns in the regions header.
Next step will be to add the domain cycling shortcut
using the CTRL + mouse wheel.
Reviewer: Dalai Felinto (dfelinto), Julian Eisel (Severin),
Hans Goudey (HooglyBoogly).
Differential Revision: https://developer.blender.org/D11046
This patch includes: Floating edge type support,
Special chaining option for floating edge,
Chaining option for reducing jagged edges when floating
edges are involved.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11306
* Mark either all or no class methods with override
* Don't use zero sized array since it has a different size in C and C++.
Using a little more memory here is not significant.
* Don't use deprecated mechanism to mark private GSet members in clang
just like we don't for MSVC, it warns even for simple zero initialization.
In-progress Safari download files/packages are now recognized as bundles
and therefore not treated as directories.
Differential Revision: https://developer.blender.org/D11613
This resolves a bottleneck where every update while transforming
copied the entire mesh data-block, which isn't needed as the edit-mesh
is the source of the data being edited.
Testing shows a significant overall speedup when transforming:
- ~1.5x with a subdivided cube 1.5 million vertices.
- ~3.0x with the spring mesh (edit-mode with modifiers disabled,
duplicated 10x to drop performance).
Reviewed By: sergey
Ref D11337
Avoid computationally expensive copying operations
when only some settings have been modified.
This is done by adding support for updating parameters
without tagging for copy-on-write.
Currently only mesh data blocks are supported,
other data-blocks can be added individually.
This prepares for changing values such as edit-mesh auto-smooth angle
in edit-mode without duplicating all mesh-data.
The benefit will only be seen when the user interface no longer tags
all ID's for copy on write updates.
ID_RECALC_GEOMETRY_ALL_MODES has been added to support situations
where non edit-mode geometry is modified in edit-mode.
While this isn't something user are likely to do,
Python scripts may change the underlying mesh.
Reviewed By: sergey
Ref D11377
Very stupid typo in override apply code on GP modifiers (typical
copy/paste mistake from original modifiers code).
@jbakker this should be back-ported to 2.93LTS.
This patch enables bound box check when loading geometry
into line art. Works with overscan as well. Will discard
object if its bbox completely lies in one side of the
clipping space frustum.
Reviewed by: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11545
For scenes that have a lot of edges, this could potentially
save some time generating individual strokes that are outside
camera frustum.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11525
682a74e090 renamed Bendy Bones properties and replaced existing float
properties with float-vector properties. This updates the property names used
by the action baking operator (`NLA_OT_bake`).
Iteration was incorrectly calling the same object. Had it called every
window it would still be unnecessary as WM_DISPLAYCHANGE is sent to all
broadcast receiving windows.
Previously the smooth shading of the voxel remesher was controlled by a
mesh property. With this change, the output will try to match the
current shading of the object. This only takes into consideration the
shading mode of the first polygon of the model, but it is probably what
most users expect as it works as intended with the shade smooth/flat
object mode options.
Reviewed By: JulienKaspar, JacquesLucke
Differential Revision: https://developer.blender.org/D11626
SCULPT_nearest_vertex_get expects a distance, not a distance squared.
This should make symmetry work as expected, but it still can fail if the
mesh topology is not completely symmetrical.
Reviewed By: JacquesLucke
Maniphest Tasks: T89221
Differential Revision: https://developer.blender.org/D11642
Adds full frame implementation to this node operations.
No functional changes.
1.2x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11638
Adds full frame implementation to Image node operations.
Mostly refactored into buffer utility methods for reuse in other
operations.
No functional changes.
1.8x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11559
When use smooth tool in a cyclic stroke, the smoothing algorithm was not using the adjacent points if these are the end or start of stroke.
Now, the smooth uses the other extreme of the stroke to compute smoothness.
This change will ensure at least one 'local' collection can host the new
'local' override of all objects (indirectly) overridden by this
operation, such that no new override of object ends up in master
collection (which can become extremely messy in production files).
In practice, it means often at least one of the linked collection owning
those objects also has to be overridden.
NOTE: This only affect cases where root overridden linked object has
some dependencies outside of its own root linked collection. While this
situation should be avoided, it cannot always be, so we try to support
it as best as we can.
This is again in the fuzzy area of how embedded IDs are handled
respectively by partial undo code and depsgraph... Should not be
necessary currently, but better be safe and explicit, and also tag
those embeded IDs from re-used owner ID.
In certain CMake configurations it was possible
that OCIO gave linker errors due to it thinking
it was using the shared library rather than the
static library we ship.
Would crash when adding or removing a collection directly to the master
collection of a scene.
Consequence of change to handle depsgraph-controlled evaluation of some
IDs (like excluded collections which do not get evaluated and do not get
a COW anymore). See rBcf4258673755 and D10907.
Note that this mostly demonstrates once again how weak and flacky our
handling of embedded IDs still remains, with some part of the code
handling them as independent IDs, some as fully local/private data, some
as a mix of both... and lots and lots of custom handling code and corner
cases that are a bottomless pit of issues.
Also quiet incredible that this was not reported already, luckily this
original change did not make it to 2.93 release.
The check on the transformation introduced in rBb313525c1bd0 to fix
T88515 would sometimes prevent to update the light if the Blender object
changed. To fix this, reverse the order in which the checks happen so
that we do not shortcuit the object change check.
Note that this commit uses a second LogRef (`blo.readfile.undo`) for undo
specific meassages. Allows to use `--log "*undo*"` cli option to match
all undo reporting.
Also did some minor tweaks to some reports on the way.
Those were missing proper (explicit) object cache clear, and DEG
tagging.
Note that this was most likely not an common issue in practice (Collection
object cache clearing recursively goes into all parents, so master
collection would only miss it in case they had no child collections at
all, and tagging of those happens almost always at other steps on
remapping). But better to be explicit and consistent here in any case.
Fix T88808.
Caused by {rB5f2c5e5bb8c15bf0d6679351e3482f9c38c00935}
object type for `TEXT object` was missing in following check
that's why `Set Origin` option was lost from object context menu.
Reviewed By: lichtwerk
Maniphest Tasks: T88808
Differential Revision: https://developer.blender.org/D11495
This reverts commit rB3a48147b8ab92, and fixes the issues with linking
etc.
Change compared to previous buggy commit (rBf8d219dfd4c31) is that
new `BlendFileReadReports` reports are now passed to the lowest level
function generating the `FileData` (`filedata_new()`), which ensures
(and asserts) that all code using it does have a valid non-NULL pointer
to a `BlendFileReadReport` data.
Sorry for the noise, it's always when you think a change is trivial and
do not test it well enough that you end up doing those kind of
mistakes...
Fix by reverting the part of ec30cf0b74
that assigned `but->editval` in `ui_numedit_begin_set_values`.
Causing access freed memory when using tab to switch
to a numeric input and then leaving the textbox by clicking outside.
This was because `ui_numedit_begin_set_values` shouldn't need to set
`but->editval` and overwrite the pointer.
This would set a pointer that had previously been freed,
causing a `NULL` check to fail later on.
Ref D11679
When cut a stroke of 1 point, the clean up done to avoid keep 1 point strokes removes the memory, but the pointer to the first stroke was not set to NULL. As this pointer is invalid now, any use of this produces a segment fault because the pointer is corrupted..
Sphinx has rather loose dependency requirements which can cause issues if we aren't careful.
As a solution they recommend that you pin sphinx dependency versions
Currently the emboss is only fading on left side of the widget,
resulting in the emboss extending vertically on the right side
and ending abruptly. This patch fixes this by also fading the
emboss on the right side and making it symmetric.
Differential Revision: https://developer.blender.org/D10810
This fixes T88346.
The code is also more readable by making a better distinction between
the texts used for Distances, "Proportional Size" and "AutoIK-Len".
And the text used to translate the "Proportional Size" is reused.
This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.
Differential Revision: https://developer.blender.org/D11663
Reviewed by Harley Acheson
This problem has surprisingly been there for quite a few months.
For point clouds all attributes were handled the same, even "position",
which should be transformed when combining source points into the
destination.
Previously the code assumed that curve instances had no attributes.
This is true when the data came from curve objects, which don't support
attributes currently, but it isn't necessarily true when retrieving curves
from evaluated geometry sets.
Make the virtual functions protected and simpler, so that the logic is
better contained in the base class's implementation. Also introduce a
`copy_without_attributes` method to be used for realizing instances.
Add direct user feedback (as a warning report) to user when recursive
resync of overrides was needed.
And some timing (as CLOG logs) about main readfile process steps.
This is essentially adding a new BlendFileReadReport structure that wraps
BKE_reports list, and adds some extra info (some timing, some info about
overrides and (recursive) resync, etc.).
Allows to decompose a given amount of seconds into a random set of
days/hours/minutes/seconds/milliseconds values.
Also add matching test.
Differential Revision: https://developer.blender.org/D11581
Delay depsgraph visibility update tagging until it is known that
graph relations are up to date, and until it is known that the graph
is actually needed to be evaluated.
Differential Revision: https://developer.blender.org/D11660
Currently, the OptiX BVH build options are selected based on whether
we are in background mode (final renders) or not (viewport renders).
In background mode, the BVH is built for fast path tracing and low
memory footprint, while in viewport, it is built for fast updates.
However, on platforms without OpenGL support, the background flag is
always set to true and prevents using fast BVH builds in the viewport.
Now, the BVH options derive from the Scene BVH settings:
* if BVH is static, a fast to trace BVH is built
* if BVH is dynamic, a fast to update BVH is built
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D11154
Apply the same fix for T32214 (edge-select failing) to bones
which also failed when their end-points were outside of the view.
- Add V3D_PROJ_TEST_CLIP_CONTENT support for edit & pose bone iterator
and use for selection operators.
- Remove unnecessarily complicated checks with pose-mode lasso tagging.
- Correct error in pose-mode LassoSelectUserData.is_changed
(currently harmless as it's not read back).
`src` and `dst` are perfectly clear, and avoid repeating unecessary
characters when writing the variables many times, allowing more space
for everything else.
When CMake detects and incompatible Python version
it errors out with an error saying at-least python 3.9
is required, but doesn't mention the version it detected.
This makes troubleshooting the problem harder than it
needs to be.
This diff changes the error message to include the python
version CMake detected.
Differential Revision: https://developer.blender.org/D11666
Reviewed By: Ray Molenkamp
This adds preliminary VS 2022 support, since
there currently is no CMake version that
supports the VS2022 IDE only ninja support
was tested.
IDE support should work without any additional
changes as soon as an updated CMake becomes
available.
As VS2022 appears to keep binary compatibility
with earlier MSVC versions, the current SVN
libraries will work for this version.
This commit optimizes the node for the case where it works on many
splines by allowing it to generate mesh data from their combinations
in parallel. By itself, this made the node around twice as fast in my
test file with a result of 20 million vertices, around 600ms instead of
1.2s before.
That isn't actually a very good result; it reveals another bottleneck,
a single threaded loop over all face corners in the mesh normal
calculation code. As a simple change that might improve performance
in some situations, this commit moves normal calculation out of this
node, so at least the work isn't wasted if the mesh is changed later
on in the node tree anyway.
The depth cache (located in `RegionView3D::depths`) is used for quick
and simple occlusion testing in:
- particle selection,
- "Draw Curve" operator and
- "Interactive Light Track to Cursor" operator,
However, keeping a texture buffer in cache is not a recommended practice.
For displays with high resolution like 8k this represents something
around 132MB.
Also, currently, each call to `ED_view3d_depth_override` invalidates
the depth cache. So that depth is never reused in multiple calls from
an operator (this was not the case in blender 2.79).
This commit allows to create a depth cache and release it in the same
operator. Thus, the buffer is kept in cache for a short time, freeing
up space.
No functional changes.
This patch uses threading to flush selection from verts to edges and
from edges to faces. The solution is lockless and should scale well on
modern CPU architectures.
Master:{F10185359}
Patch:{F10185361}
End user performance went from 3.9 to 4.6 FPS (Stanford Dragon) but that
was measured on a Intel Core i7-6700 CPU and AMD RX480 Gpu. The more
cores the better improvements you get.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11644
This resolves a long standing bug in edge selection
(picking, circle, box & lasso).
Now when one of the edges vertices fails to project into screen space,
the edge is clipped by the viewport to calculate an on-screen location
that can be used instead.
This isn't default as it may be important for the on the screen location
not to be clipped by the viewport.
Adds two new output modes to the CDT api which detect and remove
holes. A hole is a face from which a ray shot to the outside
intersects an even number of constraint edges, except we don't
count constraint edges in the same connected region of faces,
where a region is connected via non-constraint edges.
These modes are useful for filling in outlines meant to represent
text characters and the like.
Original patch was from Erik Abrahamsson, modified by me to work
with the "valid Bmesh" output type too. I also added tests
for the new modes.
Caused by improper testing on my part, assuming a helper function
existed in the industry compatible keymap file, and also assuming it
also used the N and T keys for the left and right side-regions.
A different data structure / implementation is used for curves in the
node tree currently. Converting from the DNA `Curve` structure to this
wasn't slow, but it's nice to decrease overhead. In a test of 14000
splines with 128000 points, this halves the runtime from about 5ms
to about 2.5ms.
The spreadsheet filter tried to apply the mesh selection filter on non-
mesh geometry components. Add a check for the component type,
and also refactor the function to be more easily readable.
The normals were broken because the normal calculation mode wasn't set.
This patch adds a default normal mode so all code creating a spline does
not necessarily have to set it manually. In the future there should be a
way to change this value in the node tree.
- Multi-thread BKE_mesh_recalc_looptri.
- Add BKE_mesh_recalc_looptri_with_normals,
this skips having to calculate normals for ngons.
Exact performance depends on number of faces, size of ngons and
available CPU cores.
For high poly meshes the isolated improvement to BKE_mesh_recalc_looptri
in my tests was between 6.7x .. 25.0x, with the largest gains seen in
meshes containing ngons with many sides.
The overall speedup for high poly meshes containing quads and triangles
is only ~20% although ngon heavy meshes can be much faster.
Remove `seq->tmp` usage from transform code. It was used to tag strips
that need to be "shuffled". Pass these strips in `SeqCollection`
instead.
Reviewed By: sergey, mano-wii
Differential Revision: https://developer.blender.org/D11631
This patch adds support for filtering rows based on rules and values.
Filters will work for any attribute data source, they are a property
of the spreadsheet rather than of the attribute system. The properties
displayed in the row filter can depend on data type of the currently
visible column with that name. If the name is no longer visible, the
row filter filter is grayed out, but it will remember the value until
a column with its name is visible again.
Note: The comments in `screen.c` combined with tagging the sidebar
for redraw after the main region point to a lack of understanding
or technical debt, that is a point to improve in the future.
**Future Improvements**
* T89272: A search menu for visible columns when adding a new filter.
* T89273: Possibly a "Range" operation.
Differential Revision: https://developer.blender.org/D10959
This code was disabled in 2.8 and all other associated code/comments
have been removed/cleared. These rna properties have been replaced with
`seq_prev_type`
Removal of unused local variable. Calculation of underline thickness
no longer needed with change to text output of underscore character.
Introduced in aee04d4960
Differential Revision: https://developer.blender.org/D11641
Currently B-Bone scaling can only be controlled via their
properties, thus requiring up to 8 drivers per joint between
B-Bones to transfer scaling factors from the handle bone.
A Scale Easing option is added to multiply the easing value
by the Y scale channels to synchronize them - this produces a
natural scaling effect where both the shape of the curve and
the scale is affected.
In addition, four toggles are added for each handle, which
multiply each of the X, Y, Z and Ease values by the matching
Local Scale channel of the handle bone, thus replacing trivial
drivers. The Scale Easing option has no effect on this process
since it's easy to just enable both Length and Ease buttons.
Differential Revision: https://developer.blender.org/D9870
Implement actual behavior for the B-Bone Y Scale channels added
to DNA and UI in the previous commit in addition to the existing
X and Z Scale inputs.
The two length scale inputs control the ratio between the lengths
of the start and end segments of the bone: although for convenience
two inputs are provided, the whole chain is still uniformly scaled
to fit the curve.
Differential Revision: https://developer.blender.org/D9870
In addition to the base bone transformation itself, B-Bones have
controls that affect transformation of its segments. For rotation
the features are quite complete, allowing to both reorient the
Bezier handles via properties, and to control them using custom
handle bones. However for scaling there are two deficiencies.
First, there are only X and Y scale factors (actually X and Z),
while lengthwise all segments have the same scaling. The ease
option merely affects the shape of the curve, and does not cause
actual scaling.
Second, scaling can only be controlled via properties, thus
requiring up to 6 drivers per joint between B-Bones to transfer
scaling factors from the handle bone. This is very inefficient.
Finally, the Z channels are confusingly called Y.
This commit adds a B-Bone Y Scale channel and extra B-Bone flag
fields to DNA with appropriate versioning (including for F-Curves
and drivers) in preparation to addressing these limitations.
Functionality is not changed, so the new fields are not used
until the following commits.
Differential Revision: https://developer.blender.org/D9870
When drawing mnemonic underlines for hotkeys, use text output of
underscore character instead of direct drawing a line. Otherwise these
are not visible in dialog buttons.
