This just implements a todo with a utility function that didn't exist
at the time. For example, if one geometry has a "scale" attribute with
a float type and another has a "scale" attribute with a vector type,
the vector type will be used for the resulting geometry.
Differential Revision: https://developer.blender.org/D10206
Adding new tracks, mask points, mask primitives, changing selection was
causing an unwanted jumps in the view.
This change makes it so those operations are preserving view offset.
Differential Revision: https://developer.blender.org/D10146
The default one is now UVs are smoothed, boundaries are kept sharp.
After some time of experimentation seems this is better default from
interoperability point of view.
This fixes distortion reported in T83470.
Differential Revision: https://developer.blender.org/D10111
Check for selection status beforec learing the "active" flag from an
FCurve. This allows the "Select All Curves" operator to retain what is
seen as the active curve.
Change `"active_id"` to `"id"` so that tab completion in the asset browser
context returns the correct properties.
055ef5df61 renamed the `active_id` property
to `id`, but `dir(thecontext)` still returned `"active_id"`.
During viewport rendering the color values were clamped in order to
apply the overlay on top of it. This clamping would show the scene
colors washed out.
This patch adds a work around to skip the clamping when the overlays are
turned off.
Parial fix for {T77909}
The versioning code introduced in rB38df935c0985 skips the composite node
tree that is used by the scene thus not correctly versioning Set Alpha
nodes outside of node groups. This fix iterates through all node trees to
version all Set Alpha nodes.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10110
Hans noticed that these dirty flags are only used for normals currently
and that the edge flag is not used at all. This patch still applies the
"entire" fix with all four flags.
Differential Revision: https://developer.blender.org/D10193
The issue was that boolean custom data layers were not written to files,
because the dna struct name `bool` does not exist. Adding a struct that
just contains a `bool/uint8_t` does not seem to be possible, it looks like
the minimum dna struct size is 4 bytes.
The proposed solution has two parts:
1. Write the custom data layer using `BLO_write_raw` instead of
`BLO_write_struct_array_by_name`.
2. When loading a file, reinitialize any custom data layer that was
not saved correctly (this is just a fix for existing files).
Differential Revision: https://developer.blender.org/D10194
This function was doing too many things, with behaviors fairly different
depending on its input parameters. This was making the code fragile and
hard to follow.
Split it in three:
* `ed_undo_step_pre` does the common actions before we actually undo
data.
* `ed_undo_step_post` does the common actions after we have undone/redone
data.
Then, `ed_undo_step_direction`, `ed_undo_step_by_name` and
`ed_undo_step_by_index` do their actual specific actions, with their own
logic.
Note: Since the actual behavior of those three funtions is fairly
different (the first only undo/redo one effective step, the second is only
supposed to **undo** //before// given named step, and the third actually
undo/redo until given indexed step become active), we could also find
better names for those. right now, it sounds like they are doing the
same thing, with just different ways to specify the target step.
Note: This is part of on-going refactor work on undo system, see T83806.
Differential Revision: https://developer.blender.org/D10112
Support recovering blend files with scripts enabled,
needed to fix T85011, can be useful in general too.
Adding this also resolves an assert in BKE_autoexec_match,
since it ran even when scripts were enabled.
- Return success from WM_recover_last_session
- Avoid setting global variables is already called in WM_file_read.
While it didn't cause any problems, these assignments ran even when
recovering the session failed to load the file.
- Return OPERATOR_CANCELLED when the operator fails.
Returning success is needed to fix T85011.
Texture paint tools were using DEFAULT cursor instead of PAINT_CROSS cursor as vertex paint, weight paint and sculpt modes.
Before
{F9591366}
After
{F9591370}
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D10172
I'm learning how driver functions work, and I found a couple of typos in the driver_functions.py template file. Here's a quick patch to fix them up.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D10149
Texture paint tools were using DEFAULT cursor instead of PAINT_CROSS cursor as vertex paint, weight paint and sculpt modes.
Before
{F9591366}
After
{F9591370}
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D10172
I'm learning how driver functions work, and I found a couple of typos in the driver_functions.py template file. Here's a quick patch to fix them up.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D10149
Issue is visible here https://developer.blender.org/F8626313.
If there is enough space for both the item name and the library hint, display
both. Otherwise, clip either the item name, the library hint, or both so that
not more than 60% and 40% of the available width are used repectively.
There are further improvements we could do, as noted in T84188, this just fixes
the regression for the release.
Part of T84188. There were multiple reports about this, see merged in and
mentioned reports in T84188 and T78012.
wm.context_* operators typically have their options set by menus
or key bindings.
Re-using options in this case can cause problems where two
actions that change unrelated properties will re-use a setting
from the previous execution.
For example changing the lights Power impacted
changing it's Radius afterwards.
The RNA path used for animating the settings passed to the node tree
is incorrect. Currently it's just `settings.property_name`, but it's
the path from the ID, not the modifier, so it should be
`modifiers[modifier_name].settings.property_name`.
However, the "Settings" struct is separated in RNA and DNA, which means
that the callback to get the RNA path does not know about the modifier's
name in order to fill the above path, so some reference to the modifier
in the "Settings" struct would be necessary, which would create a
convoluted layout in the `ModifierData` struct.
Instead, this commit simply removes the "Settings" struct from RNA,
which isn't as elegant from the point of view of the Python API,
but otherwise it's a nice simplification. Note that we don't remove the
"Settings" struct from DNA, because it would break reading old files.
Differential Revision: https://developer.blender.org/D10175
Important lesson to be learned here, leaving comments
is great and in the moment, they usually make sense.
Many months later they may not quite make as much sense
any more and time will have to be spend to figure out
what was meant, all of this would have been averted with a
better comment.
The zero terminator in this case, I can find no evidence
of it being used or relied on at any point. It does however
break GTests's `EXPECT_EXIT` macro that stops looking in
the output as soon as it sees the zts and doesn't end up
looking at the actual assert text being thrown. Which in
turn makes the`fcurve_active_keyframe`test fail when run
in debug mode on windows.
Using rna iterators in range-based for loops is possible since {rBc4286ddb095d32714c9d5f10751a14f5871b3844}.
This patch only updates the places that are easy to update
without more changes in surrounding code.
Differential Revision: https://developer.blender.org/D10195
The implementation is currently optimized to load animation sequences once
and then quickly scrubbing through them. Later on an option should be added
to optimize for memory usage and only load the current frame into memory.
Currently mesh and curve objects are supported, including support for UV and
vertex color attributes. Missing still is support for arbitrary attributes and
motion blur, as well as better handling of changing topology. Shader assignments
are made using FaceSets found in the Alembic archive.
The animation (and constant) data of the objects inside the Alembic archive is
loaded at once at the beginning of the render and kept inside a cache. At each
frame change we simply update the right socket of the corresponding Cycles node
if the data is animated. This allows for fast playback in the viewport
(depending on the scene size and compute power).
Note this is not yet exposed in the Blender UI, it's a feature that is still under
development and not ready for general use.
Ref T79174, D3089
Procedurals are nodes in the scene that can generate an arbitrary number of
other nodes at render time. This will be used to implement an Alembic procedural
that can load an Alembic file into Cycles nodes. In the future we also expect to
have a USD procedural.
Direct loading of such files at render time is a standard feature in other
production renderers. Reasons to support this are memory usage and performance,
delayed loading of heavy scene data until rendering, Cycles standalone rendering
using standard file formats beyond our XML files, and shared functionality for
Cycles integration in multiple 3D apps.
Ref T79174, D3089
First step towards a better handling of relationships between IDs in
override context, especially when a resync is needed.
First, introduce a new flag to override operations,
`IDOVERRIDE_LIBRARY_FLAG_IDPOINTER_MATCH_REFERENCE`, for ID pointers.
It keeps track of whether an RNA ID pointer has been kept to its
'natural overriden ID' (in override hierarchy context), or has actually
been re-assigned to some other data-block.
Second, refactor how we deal with relationships between IDs in override
hierarchy code, especially in resync case. This will fixe several cases
listed in T83811, especially the case where an ID pointer to an existing
override needs to be updated to a new one due to a matching change in
linked data.
Filtering may make the Outliner tree empty. The function to find the drop
element should just return null then and let the caller decide how to deal with
it.
Although the Knife Project operator converts 3D coordinates to screen
space, it doesn't really need opengl.
Differential Revision: https://developer.blender.org/D10178
The "Layers" panel for Grease Pencil objects uses sub-panels to organize
their properties in categories. Currently, this isn't so clear.
This patch cleans up these sub-panels with clearer categorization.
Reviewed By: #grease_pencil, antoniov, Blendify, HooglyBoogly
Ref D10184
In the CompositorOperation::deinitExecution the viewer could be freed at
the same time it was drawn in the image editor or node editor. There is
a guard for that but wasn't added during the migration of the two
editors to the draw manager.
Building RC builds would parse `BLENDER_VERSION_CYCLE_NUMBER` that
doesn't exist anymore. It was removed by {D7748}.
This change removes it from `buildbot_utils.py`.
Currently, the object context menu includes some inconsistencies
between object types. This is a small patch that fixes these.
- Adds the same ability to Join and Set Origin
to all supported object types.
- Adds Set Active Camera for cameras.
- Adds Adjust Stroke Width for GP Objects.
- Adds Trace Image to Grease Pencil for Image Empties.
Reviewed By: #grease_pencil
Ref D10144
The `image_get_gpu_texture` didn't use the iuser->view_index but
recalculated the requested view again. This lead to inconsistent
behavior when switching between multi view textures or stereo textures.
This has been fixed by ensuring that the `iuser->view_index` is always
used.
An Image has only place to store 2 view textures. This is done for
right/left eye compositing. A multi view texture can have more views.
This would lead to reading and writing to unallocated space.
When a multiview texture is requested that is larger than 1. It will
always be cached as being the first eye. The `gpu_view` of the Image is
also used as a cache key to check this.
This got broken in 4b1112c8c9. A fix which will be consistent with image
editor is not obviously clear, so for the time being revert the change and
go back to state which was working for a long time.
A number of naming changes for consistency and clarity
- Use 'Adjust...' for all entries that adjust properties
rather than being normal operators.
- Follow naming conventions (ie Draw -> Display etc).
- Less naming ambiguity and more correctness and consistency.
Part of D10144
During multiview rendering the `cryptomatte_accum_buffer` is not cleared
between the views and leaves artifacts on the next view to be rendered.
This change clears the accum buffer when it already exists and will be
reused for the next view.
Passing 4x arguments for the rectangle,
mixed in with round-box radius & color wasn't very readable.
Instead, pass a `rctf` as the first argument to UI box drawing functions.
The new GPU_SHADER_2D_WIDGET_BASE shader allows us to draw
many complex shapes with anti-aliasing.
One thing it can do is draw an opaque rounded rectangle with colors
that differ between its interior and outline.
In order to do the above in a single pass I recently added an "_ex"
version of UI_draw_roundbox that exposes most of that shaders features.
This simplifies interface_draw.c by removing redundancy in the calling
of this shader by using this new uber "_ex" version.
Ref D10189
Modifications to triangle shader association were not considered when checking for updates and the associated device data array was not tagged as modified so it was not resent to the device(s).
Scene strips can't be prefetched and seq_prefetch_do_skip_frame()
should check if scene strip is in timeline. But it did not recurse into
meta strips, which resulted in crash.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9999
Generator strips with zero inputs have their length set to 1 pernamently.
In some cases it is useful to use speed effect on these strips because they
can be animated. This can be done by using their length as is on timeline as
content length.
This is very simplified and temporary solution, as cutting these strips won't
give expected results. Lot of code relies on length of these strips being fixed
to 1, resolving this properly should be done by T59540.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10026
Building proxy with meta strip selected resulted in attempt to render
meta strip itself and save result as image as is done when building
image proxies.
Remove meta strip from list of supported strips.
Multicam, Meta and scene strip are cleared from poll function in UI as well.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10001
This argument was used to prevent infinite loop in lookups between disk
and RAM cache.
Code was refactored, so this can be handled internally in cache.
Reviewed By: sybren, sergey
Differential Revision: https://developer.blender.org/D9955
Selecting inside an island no longer de-selects
when it's too far from an edge.
When edge select fails fall back to inside-face test.
This follows 908b383b7d
which made this change for face-select.
Apply to island selection since it doesn't make sense
for island select to behave differently.
Position Gizmo tooltips below their bounds so they do not obscure the content.
Differential Revision: https://developer.blender.org/D9793
Reviewed by Julian Eisel
The Asset Browser already displayed object-data assets, but you couldn't
actually drag & drop them. This is now supported.
The object-data drop poll needed access to the data-block. But with a small
tweak it doesn't need that and can just check the ID type (which is known for
asset dragging too).
Part of T82661.
If the poll check of the operator fails, the operator won't run. We can check
that in advance to hide the drop hint if dropping will fail anyway.
This improves feedback during dragging.
For assets, the copy callback of the drop-box would append the asset
data-block. Check if the operator's poll succeeds before calling the copy
callback.
Otherwise the data-block is "secretly" appended, which the user doesn't expect
and won't notice without checking the file data in the Outliner.
For masks I had to extend the poll function, it didn't check context
sufficiently.
The normal drag & drop support was already there, just needed minor tweaks to
respect asset importing. The dragged in mask will create a mask node for
compositor node editors.
Part of T82661.
The normal drag & drop support was already there, just needed minor tweaks to
respect asset importing. The dragged in image will create a image/texture node
for the internally known node-tree types (shader, texture and compositing
nodes).
Part of T82661.
The float array is declared inside a smaller scope, pointed to, and then
used later. This simply moves the declaration outside of the if statement.
Also remove two redundant lines.
Simplification and changes to the Navigation gizmo. Better indication of negative axes, consistent use of color and size to indicate orientation, ability to be resized.
Differential Revision: https://developer.blender.org/D9744
Reviewed by Campbell Barton
* tbb::blocked_range moved to a different namespace and since the fix is
non-trivial, remove some unused code that used this.
* Task group priorities are no longer supported. It's unclear if they are
useful at all right now and even set correctly, for now all tasks are equal
priority with TBB 2021.
There are a couple of operations that are meant to set the active
modifier that currently don't. The first is a mouse press on the drag
icon on the right of the header, and the second is mouse presses on
modifier sub-panels headers.
This was an oversight in the implementation, especially the second,
because the blank space on the right of a sub-panel header often looks
just like the blank space elsewhere on the modifier's panel that
*does* set the active modifier.
Note that this purposefully doesn't include collapsing and expanding
the modifier as operations that set the active, since regardless of
whether that makes sense, it wasn't in the agreed upon design, which
would ideally not need changing for 2.92.
Differential Revision: https://developer.blender.org/D10155
This optimizes device updates (during user edits or frame changes in
the viewport) by avoiding unnecessary computations. To achieve this,
we use a combination of the sockets' update flags as well as some new
flags passed to the various managers when tagging for an update to tell
exactly what the tagging is for (e.g. shader was modified, object was
removed, etc.).
Besides avoiding recomputations, we also avoid resending to the devices
unmodified data arrays, thus reducing bandwidth usage. For OptiX and
Embree, BVH packing was also multithreaded.
The performance improvements may vary depending on the used device (CPU
or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive
subdivision or volumes) rendered using OptiX will benefit from this work
the most.