Introduced in 0fcc063fd9
Differential Revision: https://developer.blender.org/D11641
Reviewed by Campbell Barton
Using an ampersand here is more semantically correct. A slash indicates "or" while an ampersand indicates "and".
An ampersand here is best because the view type shows both the Sequencer and the Preview.
When having multiple materials in a mesh the triangles are sorted based
on material index. This sorting is done single threaded, but needs two
loops over the data. One to count the bucket size and the second one to
add the triangles to the right position in the buckets.
This patch will do the counting in a multithreaded approach that would
speed up the cache creation. It has been measured that this part is the
most blocking part of the cache creation.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11615
During selections the total selection is refreshed at the end. This
process was done single threaded. This patch will do a parallel iter
approach.
Master: 0.043612s Threaded 0.017964s.
Master: {F10179586}
This patch: {F10179587}
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11622
`ED_fileselect_get_asset_params` would only return actual data pointer
when file browser is in ASSET mode.
Calling that whole section only makes sense if filebrowser is in asset
mode anyway.
Regression introduced in rBf6c5af3d4753 I think.
@Severin committing this fix now as this is a fairly critical bug for
the studio, feel free to revert and do proper fix if this one is not the
best solution.
This patch ensures that selection mode flushing updates total selection
counts internally. This reduces recounting when we are sure that the
input total selection counts were up to date.
For example for circle selection the total selection counts were
correct. But during flushing the selection could have been changed and
therefore the selection was always recounted.
This increased the performance on selected system from 6.90 FPS to 8.25
FPS during circle selection operations.
Before: {F10179981}
After: {F10179982}
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11647
When an object, whose mesh gets loaded from Alembic, gets animated in
Blender and the Alembic CacheFile datablock also gets animated, editing
keyframes causes both datablock to be re-copied for evaluation. This
caused a threading issue and a double-free of some memory. This is fixed
by expanding the scope of the spin lock in
`BKE_cachefile_reader_free()`.
Contributed by @erik85 in D11400. The idea from this patch was placed in
a more generic context: A new FOR macro has been added that loops
over the neighbors of a cell within a given radius.
This matches BMesh which also has tessellation in it's own file.
Using a separate file helps with organization when
extracting code into smaller functions.
The //Raycast// node intersects rays from one geometry onto another.
It computes hit points on the target mesh and returns normals, distances
and any surface attribute specified by the user.
A ray starts on each point of the input //Geometry//. Rays continue
in the //Ray Direction// until they either hit the //Target Geometry//
or reach the //Ray Length// limit. If the target is hit, the value of the
//Is Hit// attribute in the output mesh will be true. //Hit Position//,
//Hit Normal//, //Hit Distance// and //Hit Index// are the properties of the
target mesh at the intersection point. In addition, a //Target Attribute//
can be specified that is interpolated at the hit point and the result
stored in //Hit Attribute//.
Docs: D11620
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11619
This node creates splines with more control points in between the
existing control points. The point is to give the splines more
definition for further tweaking like randomization with white noise,
instead of deforming a resampled poly spline with a noise texture.
For poly splines and NURBS, the node simply interpolates new values
between the existing control points. However, for Bezier splines,
the result follows the existing evaluated shape of the curve, changing
the handle positions and handle types to make that possible.
The number of "cuts" can be controlled by an integer input, or an
attribute can be used. Both spline and point domain attributes are
supported, so the number of cuts can vary using the value from the
point at the start of each segment.
Dynamic curve attributes are interpolated to the result with linear
interpolation.
Differential Revision: https://developer.blender.org/D11421
The minimum twist mode is important because it allows creating
normals without sudden changes in direction. The disadvantage
of minimum twist normals is that the normals depend on all control
points. So changing one control point can change the normals
everywhere. The computed normals do not match the existing
code exactly, although they do match quite well on non-cyclic and
on some cyclic curves. I also noticed that the existing implementation
has some fairly simple failure cases that I haven't found in the new
implementation so far.
Differential Revision: https://developer.blender.org/D11621
This makes the parts where a node is locked more explicit. Also, now the thread
is isolated when the node is locked. This prevents some kinds of deadlocks
(which haven't happened in practice yet).
- BKE_mesh_copy_parameters_for_eval to be used for evaluated meshes only
as it doesn't handle ID user-counts.
- BKE_mesh_copy_parameters is a general function for copying parameters
between meshes.
Refactor function `freeSeqData` so it is readable.
One strip can have multiple transform operations defined. To prevent
processing strip multiple times, build `SeqCollection` and use
sequencer iterator instead of iterating `TransData` directly.
No functional changes.
Differential Revision: https://developer.blender.org/D11618
Reduce complexity of sequencer transform code by removing recursivity.
This is possible by treating meta strips (mostly) as any other strip and
containing all transform code within SEQ_ functions.
Unfortunately internally meta strips still require special treatment,
but all complexity from code all over transform code seems to be
possible to contain within one function.
Functional change:
Previously adjusting handle of single image strip moved animation.
Now animation is not moved, which is behavior for all other strips.
Reviewed By: sergey, mano-wii
Differential Revision: https://developer.blender.org/D11493
Starts scrolling when dragging a node or node link and going outside the current window.
Largely copied from the VIEW2D_OT_edge_pan operator.
Edge panning operator customdata and supporting functions now in
UI_view2d.h, so they could be used by operators in other editor
libraries. The VIEW2D_OT_edge_pan operator also uses this customdata and
shared functions now. Operators properties can be used to configure
edge panning margins and speed for each use case, rather than using
hardcoded values.
The speed function for edge panning has been tweaked somewhat:
* "Speed per pixel" has been replaced with a "speed ramp" distance.
This is more intuitive and also creates an upper bound for the speed,
which can otherwise become extreme with large cursor distance.
* "Max speed" is reached at the end of the speed ramp.
* Padding the region inside and outside is applied as before, but both
values are operator properties now.
Node transform operator also supports edge panning. This requires
an offset for changes in the view2d rect, otherwise nodes are "stuck"
to the original view.
Transform operator had cursor wrapping categorically enabled, but this
gets quite confusing with the edge scrolling mechanism. A new TransInfo
option T_NO_CURSOR_WRAP has been introduced to disable this behavior.
The double negative is a bit annoying, but want to avoid affecting the
existing transform modes, so by default it should still set the
OP_IS_MODAL_GRAB_CURSOR flag (which then sets the WM_CURSOR_WRAP_XY
flag during modal execution).
Reviewed By: HooglyBoogly, JacquesLucke
Differential Revision: https://developer.blender.org/D11073
This allows line art to run only once for each modifier stacks,
with an option to toggle a specific line art modifier should
use cache or re-do their own calculations.
Reviewed By: Sebastian Parborg (zeddb), Hans Goudey (HooglyBoogly)
Differential Revision: https://developer.blender.org/D11291
This makes it easier to use task isolation in c++ code.
Previously, one either had to check `WITH_TBB` (possibly indirectly
through `WITH_OPENVDB`) or one had to use the C function which
is less convenient.
This namespace groups threading related functions/classes. This avoids
adding more threading related stuff to the blender namespace. Also it
makes naming a bit easier, e.g. the c++ version of BLI_task_isolate could
become blender::threading::isolate_task or something similar.
Differential Revision: https://developer.blender.org/D11624
Similar to what we do for constraints and modifiers, except that
currently adding or editing shaderfx in liboverride objects is
completely unsuported.
Fix T88974.
Used to detect if a shaderfx is purely local, or comes from linked data,
in case of a liboverride.
Not actually used yet since we do not currently support adding
shaderfx's to overrides, but will be in the future, and matches
constraints and modifiers code.
Mainly:
* Make `ED_operator_object_active_editable_ex` properly report poll
messages on failure.
* Add `ED_operator_object_active_local_editable_posemode_exclusive` for
bone constraints requiring pure local Object (non-override one).
* General cleanup and adding more poll messages on failures.
On selecting a multi-layer image with a combined pass, a "Combined"
socket is created and default combined pass socket "Image" is
disabled by setting `SOCK_UNAVAIL` flag. When converting into
operations, `ImageNode` converts alpha socket on finding any socket with
a combined pass without checking the flag.
Since commit rB93e2491ee724 an assertion fails when mapping sockets
twice because now map `add_new` is used.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11566
Adds full frame implementation to Value node operation.
No functional changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11594
This adds support for importing UV sets which are defined per vertex,
instead of per face corners. Such UV sets can be generated when the
mesh is split according to UV islands, or when there is only one UV
island, in which cases only a single UV value can be stored per
vertex since vertices will never be on a seam.
- Include all objects in pose mode.
- Show the number of objects in pose mode.
- Show the number of objects in edit mode for all types of objects
(not just meshes).
This adds support for importing UV sets which are defined per vertex,
instead of per face corners. Such UV sets can be generated when the
mesh is split according to UV islands, or when there is only one UV
island, in which cases only a single UV value can be stored per
vertex since vertices will never be on a seam.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D11584
Implementation of T86970. This node takes a geometry input with
multiple components and outputs them by component type. Meshes,
Curves, and Point Clouds support combining multiple input instances,
while volumes will only output the first volume component input until
suitable instance realization for multiple volumes is finished.
When direct geometry instancing is implemented it will be possible to
avoid realizing instances in this node.
Differential Revision: https://developer.blender.org/D11577
Creating a new full screen area had it's area initialized as empty,
updating the screen then set the area to a 3D view (as a fallback),
before the actual area type was set.
This made setting the intended space-type run the 3D views exit callback
on a 3D view without a View3D struct allocated, which the exit callback
needed to account for.
Resolve by calling ED_screen_change after the area type has been set.
This patch improves the 3DView statistics overlay to show LOCAL stats
while in local view. This means the stats can vary between 3DViews and
the statusbar when views are in local view, but this gives a much more
accurate count of the objects, and their components, that you are
directly working with rather than just scene values.
Differential Revision: https://developer.blender.org/D8883
Reviewed by Campbell Barton
Versioning code for converting strip offset property doesn't work, when
property was animated and disabled or when crop was used.
When offset property is animated and offset is enabled, animation is
converted to be used with new transform design. When offset is disabled,
animation is left untouched. New transform design doesn't have option
to disable offset, and therefore old unconverted animation is used
instead of converted static value.
Remove animation from propery if it was unused.
Another issue was that both X and Y offset animation was being corrected
by factor caluclated for X channel.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11370
Use lookup string callback function for `sequences_all` RNA property
`rna_SequenceEditor_sequences_all_lookup_string` using a GHash for faster lookups.
When names are changed or strips are added/removed the lookup is tagged invalid.
The next time the lookup is used it will rebuild it.
Reviewed By: sergey, jbakker
Differential Revision: https://developer.blender.org/D11544
Just like the way we often have a choice between an attribute input and
a single float, this adds the ability to choose between attribute and
integer input sockets, useful for D11421.
There is no particular reason these two functions shouldn't be used
outside of the bezier spline implementation since they don't do anything
particularly controversial.
Create maps that specify which batches have vbo or ibo as a reference
and use these maps to discard batches along with buffers.
Differential Revision: https://developer.blender.org/D11588
Adds `source/blender/blendloader/intern/versioning_common.cc` and
`versioning_common.h` for version independent versioning functions.
I only placed `do_versions_add_region_if_not_found()` in there for now.
`blo_do_version_old_trackto_to_constraints()` could also be added, but
that's so old, I prefer keeping that in `versioning_legacy.c`.
Widget drawing code already supported drawing right-aligned, grayed out
shortcut strings. This patch generalizes things a bit so this can also
be used to draw other hints in the same way. There have been a few
instances in the past where this would've been useful, D11046 being the
latest one.
Note that besides some manual regression testing, I didn't check if this
works yet, as there is no code actually using it (other than the
shortcuts). Can be checked as part of further development for D11046.
A possible further improvement would be providing a way to define how
clipping should be done. E.g. sometimes the right-aligned text should be
clipped first (because it's just a hint), in other cases it should be
left untouched (like current code explicitly does it for shortcuts).
Removes the `UI_BUT_HAS_SHORTCUT` flag, which isn't needed anymore.
After looking into task isolation issues with Sergey, we couldn't find the
reason behind the deadlocks that we are getting in T87938 and a Sprite Fright
file involving motion blur renders.
There is no apparent place where we adding or waiting on tasks in a task group
from different isolation regions, which is what is known to cause problems. Yet
it still hangs. Either we do not understand some limitation of TBB isolation,
or there is a bug in TBB, but we could not figure it out.
Instead the idea is to use isolation only where we know we need it: when
holding a mutex lock and then doing some multithreaded operation within that
locked region. Three places where we do this now:
* Generated images
* Cached BVH tree building
* OpenVDB lazy grid loading
Compared to the more automatic approach previously used, there is the downside
that it is easy to miss places where we need isolation. Yet doing it more
automatically is also causing unexpected issue and bugs that we found no
solution for, so this seems better.
Patch implemented by Sergey and me.
Differential Revision: https://developer.blender.org/D11603
When using multiple materials in a single mesh the most time is spend in
counting the offsets of each material for the sorting.
This patch moves the counting of the offsets to render mesh data and
caches it as long as the geometry doesn't change.
This patch doesn't include multithreading of this code.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11612
Clear the runtime data structs instead of individual members,
this simplifies adding new runtime members as there are at least
two places they would need to be cleared.
Resolves error in D8883.
This commit lets the join geometry node transfer dynamic attributes
to the result, the same way that point cloud and mesh attributes are
joined. The implementation is different though, because of an
optimization implemented for curves to avoid copying splines.
The result attribute is added with the highest priority domain (points
over splines), and the highest complexity data type. If one curve had
the attribute on the spline domain but not others, the point domain
values will be used.
Generally this is a bit lower level than I would have liked this code
to be, but should be efficient, and it's really not too complicated.
Differential Revision: https://developer.blender.org/D11491
Instead of building a set and then determining the final domain and
type for every attribute separately in the loop, construct a map with
the necessary data in the first place. This is simpler and should be
slightly more efficient.
Split from D11491
This is an implementation of T88722. It accepts a curve object and
for each spline, reverses the order of the points and all attributes.
This is more of a foundational node to support other nodes in the
future (like curve deform)
Selection takes spline domain attributes to determine which splines
are selected. If no selection is present all splines are reversed.
Differential Revision: https://developer.blender.org/D11538
This node implements the second option of T87429, creating points
along the input splines with the necessary evaluated information
for instancing: `tangent`, `normal`, and `rotation` attributes.
All generic curve point and spline attributes are copied to the
result points as well.
The "Count" and "Length" methods are just like the current options
in the resample node, but the output is points instead of a curve.
The "Evaluated" method uses the points you see on the curve directly,
and therefore should be the fastest.
The rotation data is retrieved from a transform matrix built with the
same method that the curve to mesh node uses. The radius attribute is
divided by 10 so the points don't look absurdly huge in the viewport.
In the future that could be an option.
For the implementation, one thing that could use an improvement
is the amount of temporary allocations while resampling to evaluated
points before the final points. I expect that reusing a buffer for
each thread would give a nice improvement.
Differential Revision: https://developer.blender.org/D11539
This patch allows Windows users to specify that their current blender
installation should be used to create thumbnails and be associated
with ".blend" files. This is done from Preferences / System. The only
way to do this currently is from the command-line and this is sometimes
inconvenient.
Differential Revision: https://developer.blender.org/D10887
Reviewed by Brecht Van Lommel
If the last decoded frame had the same timestamp as the GOP current
packet, then we would skip over this frame when fast forwarding and we
would seek until the end of the file.
This would could only be triggered reliably in single threaded mode.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11601
The warning would appear when using the `ENUM_OPERATORS()` macro inside
of an `extern "C"` block.
Didn't cause a warning in master currently, but in the
`asset-browser-poselib` branch.
After macro expansion, there would be C++ code in code with C linkage
(`extern "C"`). So make sure the expanded C++ code always uses C++
linkage.
The syntax used is totally C++ compliant: the C++ standard requires that
in such nested linkage specifications, the innermost one determines the
linking language (e.g. see
https://timsong-cpp.github.io/cppwp/n4659/dcl.link#4).
On the Windows platform there will be some errors printed to the
console if the user's thumbnail cache folder doesn't already exist.
While creating those folders there is an attempt to do so multiple
times and so we get errors when trying to create when exists. This
is caused by paths that have hard-coded forward slashes, which causes
our path processing routines to not work correctly. This patch defines
those paths using platform-varying separator characters.
Differential Revision: https://developer.blender.org/D11505
Reviewed by Brecht Van Lommel
Support calculating face normals when tessellating. When this is done
before updating vertex normals it gives ~20% performance improvement.
Now vertex normal calculation only needs to perform a single pass on the
mesh vertices when called after tessellation.
Extended versions of normal & looptri update functions have been added:
- BM_mesh_calc_tessellation_ex
- BM_mesh_normals_update_ex
Most callers don't need to be aware of this detail by using:
- BKE_editmesh_looptri_and_normals_calc
- BKE_editmesh_looptri_and_normals_calc_with_partial
- EDBM_update also takes advantage of this,
where calling EDBM_update with calc_looptri & calc_normals
enabled uses the faster normal updating logic.