On average, for a variety of animated scenes, this gives a 3x speedup.
Reviewed By: #cycles, brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D9555
`bmain.relations` is used to store temp data of relations between IDs,
to speed-up some complex processes heavily relying on such information.
Previous implementation was failry unclear/confusing, and required a
not-so-nice hack to 'tag' some ID as processed.
New code changes as such:
* Using `from`/`to` naming (instead of `user`/`used`).
* More clear separation between `to` `id_pointer` and `from` one,
using an union instead of hacking around difference between `ID *` and
`ID **` pointers.
* Adds storage of `session_uuid` informations (mainly useful as
debug/ensuring proper consistency of data currently).
* Adds a structure per ID in the mapping. This enables possibility of
storing tags (and potentially more data in the future) per-ID,
without polluting the IDs themselves with very short-life info.
Differential Revision: https://developer.blender.org/D10164
Currently this is needed to properly tag PointCache's for info update
(fixes an issue reported in T82503).
Suspect we may need this in more cases in the future though, RNA
assign/update processes are not always 100% enough to deal with
complicated corner cases.
Double floating point precision is an extension of OpenCL, which might
not be implemented by certain drivers, such as Intel Xe graphics.
Cycles does not use double floating point precision, and there is no
need on keeping doubles unless there is an explicit decision to use
them.
This is a simple fix from Cycles side to replace double floating point
type with a type of same size and alignment rules. Inspired by Brecht
and Patrick.
Tested on NVidia Titan V, Radeon RX Vega M, and TGL laptop.
Differential Revision: https://developer.blender.org/D10143
Previously float2 was converted to float3 by implicitly converting to a
float pointer first, which was then passed to the float3 constructor.
This leads to uninitialized memory in the z component of the new float3.
Ideally this should be solved in float2/float3 itself, but my first fix for
that resulted in a compile error: rB6ac0a3d83c8e5a39bd5356aa0d68e3166bd91e82
This is an alternative fix that can be used for now. Will have to look
into the conversion in more detail again.
Was happening when there are deform modifiers prior to the multires.
There are detail in the comment around sculpt_undo_refine_subdiv(),
but briefly: the subdiv was refined with wrong base mesh coordinates.
Differential Revision: https://developer.blender.org/D10158
Previously float2 was converted to float3 by implicitly converting to a
float pointer first, which was then passed to the float3 constructor.
This leads to uninitialized memory in the z component of the new float3.
We will need to expand this node soon to add weight/count for different
elements inside the collection. For that it is better to have the node
to use its own DNA.
Thanks to that same point cache being exposed in **four** different RNA
paths (twice in particle system, and twice in its embedded cloth
simulation settings).
Only way is to also make particle system overridable.
Dividing the workload by number of tasks in float is imprecise and
lead in some cases to particles not being calculated at all
(example: 20000 particles, 144 tasks).
Switching this calculation to integer makes sure we don't lose count.
Differential Revision: https://developer.blender.org/D10157
Dividing the workload by number of tasks in float is imprecise and
lead in some cases to particles not being calculated at all
(example: 20000 particles, 144 tasks).
Switching this calculation to integer makes sure we don't lose count.
Differential Revision: https://developer.blender.org/D10157
While the previous fix for T84920 is correct, the crash could still be
triggered by changing the active object while in edit-mode.
Ensure stale data isn't used by tagging for depsgraph update when
edit-mode data is freed on undo.
While exiting edit-mode normally does this, it's possible to set the
active object to a non edit-mode mesh, skipping the mode-switch
operator and it's depsgraph tagging.
Regression from d8992192e5
The original code relied on having a separate edit-object pointer
than the active object.
Use a utility function to avoid code duplication as there are
other areas that have similar functionality.
Selecting markers and cameras could crash when in edit-mode.
Only support this in object mode as mode-switching as part of
activating cameras doesn't seem like a priority.
This has the same root cause as T84920.
This uses the values form the stroke automasking cache to control the
falloff of all deformers in the boundary brush. Usually this is already
considered in the general brush falloff function for the rest of the
brushes, but this is one of the exceptions where the brush implements
its custom falloff.
Reviewed By: JacquesLucke
Maniphest Tasks: T84896
Differential Revision: https://developer.blender.org/D10161
E.g. the graph editor channels list would still show the old name of a material
that was renamed in the Outliner. Same for the Asset Browser when showing
data-blocks in the "Current File" repository.
The Outliner didn't send the notifier for some data-block types that editors
listen to for data-block name changes.
The "Current File" asset library didn't get refreshed after the data-block name
changed. But rather than entirely refreshing the file list, or doing possibly
problematic partial refreshes, reference the data-block name directly, so a
simple redraw gets the new name displayed.
Addresses T83751
Mouse cursors used during transforms made to work better with changes of user scale and line width.
Differential Revision: https://developer.blender.org/D9668
Reviewed by Campbell Barton
This node allows sampling a texture for every vertex based on some
mapping attribute. Typical attribute names are the name of a uv map
(e.g. "UVMap") and "position". However, every attribute that can be
converted to a vector implicitly is supported.
It should be noted that as of right now, uv map attributes can only be
accessed after a Point Distribute node.
Ref T82584.
Differential Revision: https://developer.blender.org/D10121
This extends the "blender_debug_gpu.bat" batch file to also be useful for triaging Cycles
problems. OptiX initialization errors or problem while iterating CUDA devices are only
logged when the `--debug-cycles` flag is specified, so adding that here.
Reviewed By: brecht, LazyDodo
Differential Revision: https://developer.blender.org/D10167
The Asset Browser is still considered an experimental feature right now. But it
can be enabled by default for alpha builds, to get further testing and
feedback. It will hopefully be a non-experimental feature by the end of bcon1.
This is done in agreement with Dalai.
For the most part, this just adds boilerplate code for volume support in geometry nodes:
* Add `VolumeComponent` next to `MeshComponent`, etc.
* Support `VolumeComponent` in depsgraph object iterator.
Furthermore, I added initial volume support in a few nodes:
* The Object Info node outputs an object instance when the input is a volume object
(that will be the same for mesh objects soonish, to avoid copies).
* Support transforming a `VolumeComponent` in the Transform node.
* Support the `VolumeComponent` in Join Geometry nodes, but only when just one of the
inputs has a volume component for now.
Right now, there is no way to create a `VolumeComponent`, because the Object Info node
outputs an object instance. The `VolumeComponent` will be necessary for upcoming nodes,
which will generate volumes on the fly.
Viewport selection does not work correctly with `VolumeComponent`s currently. I don't
know why that is. That can be figured out a bit later, once we can actually create
new volumes in geometry nodes.
Ref T84604.
Differential Revision: https://developer.blender.org/D10147
Adopt some of the newer layout abilities to
clean up the Particle Tool Properties a bit.
- Use in-line check-boxes next to values.
- Use text heading for Preserve toggles and mirror/topology mirror.
Reads clearer. Uses less space. Is more consistent.
Reviewed By: #user_interface, pablovazquez, Blendify, campbellbarton
Ref D10130
There was a bug which which prevented box and lasso select to work
correctly in GP Edit Mode. It would select a nearby vertex before the
box selection.
This patch fixes it so it works with a click event,
like the default keymap, which fixes box and lasso selection.
Ref D10119
Uninitialized stack memory was being re-used in a loop.
Error in original commit from 04f81c8225
This happened to work as the same memory location was re-used
between iterations and not overwritten.
In fact, the drawing was that of the local contraint axis (which is
summarized so as not to fill the screen with too much information).
Use the local contraint axis only when more than one object is selected.
Branched path tracing is not supported for OptiX, and it would still use the
number of AA samples from there when branched path was enabled by the user
earlier but auto disabled and hidden in the UI when using OptiX.
Ref D10159
Tile stealing may steal a CPU tile buffer and move it to the GPU, but next time around that
tile may be re-used on the CPU again (in progressive refinement mode). The buffer would
still be on the GPU then though, so is inaccessible to the CPU. As a result Blender crashed
when the CPU tried to write results to that tile buffer.
This fixes that by ensuring a stolen tile buffer is moved back to the device it is used on before
rendering.
A regression since 2.80: need to use evaluated mask to calculate
its bounds. Non-evaluated mask does not contain state for the
current frame, so iterating over control points of the original
mask gives points state from the time they were edited last (aka,
not affected by the animation).
- Zooming out a lot faster than zooming in,
it had the wrong aspect ratio, make all the preparations
with the factors instead of deltas.
- Improved following the `zoom_invert`
(should not apply to `MOUSEZOOM`) and "trackpad natural scroll"
preferences.
- `zoomfac` adjustment, same as in `view_zoomdrag_modal`.
Ref D8686
- Rename to "Link/Transfer Data".
- Move Mesh Data Transfer operators here from the Relations sub-menu.
- Clarify which operations links to, copies or transfers/projects
data using Link, Copy and Transfer leading text.
- Re-order contents to fit each category and add separators.
- Add enum tool-tips.
Reviewed By: Blendify, campbellbarton pablovazquez, mont29
Ref D10090
When the mouse cursor is inside the UV face,
extend the selection threshold.
This means when zoomed in, a face can always be selected when the cursor
is inside it.
In the case of multiple overlapping faces - the face with the closest
center is used.
----
Prior to 246efd7286, the UV selection
threshold was scaled by the zoom level, so selecting a face when zoomed
in close would often often select faces even when the on-screen center
was outside the intended threshold.
Having a zoom-independent threshold may require more precision than
users are used to.
This change addresses this.
Splitting assignments between functions complicates refactoring.
Also rename 'hit_final' to 'hit', since there are no longer a local
'hit' variable defined in these functions.
This commit moves runtime-only variables from the `SpaceNode`
DNA struct to a private struct in `node_intern.h`. Before, it was hard
to tell which data needed to be saved in files, this should make it
more clear.
Node that the `edittree` field is basically a runtime variable, since
it's set from the `treepath` list on read, but moving it would require
some more invasive changes that I don't think are worth it right now.
Also, not all of the moved variables were explicitly cleared on read--
`aspect` is set at the start of a redraw, `cursor` is set in a region
callback, and `recalc` was used as an update flag.
Differential Revision: https://developer.blender.org/D10141
Things like pointers to particle systems, or softbody data being stored
outside of its modifier, make it impossible for internal modifier copy
data code to be self-contained currently. It requires extra processing.
In existing code this was handled in several different places, in
several ways, and alltogether fairly inconsistently. Some cases were
even not properly handled, causing e.g. crashes as in T82945.
This commit addresses those issues by:
* Adding comments about the hackish/unsafe parts `psys` implies when
copying some modifier data (since we need to ensure particle system
copying and remapping of those pointers separately).
* Adding as-best-as-possible handling of those cases to
`BKE_object_copy_modifier` (note that it remains fragile, but is
expected to behave 'good enough' in any practical usecase).
* Remove special handling for specific editor code
(`copy_or_reuse_particle_system`). This should never have been
accepted in ED code area, and is now handled by
`BKE_object_copy_modifier`.
* Factorize copying of the whole modifier stack into new
`BKE_object_modifier_stack_copy`, now used by both `object_copy_data`
and `BKE_object_link_modifiers`.
Note that this implies that `BKE_object_copy_modifier` and
`BKE_object_copy_gpencil_modifier` are now to be used exclusively to
copy single modifiers. Full modifier stack copy should always use
`BKE_object_modifier_stack_copy` instead.
Fix T82945: Crash when dragging modifiers in Outliner.
Maniphest Tasks: T82945
Differential Revision: https://developer.blender.org/D10148
Things like pointers to particle systems, or softbody data being stored
outside of its modifier, make it impossible for internal modifier copy
data code to be self-contained currently. It requires extra processing.
In existing code this was handled in several different places, in
several ways, and alltogether fairly inconsistently. Some cases were
even not properly handled, causing e.g. crashes as in T82945.
This commit addresses those issues by:
* Adding comments about the hackish/unsafe parts `psys` implies when
copying some modifier data (since we need to ensure particle system
copying and remapping of those pointers separately).
* Adding as-best-as-possible handling of those cases to
`BKE_object_copy_modifier` (note that it remains fragile, but is
expected to behave 'good enough' in any practical usecase).
* Remove special handling for specific editor code
(`copy_or_reuse_particle_system`). This should never have been
accepted in ED code area, and is now handled by
`BKE_object_copy_modifier`.
* Factorize copying of the whole modifier stack into new
`BKE_object_modifier_stack_copy`, now used by both `object_copy_data`
and `BKE_object_link_modifiers`.
Note that this implies that `BKE_object_copy_modifier` and
`BKE_object_copy_gpencil_modifier` are now to be used exclusively to
copy single modifiers. Full modifier stack copy should always use
`BKE_object_modifier_stack_copy` instead.
Fix T82945: Crash when dragging modifiers in Outliner.
Maniphest Tasks: T82945
Differential Revision: https://developer.blender.org/D10148
When dragging an object into the 3D View, e.g. from the Outliner or the Asset
Browser, other objects wouldn't get deselected. That differs from what other
drop operations do, which create a new object. They deselect other objects in a
lower-level function, which happens to not be called for just dropping objects.
So I guess this is an oversight.
Old behavior was also a bit annoying because users seem to expect this to
deselect.
Caused by rBbbb2e0614fc3.
Oversight to not take the remapped framelength into account.
Maniphest Tasks: T84784
Differential Revision: https://developer.blender.org/D10134
`BKE_volume_is_loaded` uses `grids.filepath` to determine if the
grids are already loaded. The issue was that `grids.filepath` was
set before the grids were loaded, resulting in incorrect early
returns for other threads.
Differential Revision: https://developer.blender.org/D10150
By design the modified object transformations should still work and
affect the geometry nodes results. The current behaviour, however, would
make the geometry from the object info to not be affected by the
modified object transformations. This patch changes that by default.
In a similar fashion the Location, Rotation and Scale sockets outputs
should be aware of whether the output should be in the global space or in the
space of the nodetree.
To solve this, the patch introduces a new transformation space "enum"
where users can pick "Original" or "Relative" space.
Original
--------
Output the geometry relative to the input object transform, and the
location, rotation and scale relative to the world origin.
Relative
--------
Bring the input object geometry, location, rotation and scale into the
modified object maintaining the relative position between the two objects in
the scene.
Relative space violates a bit the design of the nodetree. The geometry in this
case is transformed so that moving the modified object doesn't interfere with
the geometry. This is particularly useful for the boolean node for instance.
"Original" is the default space, but old files are set to "Relative" for
backwards compatibility.
Differential Revision: https://developer.blender.org/D10124
When reassigning an effect strip to another sequence, any animation data
in the effect strip will not be offset like expected.
The fix calls `SEQ_offset_animdata` to offset the animation data after
the seqence has been moved.
Reviewed By: ISS
Maniphest Tasks: T84642
Differential Revision: https://developer.blender.org/D10096
The movie clip's `region->v2d` was being resized by the view2d code,
causing mouse cursor to movie-clip coordinate mapping to fail.
This commit removes `UI_view2d_region_reinit`,
matching the behavior for the image editor's 2D view.
Reviewed By: sergey
Ref D10106
Copy the smooth setting when filling in curve caps.
For drawing this doesn't change behavior as a single normal is used
for all faces.