Bypass stored edge-vectors for ~16% performance gains.
While this increases unit-length edge-vector calculations by around ~4x
the overhead of a parallel loop over all edges makes it worthwhile.
Note that caching edge-vectors per-vertex performs better and may be
worth investigating further, although in my tests this increases code
complexity with barley measurable benefits over not using cache at all.
Details about performance and possible optimizations are noted in
bm_vert_calc_normals_impl.
Rename function EDBM_update_generic to EDBM_update, use a parameters
argument for better readability.
Also add calc_normals argument, which will have benefits when
calculating normals and tessellation together is optimized.
For some custom rendering engines it's advantageous not to write the image files to disk.
An example would be a network rendering engine which does it's own image writing.
This feature is only supported when bl_use_postprocess is also disabled, since render
engines can't influence the saving behavior of the sequencer or compositor.
Differential Revision: https://developer.blender.org/D11512
Better to avoid explicit vectors components direct manipulation when a
generic operation for whole vector exists, if nothing else it avoids
potential mistakes in indices.
Those were caused by various tools used on degenerate geometry, see
T79775.
Note that fixes are as low-level as possible, to ensure they cover as
much as possible of unreported issues too.
We still probably have many more of those hidden in BLI_math though.
This commit does two things:
* Disallows creating more than one link from one socket to a multi socket input.
* Properly count links if there happen to be more than one link between the same sockets.
The new link counting should also be more efficient asymptotically.
Differential Revision: https://developer.blender.org/D11570
With this commit, curve objects support the nodes modifier. The goal is
that nodes modifiers will read curve data as the original curve, unless
they are placed after a modifier that must tessalate the curve (convert
it to a mesh). Always converting to a mesh in that case is basically
just a formalization of the behavior that was already present after
recent fixes for 2.8 versions last year and two years ago. For more
controlled explicit conversions between data types, using geometry
nodes makes so much more sense anyway.
TODO:
- Add more code comments
- Fix memory leak(s?)
- Fix geometry components besides mesh don't display in viewport.
Differential Revision: https://developer.blender.org/D11597
- The argument with named with an `r_` prefix when it was in fact
also read from.
- The argument passed in had to be 'psys->clmd->hairdata',
if it was not - the function would not worked.
When moving a linked collection, we seem to only receive a depsgraph update
for an empty object so the Blender synchronization cannot discriminate it
and tag the object(s) (light or geometry) for an update through
id_map.set_recalc.
This missing transform update only affects lights since we do not check
manually if the transformations were modified like we do for objects.
To fix this, add a check to see if the transformation is different provided
that a light was already created.
Reviewed By: brecht
Maniphest Tasks: T88515
Differential Revision: https://developer.blender.org/D11574
This patch improves the positioning of child windows when on monitors
that are arranged vertically (any above any other). When calculating a
window position in Ghost coordinates from GL coordinates we were using
monitor height, which can give incorrect values when desktop is taller
than any single monitor. So use desktop height instead.
See D10637 for more details and examples.
Differential Revision: https://developer.blender.org/D10637
Reviewed by Brecht Van Lommel
This patch makes the "Render" window a top-level window, not a child of
the main window, which was the case in blender versions prior to 2.93.
This means it is no longer "on top", nor is the icon grouped on the
taskbar in the same way, but you can Alt-Tab between it and the main
window. This change only affects the Windows platform as the other
platforms behave this way.
See D11576 for links to negative feedback that prompts this change.
Differential Revision: https://developer.blender.org/D11576
Reviewed by Brecht Van Lommel
This moves the flash on mode transfer effect option from the overlays to
an operator property of the mode transfer operator.
- This effect is intended to show the target object when no overlays or
a minimal set of overlays is enabled. Making it part of the whole set of
overlays invalidates this use case.
- The effect is not intended to be configurable per viewport, it should
be a global option.
The effect is still implemented using the overlay engine (instead of a
draw modal callback) due to performance and drawing artifacts. Having it
implemented as an overlay with runtime timer data in the objects makes
also possible to run multiple animations at the same time without any
visual glitches.
Reviewed By: campbellbarton, JulienKaspar
Differential Revision: https://developer.blender.org/D11519
Note: Linking in this case as in link vs. append. Easily confused with linking
a data-block to multiple usages (e.g. single material used by multiple
objects).
Adds a drop-down to the Asset Browser header to choose between Link and Append.
This is probably gonna be a temporary place, T54642 shows where this could be
placed eventually.
Linking support is crucial for usage of the asset browser in production
environments. It just wasn't enabled yet because a) the asset project currently
focuses on single user, not production assets, and b) because there were many
unkowns still for the workflow that have big impact on production use as well.
With the recently held asset workshop I'm more confident with enabling linking,
as design ideas relevant to production use were confirmed.
Differential Revision: https://developer.blender.org/D11536
Reviewed by: Bastien Montagne
The operator run when dropping objects would duplicate the dropped object and
place that in the scene, even though that was just appended. Addressed by
making the duplication optional for the operator. If the duplication is not
requested, the object is just added to the scene (if needed), repositioned
based on the drop location and selected (deselecting other objects).
This makes the operator work as expected when using it to drop assets.
Reviewed as part of https://developer.blender.org/D11536.
Reviewed by: Bastien Montagne
Fix segmentation fault that can occur when reordering animation
channels.
Under some specific conditions, the list "act->curves" is empty in the
"join_groups_action_temp" function. In particular, this happens when a
scene contains an action that has not been pushed down, and with no
keyframe in it.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D11569
While this preprocessing does take some time upfront,
it avoids longer lookup later on, especially as nodes get
more sockets.
It's probably possible to make this more efficient in some cases
but this is good enough for now.
Scanline processor did its own heurestic what didn't scale well when
having a multiple cores. In stead of using our own code this patch will
leave it to TBB to determine how to split the scanlines over the
available threads.
Performance of the IMB_transform before this change was 0.002123s, with
this change 0.001601s. This change increases performance in other areas
as well including color management conversions.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D11578
When using large sequences including audio the drawing of the audio on
top of the strip takes a lot of time. This effects the playback
performance heavily.
During the animation playback performance there was a solution for this
by only drawing the playhead overlay. This was reverted for the sequence
editor as it didn't update the color strips when they were animated.
This patch checks if there are animated color strips if so the full
screen is redrawn, otherwise only the playhead is redrawn.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D11580
One drawback to trying to predict the number of threads that will be
used in the `task_graph` is that we are only sure of the number when the
threads are running.
Using `BLI_task_parallel_range` allows the driver to
choose the best thread distribution through `parallel_reduce`.
The benefit is most evident on hardware with fewer cores.
This is the result on an 4-core laptop:
||before:|after:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)
Differential Revision: https://developer.blender.org/D11558
This is an adaptation of {D11488}.
A disadvantage of manually setting the iter ranges per thread is that
we don't know how many threads are running in the background and so we
don't know how to best distribute the ranges.
To solve this limitation we can use `parallel_reduce` and thus let the
driver choose the best distribution of ranges among the threads.
This proved to be especially beneficial for computers with few cores.
**Benchmarking:**
Here's the result on an 4-core laptop:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 5.203638 FPS|Average: 5.398925 FPS
||rdata 15ms iter 43ms (frame 193ms)|rdata 14ms iter 36ms (frame 187ms)
Here's the result on an 8-core PC:
||master:|PATCH:
|---|---|---|
|large_mesh_editing:|Average: 15.267482 FPS|Average: 15.906881 FPS
||rdata 9ms iter 28ms (frame 65ms)|rdata 9ms iter 25ms (frame 63ms)
|large_mesh_editing_ledge: |Average: 15.145966 FPS|Average: 15.520474 FPS
||rdata 9ms iter 29ms (frame 65ms)|rdata 9ms iter 25ms (frame 64ms)
|looptris_test:|Average: 4.001917 FPS|Average: 4.061105 FPS
||rdata 12ms iter 90ms (frame 236ms)|rdata 12ms iter 87ms (frame 230ms)
|subdiv_mesh_cage_and_final:|Average: 1.917769 FPS|Average: 1.971790 FPS
||rdata 7ms iter 37ms (frame 261ms)|rdata 7ms iter 31ms (frame 258ms)
||rdata 7ms iter 38ms (frame 252ms)|rdata 7ms iter 33ms (frame 249ms)
|subdiv_mesh_final_only:|Average: 6.387240 FPS|Average: 6.591251 FPS
||rdata 3ms iter 25ms (frame 151ms)|rdata 3ms iter 16ms (frame 145ms)
|subdiv_mesh_final_only_ledge:|Average: 6.247393 FPS|Average: 6.596024 FPS
||rdata 3ms iter 26ms (frame 158ms)|rdata 3ms iter 16ms (frame 148ms)
**Notes:**
- The improvement can only be noticed if all extracts are multithreaded.
- This patch touches different areas of the code, so it can be split into another patch if the idea is accepted.
These screenshots show how threads behave in a quadcore:
Master:
{F10164664}
Patch:
{F10164666}
Differential Revision: https://developer.blender.org/D11558
ffmpeg_generic_seek_workaround did work properly and our start pts
calculation was wrong.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11562
Because of the added sanity checks in rB14508ef100c9 (D11492), seeking
in proxies would not work correctly any more. This is because it wasn't
working as intended before, but in most cases this wouldn't be
noticeable. However now when the sanity checks are tripped it is very
noticeable that something is wrong
The indexer tried to use dts values for time stamps when we used pts in
our decode functions to get the time positions. This would make it
start in the wrong GOP frames when searching. Now that we enforce no
crossing of GOP frames when decoding after seek, this would lead to
issues.
Now we correctly use pts (or dts if pts is not available) and thus we
don't have any seeking issues because of time stamp format missmatch.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11561
When sampling ImBuf can be a char or a float buffer. Current sampling
functions added overhead by checking which kind of buffer was passed
every pixel that was sampled. When performing image processing this
check can be removed outside the inner loop adding 5% of performance
increase in the `IMB_transform` operator.
Remap {key Alt I} from `anim.delete_key_v3d` to `anim.delete_key`. This
makes it keyframe removal symmetrical with keyframe insertion ({key I}).
Both the default keymap {key Alt I} and the Industry Compatible keymap
{key Alt S} have been updated.
Reviewed By: sybren, #animation_rigging
Maniphest Tasks: T88068
Differential Revision: https://developer.blender.org/D11528
Inside the sequencer the cropping and transform of images/buffers were
implemented locally. This reduced the optimizations that a compiler
could do and added confusing code styles. This patch adds
`IMB_transform` to reduce the confusion and increases compiler
optimizations as more code can be inlined and we can keep track of
indices inside the inner loop.
This increases end-user performance by 30% when playing back aa video
in VSE.
Reviewed By: ISS, zeddb
Differential Revision: https://developer.blender.org/D11549
This patch changes occurrences of percentage to factor.
There are some usages of percentage left in there on purpose.
They are distinguished as follows:
- factor is 0-1 float
- percentage is 0-100 int
Ref D11361
Reviewed by: sybren, campbellbarton
Prepare node for conversion to Geometry Nodes.
There should be no functional changes.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11506
When using non-default system separator in filename path, code would end up
with an absolute path mixing regular and alternative separator,
confusing the rest of the path manipulations later on.
So this commit add proper replacements of alternative separators, and
path normalization.
Splitting out thread safe iteration logic means regular iteration
isn't checking for the thread-safe pointer each step.
This gives a small but measurable overall performance gain of 2-3%
when redrawing a high-poly mesh.
Ref D11564
Reviewed By: mont29
This change was prompted by D6408 which moves thumbnail extraction into
a shared function that happens use these endian defines but only links
blenlib.
There is no need for these defines to be associated with globals
so move into their own header.
Allows to define properties which will have proper units displayed
in the interface. The internal storage is expected to be seconds
(which matches how other times are stored in Blender).
Is not immediately used in Blender, but is required for the upcoming
feature in Cycles X (D11526)
The naming does not sound very exciting, but can't think of anything
better either.
For test it probably easiest to define FloatProperty with subdtype
of TIME_ABSOLUTE.
Differential Revision: https://developer.blender.org/D11532
Previously, a vertex from destination mesh would always be added to all
transferred vgroup (with a 0.0 weight), even if none of its matching
sources in source mesh belonged to the matching source vgroups.
Now a destination vertex is only added to a given destination vgroup if
at least one of its source vertices belong to the matching source
vgroup.
Issue found and initial investigation by @pls in D11524, thanks!
Doxygen by default leaves out any functions inside
#ifdef blocks that it thinks are disabled.
This change adds a DOXYGEN symbol, so you can
still get the functions included in the
documentation even if the #ifdef would
have normally excluded them.
before
#if defined(_WIN32)
after
#if defined(_WIN32) || defined(DOXYGEN)
Patch provided by Campbell Barton on chat.
TBBmalloc_proxy already takes care of any allocations
being done from MSVC compiled code, some of the dependencies
like GMP cannot be build with MSVC and we have to use
mingw to build them. mingw however links against the older
msvcrt.dll for its allocation needs, which TBBMallocProxy
does not hook.
GMP has an option to supply your own allocation functions
so we can still manually redirect them to TBBMalloc.
In a test-file with a boolean geometry node, this patch
uses 32s effective CPU time compared to 52s before.
Differential Revision: https://developer.blender.org/D11435
Reviewed by Campbell Barton, Ray Molenkamp
Remove an unnecessary call to pose_slide_mouse_update_percentage
That call was overriding the typed value
Reviewed By: #animation_rigging, Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D11395
Ref D11395
To draw the overlay stats in columns the strings must be measured to
find the longest one. In some circumstances this measurement can be
incorrect. We draw the text with a specific size yet do not explicitly
set the size before calling BLF_size. This patch properly sets the size
so that the measurement will match what will be used for output.
See T88799 for examples of measurement failure.
Differential Revision: https://developer.blender.org/D11504
Reviewed by Hans Goudey
First, expand on the interpolation to evaluated points with a templated
helper function, and a function that takes a GSPan. Next, add a set of
functions to `Spline` for interpolating at arbitrary intervals between
the evaluated points. The code for doing that isn't that complicated
anyway, but it's nice to avoid repeating, and it might make it easier
to unroll the special cases for the first and last points if we require
the index factors to be sorted.
This commit adds a node to output the convex hull of any input geometry
as a mesh, which is an enclosing geometry around a set of points.
All geometry types are supported, besides volumes.
The code supports operating on instances to avoid copying all input
geometry before the operation. The implementation uses the same backend
as the operation in edit mode, but uses Mesh directly instead of BMesh.
Attribute transfer is not supported currently, but would be a point of
improvement for the future if it can work in a predictable way on
different geometry input types.
Differential Revision: https://developer.blender.org/D10925
Note that these changes are limited simple cases as these kinds of
changes could allow for errors when refactoring code when the known
state is not so obvious.
Use BM_iter_parallel for face tessellation, this gives around
6.5x speedup for BM_mesh_calc_tessellation on high poly meshes in my
tests, although exact speedup depends on available cores.
Support thread local storage for BLI_task_parallel_mempool,
as well as support for the reduce and free callbacks.
mempool_iter_threadsafe_* functions have been moved into a private
header thats only shared between task_iterator.c and BLI_mempool.c
so the TLS can be made part of the iterator array without having to
rely on passing in struct offsets.
Add test task.MempoolIterTLS that ensures reduce and free
are working as expected.
Reviewed By: mont29
Ref D11548
Also modified existing utility functions to take
care of the new surface normal interpolation and so on.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D11543
While this should not be allowed in general, there are some cases
(library overrides at least) where supporting this is mandatory.
Further more, comment stating that this could crash is from 2011, could
not reproduce any issue with current code. Commit comment was referring
to undo/redo, but in use cases here those should not affect things.
Note that in general, such relatively high-level checks should be
handled by high-level, close to user code (like in ED area e.g.), not in
low-level BKE code anyway.
This patch adds a specific extraction method when the mesh has only
one material. This method is multi-threaded.
There is a trade-off in this patch as the ibo isn't compressed (it adds
restart indexes for hidden faces). So it depends if threading is faster
than the additional GPU buffer upload.
# Subdivided cube
I used a cube subdivided 7 times, modifiers applied. that gives around 400000 faces.
The test is selecting some vertices and move them. During this test the next buffers are updated on each frame:
* vbo.pos_nor
* vbo.lnor
* vbo.edit_data
* ibo.tris
* ibo.points
System info:
|platform| Linux-5.11.0-7614-generic-x86_64-with-glibc2.33|
| renderer| AMD SIENNA_CICHLID (DRM 3.40.0, 5.11.0-7614-generic, LLVM 11.0.1)|
|vendor| AMD|
|version| 4.6 (Core Profile) Mesa 21.0.1|
|cpu| Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz|
|compiler| gcc version 10.3.0|
Timing have been measured using DEBUG_TIME in `draw_cache_extract_mesh`.
master: `rdata 8ms iter 45ms (frame 153ms)`
this patch `rdata 6ms iter 36ms (frame 132ms)`
Reviewed By: mano-wii
Maniphest Tasks: T88352
Differential Revision: https://developer.blender.org/D11290
This commit adds a flag to disable displaying some socket labels which
just redundant eye sores. We still want to have a label, because that
information can potentially be accessed elsewhere in the UI.
The flag is used in a few geometry nodes.
Differential Revision: https://developer.blender.org/D11540
This is an optimization, but the difference is still not that
significant as some extractions are still done in single thread.
**Benchmarking**
||before:|after:
|---|---|---|
|large_mesh_editing:|Average: 14.246502 FPS|Average: 15.438118 FPS
||rdata 9ms iter 31ms (frame 69ms)|rdata 9ms iter 27ms (frame 65ms)
|large_mesh_editing_ledge: |Average: 14.913622 FPS|Average: 15.856538 FPS
||rdata 9ms iter 30ms (frame 67ms)|rdata 9ms iter 26ms (frame 63ms)
|looptris_test:|Average: 3.970774 FPS|Average: 4.095200 FPS
||rdata 11ms iter 90ms (frame 235ms)|rdata 12ms iter 87ms (frame 229ms)
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11467
A single threaded task with thread data over 8192 bytes would leak.
While this didn't happen in practice, it could cause issues in the
future.
The free call for `task_parallel_iterator_do` wasn't running
if callbacks weren't set, also not an issue in practice but avoids
potential problems in the future too.
Changes introduced in commit rBe9f2f17e8518
can create different render results when there is
a Math or Mix operation after TextureOperation
on tiled execution model.
This is due to WriteBufferOperation forcing a single pixel
resolution when these operations use a preferred
resolution of 0 to check if their inputs have resolution.
Fixing this behaviour creates different renders too.
This patch keeps previous tiled implementation and
adds the new implementation only for full frame execution.
Reviewed By: Jeroen Bakker (jbakker)
Differential Revision: https://developer.blender.org/D11546
In order to reduce stack size this patch converts full frame
recursive methods into iterative.
- No functional changes.
- No performance changes.
- Memory peak may slightly vary depending on the tree because
now breadth-first traversal is used instead of depth-first.
Tests in D11113 have same results except for test1 memory peak:
360MBs instead of 329.50MBs.
Reviewed By: Jeroen Bakker (jbakker)
Differential Revision: https://developer.blender.org/D11515
CMake builder and install deps changes, precompiled libraries are still to be
committed.
Ref T88438, T88434
Differential Revision: https://developer.blender.org/D11486
During transforming an image, a matrix multiplication per pixel was done.
The matrix in itself is always linear so it could be replaced by two additions.
During testing in debug builds playing back a movie went from 20fps to
300 fps.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D11533
Talked with Bastien and we ended up looking into this. Issue is that the
dupliation through drag & drop should also be considered a
"sub-process", like Shift+D duplicating does. Added a comment explaining
why this is needed.
Current index builder is designed to be used in a single thread.
This makes all index buffer extractions single threaded.
This patch adds a thread safe solution enabling multithreaded
building of index buffers.
To reduce locking the solution would provide a task/thread local
index buffer builder (called sub builder).
When a thread is finished this thread local index buffer builder
can be joined with the initial index buffer builder.
`GPU_indexbuf_subbuilder_init`: Initialized a sub builder. The
index list is shared between the parent and sub buffer, but the
counters are localized. Ensuring that updating counters would
not need any locking.
`GPU_indexbuf_subbuilder_finish`: merge the information of the
sub builder back to the parent builder. Needs to be invoked outside
the worker thread, or when sure that all worker threads have been
finished. Internal the function is not thread safe.
For testing purposes the extract_points extractor has been migrated to
the new API. Herefore changes to the mesh extractor were needed.
* When creating tasks, the task number of current task is stored in
ExtractTaskData including the total number of tasks.
* Adding two functions in `MeshExtract`.
** `task_init` will initialize the task specific userdata.
** `task_finish` should merge back the task specific userdata back.
* adding task_id parameter to the iteration functions so they can
access the correct task data without any need for locking.
There is no noticeable change in end user performance.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11499
This node creates a boolean face attribute that is "true" for
every face that has the given material.
Differential Revision: https://developer.blender.org/D11324
Selection of an FCurve with box/circle select now selects the entire
curve and all its keys:
- Box selecting a curve selects all the keyframes of the curve.
- Ctrl + box selecting of the curve deselects all the keyframes of the
curve.
- Shift + box selecting of the curve extends the keyframe selection,
adding all the keyframes of the curves that were just selected to the
selection.
- In all cases, if the selection area contains a key, nothing is
performed on the curves themselves (the action only impacts the
selected keys).
Reviewed By: sybren, #animation_rigging
Differential Revision: https://developer.blender.org/D11181
Some of the primitive nodes can return null in an error condition.
This is confusing mixed with adding a maderial slot in calling
functions. This is the second crash caused by that confusion. It's
simpler to add the slot right when allocating the mesh, and it will
lend itself better to copy & paste coding in the future.
Differential Revision: https://developer.blender.org/D11530
Under some circumstances using task isolation can cause deadlocks.
Previously, our task pool implementation would run all tasks in an
isolated region. Now using task isolation is optional and can be
turned on/off for individual task pools.
Task pools that spawn new tasks recursively should never enable
task isolation. There is a new check that finds these cases at runtime.
Right now this check is disabled, so that this commit is a pure refactor.
It will be enabled in an upcoming commit.
This fixes T88598.
Differential Revision: https://developer.blender.org/D11415
Simplify vertex normal calculation by moving the main normal
accumulation function to operate on vertices instead of faces.
Using faces had the down side that it needed to zero, accumulate and
normalize the vertex normals in 3 separate passes, accumulating also
needed a spin-lock for thread since the face would write it's normal
to all of it's vertices which could be shared with other faces.
Now a single loop over vertices is performed without locking.
This gives 5-6% speedup calculating all normals.
This also simplifies partial updates, fixing a problem where
all connected faces were being read from when calculating normals.
While this could have been resolved separately,
it's simpler to operate on vertices directly.
Move BMesh conversion and all loading code into worker.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11288
ChildWindowFromPoint retrieves the child of the provided window at a
point. In this case it always returns 0 because HWND_DESKTOP is flag
defined as 0, which is never a valid window handle and is not intended
for use in place of a window handle.
Forwarding of mousewheel events was added in adb08def61, and later
modified to the current unworking state in e9645806f5. Sending mouse
wheel events to the window under the cursor is a system preference and
therefore should not be overridden by Blender, therefore the noop code
has been removed.
Added a new api function to stich multires grids
on specific faces in a mesh,
subdiv_ccg_average_faces_boundaries_and_corners,
and changed multires normal calc to use it.
VTune profiling showed that this was a major
performance hit once you get above 10,000 or so
base mesh faces and/or have a high number of
subdivision levels.
Here's a video comparing the difference. Note the
bpy.app_debug switch is not in the final commit.
{F10145323}
And the .blend file:
{F10145346}
Reviewed By: Sergey Sharybin (sergey)
Differential Revision:
https://developer.blender.org/D11334
Added a new api function to stich multires grids
on specific faces in a mesh,
subdiv_ccg_average_faces_boundaries_and_corners,
and changed multires normal calc to use it.
VTune profiling showed that this was a major
performance hit once you get above 10,000 or so
base mesh faces and/or have a high number of
subdivision levels.
Here's a video comparing the difference. Note the
bpy.app_debug switch is not in the final commit.
{F10145323}
And the .blend file:
{F10145346}
Reviewed By: Sergey Sharybin (sergey)
Differential Revision:
https://developer.blender.org/D11334
Also use Curve as an argument instead of Object, since the object was
only used to retrieve the curve, and the calling code is already working
with curve data.
Some of the comments referenced code that was no longer there, or even
defines that were removed. Other comments were more confusing and
vague than helpful. Also adjust formatting in a few cases.
This patch improves the positioning of the little mnemonic underlines
shown under some hotkey letters in menus, especially when using custom
fonts.
see D11521 for details and examples.
Differential Revision: https://developer.blender.org/D11521
Reviewed by Campbell Barton
This revert went too far, only one line (the minimal version of FFMPEG
for `install_deps.sh` script`) actually needed to be reverted...
Sorry for the noise.
No functional changes as logic elsewhere already ensured this.
This just makes it obvious to anyone reading over the code that
these arguments are keyword only.
FOV was expanded to cover the shifting range,
rather than to precisely cut at the image border. Now fixed.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11523
Moving the bounds code to the builder can be useful
for future optimizations like building multithreaded.
Reviewed By: fclem, jbakker
Differential Revision: https://developer.blender.org/D11455
Small bug that's causing edge count to be incorrect in
final culled list, just being offset exactly 1 entry.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11513
This field was used for extend feature to get handle position of
metastrip children. Since D9972 extend feature works only on meta
strip itself, not it's children.
So `SEQ_transform_get_left_handle_frame()` second argument is always
false and can be removed.
Another instance of `seq->tmp usage` is hack to distinguish strips to be
shuffled, which is not covered by this patch.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10321
Use bounding box tests quickly tell that two components cannot
have a containment relation between each other. This change
cut about 0.6s off a test with 25 big icospheres.
Add a call to orthogonalize the matrix before processing for the
same reasons as D8915, and an early exit in case no limits are
enabled for a bit of extra efficiency.
Since the constraint goes through Euler decomposition, it would
in fact remove shear even before this change, but the resulting
rotation won't make much sense.
This change allows using the constraint without any enabled limits
purely for the purpose of efficiently removing shear.
Differential Revision: https://developer.blender.org/D9626
Since Limit Rotation is based on Euler decomposition, it should allow
specifying the order to use for the same reasons as Copy Rotation does,
namely, if the bone uses Quaternion rotation for its animation channels,
there is no way to choose the order for the constraint.
Ref D9626
Fixed the logic for seeking in ffmpeg video files.
The main fix is that we now apply a small offset in ffmpeg_get_seek_pos
to make sure we don't get the frame in front of the seek position when
seeking backward.
The rest of the changes is general cleanup and untangling code.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11492
Due to the way we ship the CRT on windows TBB's
malloc proxy was unable to attach it self to
the memory management functions on windows 10.
This change moves ucrtbase.dll out of the blender.crt
folder and back into the main blender folder to side
step some undesirable behaviour on win10 making TBB
once more able to attach it self.
Having this work again, should give a speed
boost in memory allocation heavy workloads
such as mantaflow.
For details on how this only failed on Win10
see T88813
This patch exposes functionality for performing partial mesh updates
for normal calculation and face tessellation while transforming a mesh.
The partial update data only needs to be generated once,
afterwards the cached connectivity information can be reused
(with the exception of changing proportional editing radius).
Currently this is only used for transform, in the future it could be
used for other operators as well as the transform panel.
The best-case overall speedup while transforming geometry is about
1.45x since the time to update a small number of normals and faces is
negligible.
For an additional speedup partial face tessellation is multi-threaded,
this gives ~15x speedup on my system (timing tessellation alone).
Exact results depend on the number of CPU cores available.
Ref D11494
Reviewed By: mano-wii
Cycles, Eevee, OSL, Geo, Attribute
This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D10808
rB847579b42250 updated the TBB build script
which had some unintended consequences for
windows as the directory layout slightly
changed.
This change adjusts the builder to the new
structure, there are no version/functional
changes.
When changing to another texture paint slot, the texture displayed in
the viewport should change accordingly (as well as the image displayed
in the Image Editor).
The procedure to find the texture to display in the viewport
(BKE_texpaint_slot_material_find_node) could fail
though because it assumed iterating nodes would always happen in the
same order (it was index based). This is not the case though, nodes can
get sorted differently based on selection (see ED_node_sort).
Now check the actual image being referenced in the paint slot for
comparison.
ref T88788 (probably enough to call this a fix, the other issue(s)
mentioned in the report are more likely a feature request)
Reviewed By: mano-wii
Maniphest Tasks: T88788
Differential Revision: https://developer.blender.org/D11496
The (tracking) camera presets have not been updated in the last 7 or
more years, so they are very outdated. I found it pointless to have a
few specific camera models in the list and instead add the most commonly
used sensor sizes/film sizes. This way the list is shorter, easier to
maintain/becomes later outdated, and is more user friendly for most people
who don't own any of the specific cameras. I added the Crop Factor to the
Beginning of the name, so it gets sortet in the correct order and presets
are easier to find based on the size.
Reviewed By: #render_cycles, #motion_tracking, brecht, sergey
Differential Revision: https://developer.blender.org/D10739
These were only showing in the Properties Editor, but there is no reason
to have the panels be different in the sidebar (they should not show in
the top bar though).
agreed upon by both @anoniov and @mendio
ref T88787
So far, linked IDs were not properly sorted at all, only the ones
explicitely linked from WM code would be, but any indirectly linked
data-blocks would end up in some random order in their lists.
While not ideal, this is not a huge issue in itself, but it had bad
side-effects, e.g. causing (recursive) resync of overrides to happen in
random order, leading to mismatches between name indices of newly-generated
override IDs and the one existings e.g.
And in general, it is much better to be consistent here.
Note that the file sub-version is bumped for this commit, since some
sorting (the directly linked IDs which we keep a reference to) should
never need to be re-done after relevant doversion process.
This commit adds a node that outputs the total length of all
evalauted curve splines in a geometry set as a float value.
Differential Revision: https://developer.blender.org/D11459
This commit implements support for deleting curve data in the geometry
delete node. Spline domain and point domain attributes are supported.
Differential Revision: https://developer.blender.org/D11464
This implements T87633
This overlay renders a flash animation on the target object when
transfering the mode to it using the mode transfer operator.
This provides visual feedback when switching between objects without
extra overlays that affect the general color and lighting in the scene.
Differences with the design task:
- This uses just a fade out animation instead of a fade in/out animation.
The code is ready for fade in/out, but as the rest of the overlays
(face sets, masks...) change instantly without animation, having a fade
in/out effect gives the impression that the object flashes twice (once
for the face sets, twice for the peak alpha of the flash animation).
- The rendering uses a flat color without fresnel for now, but this can
be improved in the future to make it look more like the shader in the
prototype.
- Not enabled by default (can be enabled in the overlays panel), maybe
the defaults can change for 3.0 to disable fade inactive and enable this
instead.
Reviewed By: jbakker, JulienKaspar
Differential Revision: https://developer.blender.org/D11055
This operator is needed in some cases to update image preview.
In workspaces with smaller timelines this is limiting, because users
need to first check that mouse cursor is in correct place, then press
CTRL+R shortcut.
The Wayland server will not update hidden surfaces. This will block the
main event loop and thus also block updates to visible windows in a multi-
window setup.
Keyboard click-drag events now use the "Drag Threshold".
This resolves a problem where keyboard click drag events
used a much smaller threshold when using a tablet.
In some cases e.g. only objects would actually need resync, so
collections on the override character would not be resynced, and if some
objects were sharing relationships with others those could be
lost/destroyed.
max unneccessarily
Since rB298d5eb66916 [which was needed to update buttons with custom
property range functions correctly], using tab would always clamp
(hardmin/hardmax) properties which were using FLT_MAX / INT_MAX as range
in their property definitions.
The clamping of rB298d5eb66916 was copied over from rB9b7f44ceb56c
[where it was used for the softmin/softmax], and while the re-evaluation
of hardmin/hardmax is needed for custom property range functions, the
clamping should actually not take place.
There are many properties using FLT_MAX / INT_MAX etc. and while it
probably would be good to update these with ranges that make more sense
-- not using FLT_MAX / INT_MAX would not have done the clamping here --
there should not be an arbitrary limit to these and they should stay as
they are.
Maniphest Tasks: T88762
Differential Revision: https://developer.blender.org/D11473
Ensure 'virtual' linked override IDs generated by the recursive resync
process are tagged as indirectly linked data.
This is needed to avoid the 'missing data' messages on those virtual
data-blocks after saving and reloading.
`BKE_main_collections_parent_relations_rebuild`,
`BKE_collection_parent_relations_rebuild` anf their internal
dependencies had two issues fixed by this commit:
* Main one was that a same collection could be processed several times,
sometimes even in an infinite loop (in some rare corner cases), by
`collection_parents_rebuild_recursive`.
* More exotic, code here would not ensure that the collections it was
processing were actually in Main (or a master one from a scene in
Main), which became an issue with some advanced ID management
processes involving partially out-of-main remapping, like liboverride
resync.
Use SEQ_time_strip_intersects_frame function to test if strip intersects with frame.
Note: There are cases where this function should not be used. For example splitting
strips require at least 1 frame "inside" strip. Another example is drawing, where
playhead technically doesn't intersect strip, but it is rendered, because current
frame has "duration" or "thickness" of 1 frame.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11320
Remove unused flag `SEQ_DUPE_ANIM` and code used by this flag.
Remove flag `SEQ_DUPE_CONTEXT` and refactor code, to split operator
logic from duplication code.
Reduce indentation level in for loop.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11318
Images with 4:2:2 and 4:4:4 chroma subsampling were blurred when
`SWS_FAST_BILINEAR` interpolation is set for `anim->img_convert_ctx`.
Use `SWS_BILINEAR` interpolation for all movies, as performance is
not impacted by this change.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11457
Changes in rBce649c73446e, affected established proxy codec preset.
Presets were not working and all presets were similar to `veryfast`.