The difference may be noticed when converting to a mesh or with
modifiers applied.
Bevel caps always had incorrect normals, causing display glitches
in some cases.
It seems this never worked properly (at least 2.79 also had this bug).
Use the projection vector as the normal.
When using the interactive add tool for primitives with a fixed
height and base aspect ratio, the height of the created primitive
would be incorrect (two times too small or two times too big).
When the base origin was centered, the `fixed_aspect_dimension`
was not changed even though the base length was doubled.
Additionally, when the height origin was centered but the height
aspect ratio was fixed, the height was doubled leading to an
incorrect size.
The fix doubles `fixed_aspect_dimension` when the base origin is
centered and correctly calculates the height of the primitive when
the aspect ratio is set to fixed.
Ref D10140
Match Blender 2.7x keymap more closely.
- Image Editor: F3 for save image as.
- Node Editor: Ctrl-LMB to cut links.
- Cycle the falloff types instead of showing a pie-menu.
- Use regular menu instead of pie menu for snapping.
These functions with many arguments can be unwieldy. Aside from the obvious issues
with rewriting the list of arguments and the opportunities for error and frustration
that presents, the long list of arguments make these systems hard to change. So when
an argument should be added, someone might skip that and add some hack instead.
So, as proposed in T73586#1037210, this patch instead uses a "params" struct for
each of these callbacks.
- Use param argument for `ARegionType.listener`
- Remove unused window field in region listener
- Use param argument for `SpaceType.listener`
- Use params struct for `ARegionType.message_subscribe`
Differential Revision: https://developer.blender.org/D9750
The double quaternion blending method in addition to the deformation
matrix of each bone requires their rest matrices. For ordinary bones
this literally should use the bone rest matrix without any ambiguity.
However, it was also using the bone rest matrix for all of its
B-Bone segments, which is incorrect and causes strange deformation
in some cases involving extreme non-uniform scale, especially
at boundaries between different B-Bones. There is also a similar
known issue that happens with scale at bending joints, and this
fix reduces the distortion when both bones are B-Bones.
This changes both the Armature modifier and the Armature constraint
to use the actual segment rest matrices. Unlike bones, these can have
scale even in rest pose, so normalization is required.
Differential Revision: https://developer.blender.org/D10003
Average selected tracks into the new one. This can be used to improve
stability of tracking on blurry or non-very-sharp feature shapes.
Averaging happens for all position, pattern corners and search area.
Disabled markers do not take effect on averaging. Keyframed flag is
copied from source.
Gaps in the source tracks will be linearly interpolated, to reduce
result track jump. Note that this only applies to gaps "inbetween".
This means that if an input track doesn't have markers in the
beginning/end of it, there is nothing to interpolate with and the
result track will jump.
Available from the Track panel, under the Merge category.
Differential Revision: https://developer.blender.org/D6323
There are two main things.
First, remove the marker index caching. Thins makes it possible to
safely use function from a threaded environment.
Second, replace linear search with binary search, which speeds up
random lookup.
There is no measurable difference in the stabilization which had a
comment about caching nature of track lookup. The random lookup
complexity changed from O(N) to O(log N). In practice this also
unlikely to be measurable, but thread-safety worth it.
If extensions string is longer than 1024 then the old code would have
reported empty string instead of extensions.
Now the code does dynamic string allocation to store result of request,
similar to what is done in `OpenCLInfo::get_hardware_id`.
The code looks a bit ugly, but it didn't really change much with this
patch. In other words, the code can become more modern and clear, but
it is considered to be outside of the scope of this change.
Differential Revision: https://developer.blender.org/D10135
The OptiX denoiser is part of the OptiX device, so to the tile manager looks like a GPU device. As a
result the tile stealing implementation erroneously stole CPU tiles and moved them to that OptiX
device, even though in this configuration the OptiX device was only set up for denoising and not
rendering. Launching the render kernel therefore caused a crash because of a missing AS etc.
This fixes that by ensuring tiles can only be stolen by devices that support render tiles.
overrides
Editing bone groups is not supported on proxies/overrides [changes a re
lost on file reload], need to do proper polling (and also prevent this
from rna) for:
- adding bone groups
- removing bone groups
- renaming bone groups
- setting bone groups colors
Previously, this was hinted at by setting the layout inactive, with
preoper polls, this is now not needed anymore.
note: Selection of bone groups actually makes sense here and is
supported, so this is not prevented in this patch, but UI wise this is
not nice in the override case, because one cannot set an active_index
(aka select) in the UI list.
Maniphest Tasks: T84600
Differential Revision: https://developer.blender.org/D10131
Individual projection is a different branch of snap and always projects
the transformed elements on the surface of objects.
Perhaps this option should be limited to the Move mode due to similarity.
But in order not to change the current behavior too much, this commit only
disables this option in modes not affected by snap.
Outliner display under 'Animation' > 'NLA Tracks' was not updating in
the following cases:
- adding strips
- removing strips
- duplicating strips (possibly to different track)
- swapping strips
- reordering tracks
- changing strip order by translating
- translating strips between tracks
- renaming tracks
In the case of deleting strips/tracks, this was also resulting in a use-
after-free error in Outliner drawing code (this was reported specifically
in T84586).
Most of these operators already sent a ND_NLA|NA_EDITED notifier, but the
Outliner is not listening to these. Listening to NA_EDITED is also not
what we want since this also happens a lot in cases irrelevant to the
Outliner. Now be a bit more specific and send ND_NLA|NA_ADDED / ND_NLA|
NA_REMOVED or a new ND_NLA_ORDER (to distinguish from NA_EDITED
'only' - where a redraw is not neccessary) and listen to these from the
Outliner.
(note: places that were listening to ND_NLA|NA_EDITED before are also
listening to NA_ADDED or NA_REMOVED, so changing NA_EDITED should not be
a problem here)
(note 2: for cases like swapping tracks/strips order, NA_ADDED or
NA_REMOVED does not make sense, neither can we use NA_EDITED [since we
dont want to listen to this], so in this case an additional ND_NLA_ORDER
is now sent)
(note 3: in nla transform code, this is now always sent on confirm. There
are cases were the notifier would not be needed, but checking exactly all
cases were it actually would be needed seems overkill [history of D10073
has example code to check if strips moved between tracks])
Maniphest Tasks: T84586
Differential Revision: https://developer.blender.org/D10073
The WORLD_UPDATE operation (needed to free the gpu material) was already
defined in DepsgraphNodeBuilder::build_world, but corresponding relation
was only set up for changes in the nodetree, not for changes in the
world/material itself in DepsgraphRelationBuilder::build_world.
Direct changes to these surface properties in the UI were updating
properly through RNA property update callbacks, but these are not called
from the animation system.
So now add these relations in the depsgraph.
Not 100% sure this is the right place for this (since e.g. eevee engine
seems to handle e.g. animated light paramters just fine through
EEVEE_cache_populate / eevee_light_setup, but properly freeing gpu
materials wont happen for worlds in e.g eevee_id_world_update and also
not for materials)
Maniphest Tasks: T84250
Differential Revision: https://developer.blender.org/D9959
Extend the pose bone "clear loc/rot/scale" functions so that they
respect the "Mirror X" option.
Reviewed By: sybren
Maniphest Tasks: T83657
Differential Revision: https://developer.blender.org/D9938
Extend the pose bone "clear loc/rot/scale" functions so that they
respect the "Mirror X" option.
Reviewed By: sybren
Maniphest Tasks: T83657
Differential Revision: https://developer.blender.org/D9938
The target stroke bounding box was not checked properly and when using layer transform the error was noticeable, but really the error was before the layer transform commit.
This implements the node tree update function, which is needed so that the
reroutes get updated to the correct type. It is based on the same code in
the shader and compositor node trees.
Differential Revision: https://developer.blender.org/D10123
When using grease pencil for drawing Storyboards, it's very common to require a transform of the layers. This transform can be done using the offset modifier, but in some cases, the scene requires a lot of modifiers and makes the file hard to work.
This new feature adds a transforms Location, Rotation and Scale at Layer level, and allows to transform the layer without using a modifier, keeping the scene more clean.
{F9480695}
This feature was suggested by @pepeland after receiving feedback from several artists.
Also, done some code cleanup and rename some functions to get a better naming.
Maniphest Tasks: T83660
Differential Revision: https://developer.blender.org/D9761
The issue was that the mesh shared its vertex weights with the
original mesh (to reduce memory consumption). The solution is
to make a local copy of the vertex weights in this case.
This adds a "Snap to" option that allows using all the scenes snap
settings which includes incremental & absolute grid snapping options.
This is optional because always following scene snapping would not
snap to geometry by default (which seems to be the most useful default).
The absolute position desktop mapping has been corrected. The correct
mapping is 0-65535 inclusive. Additionally, division by the virtual
desktop width and height needed to be subtracted by 1 as width and
height are one more than the final pixel index.
Those (aka root node trees and master collections) share same 'traits'
as the shapekeys: RNA cannot assign them, so we need to handle them as
sub-data of their owner IDs.
Not sure how much this will help in improving support of overrides for
scenes and nodetrees, but this is a mandatory step towards that goal for
sure.
We should now have the tools to ensure consistency of ID pointers
diffing in `rna_property_override_diff_propptr`.
As a reminder, for most ID pointers we just check the actual pointer value,
but this is not possible for embedded IDs like root node trees or master
collections, and for fake embedded ones like shapekeys, so those should be
handled as mere sub-data of their owner IDs in override context.
Code generating override operations would not deal properly with Pointer
RNA properties, trying by default to use and check pointers' names
properties like it does with items of a collection.
However, using name property in pointer RNA property case makes no
sense, so specialize the `no_prop_name` flag for each case (pointer or
collection).
here, since second override would generate local data-blocks with
different names than the linked data ones, name matching would fail and
breck handling of override diffing in shapekeys.
Note that shape keys are the only one concerned by that problem, since
other embedded IDs (root node trees and master collections) are fully
real ones, so they always get the same names.
Our beloved shapekeys are 'virtual' overrides, they need special
snowflake treatment here as well.
They do not have any override data, from override perspective they are
considered as mere sub-data from their owning ID (mesh, lattice, etc.).
Therefore, we should not copy override data from them, but instead
properly flag those new IDs as `LIB_EMBEDDED_DATA_LIB_OVERRIDE`.
Found while investigating T84373.
Code generating override operations would not deal properly with Pointer
RNA properties, trying by default to use and check pointers' names
properties like it does with items of a collection.
However, using name property in pointer RNA property case makes no
sense, so specialize the `no_prop_name` flag for each case (pointer or
collection).
here, since second override would generate local data-blocks with
different names than the linked data ones, name matching would fail and
breck handling of override diffing in shapekeys.
Note that shape keys are the only one concerned by that problem, since
other embedded IDs (root node trees and master collections) are fully
real ones, so they always get the same names.
Our beloved shapekeys are 'virtual' overrides, they need special
snowflake treatment here as well.
They do not have any override data, from override perspective they are
considered as mere sub-data from their owning ID (mesh, lattice, etc.).
Therefore, we should not copy override data from them, but instead
properly flag those new IDs as `LIB_EMBEDDED_DATA_LIB_OVERRIDE`.
Found while investigating T84373.
This commit adds the ability to provide a default value to
`attribute_try_get_for_output` and uses it for the `Point Scale` node,
which is important because the node uses multiplication.
The idea is to keep "name-specific" functionality in nodes rather than in
the attribute API, otherwise the complexity will be hard to keep track of.
So this fix doesn't apply to the Attribute Vector Math node, but hopfully
that is okay since that's now a lower level node for this purpose anyway.
Differential Revision: https://developer.blender.org/D10115
Use exact marker accessor. Harmless due to the current way the
transform system is used by tracking. But for the future development
proper accessor needs to be used.
Cycles has a lot of code like this:
```lang=c++
BL::Object::modifiers_iterator b_mod;
for (b_ob->modifiers.begin(b_mod); b_mod != b_ob->modifiers.end(); ++b_mod) {
```
Range-based for loops allow us to simplify this to:
```lang=c++
for (BL::Modifier &b_mod : b_ob->modifiers) {
```
In order to support this, a collection (such as `b_ob->modifiers`) must have
a `begin()` and `end()` method, that take no parameters and return an iterator.
The `end` method already exists, but the `begin` method takes the iterator as
argument currently.
This patch adds a new `begin` method that returns the iterator. The old `begin`
method is still available to avoid breaking existing code.
My assumption is that the old `begin` method took the iterator as parameter so
that the iterator is not copied or moved, i.e. its memory address is stable and
the destructor is only called once. I'm not sure if both of these requirements
are really necessary to ensure that the iterators work correctly. To be on the
safe side, I deleted the copy/move constructors/assignment operators.
Since C++17 there is "guaranteed copy elision" which basically allows us to
return a non-copyable and non-movable type from a function. To make that work,
I had to add a new constructor to `CollectionIterator` that calls `begin` on itself.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D10120
This commit changes the check at the beginning of the
"Make Instances Real" operator to account for the instances
created by nodes modifiers in the modifier stack.
Differential Revision: https://developer.blender.org/D10059
If the mesh has any corner or point attributes (e.g. vertex weights or
uv maps), those attributes will now be available on the generated points
as well.
Other domains can be supported as well. I just did not implement those yet,
because we don't have a use case for them.
Differential Revision: https://developer.blender.org/D10114
For term consistency with usage.
The clarity is more for consistency with the nla domain() processing
function names and the core struct member name it stores the results
in, "valid". The name "domain", which implies a function can operate
on it, seems more natural than "valid", which implies something is
wrong if false.
No functional changes.
Reviewed by: sybren
Differential Revision: http://developer.blender.org/D9692
The field will already be properly written to in (anim_sys.c)
nla_eval_domain_action(). It's easier to understand the property's
usage after removing the redundancy.
No functional changes.
Reviewed by: ChrisLend, sybren
Differential Revision: http://developer.blender.org/D9689
No functional changes.
Future patches {D8867} {D8296} make use of it.
Reviewed by: sybren, ChrisLend
Differential Revision: http://developer.blender.org/D9691
No intended functional changes.
Refactors animsys_evaluate_nla() into 2 versions:
animsys_evaluate_nla_for_keyframing(), animsys_evaluate_nla_for_flush()
to make it clear what data is being calculated and why.
Dummy strip creation has been refactored to two separate functions,
animsys_create_tweak_strip() and animsys_create_action_track_strip().
Both are evaluated differently from other strips and eachother. There's
no need to interweave them. A future patch D8296, generally requires
both strips.
___
XXX anim_sys.c) nlatrack_find_tweaked() is a temporary work around.
If anyone has any insight into this problem, help is appreciated.
Reviewed by: sybren
Differential Revision: http://developer.blender.org/D9696
Previously the colors were on the right for outputs, but this is now
unecessary because of the organization in separate panels after
rBb1d1a58c77fb1658.
When NLA strips weren't time-aligned with the underlying action, then
fcurve modifiers would not be drawn anchored to the strip. Fmodifiers
were evaluating properly, they just weren't drawn with the proper
offset and scale.
To fix it in this specific case, I've chosen to undo the keyframe
remapping then remap the draw-evaluation-time from scene time to
fcurve time. Afterward, I redo the keyframe remapping so the controls
are properly drawn.