Tunes are now working too, so `fastdecode` tune can be used. I have
measured little improvement, but I tested this only on 2 machines and
I have been informed that `fastdecode` tune does influence decoding
performance for some users.
Change preset from `slow` to `veryfast` and add tune `fastdecode`
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11454
While encoder parameters for lossless encoding are set correctly,
output is not lossless due to pixel format being set to
`AV_PIX_FMT_YUV420P` which is inherently lossy due to chroma subsampling.
This was reported in T61569 and was merged to T57397, but there were
2 bugs - one for encoding and one for decoding.
Set pixel format to `AV_PIX_FMT_YUV444P` when rendering lossless H264
files. This format isn't available in `codec->pix_fmts[0]` and it looks,
that it has to be hard-coded.
Reviewed By: sergey
Differential Revision: D11458
This patch is from erik85, who says:
This patch makes populate_plane inside polymesh_from_trimesh_with_dissolve run in parallel.
On a test file with a boolean between two subdivided cubes (~6 million verts) this gives a 10% speed increase (49.5s to 45s) on my 6 core CPU.
Also there is an optimization of other_tri_if_manifold to skip the contains-call and get the pointer directly.
This reduces CPU time for find_patches from 5s to 2.2s on the same test file.
When there are many components (separate pieces of connected mesh),
a part of the algorithm to determine component containment was slow.
Using a float version of finding the nearest point on a triangle
as a prefilter sped this up enormously. A case of 25 icospheres
subdivided twice goes 11 seconds faster on my Macbook pro with this
change.
This just moves a couple of files in `space_node` to C++ and fixes
related errors.
The goal is to be able to use C++ data structures to simplify the code.
Differential Revision: https://developer.blender.org/D11451
The mesh to curve node generated an empty curve because no edges were
selected. This commit changes that node to not add a curve in that case.
This also changes the curve to mesh node to not add a material when
no mesh was created. Even though we don't expect null curves or meshes
in this case, the change is harmless.
EEVEE uses hashing to sync aov names and types with the gpu.
For the type a hashed value was overridden making `decalA`
and `decalB` choose the same hash. This patches fixes this
by removing the most significant bit.
EEVEE uses hashing to sync aov names and types with the gpu. For the type a hashed value was overridden making `decalA` and `decalB` choose the same hash. This patches fixes this by removing the most significant bit.
Sometimes is required to reset the thickness or the opacity of the strokes. Actually this was done using a modifier, but this operators solves this.
Reviewed By: mendio, filedescriptor
Maniphest Tasks: T87427
Differential Revision: https://developer.blender.org/D11453
Often you need to copy a spline to do an operation, but don't want
to manually copy over all of the settings. I've already forgotten to
do it once anyway. These functions copy a spline's "settings" into a
new spline, but not the data. I tried to avoid duplicating any copying
so this is easier to extend in the future.
Differential Revision: https://developer.blender.org/D11463
This is due to cam->obmat precision issue,
where it affects view vector precision.
Reviewed by Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11461
Often it would be beneficial to avoid the virtual array implementation
in `geometry_component_curve.cc` that flattens an attribute for every
spline and instead read an attribute separately for every input spline.
This commit implements functions to do that.
The downside is some code duplication-- we now have two places handling
this conversion. However, we can head in this general direction for the
attribute API anyway and support accessing attributes in smaller
contiguous chunks where necessary.
No functional changes in this commit.
Differential Revision: https://developer.blender.org/D11456
Use the D-key to access the view menu instead of the Tilda key,
which isn't accessible on some international layouts.
To resolve the conflicts the following changes have been made.
- `D` (motion) opens the view menu.
- `D` (mouse-button) uses grease-pencil (as it does currently).
- `Tilda` is used to for "Object Mode Transfer" instead of the View menu.
See T88092 for details.
Reviewed By: Severin
Ref D11189
Add a doc-string explaining the purpose of each call back and
how they should be used.
Also add a currently unused callback 'POST_FAIL' that is to be used in
cases the action fails - giving script authors, a guarantee that a
call to `pre` will always have a matching `post/post_fail` call.
- D11422: adds a callback that can use 'post_fail'.
- T88696: proposed these conventions.
This node is similar to the mask modifier, but it deletes the elements
of the geometry corresponding to the selection, which is retrieved as
a boolean attribute. The node currently supports both mesh and point
cloud data. For meshes, which elements are deleted depends on the
domain of the input selection attribute, just like how behavior depends
on the selection mode in mesh edit mode.
In the future this node will support curve data, and ideally volume
data in some way.
Differential Revision: https://developer.blender.org/D10748
Metadata panel was visible in each category. In other editors, this
panel is usually placed in category with other source media properties.
In sequencer, metadata is transfered over while compositing and relation
to particular strip is lost, therefore separate category for metadata
seems to be best option. Since Metadata panel is alone in this category,
it will be open by default.
This commit skips the eager recalculation of mesh normals in the
transform node. Often another deformation or topology-altering
operation will happen after the transform node, which means the
recalculation was redundant anyway.
In one of my test cases this made the node more than 14x faster.
Though depending on the situation the cost of updating the normals
may just be shifted elsewhere.
This was reported for the special case of mapping with "Strand /
Particle" coords, but was not working with other coordinates either.
Dont see a reason for not supporting Size influence textures for these
kinds of particles (and since these types of particles have an "age"
like all others as well, even the "Strand / Particle" coords are
supported here as well)
Maniphest Tasks: T88715
Differential Revision: https://developer.blender.org/D11449
This fixes T88455 by adding an empty material slot to newly
generated meshes. This allows the object to overwrite the
"default" material without any extra nodes. Technically,
all polygons reference the material index 0 already, so it
makes sense to add a material slot for this material index.
Differential Revision: https://developer.blender.org/D11439
Removing scripts that were placed in the source tree that would drive
the old buildbot. With the new buildbot in place these scripts aren't
being used anymore.
The buildbit is currently driven by
`build_files/config/pipeline_config.json`. In the near future make
update would also use this config.
Overview of the new buildbot: https://wiki.blender.org/wiki/Infrastructure/BuildBot
Work done by James Monteath.
`bvhtree_from_mesh_edges_create_tree` can actually leave the BVHTree
NULL (e.g. if no edges are present).
Now dont allocate `BVHTreeFromMesh` on the `SurfaceModifierData` at all
in case the tree would be NULL anyways.
Places like `get_effector_data` check for `SurfaceModifierData`-
>`BVHTreeFromMesh` and dont try to stuff like getting a closest point on
surface, which would crash as soon as BVHNodes would need to be accessed
(from the NULL BVHTree).
Maniphest Tasks: T88658
Differential Revision: https://developer.blender.org/D11443
This commit fixes two different issues:
* In some cases, when an object was added to a sub-collection and used
into a different subcollection, and the root common collection would
not need to be resynced, it would end up creating multiple overrides
of the new object. This was affecting both normal and recursive
resync.
* In recurisve resync case, the barrier code to define what is part or
not of a override group/hierarchy was wrong.
Note that the current solution for the first issue is sub-optimal (it
goes back to the root of the override hierarchy and resync the whole
thing), a better solution is TODO for now.
This function would considere that there was a name conflict even in
case existing ID would be a linked one.
This is only a (symbolic) perforance improvement and logical fix, since
`BKE_id_new_name_validate` would not do that mistake anyway.
This is mandatory for liboverride resync, since this feature may imply
we have to create linked overrides in libraries, and there may be
several copies of those.
This is also a first step to a more general support of IDmanagement-editing
library data.
Note that this commit should have absolutely no effect on current code,
as the only function allowed to check unique names for linked IDs
currently is `BKE_libblock_management_main_add`, which is unused.
This commit also adds some basic testing for `BKE_id_new_name_validate`.
This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame.
Two execution models:
- Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation.
- FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch).
This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage.
FullFrame breaking changes respect Tiled system, mainly:
- Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation.
- Any sampling is always done over inputs instead of last buffered operation.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11113
draw_cache_extract_mesh for task scheduling. Will be refactored to draw_cache_extract_mesh_scheduling later on after migrating to CPP.
draw_cache_extract_mesh_render_data extraction of mesh render data from edit mesh/mesh into a more generic structure.
draw_cache_extract_mesh_extractors containing all the extractors. This will be split up further into a single file per extractor.
This was kept since these blocks are easier to follow.
Remove as the overall result wasn't so readable
(especially with nested ifdef's).
Replace disabled code with comment on the indices used for quads/tris.
2 sided faces aren't supported and will cause problems in many areas
of Blender's code.
Removing (implied) support for faces with fewer than 3 sides
means the total number of triangles is known ahead of time.
This simplifies adding support for multi-threading and partial updates
to an existing tessellation - as the face and loop indices can be used
to access the range of triangles associated with a face.
Also correct outdated comments.
When projecting into screen space Z value isn't always needed.
Add 2D projection functions, renaming them to avoid accidents
happening again.
- Add GPU_matrix_project_2fv
- Add ED_view3d_project_v2
- Rename ED_view3d_project to ED_view3d_project_v3
- Use the 2D versions of these functions when the Z value isn't used.
This is from patch D11432 from Erik Abrahamsson. He found that
in some mpq3 functions called frequently from loops, passing in
buffers for termporary mpq3 values can save substantial time.
On my machine, his example in that patch went from 9.48s to 7.50s
for the boolean part of the calculation. On his machine, a running
time went from 17s to 10.3s.
The fseek() function on Windows only accepts a 32-bit long offset
argument. Because of this we have our own version, BLI_fseek(), which
will use 64-bit _fseeki64() on Windows. This patch just replaces some
fseek() calls with BLI_fseek().
Differential Revision: https://developer.blender.org/D11430
Reviewed by Brecht Van Lommel
Now FPS is displayed in the video source for videos to provide easy
access.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11441
bf_bmesh historically always build with the /WX flag
on windows making all warnings errors, somewhere along
the way this has broken for msbuild, ninja still exhibits
the expected behaviour.
The flags are still passed to the target, and I've validated
they are there when the add_library call fires, but they
somehow never make it to the generated msbuild project files.
I suspect this is a cmake bug but I'm seemingly unable
to extract a repro case to file a bug upstream.
Setting the same options target_compile_options seems to work,
I'm not happy about the unexplained nature of the breakage
but this will have to do for now.
The same code existed in 2.82 and earlier so this should be safe. Removing the
custom implementation of shutil.copytree in f34d5d9 did not correctly add back
the option to copy symlinks.
This patch replaces / redoes the entire MeshExtractors system.
Although they were useful and facilitated the addition of new buffers, they made it difficult to control the threads and added a lot of threading overhead.
Part of the problem was in traversing the same loop type in different threads. The concurrent access of the BMesh Elements slowed the reading.
This patch simplifies the use of threads by merging all the old callbacks from the extracts into a single series of iteration functions.
The type of extraction can be chosen using flags.
This optimized the process by around 34%.
Initial idea and implementation By @mano-wii.
Fine-tuning, cleanup by @atmind.
MASTER:
large_mesh_editing:
- rdata 9ms iter 50ms (frame 155ms)
- Average: 6.462874 FPS
PATCH:
large_mesh_editing:
- rdata 9ms iter 34ms (frame 136ms)
- Average: 7.379491 FPS
Differential Revision: https://developer.blender.org/D11425
For 2.93 we bumped the minimum windows requirement
to windows 8.1, but did not do any clean-up of any
win 8/8.1 API usage we dynamically accessed though
LoadLibrary/GetProcAddress.
This patch bumps _WIN32_WINNT to 0x0603 (win 8.1)
and cleans up any API use that was accessed in a
more convoluted way than necessary
Differential Revision: https://developer.blender.org/D11331
Reviewed by: harley, nicholas_rishel
Use the appropriate notifier, listeners were already doing the rest
properly.
Maniphest Tasks: T88569
Differential Revision: https://developer.blender.org/D11436
Cause is that initializing the cryptomatte session would reset the
current frame of an image sequence. The solution is to always use the
scene current frame so it resets to the correct frame.
This was a todo that wasn't solved after it landed in master.
Needs to be backported to 2.93.
When compositor node tree has a texture node, TextureOperation vector inputs has always {0, 0} resolution instead of having same resolution as TextureOperation which is the expected behaviour for resolutions propagation.
Current TextureOperation determineResolution implementation doesn't determine inputs resolution, breaking propagation of preferred resolution and that's the reason why they are always 0. Setting scene resolution always would mean it is its own resolution and could make sense, but setting it only when preferred resolution is 0, breaks preferred resolution logic affecting other operations as explained in D10972. In any case scene resolution is already the default preferred resolution on viewer and compositor nodes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11381
The issue was two fold. We didn't properly:
1. Initialize the codec default values which would lead to VLC
complaining because of garbage/wrong codec settings.
2.Calculate the time base for the video. FFmpeg would happily accept
this but VLC seems to assume the time base value is at least somewhat
correct and couldn't properly display the frames as the internal time
base was huge. We are talking about 90k ticks (tbn) for one second of
video!
This patch initializes all codecs to use their default values and fixes
the time base calculation so it follows the guidelines from ffmpeg.
Reviewed By: Sergey, Richard Antalik
Differential Revision: http://developer.blender.org/D11426
Code checking for potential collection loop dependencies can be called
in cases where we cannot guarantee that there is no NULL pointers, so we
need to check those. Was already done for objects.
NOTE: doubled-checked by @jbakker, thanks.
Code checking for potential collection loop dependencies can be called
in cases where we cannot guarantee that there is no NULL pointers, so we
need to check those. Was already done for objects.
Reuse loose geometry during selection (and other operations) from
previous calculation. Loose geometry stays the same, but was
recalculated to determine the size of GPU buffers. This patch would
reuse the previous loose geometry when geometry wasn't changed.
Although not the main bottleneck during selection it is measurable.
Master.
`rdata 46ms iter 55ms (frame 410ms)`
This patch.
`rdata 5ms iter 52ms (frame 342ms)`
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11339
This patch from Erik Abrahamsson uses a parallel_for to speed up
the case where the input is not manifold and the "hole_tolerant"
option is set.
In a test case on a 24 core (48 thread) machine, this sped up a
the boolean part on an object with 221k triangles from 12.06s to 0.46s.
When using ``Path`` alignment, if the stroke has one point the texture rotates randomly when move the viewport. This was because with one point is impossible to calculate a path.
Now, if the stroke has only one point, the texture for this stroke is aligned to Object.
Before the FFmpeg commit: github.com/FFmpeg/FFmpeg/commit/1c0885334dda9ee8652e60c586fa2e3674056586
FFmpeg would use deprecated variables to calculate the video fps.
We don't use these deprecated variables anymore, so ensure that the
duration is correct in ffmpeg versions without this fix.
Reviewed By: Sergey, Richard Antalik
Differential Revision: http://developer.blender.org/D11417
We didn't initialize the scaled proxy frame properly.
This would lead to issues in ffmpeg 4.4 as they are more strict that the API is properly used.
Now we initialize the size and format of the frame.
Based on the task T88006, there are a few simple changes
to make to improve the switch node:
- Change the label to "False" / "True" for clarity
- Change default to geometry, as it's the basic data container in
geometry nodes.
- Change node class to `NODE_CLASS_CONVERTOR`, which was an oversight
in the original patch.
I will add the new socket types (material and texture) in a separate commit.
Thanks to @EitanSomething for the original patch.
Differential Revision: https://developer.blender.org/D11165
This was caused by unsafe sqrt calls.
Fixes T86578 white artifacts in EEVEE
Reviewed By: brecht, dfelinto
Differential Revision: https://developer.blender.org/D11428
While we could make this node work for boolean inputs in the future,
currently it's really just designed to compare "float-like" inputs.
Many comparison modes don't even make sense for boolean inputs.
Therefore, the simplest fix for this bug is just to disable the
boolean attribute input modes for this node.
Differential Revision: https://developer.blender.org/D11427
When using ``Path`` alignment, if the stroke has one point the texture rotates randomly when move the viewport. This was because with one point is impossible to calculate a path.
Now, if the stroke has only one point, the texture for this stroke is aligned to Object.
This node creates poly curve splines from mesh edges. A selection
attribute input allows only using some of the edges from the mesh.
The node builds cyclic splines from branchless groups of edges where
possible, but when there is a three-way intersection, the spline stops.
The node also transfers all attributes from the mesh to the resulting
control points. In the future we could add a way to limit that to a
subset of the attributes to improve performance.
The algorithm is from Animation Nodes, written by @OmarSquircleArt.
I added the ability to use a selection, attribute transferring, and
used different variable names, etc, but other than that the algorithm
is the same.
Differential Revision: https://developer.blender.org/D11265
Not entirely sure why this was not an issue for 16.9
but TBB includes the Windows.h header which by default
will define min and max macro's
These collide with the stl versions in <algorithm>
This patch requests Windows.h not to define the
problematic macro's, resolving the conflict.
Caused by {rB66923031e6f2}.
Code would process unselected sequences and skip selected, needs to be
the other way around.
Maniphest Tasks: T88635
Differential Revision: https://developer.blender.org/D11424
When using the operator `ui.copy_data_path_button(full_path=True)` ({key
ctrl shift Alt C} on hover) the copied path does not consider the
library origin. That means that when there is a name clash the data path
is not accurate and refers to the local item instead.
This patch adds the library (if the ID is linked) of the returned string
from RNA_path_full_ID_py.
bpy.data.objects["Cube", "//library.blend"] instead of
bpy.data.objects["Cube"]
note: parsing this happens in
pyrna_prop_collection_subscript_str_lib_pair_ptr
Maniphest Tasks: T88499
Differential Revision: https://developer.blender.org/D11412
A utility that supports passing in actions as command line arguments for
writing reproducible interactions, benchmarking, profiling and testing.
Unlike regular scripts this is able to control model operators usefully.
Typical ways of controlling Blender using this utility are via
operator id's, menu search and explicit events.
Others methods can be added as needed.
See the doc-string for example usage.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses transform feedback.
Timings before: between 0.000069s and 0.000362s.
Timings after: between 0.000032s and 0.000092s.
Speedup isn't noticeable by end-users. The patch is used to test
the new compute shader pipeline and integrate it with the draw
manager. Allowing EEVEE, Workbench and other draw engines to
use compute shaders with the introduction of `DRW_shgroup_call_compute`
and `DRW_shgroup_vertex_buffer`.
Future improvements are possible by generating the index buffer
of hair directly on the GPU.
NOTE: that compute shaders aren't supported by Apple and still use
the transform feedback workaround.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11057
Added missing topbar in VSE.
Also added the Stabilizer options to Topbar for all modes.
Reviewed By: mendio, pepeland
Maniphest Tasks: T86465
Differential Revision: https://developer.blender.org/D11347
We need to re-evaluate what needs to be resynced after each step of
processing overrides from a given 'indirect level' of libraries.
Otherwise, recusrive overrides (overrides of linked overrides) won't
work.
Note that this should not change too much in practice currently, since
there are other issues with recursive overrides yet.
Also, checks (CLOG errors) added show that some ID (node trees) seem to
be detected as needing resynced even after beig just resynced, this
needs further investigation still. Could be though that it is due to
limit currently set on nodetrees, those are always complicated
snowflakes to deal with...
Oversight in {rB470f17f21c06}.
Hiding was only done for the first mesh, then the operator finished (in
case of UV_SYNC_SELECTION).
Now just continue to the next.
Maniphest Tasks: T88625
Differential Revision: https://developer.blender.org/D11413
Both before and after can have artifacts with some normal maps, but this seems to give
worse artifacts on average which are not worth the minor performance increase.
This reverts commit 5c4d24e1fd.
Ref T88368, D10084
This allows choosing material and texture sockets for the group input
node in the modifier. Note that currently grease pencil materials are
displayed in the list, even though grease pencil data is not supported
yet by geometry nodes. That is more complicated to fix in this case,
since we use IDProperties to store the dynamic exposed inputs.
Differential Revision: https://developer.blender.org/D11393
blender-laucher.c was not an ideal name for this file
since it's not directly clear it is windows only.
This change renames it to blender_launcher_win32.c
to be more in line with other win32 specific files
we have.
This patch adds relatively small changes to the curve draw
cache implementation in order to draw the curve data in the
viewport. The dependency graph iterator is also modified
so that it iterates over the curve geometry component, which
is presented to users as `Curve` data with a pointer to the
`CurveEval`
The idea with the spline data type in geometry nodes is that
curve data itself is only the control points, and any evaluated
data with faces is a mesh. That is mostly expected elsewhere in
Blender anyway. This means it's only necessary to implement
wire edge drawing of `CurveEval` data.
Adding a `CurveEval` pointer to `Curve` is in line with changes
I'd like to make in the future like using `CurveEval` in more places
such as edit mode.
An alternate solution involves converting the curve wire data
to a mesh, however, that requires copying all of the data, and
since avoiding it is rather simple and is in-line with future plans
anyway, I think doing it this way is better.
Differential Revision: https://developer.blender.org/D11351
This patch removes unnecessary calls to `BKE_main_id_tag_all` where the
same job is done by `BKE_main_id_clear_newpoins` on the following line.
Reviewed By: campbellbarton, mont29
Ref D11379
Use array instead of ListBase for line art
bounding area linked triangles and edges.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11302
This is not supposed to happen, but better be safe than sorry, and
assume it is beyond unlikely that someone would use chains of over 10k
linked libraries.
Allows to centralize storage and modification checks in a single place,
avoiding duplication in the synchronization code.
Ideally we would somehow be able to more granularly modify Cycles side
objects. Leaving this for a future decision, because it might be better
to implement it as a graph on the sync side.
Makes it more explicit they operate on shading/light.
Gives room to move more viewport related settings into this class and
cover with specific or generic modification checks.
Such pattern should only be used when it is really needed. Otherwise
just stick to a more regular design, without worrying who is the user
of the class. Otherwise it will be annoying to subclass or unit test.
No need to state that it is a viewport display pass, since the method
is within viewport parameters it is implied that parameters do belong
to the viewport.
Brings this code closer to the Cycles-X branch.
Very stupid mistake in libraries indirect-level building code, was not
skipping 'loop-back' ID pointers.
Note that we also need some level of checks for the case where there
would be an actual dependency loop between libraries, this is not
supposed to be possible, but better be safe than sorry. Will add in next
commit.
An arbitrary size offsets was used in float_array_to_string,
simplify the loop, use exact size limits.
Also rename variables so it's clear which array the length apply to.
Event though in practice this wasn't causing problems as the fixed size
buffers are generally large enough not to truncate text.
Using the result from `snprint` or `BLI_snprintf` to step over a fixed
size buffer allows for buffer overruns as the returned value is the size
needed to copy the entire string, not the number of bytes copied.
Building strings using this convention with multiple calls:
ofs += BLI_snprintf(str + ofs, str_len_max - ofs);
.. caused the size argument to become negative,
wrapping it to a large value when cast to the unsigned argument.
A deadlock could happen under certain circumstances when
geometry nodes is used on multiple objects.
Once T88598 is resolved, multi-threading can be enabled again.
Differential Revision: https://developer.blender.org/D11405
While the advantage isn't large,
it's simpler to skip the intermediate link.
Also remove unused next and previous struct members
from MeshUndoStep_Elem.
When editing more than 1 object at a time, complete copies of each mesh
were being stored. Now the most recent undo-data for each mesh is used
(when available).
This commit adds interpolation from the point domain to the spline
domain and the other way around. Before this, spline domain attributes
were basically useless, but now they are quite helpful as a way to use
a shared value in a contiguous group of points.
I implementented a special virtual array for the spline to points
conversion, so that conversion should be close to the ideal performance
level, but there are a few ways we could optimize the point to spline
conversion in the future:
- Use a function virtual array to mix the point values for each spline
on demand.
- Implement a special case for when the input virtual array is one of
the virtual arrays from the spline point attributes. In other words,
decrease curve attribute access overhead.
Differential Revision: https://developer.blender.org/D11376
This patch fixes a long-standing complaint from users:
the console window shortly flashing when they start
blender.
This is done by adding a new executable called
blender-launcher.exe which starts blender.exe while
hiding the console.
Any command line parameters given to blender-launcher
will be passed on to blender.exe so it'll be a drop
in replacement.
Starting blender.exe on its own will still function as
a proper console app so no changes required here for
users that use blender for batch processing.
Notable changes:
Registering blender (-R switch) will now register
blender-launcher as the preferred executable.
This patch updates the installer and updates the
shortcuts to start blender-launcher.exe rather
than blender.exe
Differential Revision: https://developer.blender.org/D11094
Reviewed by: brecht, harley
This reverts commit 8f9599d17e.
Mac seems to have an error with this change.
```
ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:115:44: error: use of undeclared identifier 'shader_src'
ERROR: /Users/blender/git/blender-vdev/blender.git/source/blender/draw/intern/draw_hair.c:123:13: error: use of undeclared identifier 'shader_src'
ERROR: make[2]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/intern/draw_hair.c.o] Error 1
ERROR: make[1]: *** [source/blender/draw/CMakeFiles/bf_draw.dir/all] Error 2
ERROR: make: *** [all] Error 2
```
Both before and after can have artifacts with some normal maps, but this seems to give
worse artifacts on average which are not worth the minor performance increase.
This reverts commit 21bc1a99ba.
Ref T88368, D10084
The skin modifier was moving vertices without updating normals for the
connected faces, this happened when smoothing and welding vertices.
Reviewed By: mont29
Ref D11397
Recursive resync means also resyncing overrides that are linked from
other library files into current working file.
Note that this allows to get 'working' files even when their
dependencies are out of sync. However, since linked data is never
written/saved, this has to be re-done every time the working file is
loaded, until said dependencies are updated properly.
NOTE: This is still missing the 'report' side of things, which is part
of a larger task to enhance reports regarding both linking, and
liboverrides (see T88393).
----------
Technical notes:
Implementing this proved to be slightly more challenging than expected,
mainly because one of the key aspects of the feature was never done in
Blender before: manipulating, re-creating linked data.
This ended up moving the whole resync code to use temp IDs out of bmain,
which is better in the long run anyway (and more aligned with what we
generally want to do when manipulating temp ID data). It should also
give a marginal improvement in performances for regular resync.
This commit also had to carefully 'sort' libraries by level of indirect
usage, as we want to resync first the libraries that are the least directly
used, i.e. libraries that are most used by other libraries.
Even though shepkeys are not strictly speaking an embedded data, they
share quiet a few points with those, and from liboverride perspective
they are embedded, so...
While indeally we should only skip refcounting when relevant tag is set,
doing this in remapping code is too risky for now.
Related to previous commit and T88555.
While this is still very fuzzy in current code, this old behavior makes
it close to impossible to efficiently use out-of-main temp data, as it
implies that we'd need to update refcounts everytime we add something
back into BMain (an 'un-refcount' ID usages when removing from BMain).
Now that we have two separate flags/tags for those two different things,
let's not merge them anymore.
Note that this is somewhat on-going process, still needs more checks and
cleanup. Related to T88555.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses tranform feedback.
Timings master (transform feedback with GPU_USAGE_STATIC between 0.000069s and 0.000362s
Timings transform feedback with GPU_USAGE_DEVICE_ONLY. between 0.000057s and 0.000122s
Timings compute shader between 0.000032 and 0.000092s
Future improvements:
* Generate hair Index buffer using compute shaders: currently done single threaded on CPU, easy to add as compute shader.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D11057
With the compute pipeline calculation can be offloaded to the GPU.
This patch only adds the framework for compute. So no changes for users at
this moment.
NOTE: As this is an OpenGL4.3 feature it must always have a fallback.
Use `GPU_compute_shader_support` to check if compute pipeline can be used.
Check `gpu_shader_compute*` test cases for usage.
This patch also adds support for shader storage buffer objects and device only
vertex/index buffers.
An alternative that had been discussed was adding this to the `GPUBatch`, this
was eventually not chosen as it would lead to more code when used as part of a
shading group. The idea is that we add an `eDRWCommandType` in the near
future.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D10913
This patch adds an option in the Layers > Relations panel called "Disable Masks in Render".
When checked, no masks on this layer are included in the render.
Example:
| {F10087680} | {F10087681} |
See T88202 for why this is needed.
Reviewed By: antoniov
Maniphest Tasks: T88202
Differential Revision: https://developer.blender.org/D11234
Currently when rendering the view layer of a grease pencil layer that has
a mask layer attached, the mask layer would show in the rendered image.
This is inconsistent with the default behaviour with no mask on the
grease pencil layer, because it would only render what's on that
particular layer and not anything from any other layer.
This patch makes the masks invisible in the render.
Note: This might seem like not the best solution, but because masks are
just regular grease pencil layers, it's tricky to pass this edge-case to the
drawing code. The way it is handled right now is the best I could come
up with, without making changes that could affect something else.
Reviewed By: antoniov
Maniphest Tasks: T88202
Differential Revision: https://developer.blender.org/D11403
This issue was that `BKE_object_eval_uber_data` was not called for
the text object, because its geometry was not dependent upon
and its `is_directly_visible` tag was `false`. The crash happens in
rendering code, because the evaluated data is missing.
This not only affects text objects, but all object types that have a
geometry component that geometry nodes does not support yet.
The solution is to just add the missing dependencies.
Differential Revision: https://developer.blender.org/D11385
This operator is a common request of animators to convert the transformation (inluding modifiers) of one grease pencil object, into a new object, generating strokes.
Reviewed By: pepeland
Maniphest Tasks: T87424
Differential Revision: https://developer.blender.org/D11014
Calling BKE_nodetree_attribute_hint_add from multiple threads still
was not safe before..
One issue was that context_map embedded its values directly. So
when context_map grows, all NodeUIStorage would move as well.
I could patch around that by using std::unique_ptr in a few places,
but that just becomes too complex for now.
Instead I simplified the locking a bit by adding just locking a mutex
in NodeTreeUIStorage all the time while an attribute hint is added.
Differential Revision: https://developer.blender.org/D11399
When an `AttributeSet` is tagged as modified, which happens after the addition or
removal of an `Attribute` from the set, during the following GeometryManager device
update, we update and repack the kernel data for all attribute types. However, if we
only add or remove a `float` attribute, `float2` or `float3` attributes should not
be repacked for efficiency.
This patch adds some mechanisms to detect which attribute types are modified from
the AttributeSet.
Firstly, this adds an `AttrKernelDataType` to map the data type of the Attribute to
the one used in the kernel as there is no one to one match between the two since e.g.
`Transform` or `float4` data are stored as `float3s` in the kernel.
Then, this replaces the `AttributeSet.modified` boolean with a set of flags to detect
which types have been modified. There is no specific flag type (e.g.
`enum ModifiedType`), rather the flags used derive simply from the
`AttrKernelDataType` enumeration, to keep things synchronized.
The logic to remove an `Attribute` from the `AttributeSet` and tag the latter as modified
is centralized in a new `AttributeSet.remove` method taking an iterator as input.
Lastly, as some attributes like standard normals are not stored in the various
kernel attribute arrays (`DeviceScene::attribute_*`), the modified flags are only
set if the associated standard corresponds to an attribute which will be stored
in the kernel's attribute arrays. This makes it so adding or removing such attributes
does not trigger an unnecessary update of other type-related attributes.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11373
Sharing data between duplicated IDs should be restricted to depsgraph
(CoW) cases, not all NO_MAIN ones...
While this was probably not an issue currently, we aim at using more and
more out-of-main IDs for temp data processing.
NOTE: Somewhat related to T88555, and similar issue as the one fixed in
rBdfb963c70df5.
Objects modified by geometry nodes modifiers were not caught as being
"dynamic".
Now add this modifier type to the list of modifiers making them "dynamic"
in the eyes of mantaflow.
(noticed by @sebbas in chat)
Maniphest Tasks: T88531
Differential Revision: https://developer.blender.org/D11389
(regression)
Code was actually checking for shapekeys, but these were not detected
properly (some effects like shape keys are added as virtual modifiers
before the user created modifiers)
Now go over virtual modifiers as well.
Maniphest Tasks: T88566
Differential Revision: https://developer.blender.org/D11388
Caused by {rB919558854d62}.
Same fix as in {rBdc8a43c8755a} -- let RNA enum item callbacks check
for NULL context.
The NULL context is used to extract items for document generation.
Maniphest Tasks: T88251
Differential Revision: https://developer.blender.org/D11391
Bump FFmpeg version to 4.4 to fix a problem where it would write the
wrong frame rate. Their old API was deprecated and Blender moved to the
new one in rB8d6264ea12bfac0912c7249f00af2ac8e3409ed1. The new one
produced files with the wrong frame rate, which was fixed in FFmpeg 4.4.
Manifest Task: T88568
Reviewed By: LazyDodo, zeddb
Differential Revision: https://developer.blender.org/D11392
This option is default off when creating line art objects
because line art seldom use lighting and the normal data
would be all over the place anyway.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D11372
This clarifies the data structures for storing edges
for different calculation stages.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D11386
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.
Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.
The storage structs can hold 4 channels (r, g, b and a).
Usage:
Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```
The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.
- Conversions between spaces (theme <=> scene linear) should always be done by
invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
`unpremultiply_alpha` methods.
# Encoding.
Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.
# Precision
Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).
# Alpha conversion
Alpha conversion is only supported in SceneLinear space.
Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D10978
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.
Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.
The storage structs can hold 4 channels (r, g, b and a).
Usage:
Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```
The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.
- Conversions between spaces (theme <=> scene linear) should always be done by
invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
`unpremultiply_alpha` methods.
# Encoding.
Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.
# Precision
Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).
# Alpha conversion
Alpha conversion is only supported in SceneLinear space.
Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D10978
Using displacement runs the shader eval kernel, but since OptiX modules are not loaded when
baking is active, those were not available and therefore failed to launch. This fixes that by falling
back to the CUDA kernels.
Issue is that due to the strange definition of render in grease pencil
(meaning should be rendered similar to rendering). This included normal
viewport rendering in OB_RENDER and OpenGL render in OB_RENDER.
For other rendering modes the overlay vertex opacity would be used. This
patch sets this value to 1 when rendering via a scene strip override.
NOTE: that this isn't a good solution as I expect that users want to use
the opacity of the Grease pencil object. Perhaps the GPencil team has a
better solution for it.