The Envelope fmodifier has special drawing code which was fixed too. In
this case, no mapping at all was happening. The solution was similar,
to remap the envelope control points from fcurve time to scene time.
This patch adds a noise offset option to the grease pencil noise modifier.
It allows the user to animate the noise along the length of the stroke to create movement that is currently not possible.
It works by adding an offset to the noise table and adding the remaining floating point value to the noise table sampling.
Reviewed By: #grease_pencil
Differential Revision: https://developer.blender.org/D10021
Instead of submitting tons of tiny IO syscalls, we can speed things up
significantly by `mmap`ing the .blend file into virtual memory and directly
accessing it.
In my local testing, this speeds up loading the Dweebs file with all its
linked files from 19sec to 10sec (on Linux).
As far as I can see, this should be supported on Linux, OSX and BSD.
For Windows, a second code path uses `CreateFileMapping` and
`MapViewOfFile` to achieve the same result.
Reviewed By: mont29, brecht
Differential Revision: https://developer.blender.org/D8246
When NLA strips weren't time-aligned with the underlying action, then
fcurve modifiers would not be drawn anchored to the strip. Fmodifiers
were evaluating properly, they just weren't drawn with the proper
offset and scale.
To fix it in this specific case, I've chosen to undo the keyframe
remapping then remap the draw-evaluation-time from scene time to
fcurve time. Afterward, I redo the keyframe remapping so the controls
are properly drawn.
The Envelope fmodifier has special drawing code which was fixed too. In
this case, no mapping at all was happening. The solution was similar,
to remap the envelope control points from fcurve time to scene time.
Note that uv layers still can't be accessed with nodes, because those
only access attributes on the point domain currently, while uv data
is stored per corner. Implicit domain conversion hasn't been
implemented yet.
Some of these conversions are arbitrary to some degree.
However, the user experience is better when at least something
happens when converting between types, instead of just getting
zeros. I left out a few conversions that I wasn't sure about yet.
I also added conversions for float2.
When building with more aggressive optimization flags, GCC will add FMA
(Fused Multiply Add) instructions that will slightly alter the floating
point operation results.
This causes some automated tests to fail in blender.
In clang and the intel compiler ffp-contract is set to off per default
it seems from my research. (They do not have the exact same setting,
but the default seems to match the off behavior)
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D9047
When building with more aggressive optimization flags, GCC will add FMA
(Fused Multiply Add) instructions that will slightly alter the floating
point operation results.
This causes some automated tests to fail in blender.
In clang and the intel compiler ffp-contract is set to off per default
it seems from my research. (They do not have the exact same setting,
but the default seems to match the off behavior)
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D9047
This fixes the behavior of some nodes when the same attribute
name is used for input and output. If both attributes have a
different type, they can't exist at the same time. Therefore,
the input attribute has to be removed in order to create the
output attribute.
Previously, the input attribute was remove before it was used
in any computations. Now, the output is written to a temporary
buffer and only later saved in the geometry component. This
allows both attributes to coexist within the node.
The temporary attribute is only create when necessary. The
normal case without name collisions still works the same
as before.
Differential Revision: https://developer.blender.org/D10109
Ref T83793.
Clamp value to the -HALF_MAX .. HALF_MAX.
The non-clamped values were causing NaN and inf values saved to
the file, which was the root cause of glare node giving unexpected
result.
The nan/inf on overflow is something mentioned in the half data
type in OpenEXR header.
Differential Revision: https://developer.blender.org/D10105
Fixes a number of glitches, e.g. the sidebar disappearing when selecting an
asset or wrong AZones (the little chevrons to indicate a hidden region).
There were a couple of issues:
* Execution region was created, but not used.
* If an execution region already existed when refreshing the area, it was
tagged as hidden, not removed.
* The sidebar was always set to be hidden on refreshes.
* When toggling from Asset Browser to File Browser as regular editor (i.e. not
opened temporary via Ctrl+O or such), the sidebar region wasn't removed.
Adresses T83644.
Now the resolution can be reduced to get less details. This is very useful for doing storyboards to get a quick fill of any character.
Following UI review, the name "Resolution" has been changed to "Precision" because is more clear.
Differential Revision: https://developer.blender.org/D10076
The other output types did not work currently anyway.
There is not a significant benefit in somehow deducing the output
attribute type from the existing attribute types.
`ED_undo_gpencil_step` only support valid undo step direction, passing
step name here is useless and only add confusion to what works or not.
Undo by step name or step index is fully not supported by GPencil undo
mode currently.
Note that since GPencil undo mode does not seem to ever be used anyway,
this is not an urgent issue in practice, but this needs to be cleaned up
at some point. See also T84703.
Handle return value of `fread()`, by showing an error message when the
file cannot be read from and stopping further processing. Not only is
error handing a good idea, it also prevents GCC from warning that the
return value of `fread()` should not be ignored.
This is similar to {D9916}.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10079
Before transform cancel will request marker at a current frame number
and restore transform flags to it. This worked fine if there was only
one marker from track in the transform data. This did not work correct
when multiple markers from track were added to transform data.
This allows to implement proportional editing in the clip editor.
Allows to easily implement more comprehensive checks about which
markers get added to the transformation context.
No user measurable changes are expected, purely house-keeping to
ease an upcoming development.
Reduce amount of duplicated pointer offset logic: advance transform
data pointers deep in the loop rather than have offset duplicated in
the outer loop.
Array size calculation still has duplicated, but that is another story.
The deform parameter of the Bmesh from_object method is deprecated,
always assumed to be True, and will be removed in version 3.0.
That is because the cases where it is False don't work correctly and are
subject to memory leaks. One of the symptoms of the incorrect behavior
is the application of constructive modifiers twice if the input object
is an evaluated one, as demonstrated in D10053.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D10086
Currently the grease pencil noise modifier seed value is under the randomize subpanel.
Moved the seed value outside of this panel because it doesn't only change the noise when using the randomize option. Moving the seed value prevents it from being hidden/greyed out so the user can manually keyframe it to control the noise animation.
Reviewed By: #grease_pencil, antoniov
Differential Revision: https://developer.blender.org/D10020
When the multiframe is enabled, playing animation must be disabled or the animation is not visible,
{F9527854}
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9930
- Add missing Shift-Space for toggle maximize area.
- Add missing Alt-F10 for toggle fullscreen area.
- Match 2.7x keymap for setting the pivot center.
When activating add-object from from a tweak event (default keymap),
the snap gizmo could snap to a new location while dragging.
Workaround this by re-calculating the snap position where the tweak
event starts.
Reported T57210#1077747
Mistake in 2771dfd563. The commit left the new editors operator registration
in `ed_util_ops.c`, but removed the function call to it.
In other words, the ED-utils operators were not registered.
Mistake in 2771dfd563. The commit left the new editors operator registration
in `ed_util_ops.c`, but removed the function call to it.
In other words, the ED-utils operators were not registered.
The absolute position desktop mapping has been corrected. The correct
mapping is 0-65535 inclusive. Additionally, division by the virtual
desktop width and height needed to be subtracted by 1 as width and
height are one more than the final pixel index.
{rB1d3b92bdeabc} disabled animating other properties of the socket default
values, like the "min" and "max" properties, as well as the "default_value"
of the "default_value". That naming confusion lead to the commit
inadvertently removing animation for the vector socket in RNA.
I checked that the other socket types don't have the same issue.
Use approximate geodesic distance computatiom that crosses through triangles
rather than only along edges. Using only edges would give artifacts already
on a simple grid.
Fixes T78752, T35590, T43393, T53602
Differential Revision: https://developer.blender.org/D10068
The green is still distinct from the more turquoise use for geometry, and
they are never used in the same node graph. The use of red makes sense, but
would need changes to other sockets and categories to set it apart well.
Ref T82689
The translate node moves every point in the geometry, and the scale
node multiplies the "scale" attribute of the input geometry by its input.
While these operations are already possible with the "Attribute" nodes,
these new nodes fit nicely with the nodes specifically for changing the
"rotation" attribute that already exist, and they provide a simpler way
to do the same thing.
Differential Revision: https://developer.blender.org/D10100
Partially reverts 2250b5cefe.
Removing the user count and fake user count icons was controversial (which was
expected) and there are a few further changes needed, that won't make it in
time for the release, see D9946.
While there is a design to bring back the user count and fake user indicators,
a new design idea was proposed that the UI team wants to follow. This came too
late for the 2.92 release, the new design is targeted at the 2.93 release now.
Meanwhile, UI team decision was to simply revert the design changes.
The new design is being worked on in https://developer.blender.org/T84669.
Note that this commit does not revert some internal changes done in
2250b5cefe. Namely the introduction of `ed_util_ops.c` and data-block
operators in there. These will still be needed in the new design.
This patch allows connecting wires for object and collection socket
types to the "Group Input" node, which exposes them to be adjusted
in the modifier.
Thanks to @angavrilov's recent work in rB8964c02348f6, it is now
possible to edit pointer IDProperties in the interface when they are
drawn with `uiItemPointerR`.
This patch is composed of a few changes:
- Add code to create pointer properties in the modifier settings for
object and collection sockets, and also to draw them in the UI.
- Also search through the modifier's `IDProperty` settings to find IDs
used by the modifier.
- Change the setting's UI layout to support the change.
Differential Revision: https://developer.blender.org/D10056
Fixed an issue that was causing the app icon to render with a
'plated' background color in the taskbar and other areas of Windows.
Updated all app icons in Microsoft Store package to match Microsoft's
design recommendations.
Added multiple scales for app icons for high resolution displays.
Added high contrast app icons.
Reviewed By: pablovazquez, jmonteath
Maniphest Tasks: T79356
Differential Revision: https://developer.blender.org/D9681
Fixed an issue that was causing the app icon to render with a
'plated' background color in the taskbar and other areas of Windows.
Updated all app icons in Microsoft Store package to match Microsoft's
design recommendations.
Added multiple scales for app icons for high resolution displays.
Added high contrast app icons.
Reviewed By: pablovazquez, jmonteath
Maniphest Tasks: T79356
Differential Revision: https://developer.blender.org/D9681
This greatly simplifies the Point Distribute node. For a poisson disk
distribution, it now uses a simpler dart throwing variant. This results
in a slightly lower quality poisson disk distribution, but it still
fulfills our requirements: have a max density, minimum distance input
and stability while painting the density attribute.
This new implementation has a number of benefits over the old one:
* Much less and more readable code.
* Easier to extend with other distribution algorithms.
* Easier to transfer more attributes to the generated points later on.
* More predictable output when changing the max density and min distance.
* Works in 3d, so no projection on the xy plane is necessary.
This is related to T84640.
Differential Revision: https://developer.blender.org/D10104
This change removes copy-on-write operations from ID nodes which do not
need copy-on-write.
Should be no functional changes, as before the copy-on-write operation
would do nothing for those nodes anyway.
Building IDs which are not covered by copy-on-write process was not
implemented, which was causing parameters block not present, and, hence
causing crashes in areas which expected parameters to present.
First part of this change is related on making it so Copy-on-Write is
optional for ID nodes in the dependency graph.
Second part is related on using a generic builder for all ID types
which were not covered by Copy-on-Write before.
The final part is related on making it so build_id() is properly
handling ParticleSettings and Grease Pencil Data. Before they were not
covered there at all, and they need special handling because they do
have own build functions.
Not sure it worth trying to split those parts, as they are related to
each other and are not really possible to be tested standalone. Open
for a second opinion though.
Possible nut-tightening is to re-organize build_id() function so
that every branch does return and have an assert at the end, so that
missing ID type in the switch statement is easier to spot even when
using compilers which do not report missing switch cases.
As for question "why not use default" the answer is: to make it more
explicit and clear what is a decision when adding new ID types. We do
not want to quietly fall-back to a non-copy-on-write case for a newly
added ID types.
Differential Revision: https://developer.blender.org/D10075
There should be a conversion to native pixel size as expected by GHOST at the
window manager level, the dimensions at screen level do not need a conversion.
Differential Revision: https://developer.blender.org/D9976
Currently it is not possible to edit bare IDProperty pointer
values which are not explicitly defined through python via
UI fields. This is likely mostly because, unlike numeric values,
pointers aren't marked PROP_EDITABLE by default. However there
are also some bugs in the RNA code that need fixing.
The Geometry Nodes modifier uses bare properties to store
input settings for the node group it wraps, so supporting
Object and Collection sockets requires editable pointers.
This patch marks bare IDProperties editable, and ensures
that changing ID pointers rebuilds the dependency graph.
A type check is needed because an IDPROPERTY PointerPropertyRNA
can actually wrap a group value rather than an ID pointer.
Making pointers editable is not likely to accidentally
affect UI fields that were not intended to be editable,
because a simple `layout.prop` cannot determine which
datablocks to display in the menu and remains read-only.
The PROP_NEVER_UNLINK flag is also removed: it seems it
was added because the edit field that couldn't produce
a menu to set the pointer used to still display the unlink
button, but that seems not to be the case anymore.
Actual support for Object & Collection inputs in the modifier
is added in D10056, which can be used to test this code.
Differential Revision: https://developer.blender.org/D10098
The rna_idproperty_check call should be done before accessing
the prop pointer so that it can detect IDProperty values and
replace them with the actual PointerPropertyRNA object.
Ref D10098
The Asset Browser will be disabled and not available for the 2.92 release. In
alpha/beta builds, there will be an "Asset Browser" option under Preferences >
Experimental, if the developer extras are enabled.
Note that this also disables related UI elements (e.g. "Mark Asset" buttons,
Preferences settings for asset libraries, etc.).
The code is still in master of course, development and testing will continue
there. But there simply needs to be too much polishing and fixing before the
2.92 release, plus there are some design decisions to be reevaluated.
Check the milestone 1 project to follow ongoing work:
https://developer.blender.org/project/view/124/
This commit adds the "Save as Render" feature to the file output node,
that allows to disable the application of the configured view transform
and other color management settings on the image. If disable it uses
the standard view transform instead. This feature was originally
suggested in T83842 and is part of the color management improvements
task in T68926. With this feature it is possible to toggle the
application of the color management settings for each input socket
of the File Output node individually.
Reviewed By: brecht
Maniphest Tasks: T68926, T83842
Differential Revision: https://developer.blender.org/D9921
"F-Curve Visibility" is a bad UI label for a property that only affects
the display of unselected F-Curves. This commit clarifies the property
name by making it more specific with the word "Unselected", and by using
the word "Opacity". "F-Curve" is redundant in the UI label anyway because
it is included in the panel title.
Resolves T82587
Differential Revision: https://developer.blender.org/D10027
This right click select post outlines the reasons to make "Angle" the
default limit method: https://blender.community/c/rightclickselect/BVfbbc/
In short: Beveling every single edge rather than just sharp edges is
rarely the desired behavior, and the placement of the property in the UI
makes it easy to see the property's importance and toggle it.
Differential Revision: https://developer.blender.org/D8961
In order to avoid losing information, it sometimes makes sense for the
output attribute type to depend on the types of the input attributes.
Such a function already exists, `attribute_data_type_highest_complexity`,
it just needs to be used in a few more places. The change for the attribute
compare node is just so the code there uses the same code style as in the
attribute mix node.