Tool settings for sequencer were not initialized, which caused crash
when adding strips.
There was fix for same issue in versioning rB0f81dafe6cec, but
subversion was not bumped, so files with uninitialized tool settings
may still exist.
Add `SEQ_tool_settings_get()` accessor function that will initialize
tool settings if they are missing. Change operator code to use
`SEQ_tool_settings_fit_method_get()` function instead of accessing
tool settings directly
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D11383
This will update active camera based on the maker for each frame.
Reviewed By: Sebastian Parborg (zeddb), Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D11358
Do not allow a window to be created that has a top position that
can obscure all or part of title bar. Right and Left edges can
still be specified slightly outside of monitor bounds, but top
edge must be clamped to monitor top.
see D11371 for more details.
https://developer.blender.org/D11371
Reviewed by Ray Molenkamp
This fallback is an old hack.
It is difficult to have an orientation convention when several random
factors determine which one should be used.
In this case, to "fix" the problem, a new behavior had to be implemented.
Now the redo when moving the camera in `Camera View` has the default
orientation as `View`.
Deduplicates code by introducing a PlaneDirtortBaseOperation for common logic.
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D11273
Prepare node for conversion to Geometry Nodes.
There should be no functional changes.
Reviewed By: JacquesLucke, LazyDodo
Differential Revision: https://developer.blender.org/D11226
When sound strip is above another strip such as movie strip, it prevents
from rendering movie strip.
This bug was introduced in 0b7744f4da. Function `must_render_strip()`
checks if there is any strip with `SEQ_BLEND_REPLACE` blending and
considers this strip as lowest strip in stack. Sound strips do have this
blend mode set, which caused the bug.
Remove all sound strips and muted strips from stack collection before
checking with `must_render_strip()` function
I'd like to use this file to draw curves from geometry nodes, which
would otherwise require implementing a C API. The changes in this
commit are minimal, mostly just casts and changing to nullptr.
Differential Revision: https://developer.blender.org/D11350
The CoW copy of the node group was not updated correctly after it
changed. Arguably, tagging the node tree could also be part of
`ntreeUpdateTree` (which needs to be called after changes to the
node tree anyway). However, there are many instances where the
depsgraph is tagged explicitly after `ntreeUpdateTree` is called,
so it should be fine here as well. This is similar to what is done
in `snode_dag_update`.
Differential Revision: https://developer.blender.org/D11342
The wrong matrix function was used and overwrote the custom bone shape
scale instead of reading from it.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D11330
When creating Win32 windows, the sizes and placements can be out by a
small amount, mostly noticeable near monitor edges. This is because
Windows 10 includes a thin invisible border (typically 7 pixels) when
determining position. Therefore the correct values can sometimes be
just outside the monitor bounds, but we clamp them at those bounds.
This patch fixes this by first clamping the requested values to monitor
bounds, adjusting for window chrome with AdjustWindowRectEx(), and then
using those adjusted values in CreateWindowExW().
see D11314 for more details.
Differential Revision: https://developer.blender.org/D11314
Reviewed by Ray Molenkamp
Accessing data through RNA should never implicitely create it. Objects'
and particles' forcefields and collision settings were doing this.
Note that UI code also had to be tweaked to properly handle `None`
(NULL) cases.
Differential Revision: https://developer.blender.org/D11341
This data (the force fields) are expected to always be there, but they
are currently created on the fly by RNA accessors (typically from UI
draw code), which is extremely wrong way to do it.
Differential Revision: https://developer.blender.org/D11341
This is an initial change to speed up the calculation of the Occlude eraser. In the future, we can add more optimizations, but at least this increase speed.
Intead to check always the 3 points, the check is skipped if it's not required.
Base in a solution by Philipp Oeser.
This is related to T88412
Root of the issue was actually hidden deep in depsgraph itself: it would
not properly update all of its COW IDs using a datablock when depsgraph
decides to evaluate or un-evaluate it.
This would lead to evaluated IDs pointing to either:
- orig IDs when there was an evaluated version of those (annoying bug,
but not a crashing one).
- old address of previously evaluated IDs that no longer exists in the
depsgraph (causing the crash from the report e.g.).
This commit adds an extra step at the end of nodes building, that goes
over all of already existing IDs in the depsgraph to check whether they
do one of the two things above, and tag them for COW update if so.
NOTE: This only affects depsgraph (re-)building, not its evaluation.
This remains consistent with the fact that operations that may change
the depsgraph content (like Collection exclusion etc.) need to trigger a
rebuild.
NOTE: Performances: Worst case scenarii, like (un-)excluding a whole
character collection in a production file, lead to 5% to 10% extra
processing time in depsgraph building. Most of it comming from extra COW
processing (in depsgraph's update in `build_step_finalize`), the detection
loop itself only accounts for 1% to 2% of the whole building time.
Maniphest Tasks: T85752
Differential Revision: https://developer.blender.org/D10907
This node can change all faces that use a specific material to use a
different material. Using this node is significantly more efficient
than creating a selection from all faces with a specific material
index and then using the Material Assign node.
Ref T88055.
Differential Revision: https://developer.blender.org/D11325
Share the pointer with the original mesh instead, this matches behavior
of all other objects edit-mode data.
Duplicating the edit-mesh pointer makes updates to edit-mesh require
a COPY_ON_WRITE update, which is currently an expensive operation
(copying the entire mesh).
Notes:
- This change is from 802027f3f8
so the edit-meshes object pointer `BMEditMesh.ob` referenced the COW
version of the object. This pointer has since been removed, so the
copy is no longer needed.
- Having a separate edit-mesh pointer could be used so linked duplicates
could have their own generated meshes. For this to be supported,
many other changes would be needed: see D10920.
This patch adds wavelength node support to Eevee, similar to how
Eevee Blackbody node works, thus it is a little off from Cycles.
Reviewed By: #eevee_viewport, fclem, brecht
Differential Revision: https://developer.blender.org/D11326
Previously, the "follow path constraint" and "follow parented curve"
were clamped. This restriction was lifted in rBcf2baa585cc8
Add back an option to get the old behavior in the "Path animation" settings.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D11263
Since version 2.80, the annotations of the Scene strip were not displayed in VSE. Also, the UI panel was`Grease Pencil` and must be `Annotation`
The problem was the offscreen render hasn't evil_CTX and the section of the annotation was never called.
Differential Revision: https://developer.blender.org/D11329
Make `CMAKE_OSX_DEPLOYMENT_TARGET` independent of buildbot settings and
always set to `OSX_MIN_DEPLOYMENT_TARGET`. That fixes the launch error
on OS older than buildbot's.
Remove unused `MACOSX_DEPLOYMENT_TARGET`.
Fix T88419
Diff D11323
Since there is a special callback for assigning the name from the
search box, and the callback doesn't call an operator or something
else that would do an undo push, I think the solution is to do it
manually here.
Another option would be adding the button flag "UI_BUT_UNDO", which
isn't set by default for search buttons, but that gives us ugly names for
the undo steps, so an explicit push is better in this case.
Differential Revision: https://developer.blender.org/D11190
When activated in modal, `translate`, `resize`, `rotate`, `shear` and
`edge_rotate_normal` use a different orientation than the set in scene.
This orientation needed to match since some of these modes can be switched
during operation.
The default orientation for these modes was `V3D_ORIENT_VIEW`.
And this changed when finishing the `translate` and `resize` to
`V3D_ORIENT_GLOBAL`.
But this could cause inconsistencies when inputting values from the
keyboard.
The solution now is to change the orientation when you change the mode.
---
Note: Although the user can expect the value entered to reflect the
orientation set in the scene, it would require a lot of changes and would
not be really useful.
Use bone rotation order to compute the baked rotation. This fixes a bug
introduced in rB0e85d701c654, where the object rotation order was
applied to the bone.
Maniphest Tasks: T88359, T86193
Reviewed By: sybren, GuiltyGhost, #animation_rigging
Differential Revision: https://developer.blender.org/D11282
This node is similar to the Value and Vector node.
It just provides a way to use the same material in multiple nodes
without exposing it outside of a node group.
Differential Revision: https://developer.blender.org/D11305
This adds a new Material Assign node. It can be used to change the
material used by an existing mesh or to assign a material to a mesh
that has been generated from scratch.
Differential Revision: https://developer.blender.org/D11155
This fixes the `Apply Modifier` and `Visual Geometry to Mesh` operator
when a modifier changed materials on the evaluated geometry.
This is necessary since rB1a81d268a19f2f1402f408ad1dadf92c7a399607.
Differential Revision: https://developer.blender.org/D11303
The old geometry nodes evaluator was quite basic and missed many features.
It was useful to get the geometry nodes project started. However, nowadays
we run into its limitations from time to time.
The new evaluator is more complex, but comes with new capabilities.
The two most important capabilities are that it can now execute nodes in
parallel and it supports lazy evaluation.
The performance improvement by multi-threading depends a lot on the specific
node tree. In our demo files, the speedup is measurable but not huge. This
is mainly because they are bottlenecked by one or two nodes that have to be
executed one after the other (often the Boolean or Attribute Proximity nodes)
or because the bottleneck is multi-threaded already (often openvdb nodes).
Lazy evaluation of inputs is only supported by the Switch node for now.
Previously, geometry nodes would always compute both inputs and then just
discard the one that is not used. Now, only the input that is required
is computed.
For some more details read D11191, T87620 and the in-code documentation.
Differential Revision: https://developer.blender.org/D11191
This feature of `select_side_of_frame` was disabled by removing option
from operator property enum but functional code was never removed.
Add back option to use this feature.
Feature was disabled due to keymap issue. Currently this feature doesn't
have keymap assigned.
Due to misunderstanding of how strip duplication works, animation data
was duplicated on all strips when any strip was split.
`SEQ_sequence_base_dupli_recursive()` duplicated data on strip that was
being split, and `SEQ_ensure_unique_name()` duplicated animation on all
strips.
Only duplication should be done with `SEQ_ensure_unique_name()` and only
on right side split strips, because only these strips are duplicated.
Fix issue described in T87678, which was partially a bug and partially
change in intended(at least as far as I can tell) behaior.
Function `evaluate_seq_frame_gen` that was partially responsible for
filtering strips in stack for rendering wasn't working correctly.
Intended functionality seems to be removing all effect inputs from stack
as it is unlikely that user would want these to be blended in. However
there was logic to exclude effects placed into same input, which because
of weak implementation caused, that any effect input, that is effect as
well will be considered to be part of stack to be blended in.
This bug was apparently used to produce effects like glow over original
image.
Even though this is originally unintended, I have kept this logic, but
I have made it explicit.
Another change is request made in T87678 to make it possible to keep
effect inputs as part of stack when they are placed above the effect,
which would imply that blending is intended. This change is again
explicitly defined.
Whole implementation has been refactored, so logic is consolidated
and code should be as explicit as possible and more readable.
`must_render_strip function` may be still quite hard to read, not sure
if I can make it nicer.
Last change is for remove gaps feature code - it used same rendering
code, which may be reason why its logic was split in first place.
Now it uses sequencer iterator, which will definitely be faster than
original code, but I could have used `LISTBASE_FOREACH` in this case.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11301
Recently `SEQ_sort()` function was split so functionality is provided
on per-seqbase basis. After discussion about this split, it turned out,
that per-seqbase operation is only that should be provided, because
RNA API functions need to be able to access arbitrary seqbase
Remove recently introduced function `seq_sort_seqbase` and change
`SEQ_sort` function to operate on seqbase.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11297
After this commit, all geometry node "init" and "update" functions are
at the top of each file, right below the "layout" function. This means
you can always scroll to the bottom of the file to see the entry point,
and the boring boilerplate code is grouped in one section.
With this patch you will be able to add and remove attributes from curve
data inside of geometry nodes. The following is currently implemented:
* Adding attributes with any data type to splines or spline points.
* Support for working with multiple splines at the same time.
* Interaction with the three builtin point attributes.
* Resampling attributes in the resample node.
The following is not implemented in this patch:
* Joining attributes when joining splines with the join geometry node.
* Domain interpolation between spline and point domains.
* More efficient ways to call attribute operations once per spline.
Differential Revision: https://developer.blender.org/D11251
These seem to be causing some stability issues, and really are just not that
useful in practice. Compiling them is slow already, so it does not improve
the user experience much to show an AO preview if it's not nearly instant.
Textures may be important to be able to identify an object. They are also a way
to make many objects look more like when rendered with an advanced render
engine, without being that expensive.
So this seems like a simple way to increase usefulness of the automatic
previews.
While this function should (currently) not be called on linked ID, there
is no reason to treat those differently than local IDs, for the part
that they have in common: needs to be properly sorted.
`id_sort_by_name` would simply not deal properly with linked IDs, could
lead to mixing IDs from different libraries, and unsorted IDs within the
same library.
Note that while sorting of local IDs is fine, currently sorting of
linked IDs is a total unpredictable failure.
Next commit will fix this, ensuring that linked IDs are grouped by their
library, and properly name-sorted within this library group.
This patch turns off the creation of file thumbnails for files that are
offline and therefore not fully-present on the file system. These types
of files - typically cloud-based or stored on slower backup media -
only have their contents available when actually accessed, at which
point there will be a short delay. If we allow thumbnail creation in
this state then all offline files in a folder will be downloaded just
to view a listing, which can take a long time.
Files in this state will instead get a more generic thumbnail that
still indicates file type (icon in center) and that shows offline state
will a special icon at the bottom-left.
Although this currently only affects Windows users, most of this patch
is platform-agnostic. So other platforms inherit this behavior if they
only add FILE_ATTR_OFFLINE attribute to files in this state.
See D11101 for more information.
Differential Revision: https://developer.blender.org/D11101
Reviewed by Julian Eisel
Fix T88167.
Caused by {rB97defd9cd79b6e3ed0e52481a7078107dbe0522b}
`(BLI_rcti_isect_pt` used here to confirm if cursor position is in between active region boundary.
Subtracting min region boundary from the mouse position before the check, fails the condition.
`mval[2]` introduced to hold the region relative mouse position.
Reviewed By: Severin
Maniphest Tasks: T88167
Differential Revision: https://developer.blender.org/D11224
Changes output for geometry info node in Eevee to be consistent with Cycles (w/o osl)
Before this patch Eevee outputs Z-tangent even for hair. This patch changes it to output hair tangent (growth direction). Hair tangent is impossible to derive otherwise from normal or view direction.
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D10841
This commit allows that the evaluated geometry of an object has
different materials from the original geometry. This is needed
for geometry nodes.
The main thing that changes for render engines and exporters
is that the number of material slots on an object and its geometry
might not match anymore. For original data, the slot counts are
still equal, but not for evaluated data.
Accessing material slots though rna stays the same. The behavior
adapts automatically depending on whether the object is evaluated.
When accessing materials of an object through `BKE_object_material_*`
one has to use a new api for evaluated objects:
`BKE_object_material_get_eval` and `BKE_object_material_count_eval`.
In the future, the different behavior might be hidden behind a more
general C api, but that would require quite a few more changes.
The ground truth for the number of materials is the number of materials
on the geometry now. This is important in the current design, because
Eevee needs to know the number of materials just based on the mesh in
`mesh_render_mat_len_get` and similar places.
In a few places I had to add a special case for mesh edit mode to get it
to work properly. This is unfortunate, but I don't see a way around that
for now.
Differential Revision: https://developer.blender.org/D11236
This is caused by lacking of consideration of
OB_DUPLICOLLECTION in updateDepsgraph() in the
modifier.
Reviewed by: Antonio Vazquez (antoniov)
https://developer.blender.org/D11292
Splitting of effect strip alone wasn't handled properly. Previously
this resulted in duplicating effect strip, and it was broken at least
from 2.79.
Change in rB8ec6b34b8eb2 was intended to allow splitting strips
individually, so it can be used as RNA API function but also so it
requires as little glue logic as possible.
This is fixed by splitting all dependent strips at once in 2 separate
ListBases for left and right strips. Strips can be finally moved into
original `ListBase`.
With this fix it is still possible to split strips individually with
little glue logic. RNA API function could return list of split strips
as well, currently at least one strip in chain will be provided so
chain can be reconstructed on python side.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10209
Python API function Sequence.move_to_meta() did delete effect chain
when strip with effects was moved.
Use iterator API to query effect strips and move whole chain to meta.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11206
Includes update for OpenVDB file IO, i.e. fixes an issue with
compression flag combination that resulted in random segfaults.
Other changes: Cleanup and formatting.
Read and write generated coordinates (also known as "original
coordinates", "reference coordinates", or "orcos") from and to Alembic.
A custom geometry property named "Pref" is used for (hopefully)
interoperability with Maya and Houdini. For now it's only guaranteed for
Blender-to-Blender.
Export: writing generated coordinates is optional (on by default).
Import: generated coordinates are always read whenever the reading of
vertex data is enabled.
Manifest Task: T88081
Copying an ID outside of BMain should not assume that the datablocks it
uses are now directly linked. This would be wrong e.g. in case that new
no-main ID is copied from a linked data-block and is supposed to remain
a linked data.
Value of the size argument in `strncat` is too large, might lead to a
buffer overflow.