Addresses part of T83793
Differential Revision: https://developer.blender.org/D10099
- Add operators that previously could only be found in panels
- Re order menus to match other menus
- Organize Code
|Before|After|
|{F9493583}|{F9493584}|
|{F9493585}|{F9493586}|
|{F9493588}|{F9493590}|
|{F9493591}|{F9493592}|
Reviewed By: sergey, sebastian_k, #motion_tracking
Differential Revision: https://developer.blender.org/D9781
The root of the issue was caused by the dependency graph using ID pointer
to map evaluated state from old depsgraph to new one upon relations update.
This was failing when IDs were re-allocated rapidly: was possible that
Object ID's evaluated state assigned to Mesh and vice versa.
Now depsgraph uses Session UUID to identify which IDs to restore evaluated
state to. The session UUID is stored in the IDNode, so that id_orig is not
dereferenced on depsgraph update since the ID might be freed.
The root of the issue is identified by Campbell, original patch was done
by Bastien, thanks! Also thanks to Oliver and Ray and everyone else for
testing!
This change will try to add meta data when using a multilayered open
exr file output node in the compositor. It adds the current scene meta
data and converts existing cryptomatte keys so it follows the
naming that is configured in the file output node.
This change supports the basic use-case where the compositor is
used to output cryptomatte layers with a different naming scheme to
support external compositors. In this case the Multilayered OpenEXR
files are used and the meta data is read from the render result.
Meta data is found when render layer node is connected with the
file output node without any other nodes in between. Redirects and empty
node groups are allowed.
The patch has been verified to work with external compositors.
See https://devtalk.blender.org/t/making-sense-of-cryptomatte-usage-in-third-party-programs/16576/17
See patch for example files.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D10016
Fix keyframe properties not being editable when animating a
library-overridden datablock.
The problem was that RNA pointers were created based on the datablock
affected by the animation (for example an Object), instead of the
datablock that contains the FCurve itself (the Action). The latter can
be local to the current blend file and should thus be editable, even
when the former is not.
Reviewed By: mont29
Maniphest Tasks: T81965
Differential Revision: https://developer.blender.org/D10091
Without this, additional items could be added in the future
which wouldn't be included in the check.
Move the check out of the loop since this is such an unlikely
situation that checking every iteration isn't needed.
Also remove redundant casts.
This adds a new Align Rotation to Vector node based on the mockup
in T83669.
Reviewers: HooglyBoogly, simonthommes
Differential Revision: https://developer.blender.org/D10081
Previously, the span returned by `WriteAttribute`s might not contain the
current value of the attribute for performance reasons. To avoid some
bugs, the span now always contains the old values (they might have to
be copied over from the internal storage, dependending on how the
attribute is stored).
The old behavior is still available with the `get_span_for_write_only`
method. The span that it returns might not contain the current
attribute values. Therefore, it should only be used when you want
to overwrite an attribute without looking at the old values.
When painting using Auto-Normalize or Lock Relative with some
groups locked, the locked weights may not add up precisely to
1 because of precision limitations, which results in creating
nonzero weights close to FLT_EPSILON. With Lock Relative display
mode this is very obvious and annoying (random red points amid
black or blue), so add an epsilon check to consider less than
1e-6 unlocked weight to be the same as 0.
In addition, in cases when no weight can be painted due to locks,
don't create vertex group entries at all if they don't exist yet.
Also, don't run Auto Normalize when not painting a deform group.
Differential Revision: https://developer.blender.org/D10000
The function `rna_Particle_uv_on_emitter` did not handle the case where
`particle->num_dmcache` was `DMCACHE_ISCHILD`. This resulted in an
incorrect offset for the `mtface` pointer. The commit checks for the
case and sets the offset accordingly, similar to existing code in
e.g. `particle_calculate_parent_uvs`.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10072
The Bmesh from_object method applies modifiers twice when the input
deform is enabled and the input depsgraph is a render one.
The evaluated object already have modifiers applied, and
mesh_create_eval_final() applies modifiers again. To fix this, the
BKE_mesh_new_from_object() function is used instead.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D10053
* Simplify and clarify logic in `BKE_undosys_step_undo/redo_with_data_ex`,
by adding early return on invalid situations, renaming some variables,
and adding comments.
* Add more sanity checks in those functions.
No behavioral change are expected here, besides in potential edge-case,
invalid situations.
This is a preliminary change, before some deeper modifications of
`BKE_undosys` undo/redo API.
Differential Revision: https://developer.blender.org/D10033
This means that NVIDIA driver version 450 or newer is now required for Cycles
OptiX rendering. This upgrade is required to take advantage of new features and
improvements.
Ref T81431
The Surface -> Nurbs Curve behaves now like the Curve -> Nurbs Curve,
if you initially select less than all points. So, multiple points can
be selected and extruded which just moves the selected points similar
to Curve -> Nurbs Curve object.
Differential Revision: https://developer.blender.org/D9934
linked obdata) fail
Caused by rB1a650fdcb286.
Above commit made polling more restricitive in that it did not allow for
actions on material slots (linked to object, not object data) on objects
with liked object data. This should be allowed though.
Maniphest Tasks: T84593
https://developer.blender.org/D10078
None of these changes should be visible, but the files were somehow
out of sync with the blend file, so they need to be updated to reflect
those changes.
In my testing this works, but it requires me to remove the min(start_sample...) part in the
adaptive sampling kernel, and I assume there's a reason why it was there?
Reviewed By: brecht
Maniphest Tasks: T82351
Differential Revision: https://developer.blender.org/D9445
Also send mouse move event instead of moving cursor via SetCursorPos.
SetCursorPos did not reliably move the mouse when it is leaving the
window quickly.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9981
This patch implements the same operations and interface as the regular
vector math node, but it runs for every element of the attribute. This
should expand what's possible with geometry nodes quite a bit.
Differential Revision: https://developer.blender.org/D9914
This patch makes the point distribute node write to the "rotation"
attribute with the normal of each face at each distributed point.
The "normal" attribute is also created with the triangle normal
at each point.
The conversion from the triangle normal to an Euler rotation is somewhat
arbitrary, since we only have one direction vector. For a more flexible
rotation for each point, the "Align Rotation to Vector" node can be used
in the future.
Differential Revision: https://developer.blender.org/D9965
Root of the issue is that `BKE_object_eval_boundbox` (that ports back
evaluated bbox to orig object during active depsgraph evaluation) is
only called when object's geometry actually is evaluated.
However, with new undo, often Object itself can be changed by undo,
without requiring its geometry to be re-evaluated, which was leading to
the evaluated bbox not being copied back into orig object anymore.
Fixing that by moving bbox copying-to-orig code into
`BKE_object_sync_to_original` instead, which is always executed when
object is evaluated (as hinted by the comment above
`BKE_object_eval_boundbox` actually).
Also allows to cleanup code for armature eval, apparently.
Maniphest Tasks: T83422
Differential Revision: https://developer.blender.org/D9789
This can be useful as a workaround on the boundary with the pinned
vertices in some situations among other things, and completely copies
the existing design of the self collision vertex group setting.
Differential Revision: https://developer.blender.org/D10043
The `object.collision.use` flag was treated as a redundant marker
of the existence of the modifier, going as far as adding/removing
it when the value was changed, which is not actually very useful.
Removing the modifier loses its position in the stack, and requires
a dependency graph rebuild. It feels it may be a legacy flag?
What would be useful however is the ability to toggle collisions
dynamically without removing the modifier. This patch adjusts the
code to keep the modifier when the flag is disabled, and add it
if it doesn't exist when the flag is enabled. The modifier now
checks the flag at the start and quickly exits after cleaning
up stale data. The redesigned setting is exposed in the UI.
Collisions can't be disabled by simply using the modifier enable
flags because the modifier merely saves a snapshot of the mesh at
a certain point of the modifier stack for other objects to use,
and thus has to be able to clear the stale data.
Differential Revision: https://developer.blender.org/D10064
Handle return value of `fread()` by printing an error and closing the
file when it cannot be read from. Not only is error handing a good idea,
it also prevents GCC from warning that the return value of `fread()`
should not be ignored:
```
.../blender/source/blender/imbuf/intern/indexer.c: In function ‘IMB_indexer_open’:
.../blender/source/blender/imbuf/intern/indexer.c:201:5: warning: ignoring return value of ‘fread’, declared with attribute warn_unused_result [-Wunused-result]
201 | fread(&idx->entries[i].frameno, sizeof(int), 1, fp);
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.../blender/source/blender/imbuf/intern/indexer.c:202:5: warning: ignoring return value of ‘fread’, declared with attribute warn_unused_result [-Wunused-result]
202 | fread(&idx->entries[i].seek_pos, sizeof(unsigned long long), 1, fp);
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.../blender/source/blender/imbuf/intern/indexer.c:203:5: warning: ignoring return value of ‘fread’, declared with attribute warn_unused_result [-Wunused-result]
203 | fread(&idx->entries[i].seek_pos_dts, sizeof(unsigned long long), 1, fp);
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.../blender/source/blender/imbuf/intern/indexer.c:204:5: warning: ignoring return value of ‘fread’, declared with attribute warn_unused_result [-Wunused-result]
204 | fread(&idx->entries[i].pts, sizeof(unsigned long long), 1, fp);
| ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```
Differential Revision: https://developer.blender.org/D9916
Reviewed by: campbellbarton
Previous code would not generate a session uuid for embedded IDs (like
root node trees or master collections). While this is not a problem
currently since those are not directly stored in Main data-base, this is
conceptually wrong, since those IDs still pertain the Main data.
Further more, this is blocking using `session_uuid` more in depsgraph in
place from ID pointer itself, as identifier (related to T84397).
No ID (even remotely) related to Main database should ever be created
directly through MEM_mallocN. Using `BKE_libblock_alloc` is the bare
minimum.
Note that there is no behavior change expected here.
Selecting vertices and faces first checked edge selection,
this was called to set vert1 & vert2 variables which have since been
removed.
These calls should have been removed in
51f04bf7b8.
Exposed by recent commit 246efd7286
Although this was an existing logical error causing
`uv_find_nearest_face` to only work properly when the hit distance was
initialized to FLT_MAX, which wasn't the case in multi-object edit mode.
If a node was closed in the hierarchy, we would only copy that node,
even if child nodes were selected.
Reviewed By: brecht, mont29
Maniphest Tasks: T84327
Differential Revision: https://developer.blender.org/D9995
Previously raw images were not cached if image wasn't preprocessed.
This caused issue, that image had to be read from disk on every redraw.
Effect strips must be excluded, because this would cause problem with
invalidation. Effect strips can use preprocessing however. This is
mainly to allow usimg modifiers on them.
This change should follow rBf448ff2afe7a77, but I have wrongly assumed,
that it has been implemented already.
ref T80278
Group all tests of a test suite into a single test command invocation.
This reduces the number of invocations by `ctest` by an order of
magnitude.
Since rB56aa5b0d8c6b663, `bin/tests/blender_test` was run for every
individual test. Having over a 1000 tests made testing slower than
necessary. Individual tests can still be run if desired by invocation of
`bin/tests/blender_test --gtest_filter=suitename.testname`.
NOTE: For this commit to have an immediate effect, it may be necessary
to remove the `tests` and `Testing` directories and some CMake files
from your build directory and rebuild. Run `ctest -N` to see the list of
tests; there should be less than 200.
Reviewed By: sergey, LazyDodo, sebbas
Maniphest Tasks: T83222
Differential Revision: https://developer.blender.org/D9649
The issue is that the "Noisy Image" pass is added even though it should not.
`use_denoising` has to be enabled on the scene and on the view layer
to actually enable it.
Differential Revision: https://developer.blender.org/D10048
Reviewers: lukasstockner97, brecht
This is part two of the fix for T84459.
Issue appears to be caused by AMD graphics driver later than 20.11.1 and
affects older GPUs (Polaris/FIJI cards). Drawing normals in edit mode
uses the same OpenGL data type for storing normals that is known to be
faulty.
This change fixes the face dot normals by using GPU_COMP_I16.
Issue appears to be caused by AMD graphics driver later than 20.11.1 and
affects older GPUs (Polaris/FIJI cards). Wireframe drawing uses the same
OpenGL data type for storing normals what is known to be faulty.
This patch enabled storing the normals using GPU_COMP_I16. It also
solves the normals drawing in edit mode for vertex and loop normals.
The start of the text was stepped over without subtracting it's length
(introduced in fad80a95fd).
Replace this logic with BLI_string_join_array to simplify construction.
Multiple Wintab tablets do not send relative button state when
configured to do so. This causes button events to be delayed until
processed as Win32 button events.
This commit fixes the issue by configuring Wintab to use absolute
button state and tracking changes manually.
The incremental snap was always operating in the local space, which in most
cases is the VIEW type orientation.
Use only local space when the operation is affected by constraint.
Differential Revision: https://developer.blender.org/D10052
This commit replaces the two-column list for editing node group inputs
and outputs with a cleaner solution with two panels. The new layout
has several benefits:
- It uses the vertical space in the node editor sidebar better.
- It should be more familiar because of similarity with other UI lists.
- It should look better with consistent alignment and icons.
Note that displaying the "Name" property outside of the list itself is
a bit inconsistent and could possibly be removed in the future.
Differential Revision: https://developer.blender.org/D9683
If scene strip has no scene assigned, leave source string empty.
Same goes for all other strips, that use ID datablocks.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10058
Error handling added in 512a23c3d6 caused that reading header of new
file failed, since it is empty.
Don't attempt to read header if file is empty. If header can not be read
anyway, try to delete the file. Add asserts, as this should never
happen.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9954
This property was intended to affect fit method for added strips prior
to running operator. However UI team did not agree with current
implementation.
ref T84535
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10055
All eevee scene properties are not animatable due to
`RNA_define_animate_sdna(false)` so there is no need for an animation
decorator here (would not show anyways).
Not sure if setting use_property_decorate to False and then manually
adding one again was a hack in rB7fc60bff14a6 to get the alignment
right, but seems to work good now without it.
Note: there also seems to be an inconsistency here generally:
- Eevee reserves room for an animation decorator in almost every panel
(except for "Sampling" and "Indirect Lighting") even though almost none
are animatable (except for stuff in "Hair" and "Film"). This looks nice
if multiple panels are expanded (except for mentioned "Sampling" and
"Indirect Lighting" -- maybe these should also reserve the room?)
- Cycles does not use animation decorators at all (even though pretty
much everything is animatable here -- maybe these should also use
animation decorators?)
- Then there is also the 'shared' "Grease Pencil", "Freestyle" and
"Colormanagement" -- these dont use animation decorators, but some stuff
is animatable...
Regarding the note: not sure what the guidelines here are, if this is
isolated to each panel then there is lots of stuff for eevee that could
set use_property_decorate to False, if multiple open panels are
considered (for nice visual consistency between them), then there is
romm for improvement elsewhere, too.
Maniphest Tasks: T81411
Differential Revision: https://developer.blender.org/D9164
The "repeat" property was turned off by default in rBf5080c82dd91, but
it's important to have repeat turned on for this operator since it can be
used to fill large areas. This commit is similar to rBaa77689f77b4.
Fixes T84531
The nodes were selected in new node groups because they are by default,
but there's no particular reason for them to be selected, and it can
be distracting.
Adding the modifier itself already adds a new node tree, which is
then displayed in the node editor because of the active object and
active modifier context. So there's no need to create the node tree
in the python code in this case.