Change the argument to be the free space in the destination buffer
minus the terminating null byte.
Introduced in 5368859a66
Reviewed By: Sergey
Differential Revision: https://developer.blender.org/D11289
The BlenderSync will do quite a bit of work on every sync_data() call
even if there is nothing changed in the scene. There will be early
outputs done deeper in the call graph, but this is not really enough to
ensure best performance during viewport navigation.
This change makes it so sync_data() is only used when dependency graph
has any update tags: if something changed in the scene the dependency
graph will know it. If nothing changed there will be no IDs tagged for an
update in the dependency graph.
There are two weak parts in the current change:
- With the persistent data there is a special call to ignore the check
of the dependency graph tags. This is more of a safety, because it is
not immediately clear what the correct state of recalc flags is.
- Deletion of objects is detected indirectly, via tags of scene and
collections.
It might not be bad for the first version of the change.
The test file used: {F10117322}
Simply open the file, start viewport render, and navigate the viewport.
On my computer this avoids 0.2sec spend on data_sync() on every
up[date of viewport navigation.
We can do way more granular updates in the future: for example, avoid
heavy objects sync when it is only camera object which changed. This
will need an extended support from the dependency graph API. Doing
nothing if nothing is changed is something we would want to do anyway.
Differential Revision: https://developer.blender.org/D11279
- Used try/except instead of a poll function.
- The error case referenced a non-existent error handling module.
Prefer poll functions over exception handling where possible,
also having an operators logic in a try block isn't good practice
as it can hide more serious errors in the code.
Note that duplicate pencil settings access should be moved into a
utility function. This can be part of a separate cleanup.
Resolve ownership ambiguity with shared physics pointers.
Previously, LIB_ID_CREATE_NO_MAIN allowed pointer sharing with
the source ID so physics caches can be shared between original and
evaluated data: (Object.soft.shared & Object.rigidbody_object.shared).
This only worked properly for LIB_TAG_COPIED_ON_WRITE ID's,
as LIB_TAG_NO_MAIN can be used in situations where the original ID's
lifetime limited by it's original data.
This commit adds `LIB_ID_COPY_SET_COPIED_ON_WRITE` so ID's only share
memory with original data for ID's evaluated in the depsgraph.
For all other uses, a full copy of physics data is made.
Ref D11228#287094
lookups
We use the schema so that we can access top level attributes as well.
This is already done for polygon meshes and curves, so this only
modifies the behavior for subdivision objects.
Expand is not expected to update the visibility state of the PBVH, only
the Face Sets IDs. If visibility updates are made accidentally, PBVH
rendering breaks.
In order for this to work properly, the following fixes are needed:
- Expand should always check for active component before attempting to
modify a Face Set ID
- Expand should always check the visibility state on original_face_sets, as
it is the array that contains the visiblilty state that corresponds with the
current state used for PBVH rendering. This implies that after any modification
done by Expand, the visibility state of ss->face_sets and
expand_cache->original_face_sets should match (like in any other tool that
does not modify visibility).
- Expand should never modify the Face Set ID of a poly that is hidden in
expand_cache->original_face_sets.
- When deleting an ID, hidden Face Sets should be skipped when picking IDs for
content filling. This avoids introducing hidden IDs back into the visible
geometry even after updating its visibility state.
Reviewed By: JulienKaspar, JacquesLucke
Maniphest Tasks: T88230
Differential Revision: https://developer.blender.org/D11243
Treat a missing <diffuse> the same as a black diffuse color.
The easiest way to see this bug is with a Collada shader like
```
<constant>
<emission>
<color sid="emission">1 0 0 1</color>
</emission>
</constant>
```
The Collada spec says this should be just
```
color = <emission>
```
ie. red everywhere. The importer slots the red into the Principled Emission socket, but since it leaves the Base Color as the default off-white, this is added to red, and the material looks white-pink in the light and red only in the shadows.
Putting black in the Base Color makes it look red everywhere.
D10939 will also eliminate the much-less-noticeable specular term for this case.
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10941
Collada shaders with black <specular> should import with Specular=0.
(A missing <specular> is the same as black.)
The general specular conversion is hard, but this case is common and easy.
Fixes the specular for all <constant>/<lambert> shaders, and <blinn>/<phong>
shaders with black/omitted <specular>. Before this they all looked too "shiny".
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10939
This is giving too bright pixel values, as the sample scaling and random number
sample are wrong. The proper fix for this is complicated. It will be solved in
Cycles X, for now we disable this combination.
Contributed by Intel. On some scenes like classroom with particular integrated
GPUs this speeds up rendering 1.97x. With other benchmarks and GPUs it's
between 0.99-1.14x.
Combining location, rotation and scale channels into a matrix is
a standard task, so while it is easily accomplished by constructing
and multiplying 3 matrices, having a standard utility allows for
more clear code.
The new constructor builds a 4x4 matrix from separate location,
rotation and scale values. Rotation can be represented as a 3x3
Matrix, Quaternion or Euler value, while the other two inputs
are vectors. Unneeded inputs can be replaced with None.
Differential Revision: https://developer.blender.org/D11264
No real functional changes.
When `i` is zero, `filelist_cache_previews_push` was called twice with
the same icon.
This caused the preview to be computed twice when only once is needed.
Before, the camera parameters were calculated only for first frame.
If the camera is animated, these values need to be recalculated in order to get the new camera view position and export the strokes as expected.
Also fixed the export of PDF when the view is not in camera view. PDF export, needs to be done in camera view.
This patch introduces non linear sliders. That means, that the movement
of the mouse doesn't map linearly to the value of the slider.
The following changes have been made.
- Free logarithmic sliders with maximum range of (`0 <= x < inf`)
- Logarithmic sliders with correct value indication bar.
- Free cubic sliders with maximum range of (`-inf < x < inf`)
- Cubic sliders with correct value indication bar.
Cubic mapping has been added as well, because it's used for brush sizes
in other applications (Krita for e.g.).
To make a slider have a different scale type use following line in RNA:
`RNA_def_property_ui_scale_type(prop, PROP_SCALE_LOGARITHMIC);`
or:
`RNA_def_property_ui_scale_type(prop, PROP_SCALE_CUBIC);`
Test the precision, step size and soft-min if you change the scale type
of a property as it will feel very different and may need tweaking.
Ref D9074
Since spline data is stored separately for each spline, the data often
needs to be flattened into a separate array. It's helpful to have the
necessarily-sequential part of that split off into a separate method.
I've found myself using functions like these in quite a few places.
Adds internal API for creating and managing OpenXR actions at the
GHOST and WM layers. Does not bring about any changes for users since
XR action functionality is not yet exposed in the Python API (will be
added in a subsequent patch).
OpenXR actions are a means to communicate with XR input devices and
can be used to retrieve button/pose states or apply haptic feedback.
Actions are bound to device inputs via a semantic path binding
(https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles),
which serves as an XR version of keymaps.
Main features:
- Abstraction of OpenXR action management functions to GHOST-XR,
WM-XR APIs.
- New "xr_session_start_pre" callback for creating actions at
appropriate point in the XR session.
- Creation of name-identifiable action sets/actions.
- Binding of actions to controller inputs.
- Acquisition of controller button states.
- Acquisition of controller poses.
- Application of controller haptic feedback.
- Carefully designed error handling and useful error reporting
(e.g. action set/action name included in error message).
Reviewed By: Julian Eisel
Differential Revision: http://developer.blender.org/D10942
This was a bug uncovered by rB50782df42586.
Previously, the lightcache was always discarded between redraw and forced
to be updated again.
Now we check for update inside the render loop making it compatible with
accumulation motion blur and long exposure.
This was caused by the slight focus gather not being wide enough
for small radii. Now the cast to int will properly round the radius to
the nearest integer.
This is related to T86244 Black Artefacts in EEVEE on Transparent BSDF
This was caused by the bokeh LUT being sampled outside the valid range.
But `texelFetch` is only valid if the sample actually exists. This lead to
undefined behavior.
The fix is to increase `DOF_MAX_SLIGHT_FOCUS_RADIUS` (which just offsets the
LUT along the X=Y axis) to avoid any sample outside the defined range.
operator
This is only used when the preset is set to 'Custom', make that clear in
the tooltip and disable editing the value if another preset is used.
Issue came up in T88155.
Maniphest Tasks: T88155
Differential Revision: https://developer.blender.org/D11210
effect
The way it is now, `ClothVertex->mass` is setup once for the clothObject
and then reused if it already exists [so does not change across frames/
steps] which happens in`cloth_from_object` / `do_init_cloth`, where
`SIM_cloth_solver_init` / `SIM_mass_spring_set_vertex_mass` are called
and set up masses in `Implicit_Data`.
Seems possible to update `ClothVertex->mass` every step in
`do_step_cloth`, however it seems more involved to update the masses in
`Implicit_Data` there as well. The masses from `Implicit_Data` are
accessed in many places, so it would be mandatory to have these masses
kept up-to-date (and even then it is unclear if the solver was designed
to work with these animated or if there are assumptions about this being
stable across the sim).
So propose to remove the (broken/not implemented) animation capabilities
on the property instead.
Maniphest Tasks: T88188
Differential Revision: https://developer.blender.org/D11225
This code in the geometry set header was not directly related to
geometry sets, it makes more sense in the attribute access header.
This makes it clearer that code for geometry components uses attribute
code, rather than the other way around. It also allows adding more
functionality to `BKE_attribute_access.hh` that depends on these things
without including `BKE_geometry_set.hh` there.
The code incorrectly used the size of the second to last segment rather
than the last segment's size. That was a problem when the last segment
is a vector segment but the second to last isn't.
I also used the opportunity to slightly refactor the control point
offsets cache, making it one longer so it also contains information
about the size of the last segment, simplifying other code.
In {rB266cd7bb82ce}, support for muting links was added. It might be
debatable if we define a shader as "having" displacement even if the link
is muted, but after said commit, shader_has_displacement() would return
true but still leave the returned node as NULL.
Now also return false if the link is muted (otherwise the caller would
need to additionally check the returned node as well.)
Maniphest Tasks: T88234
Differential Revision: https://developer.blender.org/D11256
Now the operators work like other areas of Blender using the list of selected objects.
Also, the name has been changed to:
```Layers:
- Copy Layer to Selected
- Copy All Layers to Selected
Materials:
- Copy Material to Selected
- Copy All Materials to Selected```
Reviewed By: mendio, pablovazquez, pepeland
Differential Revision: https://developer.blender.org/D11216
This module exposes the platform utils defined in the GPU module in C.
This will be useful for porting existing code with `bgl` to `gpu`.
Reviewed By: fclem, brecht, campbellbarton
Maniphest Tasks: T80730
Part of D11147
This module exposes the capabilities defined in the GPU module in C.
This will be useful for porting existing code in `bgl` to `gpu`.
Reviewed By: fclem, brecht, campbellbarton
Maniphest Tasks: T80730
Part of D11147
Code would still create an object (without setting up materials), code
for removing unused material slots would then freeze.
Now return/cancel early in case of empty selection.
This came up in T88269 [which is still not fully fixed, transforming
curve edit points clear their GP_STROKE_SELECT flag which now results in
the early exit, should be looked at separately]
Maniphest Tasks: T88269
Differential Revision: https://developer.blender.org/D11252
The term direction was used in 3 different ways in screen editing code,
making it hard to follow:
- 0-3 for as magic numbers mapped to [west,north,east,south].
- `h`, `v` characters for [horizontal,vertical] axes.
- Cycle direction SPACE_CONTEXT_CYCLE_PREV, SPACE_CONTEXT_CYCLE_NEXT
The following changes have been made:
- Add `eScreenDir` for [west,north,east,south], use variable name `dir`.
- Add `eScreenAxis` for [horizontal,vertical] values, use variable name
`dir_axis`.
- Add `eScreenCycle` for existing enum `SPACE_CONTEXT_CYCLE_{PREV/NEXT}`.
- Add macros `SCREEN_DIR_IS_VERTICAL(dir)`,
`SCREEN_DIR_IS_HORIZONTAL(dir)`.
Replacing `ELEM(dir, 1, 3)`, `ELEM(dir, 0, 2)`.
- Move `ED_screen_draw_join_highlight`, `ED_screen_draw_split_preview`
to `screen_intern.h`.
Reviewed By: Severin
Ref D11245
This allows extra options (in-front and stroke order) to be shown when adding line art kind of grease pencil object.
Reviewed by: Antonio Vazquez (antoniov)
Diff: https://developer.blender.org/D11130
- Matches changes in Python 3.x dictionary methods.
- Iterating now raises a run-time error if the property-group changes
size during iteration.
- IDPropertyGroup.iteritems() has been removed.
- IDPropertyGroup View & Iterator types have been added.
- Some set functionality from dict_keys/values/items aren't yet
supported (isdisjoint method and boolean set style operations).
Proposed as part of T85675.
There is a new Texture data-block socket that we can use in Geometry
Nodes now. This commit replaces the texture property of a node and
gives it a texture input socket instead. That increases flexibility.
The texture socket still has some limitations that will be lifted in the
next couple of days (e.g. it's not supported by the switch node and
cannot be exposed the a modifier yet).
Differential Revision: https://developer.blender.org/D11222
This fixes a few "obvious" places where we do unnecessary updates.
Those special cases were added in the early days of geometry nodes
when many updates were missing and we tried to get it to work at all.
There is a fairly high risk that with this change some required updates
will be missing again. Those can be fixed when we find thme.
Some of the update issues might have been fixed by rB58818cba40794905f9323080e60884e090f2d388
and similar changes we added over time.
Differential Revision: https://developer.blender.org/D11238
Improve the "In Betweens" tools:
- Push Pose from Rest Pose
- Relax Pose to Rest Pose
- Push Pose from Breakdown
- Relax Pose to Breakdown
- Pose Breakdowner
These all now use the same new sliding tool:
- Actual visual indication of the blending/pushing percentage applied.
- Mouse wrapping to allow for extrapolation without having to worry
about the initial placement of the mouse. This also means these tools
are actually usable when chosen from the menu.
- Precision mode by holding {key Shift}.
- Snapping to 10% increments by holding {key Ctrl}.
- Overshoot protection; by default the tool doesn't allow overshoot
(lower than 0% or higher than 100%), and it can be enabled by pressing
{key E}.
- Bones are hidden while sliding, so the pose itself can be seen more
clearly. This can be toggled by pressing {key H} while using the tool.
Reviewed By: #animation_rigging, zeddb, sybren, #user_interface, brecht, Severin, looch
Maniphest Tasks: T81836
Differential Revision: https://developer.blender.org/D9054
Sculpting tools are designed to ignore hidden geometry and behave like
hidden geometry does not exist.
When getting the neighbors of a vertex, now this takes into account
hidden geometry to avoid returing neighbors which connected edge is not
visible. This should make corner cases of a lot of tools work properly,
especially when working in low poly meshes when is common to have a
single face loop hidden.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D11007
This issue originates from a missing BVH packing for visibility data
when it is modified.
To fix this, this adds update flags to the managers to carry the
modified visibility information from the Objects' modified flag to the
GeometryManager.
Another set of flags is added to determine which data need to be packed:
geometry, vertices, or visibility. Those flags are then used when
packing the primivites.
Reviewed By: brecht
Maniphest Tasks: T87929
Differential Revision: https://developer.blender.org/D11219
When using a tool that is not a brush, the previously used brush
preset will still be active in the tool settings, so the cursor will
draw its custom reviews.
This checks if the current active tool is a brush before drawing its
previews. If it is not a brush tools, it draws a default white cursor.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9418
This is very similar to rB5613c61275fe6 and rB0061150e4c90d, basically
just exposing a `VMutableArray` method to its generic counterpart. This
is quite important for curve point attributes to avoid a lookup for
every point when there are multiple splines.
An emission texture is currently connected to the Base Color socket. It should connect to the Emission socket, like a constant does.
Reviewed By: gaiaclary
Differential Revision: https://developer.blender.org/D10990
link->multi_input_socket_index, which is used to calculate the links
position on the multi-input socket, was not set.
Now it is set to the sockets current link count.
Review: Jacques Lucke (JacquesLucke)
Differential Revision: https://developer.blender.org/D11082
2021-05-13 23:05:38 +02:00
2817 changed files with 93057 additions and 47717 deletions
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")
setBUILD_CMAKE_ARGS=%BUILD_CMAKE_ARGS% -G "Visual Studio %BUILD_VS_VER%%BUILD_VS_YEAR%%BUILD_GENERATOR_POST%"%BUILD_PLATFORM_SELECT%%TESTS_CMAKE_ARGS%%CLANG_CMAKE_ARGS%%ASAN_CMAKE_ARGS%%PYDEBUG_CMAKE_ARGS%
@@ -326,6 +326,7 @@ class Grid4dBase : public PbClass {
// precomputed Z,T shift: to ensure 2D compatibility, always use this instead of sx*sy !
IndexIntmStrideZ;
IndexIntmStrideT;
public:
PbArgs_args;
}
@@ -950,6 +951,7 @@ template<class T> class Grid4d : public Grid4dBase {
protected:
T*mData;
public:
PbArgs_args;
}
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