Previously, it was only forbidden to delete the last scene. This can
lead to the situation where a .blend file only contains linked scenes.
This is problematic, because linked data might not always be available
or can be removed from a .blend file without having an additional check
for remaining scenes.
Now there always has to be at least one local scene.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D10049
The pointer allocated to the `TransData` was being incorrectly incremented,
causing misalignment and consequently `heap-buffer-overflow`.
Because of this, `TD_NOTCONNECTED` was being set in a strange way that did
not correspond to other types of `TransData`.
The solution is to not increment the `TransData` pointer and set
`TD_NOTCONNECTED` only for "unconnected" segments.
The code was also a bit deduplicated.
The command line syntax for Inkscape changed quite a bit for the 1.0 release,
see https://wiki.inkscape.org/wiki/index.php/Release_notes/1.0#Command_Line.
Think it's reasonable to expect Inkscape 1.0 or later be installed if you want
to generate the icons with the script. It's easy to get via the website, if the
distribution doesn't provide new enough packages. Only few people would use the
script anyway.
I also had to change the path for command line access on macOS which apparently
changed (https://stackoverflow.com/a/60068607). Although I didn't find a
mention of this change in the Inkscape release notes.
Commit d259e7dcfb increased the instance limit, but only provided
a fall back for the host code for older OptiX SDKs, not for kernel code. This caused a mismatch when
an old SDK was used (as is currently the case on buildbot) and subsequent rendering artifacts. This
fixes that by moving the bit that is checked to a common location that works with both old an new
SDK versions.
Was reported for meshes, but was true for any type.
Now add appropriate notifier to refresh the Outliner.
Maniphest Tasks: T84475
Differential Revision: https://developer.blender.org/D10030
This was reported for the Triangulate geometry node, but was also true
for the triangulate modifier and in exporters.
Note the modifier was introduced with "Ngon Method" in rBa7b44c82e5b9 but
was renamed to "Polygon Method" in rBf4762eb12ba5.
Since quads are also polygons (and quads have their own method), the
term "N-gon" is more appropriate here and is also described in the
glossary https://docs.blender.org/manual/en/2.92/glossary/
index.html#term-N-gon
Docs have been updated in rBM7539 (partially - the method would also
have to be renamed once this patch lands).
Note this also fixes the wrong enum used for the alembic exporter.
Fixes T83907
Maniphest Tasks: T83907
Differential Revision: https://developer.blender.org/D10022
Currently such triangles are effectively already excluded, because
the calculated forces are not applied to pinned vertices. However
these forces are still being computed, which is inefficient.
This adds an early check for triangles where all vertices are
pinned during BVH overlap detection, which significantly speeds
up certain use cases with big fully pinned areas that happen to
overlap a collider. In case of self collision both triangles must
be fully pinned to exclude safely, because the computation is
symmetric and handles two triangles at the same time.
Differential Revision: https://developer.blender.org/D10041
Using malloc to allocate a temporary array for each vertex,
which most commonly contains just 4 elements, is not efficient.
Checking the mode with a switch is also better.
Differential Revision: https://developer.blender.org/D10040
Linux does not report the driver version. It does report the OpenGL
version. This change will check the OpenGL version to enable the HQ
normal work around.
Adjust default cache settings for all files to store raw and final
images.
All settings are still available when developer extras option is
enabled in user preferences.
This is part of design task T80278
Differential Revision: https://developer.blender.org/D9745
The cause for this was quite simple-- a misplaced bitwise operation
before passing a value to the function that grayed out buttons based on
their state, caused by refactoring in rB933bf62a611f before committing.
What makes the situation a little more confusing is that the theme colors
are overridden for list buttons in UI lists, necessitating a second
call to `ui_widget_color_disabled()`. Ideally that wouldn't be necessary.
For a while now OptiX had support for 28-bits of instance IDs, instead of the initial 24-bits (see also
value reported by OPTIX_DEVICE_PROPERTY_LIMIT_MAX_INSTANCE_ID). This change makes use of
that and also adds an error reported when the number of instances an OptiX acceleration structure is
created with goes beyond the limit, to make this clear instead of just rendering an image with artifacts.
Manifest Tasks: T81431
There is no need to first copy weights to a separate array,
or create the data layer if it doesn't exist. The threaded
code can retrieve the weight directly from the layer.
Differential Revision: https://developer.blender.org/D10015
While using the Sample Weight tool in Weight Paint mode, user eyedropper mouse cursor.
Differential Revision: https://developer.blender.org/D9431
Reviewed by Pablo Vazquez
While using the Sample Weight tool in Weight Paint mode, show weight value in tool header.
Differential Revision: https://developer.blender.org/D9432
Reviewed by Pablo Vazquez
Instances are created with an "index" parameter used for persistence over
time through animation. Currently the geometry nodes instancer passes
the index in the array for this value, but the arrays created by the
"Point Distribution" node aren't necessarily stable in this way when
the input mesh is deformed. In D9832 we already mostly solved this
problem with an `id` attribute. The solution here is to create instances
with this attribute as well.
It's important to note that deforming the instanced points *after*
distribution will usually be a better solution for this problem. This
solution is likely still important though.
Differential Revision: https://developer.blender.org/D10024
The hair mirroring code seems to expect that hair is emitted from faces.
The PE_mirror_x contains the following expression: mirrorfaces[pa->num * 2].
This only makes sense when pa->num is a face index.
The simplest short term solution is to disable the mirror operator when
the particles haven't been emitted from faces.
Diffferential Revision: https://developer.blender.org/D10002
Changing which node group a group node references needs a depsgraph
relations update in some cases.
Differential Revision: https://developer.blender.org/D10018
- Use the name "Point Cloud" instead of "Pointcloud"
- Fix a typo in UV_OT_smart_project.
- Use the name "Install Light" to for the installation
operator for MatCaps, HDRIs, and Studio Lights.
Fixes T83585, T65291, and T54921
Differential Revision: https://developer.blender.org/D9867
BPY_context_dict_clear_members_array used PyDict_DelItemString
which raised & cleared the exception when the key didn't exist.
Even though setting/clearing the exception is supported,
it's worth avoiding where possible as it adds some overhead as well as
overwriting the previous error which can free PyObject's which are
unrelated to the code being executed.
Possible fix for T82552, crashing on Windows when setting the exception.
Since the introduction in rB2221389d6e8e, baking to vertex colors would
still check for the existence of a valid UVMap (as if baking to image
textures).
Now check for vertex colors instead if target is
R_BAKE_TARGET_VERTEX_COLORS.
Maniphest Tasks: T84416
Differential Revision: https://developer.blender.org/D10006
Since there is a specific icon to represent the 3D cursor it makes sense
to add it to the RNA struct. This struct's icon is only displayed in the
Data API section of the outliner.
When using "Make Links"->"Materials" regular materials could be linked
onto grease pencil objects. This caused a number of issues.
The fix changes the `allow_make_links_data` function to make sure that
if one object is of type `OB_GPENCIL`, the other has to be aswell.
Reviewed By: antoniov
Maniphest Tasks: T84420
Differential Revision: https://developer.blender.org/D10014
'Caused'/revealed by rBd29a720c45e5: Operators that fully re-create the
mesh would previously rely on `sculpt_update_object` called from update
code to get required sculpt-specific data layers re-added to the new
mesh.
Now instead put all code adding data to orig mesh for sculpt purpose
into a new util function (`BKE_sculpt_ensure_orig_mesh_data`), and call
that function when entering sculpt mode, and from voxel remesher code.
This is contonuing effort to more clearly separate orig data from evaluated
data handling/usage in sculpt code.
TODO: there are likely other code paths that would need to call that
new function?
Reviewers: @sergey, @pablodp606
Subscribers:
Note that this is fairly fragile still, especially in cases like paint
cureve undo, which actually does not use context in most cases (and can
be called with a NULL context), but do need it in one case. This will
need a proper rework at some point.
Rename it to mark it is only for `encode` callbacks, fix `encode`
callback of text undo to early fail in case it gets a NULL context, add
an assert to `BKE_undosys_step_push_with_type` that context is not NULL
when undotype requires a valid one.
Note that in practice this should not change anything, currently it
seems that we always get a valid context in
`BKE_undosys_step_push_with_type`?
Steps to reproduce were:
* Drag object icon from the Outliner into the 3D view (or an object asset from
the Asset Browser)
* Open the "Adjust Last Operation" panel
* Edit options in there - the object would move to the mouse location
The same issue happens with collection instance and object data adding (e.g.
via drag & drop). This patch addresses them too.
The operator used the event state stored in the window. This shouldn't be
accessed from the operator execute callback generally which happened here.
Especially not if the operator supports editing properties.
confirmation
Deleting keyframes in the dopesheet or graph editor always required
confirmation, even if used ouside of the "Delete" menus.
Now add a "confirm" option [same as for deleting objects], which can be
disabled for immediate keyframe deletion.
This will also change the default behavior and bring this in line with
how object deletion works so there is one shortcut for bringing up the
menu/confirmation and another shortcut to delete immediately without
requiring confirmation / another click:
- Blender Default keymap: "X" for menu, "Del" for immediate
- Industry Compatible: "Backspace" for menu, "Del" for immediate
Maniphest Tasks: T70316
Differential Revision: https://developer.blender.org/D9651
The issue is that `UI_GetThemeColorBlendShade4fv()` creates a color
with alpha, but there is not any background underneath to blend in with.
The solution is just to draw an opaque background first, which also
halves the number of rects to draw. Note that the brighter rows get
very slightly darker after this change.
Differential Revision: https://developer.blender.org/D9947
This was caused when the BKE_pbvh_draw_cb function was used with
update_only_visible set to false. In that case, all nodes with the flag
were updating, but the update flag was only cleared for visible nodes.
This was causing constant updates per redraw in no visible nodes until
they enter the view frustum and their flag was cleared.
In order to fix this and prevent it from happening again:
- Updating the buffers, flushing the updates and clearing the flags are
now part of the same function. It does not make sense to do these in
separate places.
- The BKE_pbvh_draw_cb function was refactored so the
pbvh_update_draw_buffers is only called once. It should now be easier to
understand what the function does when it is used to update only visible
nodes or all nodes.
Reviewed By: mont29
Maniphest Tasks: T79146
Differential Revision: https://developer.blender.org/D9935
The issue can be simply resolved by moving the primitives and plus
icons slightly. They still bump up against the top and bottom of the
header but it looks much better now.
Rendering on the CPU uses the Embree BVH layout, whether the OptiX denoiser is enabled or not.
This means the "build_bvh" function gets a "BVHEmbree" object to fill and not a "BVHMulti" as it
was assuming before, which caused crashes due to memory geting overwritten incorrectly. This
fixes that by redirecting Embree BVH builds to the Embree device.
Manifest Tasks: T83925
Changing the geometry in the current scene caused the primitive offsets for all geometry to
change, but the values would not be updated in all bottom-level BVH structures. Rendering
artifacts and crashes where the result. This fixes that by ensuring all BVH structures are
updated when the primitive offsets change.
Since the introduction in rB4de7c0c3105a, the option is only used in the
compositor, it has no effect elsewhere [texture nodes, shader nodes].
Now only show the option for the compositor.
Maniphest Tasks: T84389
Differential Revision: https://developer.blender.org/D10005
{D9211} introduced pre-multiplying the color for the keying node. This
pre-multiplication should also be done by other keying nodes and should be
the default operation for alpha node.
This patch will change the logic of keying nodes (Cryptomatte Node,
Channel Matte, Chroma Matte, Color Matte, Difference Matte, Distance
Matte, Luminance Matte) and breaks old files.
The Set alpha node has a mode parameter. This parameter changes
the logic to `Apply Mask` the alpha on the RGBA channels of the input color
or only replace the alpha channel (old behavior).
The replace mode is automatically set for older files. When adding
new files the the multiply mode is set.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D9630
Exposed by rBeaa44afe703e.
Definition for CONSTRAINT_TYPE_NULL is not totally clear (it is set for
constraints without data, see an old comment from Ton), but for these, a
TypeInfo cannot be fetched.
Avoid processing those constraints in UI code, just do nothing instead.
Maniphest Tasks: T84367
Differential Revision: https://developer.blender.org/D9987
Stores cryptomatte hashes as meta data to the render result. Compositors could
use this for lookup on names in stead of hashes.
Differential Revision: https://developer.blender.org/D9553
The mask overlay wasn't part of the overlay engine. The reasoning nehind
this was that more editors used the mask overlay and most of them used
old drawing code. This patch adds the mask overlay drawing to the draw
overlay engine. This code path will only be used by the image editor
VSE, Compositor and Movie Clip editor will still use the previous
method.
During this patch some alternatives have been researched:
1. `ED_mask_draw_region`: this would lead to different code paths when
drawing in the image editor, and some hacks to retrieve the correct
framebuffer.
2. Add mask drawing to image engine: Would lead to incorrect color
management when viewing the mask.
3. Add mask drawing to image engine and overlay engine: Would lead to
duplicated code.
4. Add mask drawing to overlay engine and for combined overlay select
the correct framebuffer.
Option 4 was chosen as the exception (switching framebuffers) can be
done without hacks. The code stays clean.
Workspaces [FILTER_ID_WS] were in the `Environment` category
IDFilterBoolean, whereas they are in the `Miscellaneous` category in
`rna_def_fileselect_asset_params`.
Make this consistent ['Miscellaneous'] in both cases.
(note this was already done in rB2c317457cbf2 for the file browser case)
Spotted while looking into T83983.
Maniphest Tasks: T83983
Differential Revision: https://developer.blender.org/D9911
Use the BMesh symmetrize operator instead of using the modifier code.
While we could support shape-keys with the existing code used by the
mirror modifier, we'd need to add code-paths for evaluated mesh & bmesh
conversion to handle shape-keys differently just for this one case,
since we want to avoid copying & processing shape-keys layers for
evaluated meshes in general.
of islands in vertex mode if "UV Sync Selection" is on
Caused by rB72b422c1e101: UV: support select linked with sync-select in
vert/edge modes
If you had island selection mode enabled in the UV editor with UV Sync
Selection off, and switch UV Sync Selection on, then in vertex selection
mode all bulk selection ops (box, circle, lasso) will be selecting whole
islands.
Prior to culprit commit, for sync selection ON plus island selection ON,
BM_uv_vert_map_create would always return a NULL vmap (it was called
with `use_select` = True, no faces tagged selected). After said commit,
for sync selection ON plus island selection ON, BM_uv_vert_map_create
would return a valid vmap (it is now called with `use_select` = False,
no faces tagged selected - but if `use_select` is False, all UVs will be
added here).
If I am not mistaken, it is never wanted to actually select islands with
box/lasso/circle when sync selection is turned ON [after all you dont
have the UI for it showing], so solution is now to check for this
earlier and not even call uv_select_linked_multi in those cases. (Maybe
in the future this can be unified and we dont need separate selection
modes fo UV and 3D?)
Maniphest Tasks: T84018
Differential Revision: https://developer.blender.org/D9917
The property split layout was broken when the bone dialog appeared,
because the name field was not set. Theoretically property split should
work in this case, but it makes sense to use the label anyway.
In the report, the geometry is copied because it has two users and the
final join node needs to write to it. The join node also happens to
remove attributes apparently, because it exposed a mistake in the "copy"
method of the `MeshComponent` class. The copy is supposed to be
a deep copy, but the vertex group name map was not duplicated.
Differential Revision: https://developer.blender.org/D9991
If there was a control point at an extreme position when drawing a curve
profile (in the bottom corner), the fill's trianglulation could fail, giving
a misleading view of the curve. This is because the extra points added to
create a closed shape were exactly on the border of the view.
This commit adds a small margin to those points, so the triangulation
doesn't fail because the line overlaps itself.
Another possible solution is to use a different algorithm to fill
the polygon, such as scanfill, which is used by curve objects.
This seemed simpler, and seems to work fairly robustly.
Differential Revision: https://developer.blender.org/D9989
Since the `TransData` converted from vertices is the same used for other
transform modes (Move, Rotate, Resize), the logic used for mirroring
focused only on the position of the vertices.
The solution here is to create a specific `TansData` for `CD_MVERT_SKIN`.
When building opensubdiv with more aggressive optimization flags
(-march=native -02) the output meshes would differ a bit from what we
expected in the current automated modifier test file.
The differences in vertex position is within the 1e-6 range, which I
would call is acceptable for floats. In addition to this, all the
modifier test that tests the subdiv modifier in particular pass without
any modifications. I've updated two tests in the modifier test file and
script to make it pass (listed below).
Updated following test categories:
1. Decimate test
Here there was a subdiv modifier applied before the actual decimate
modifier. Because the decimate modifier creates a queue of potential
vertices it can remove, it is highly sensitive to even small changes as
it drastically changes in which order the vertices are decimated in.
As this test should only be testing the decimate modifier, I pre-applied
the subdiv modifier in the test file.
2. RandomCubeModifier
For these tests I removed the subdiv modifier as well. As with decimate,
a small change in vertex position here can lead to quite different
results.
Reviewed By: Sergey, Bastien
Differential Revision: http://developer.blender.org/D9004
This was introduced in rBe5c0d4613a8943c712b57fb336997ecd78e6508e.
The issue is that the new fluid system does not use the pointcache
system for caching anymore, but still relies on pointcache for
other things. For example, it uses DEG_add_collision_relations
which internally creates relations with pointcache. Not sure if
there are other issues.
Ideally, this dependence should be resolved in one way or another
at some point, but that is out of scope for this fix.
Differential Revision: https://developer.blender.org/D9984
Reviewers: brecht
When in edit mode, the edit lines for de-selected surfaces did not
show up.
The bug was caused by the is_gpencil bool which reused another flag.
Both grease pencil and nurbs surfaces use the edit_curve_handle shader.
A dedicated flag was added to make sure the is_gpencil bool is
set correctly.
Reviewed By: fclem
Maniphest Tasks: T84260
Differential Revision: https://developer.blender.org/D9985
Regression introduced by {c766d9b9dc56}. When converting the vertex
buffer to a texture buffer the fetch mode wasn't checked and the short
was bitwise interpreted as a float. This change checks the fetch_mode
and select the correct texture buffer.
This could also be added to other places when needed. At this time it is
only added here to support vertex colors when used with hair particles.
THe high quality normals work around is enabled for Polaris cards using
the official drivers. Since driver version 2.11.2 they fail to render
using low quality normals.
The detection of polaris cards is done by matching the opengl renderer.
The renderer strings have been extracted from various reports linked to
{T82856} but isn't complete as some reports are missing the exact
renderer as users don't always report via the help menu.
This change makes it possible for platforms to only support high quality
normal rendering. This is part of {T82856} where current AMD drivers
running on the polaris architecture does not support the low quality
setting due to a driver bug.
In a next commit the work around will be enabled.
This adds high quality normals for non meshes. These include
* Volumetric Object Wireframe
* Metaballs
* Extracted Curves
* Curves in edit mode
This is in preparation to fix a regression in recent AMD
drivers where the `GL_INT_2_10_10_10_REV` data type isn't
working in Polaris cards.
Since the introduction in 2c23bb8389,
these were set to 10000 each.
This seems like an arbitrary limit (BKE_image_scale / IMB_scaleImBuf
don't have limits and I couldn't spot similar size restrictions in
image relating functions), now match what we do for creating images
(rna_Main_images_new), use INT_MAX.
Ref D9950
While it's never NULL at the moment, checks elsewhere in this function
support passing in a NULL filename, so keep this working as intended
in case RNAProcessItem.filename is NULL in the future.
- Remove ternary operators when both values are the same.
- Remove break after return.
- Remove redundant NULL checks for code which handles
those cases immediately beforehand.
Steps to reproduce:
1. Add clip to clip editor
2. Open the tracking settings & tracking settings extra panels
To fix this the sub panel is only drawn if a track is active.
The main panel will exit early and display a "No active track" message.
This is consistent with other panels in the clip editor.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D9727
* This way you don't have to look up the function declaration to know what the
boolean value means.
* You can call the function in a loop over the available sizes and pass the
index as size.
* Makes it easier to add a new size in future if needed.
This value really is the opacity, or the alpha, since a value of 1.0 means
that the image is fully visible, not invisible like "full transparency"
would suggest. Mistake in rBea4d28aea0343a.
Differential Revision: https://developer.blender.org/D9920
This bug exposes some ugliness in the implementation in poisson disk
distribution implementation with likely incorrect resizing of vectors and
some other assumptions. However, a simple quick fix is to return early
when the input mesh has no faces. This makes sense anyway because
there is no surface to scatter on.
This adds a basic set of tests for curve sampling and bevel generation.
At the moment there are basic test cases for bevels, caps, and the
filling of 2D curves, but more tests can be added in the future.
Curves are actually converted to "DispLists" for displaying them in the
viewport, so it's much simpler to rely on the mesh conversion operator
instead of building a new test framework for another data structure.
Differential Revision: https://developer.blender.org/D9958
By design, there should be lines between the alternating horizontal
stripes in the Sequencer. But currently they are all drawn in one place,
on top of each other. Mistake in rBfae895125efe.
Differential Revision: https://developer.blender.org/D9962
It is perfectly 'valid' to find invalid RNA properties references in
override properties list. Data change, RNA changes, IDProperties change,
some linked ID may become unavailable, etc.
Note that those invaldi override properties are cleaned up when updating
the override info (so typically on undo step storage, and .blend file save).
New UUID was generated for original strip not new one.
Bug caused "invisible" sound strip playing that is impossible to
remove. Especially noticable when transforming pasted strips. In such
case, file reload was necessary.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9912
Looks like this has been wrong since the introduction in rB5505697ac508
10 years ago.
To get the proper texture lookup in the mirrored area, first rotate, then
translate/flip [instead of the other way around].
Maniphest Tasks: T83439
Differential Revision: https://developer.blender.org/D9897
Try to detect if a given image may have valid alpha data or not (based
on number of channels and depth). This may be a bit doggy in theory, but
in practice it should cover most fields as expected. We can always
adjust the euristic here in other wrong cases appear.
This will affect all import add-ons using that node shader wrapper (at
least OBJ and FBX ones).
Modifies WM_BUTTON processing to reuse existing mousemove logic. Fixes
case where cursor wrap was not being handled on mouse release.
Bonus: flattened mouse move logic so all paths lead to a single return.
Removed case where wrap is not handled until subsequent mousemove as
button press may rely on updated mouse move position.
The transform code did not provide a 2d context to be used in 3d space.
The solution is to set all matrices for the screen space in these cases.
This commit also removes the dial3d drawing in these cases.
It was not correct anyway.
These two operators (one for grease pencil, one for other objects)
copy a single modifier from the active object to all selected objects.
The operators are exposed in the dropdown menus in modifier headers.
Note that It's currently possible to drag and drop modifiers between
objects in the outliner, but that only works for dragging to one object
at a time. Modifiers can also be copied with the "Make Links" operator,
but that copies *all* modifiers rather than just one. The placement
and scope of these new operators allow for more useful poll messages
and error messages as well.
Every object type that supports modifiers is supported. Although hook
and collision modifiers aren't supported because of an unexplained
comment in `BKE_object_copy_modifier`, other than that, every modifier
type is supported, including particle systems, nodes modifiers, etc.
The new modifiers are set active, which required two small tweaks to
`object.c` and `particle.c`.
Reviewed By: Hans Goudey (with additional edits)
Differential Revision: https://developer.blender.org/D9537
We have to check that the RNAProperty found in `rna_idp_path` from the
currently checked IDProperty name is actually a real runtime RNA-defined
one, and not a static C-defined RNAProperty...
Reported as a strict compiler warning, and the need of fall-through is
not needed from just reading the code.
If it is something what must happen, the reasoning is to be explained
in the comment, and ATTR_FALLTHROUGH is to be used.
Having a centeral place to find a list of all library overrides should be
useful for managing production scenes where library overrides are used a lot.
This change adds the individually overridden properties of a data-block under
the data-block itself. Just how we show modifiers, constraints or pose channels
there. This way we can also expose library override operations/options better
in future.
There's also a filter option for the library overrides now, so they can be
hidden. It is only available in the View Layer display mode though, like the
other filter options.
One internal change this has to do is adding more informative return values to
undo pushes and the library override functions called by it. That way we can
send a notifier when library overrides change for the Outliner to know when to
rebuild the tree.
Differential Revision: https://developer.blender.org/D7631
Reviewed by: Andy Goralczyk, Bastien Montagne, William Reynish
In some operators that previously allowed duplicating the selected data-block,
the operator would not be available now. 2250b5cefe split the "new" operators
into "new" and "delete" to allow clearly differentiating between the two. But I
apparently didn't amend all affected data-block selectors to use the added
"duplicate" operators.
I went over all operators that were split now and made sure all affected
data-block selectors are updated.
Steps to reproduce were:
* Start with factory defaults
* Set "Render in" to "Maximized Area"
* Render
* Open "Save as"
* Click Cancel
Mistake in 78d2ce19c4. Was using the wrong area pointer, which I think
didn't make a difference in most cases, but here it did.
Previously Wintab packets were added to a local queue to be processed
during Win32 mouse events, in order to correlate Wintab to Win32
mouse buttons. Wintab packets before Win32 mouse down events were
expired on a timer.
This commit drives mouse events during Wintab events when a device is
in range. When a Wintab button is found it is dispatched if an
equivalent event can be popped from the Win32 event queue. If a Win32
mouse button event is not associated with a Wintab event, it falls
through to WM_BUTTON handling. All Wintab packets are handled as they
are received.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9908
Approximately 138 changes in the spelling of compound words
and proper names like "Light Probe", "Shrink/Fatten", "Face Map".
In many cases, hyphens were used where they aren't correct, like
"re-fit". Other common changes include:
- "Datablock" -> "data-block"
- "Floating point" -> "floating-point"
- "Ngons" -> "n-gons"
These changes help give the language used in the interface
a consistent, more professional feel.
Differential Revision: https://developer.blender.org/D9923
Approximately 195 changes of capitalization to conform to MLA title style.
UI labels and property names should use MLA title case, while descriptions
should be capitalized like regular prose, generally with only the start of
a sentence capitalized.
Differential Revision: https://developer.blender.org/D9922
This is relatively expensive and as per the OSL spec, this value is not
expected to be meaningful for non-light shaders. This makes viewport updates
a little faster.
As a side effect also fixes T82723, viewport refresh issue with volume density.
In the Bake > Output panel, there is now a choice between Image Textures and
Vertex Colors. The active vertex color layer is used for baking. This works
with both existing per-corner and sculpt per-vertex vertex colors.
Split of internal/external image bake target code off into smaller functions and
refactor associated data structures for clarity. Designed so that a vertex color
bake target is easy to fit in.
Also avoid passing in a huge number of arguments into the main baking function,
pass a struct instead.
The issue was that sounds were always faded from 0 volume when they
started and depending on the currently used buffer size, the fading took
longer or shorter.
The solution stores whether the sound has ever been played back and
consequently does not fade when starting to play back.
This node updates the "rotation" attribute on points.
Multiple ways to specify the rotation are supported.
Differential Revision: https://developer.blender.org/D9883
Ref T83668.
Disclaimer: This workaround avoids crashing with current state of the
code and is only committed as temporary band-aid until we can assess the
full issue and decide if/how it needs to be adressed.
This fixes the main issue there (essentially a followup to
rB90e12e823ff0: Fix T81854: crash when undoing switch between sculpt and
edit mode).
We basically remove more (hopefully all the remaining!) modifications of
orig mesh from `sculpt_update_object`, as those done here will not be
immediately available in the evaluated data (that specific bug happened
because masking data was added to orig mesh there, but not flushed to
depsgraph evaluated one).
This also goes towards a better separation between handling of evaluated
data and orig one.
Note that modification of orig mesh data can still happen, e.g. values
in some cdlayers, but at least all pointers should now be valid in the
evaluated mesh.
There are still some issues, e.g. we now get an assert/crash in
`multires_reshape_assign_final_coords_from_ccg` when undoing out of the
Sculpt mode, presumably because subdiv_ccg data remains unchanged then
(and hence still has the `has_mask` flag set), while actual mesh data do
not have that cdlayer anymore...
This commit also cleans up/simplifies some code,
`ED_object_sculptmode_enter_ex` was (indirectly) calling
`BKE_sculpt_face_sets_ensure_from_base_mesh_visibility` twice e.g.
Mainly updated the Mantaflow version. It includes the new viscosity solver plugin based on the method from 'Accurate Viscous Free Surfaces for Buckling, Coiling, and Rotating Liquids' (Batty & Bridson).
In the UI, this update adds a new 'Viscosity' section to the fluid modifier UI (liquid domains only). For now, there is a single 'strength' value to control the viscosity of liquids.
This seems to be a longer standing issue. Steps to reproduce were:
* With factory settings, Ctrl+O then F12
* Close the render window using the window close button
* Close the File Browser window using the window close button
This could be OS specific though, at least on macOS this caused a crash.
With the new `ed_util_ops.c` introduced in 2250b5cefe, existing code can be
cleaned up to use it.
* Move new ID preview operators to `ed_util_ops.c`
* Move ED operator registration to `ed_util_ops.c`
* Use doxygen sections in `ed_util_ops.c`
* Rename ID related ED operators to use `ED_OT_lib_id_` prefix.
* Remove unused `#include`s
After 1e799dd26e, the logic to recognize a temporary File Browser window
didn't work correctly anymore. It would recognize a maximized File Browser
inside a temporary window as a temporary File Browser window, and attempt to
close this (rather than returning to the previous layout).
The logic there was pretty weak, and still is I think. A more stable solution
would need bigger refactoring.
With this, it's also not possible to maximize or fullscreen an area within a
temporary window (Preferences, File Browser, render window) anymore. Think that
won't make a noticable difference, since you couldn't open multiple areas there
anyway, and the area seems to be maximized already.
Cleaned up the code a bit to not become more confusing with the changes.
That code looked really like a joke tbh... Random reported memory usage
is not really that important, but the uninitialized items counts was
potentially fairly severe.
Don't add the same stats refresh notifiers multiple times, it can be slow to
search the full list of notifiers for duplicates when there are many.
Fundamentally the time complexity in searching for duplicates is still bad.
Inspired by D9901 from Erik Abrahamsson
Sometimes multiple calls to `bpy.data.orphans_purge()` are needed to
delete all orphans, because a call can turn previously-used datablocks
into orphans. Returning the number of deleted datablocks makes it
possible to keep looping until nothing can be deleted any more.
This patch keeps track of deletions in `id_delete()` so that it can be
returned up the call stack.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9918
Respond to return values of `fscanf()` and `fread()` to detect and
handle I/O errors. Not only is error handling a good idea, this also
prevents warnings from GCC that `fread()` and `fscanf()` return values
are ignored.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D9915
`seq_convert_transform_animation()` converted only keyframed value, but
when bezier interpolation is used, posotion of handles was unchanged.
This caused significant difference in animation.
I have checked only linear interpolation when testing versioning originally.
This adds a popover to the properties editor. Currently the only setting
is for controlling outliner to properties syncing.
Because we cannot define a perfect heuristic to determine when
properties editors should change tabs based on outliner icon selection,
we need an option to enable or disable this behavior per properties
editor.
There are 3 options for controlling the syncing. Auto uses the heuristic
to only allow tab switching when a properties editor and outliner share
a border. On and off enable and disable syncing respectively.
Differential Revision: https://developer.blender.org/D9758
**Renames parms**:
| **old name** | **new name**
| old_value | lower_value
| target_value | blended_value
| value | strip_value
| inf | influence
**Reason**: {D8296} allows full nla stack evaluation with proper
keyframing support. These names should make it more intuitive how all
the data gets processed and inverted. Note, that I do use the term
"strip_value" instead of something like "fcurve_value" of the tweak
strip. Technically, "strip_value" is closer to what is solved for.
For example, if a noise fmodifier was active for the fcurve, then the
remapping would appear to be wrong. In the future, further solving can
be done afterward, outside of the nla system, to remove the effects of
fmodifiers.
**Renames functions**:
| nla_invert_blend_value | nla_blend_get_inverted_strip_value
| nla_invert_combine_value | nla_combine_get_inverted_strip_value
**Reason**: D8296 adds get_inverted_lower_value() variants,
so "invert" alone is too vague.
**Renames NlaKeyframingContext member**:
| nla_channels | lower_eval_data
**Reason**: D8296 evaluates the upper stack. This name makes it more
obvious what data is stored there.
No functional changes (relative to the dependency below)
Split from {D9247}
Depends on {D9694} since the code was so close to eachother.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9695
Always assume geometry nodes produce potentially animated meshes or point
clouds. In general it is hard to check if geometry nodes are animated, and
for modifiers this was already weak.
The better solution will likely involving checking which geometry was
modified by the depsgraph on frame change, to replace the current mechanism
of manually checking for certain types of modifiers and animation.
Weight Paint Multi-Paint definitely depends on the weight specific
flag, and vertex group locking also involves group name symmetry
via BKE_object_defgroup_mirror_selection. These two are also
features implemented by me so I feel confident.
The rest of object_vgroup.c possibly should be changed too, but
that requires more consideration than these obvious cases.
Use the `ASSET_MANAGER` icon which is more appropriate than the current one
which was just an unused icon that seemed sorta fitting, but was only meant to
be temporary.
The `ASSET_MANAGER` icon is already used for the Asset Browser, so it's being
reused which we normally avoid. So we may still want to create a dedicated one,
maybe a variation of this one.
Code was removed in 247b10e6a2 but it was incorrect in first place.
Conversion was done for `offset_x` and `offset_y` channel originally,
but it should be done for `scale_x` and `scale_y`
OIIO utils are mandatory for a whole set of tests (Cycles, VSE), and
it's a small package, no reason to not install it.
Also re-enabling package handling of OIIO on RPM-based distro, not sure
why it was disabled but this has become a fairly stable and standard
library now, would not expect issues anymore.
This adds an option (WITH_COMPILER_CCACHE) to build using Ccache if it's
found. Makefiles-based, Ninja-based and Xcode generators are supported.
Pass `-DWITH_COMPILER_CCACHE=ON` to cmake to enable Ccache.
Utility option in GNUmakefile is also added: for e.g.,
`make ninja ccache`.
Reviewed By: brecht, ankitm
Differential Revision: https://developer.blender.org/D9665
T83989 observes that the Attribute Math node always adds its
operands regardless of its operator setting. This was caused
by an oversight committed in rB23233fcf056e42, which overlooked
adjusting the exec function to use the new storage location.
Differential Revision: https://developer.blender.org/D9909
Normally, pure text buttons have no padding at their edges so they
align with edges of buttons, see D9058. However, in several cases
there are labels aligned to the right side of a list widget row,
so they're missing padding against the right edge.
The fix is to use emboss = 'NONE' for such labels, which changes
the drawing style, adding padding on the right edge. (Normally so
labels aligned with the text from non-embossed buttons). This is
not necessarily intended, but it works properly.
For more information, see the revision.
Differential Revision: https://developer.blender.org/D9874
Parts of the tool icons for box, circle, lasso, and tweak select that were
meant to be flat or at a 45 degree angle were slightly misaligned, making
the edge look blurry.
The convention is to put the label at the bottom of the enum, or in the
spot furthest away from the button. This commit reorders the items in
the "Slot", "Layer", and "Pass" menus to be consistent with this
convention. It also reorders the numbering so that higher numbers are
lower.
The original patch was by Adrian Newton (@TFS), with slight changes
and additions.
Differential Revision: https://developer.blender.org/D7142
This value was meant to be used for keeping images that are slowest to
render in cache. Method of measurement was flawed, because it doesn't
take UI overhead into consideration.
Cache panel is to be removed because users should not have to tweak
settings like this. It is not useful for development either, therefore
it is removed completely.
If image is cached twice, it's size has been counted twice as well, but
only image reference count is increased, not memory usage.
Use `MEM_get_memory_in_use()` instead of size own tracking.
Previously, the Annotation panels were a bit buggy in the movie clip editor.
This commit fixes the issue of the panel in the sidebar would disappear
when selecting "Tracks" if no tracks were added to the clip.
To solve this issue the user if given a label text saying "No annotation source"
This commit also removes some grease pencil operators from the toolbar
that do not work with the new annotation system.
This commit also moves the data source choice from the toolbar to the sidebar.
This is needed to migrate the current toolbar to the new tool system
(see T83612)
Some old invalid code was also removed.
Reviewed By: #grease_pencil, antoniov
Differential Revision: https://developer.blender.org/D9729
This new node increases the radiance of an image by a scalar value.
Previously, the only way to adjust the the exposure of an image was with
math node or using the scene's color management.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D9677
This bug was caused by making it so that non-embossed modifier icon
buttons could become an operator button and retain their red highlight
for disabled modifiers. The icon button needs emboss turned off, but
in earlier versions of Blender, `UI_EMBOSS_NONE` would be overridden
by animation or red alert states.
Instead of abusing "NONE" to mean "none unless there is animation or
red alert", this commit adds a new emboss flag for that situation,
`UI_EMBOSS_NONE_OR_STATUS`, which uses no emboss unless there is an
animation state, or another status. There are only a few situations
where this is necessary, so the change isn't too big.
Differential Revision: https://developer.blender.org/D9902
The previous design is rather old and has a couple of problems:
* Scalability: The current solution of adding little icon buttons next to the
data-block name field doesn't scale well. It only works if there's a small
number of operations. We need to be able to place more items there for better
data-block management. Especially with the introduction of library overrides.
* Discoverability: It's not obvious what some of the icons do. They appear and
disappear, but it's not obvious why some are available at times and others
not.
* Unclear Status: Currently their library status (linked, indirectly linked,
broken link, library override) isn't really clear.
* Unusual behavior: Some of the icon buttons allow Shift or Ctrl clicking to
invoke alternative behaviors. This is not a usual pattern in Blender.
This patch does the following changes:
* Adds a menu to the right of the name button to access all kinds of operations
(create, delete, unlink, user management, library overrides, etc).
* Make good use of the "disabled hint" for tooltips, to explain why buttons are
disabled. The UI team wants to establish this as a good practise.
* Use superimposed icons for duplicate and unlink, rather than extra buttons
(uses less space, looks less distracting and is a nice + consistent design
language).
* Remove fake user and user count button, they are available from the menu now.
* Support tooltips for superimposed icons (committed mouse hover feedback to
master already).
* Slightly increase size of the name button - it was already a bit small
before, and the move from real buttons to superimposed icons reduces usable
space for the name itself.
* More clearly differentiate between duplicate and creating a new data-block.
The latter is only available in the menu.
* Display library status icon on the left (linked, missing library, overridden,
asset)
* Disables "Make Single User" button - in review we weren't sure if there are
good use-cases for it, so better to see if we can remove it.
Note that I do expect some aspects of this design to change still. I think some
changes are problematic, but others disagreed. I will open a feedback thread on
devtalk to see what others think.
Differential Revision: https://developer.blender.org/D8554
Reviewed by: Bastien Montagne
Design discussed and agreed on with the UI team, also see T79959.
Since "Float Color" is more commonly used than "Byte Color",
which is not exposed in the interface yet anyway, it makes sense to
drop the "Float" label on the color data type name.
This uses the "id" attribute to randomly pick instances from a collection
for each point.
There is one issue. When the collection is updated (e.g. when an object is
added to it), the nodes modifier is not automatically updated. It seems
like we don't have the infrastructure to support this dependency yet.
The same issue exists in the Boolean modifier and with collision collections.
This should be solved separately soonish.
When "Whole Collection" is disabled, one direct child of the input collection
is instanced at each point. A direct child can be an object or a collection.
Currently, all objects are picked approximately equally often. In the future,
we will provide more control over which point gets which instance.
Differential Revision: https://developer.blender.org/D9884
Ref T82372.
Caused by rB7470c10601d0 where iterating nodetree nodes was changed from
backwards to forwards by mistake.
Maniphest Tasks: T83916
Differential Revision: https://developer.blender.org/D9890
Change the top coordinate of the animation channel list UI elements to
`rect->ymin` so they correctly span from `rect->ymin` to
`channel_height`.
Some buttons in the dope sheet channels didn't scale properly with the
`Keyframe Scale Factor` preferences setting. This was caused by using
the `ymid` value (`ymid = BLI_rctf_cent_y(rect) - 0.5f * ICON_WIDTH`) to
position the buttons that supposed to fill all vertical space in the
channel (with `channel_height` height). The `ymid` value is only
appropriate for the UI elements that with `ICON_WIDTH` height.
Maniphest Tasks: T83716
Reviewed by: sybren
Differential Revision: https://developer.blender.org/D9841
This adds a GPointer class, which is mostly the same as GMutablePointer.
The main difference is that GPointer references const data, while GMutablePointer
references non-const data.
Ref: T82651
Normally people use "Combine XYZ" to input a vector, but it is more
interesting to have an explicit vector input.
So this is basically "Combine XYZ" without any input sockets, the values
are stored in the node itself.
Differential Revision: https://developer.blender.org/D9885
Fix Euler discontinuities in the Bake Action operator, by explicitly
using the previous Euler angles when converting from matrix to rotation.
This basically follows the same approach as used in e4ca1fc4ea, although
the Euler Discontinuity Filter also performs single-channel filtering which
the Bake Action operator doesn't.
In glsl the clamp function has undefined behavior when min > max. For
the clamp node this resulted in differences between cycles and eevee.
This patch adds the expected implementation for minmax.
The old clamp function is still used in cases where we know for certain
that the input values are correct (math node clamp option). GPU uses
optimized code and silicon in these cases.
Some GPU platforms don't support having more than one underscore in
sequence in an attribute name. This change will remove the underscore
as a possible character when encoding to save names.
This patch introduces a partial update of GPUTexture. When rendering
a large image the GPUTexture could have been scaled. The old implementation
would rescale the image on CPU and create a new GPUTexture. This
resulted in flooding the PCI bus.
The new solution would only scale and upload the parts of the GPUTexture
that has been changed. It does this by keeping track of areas of 256x256
pixels. When something changes the tiles that cover that changes will be
rescaled and uploaded the next time the GPUTexture is requested.
Test situation: Default Cube, 4 samples, 19200x10800 tile size 512.
Blender 2.83.9: 4m27s.
Blender 2.91: 20+m (regression)
This patch: 1m01s.
There is still room for more optimizations:
* Reduce the time that an image is locked.
** Use task scheduling to update the tiles of an image.
** Generic optimization of the ImBuf scale method.
Maniphest Tasks: T82591
Differential Revision: https://developer.blender.org/D9591
The outliner already expands the panel for the modifier you click on,
this just extends that idea to also set it active, which is consistent
with behavior of active and selected items elsewhere in Blender.
After rB15083d9e1 the outliner tree is not rebuilt after expanding or
collapsing rows. Because the tree is no longer rebuilt the positions
and flags of the elements are not cleared when collapsing a row. This
caused hover highlights and selections on the collapsed child icons to
be incorrect in many cases.
For example, only the direct children of a collapsed element are drawn
inline. If any grandchild elements had been previously icon row flagged
they would continue to be evaluated as icon row elements despite being
hidden. In this case the x coordinates of the child and grandchild would
overlap causing selection to appear erratic.
Now the flags for inline row icons are explicitly cleared, which was
previously only done because the tree was rebuilt on collapsing rows.
Walk navigation relies on tablet data being set to detect if motion is
absolute. This patch sets tablet data in Ghost to dummy values when a
tablet pen is in range and not handled by Wintab processing.
Expand abbreviations for words like "Bright" (instead of "Brightness"),
"Premul", "Lib", "Dir", etc.
Differential Revision: https://developer.blender.org/D9862
Since creating the attribute node, a helper function has been added to
automatically get the input attribute or a constant value, depending on
the "input type" values for the node. This commit replaces the specific
implementation of that behavior with the new helper function.
The versioning is necessary since the node now has a "storage" struct.
Previously these HSV values were in the color picking space, which meant the
relation to the scene linear RGB values was confusing.
The new situation:
* RGB number buttons: scene linear color space
* HSV number buttons: scene linear color space
* Picker widgets: color picking color space
* Hex: sRGB color space
Fixes T69562, T83853, Ref T68926
This patch adds two related nodes, a node for separating points
and mesh vertices based on a boolean attribute input, and a node
for creating boolean attributes with comparisons.
See the differential for an example file and video.
Point Separate (T83059)
The output in both geometries is just point data, contained in the mesh
and point cloud components, depending which components had data in the
input geometry. Any points with the mask attribute set to true will be
moved from the first geometry output to the second. This means that
for meshes, all edge and face data will be removed. Any point domain
attributes are moved to the correct output geometry as well.
Attribute Compare (T83057)
The attribute compare does the "Equal" and "Not Equal" operations by
comparing vectors and colors based on their distance from each other.
For other operations, the comparison is between the lengths of the
vector inputs. In general, the highest complexity data type is used
for the operation, and a new function to determine that is added.
Differential Revision: https://developer.blender.org/D9876
This revision contains the following changes-
- Updated the existing testing framework for Modifiers for Regression
Testing.
- Tests for Physics modifiers and remaining Generate and Deform modifiers are added.
- The existing `ModifierSpec` is updated with backward compatibility to support Physics Modifiers.
- Now there is support for frame number and giving nested parameters for attributes.
- Some Deform modifiers required Object Operators, e.g. "Bind" in Mesh Deform, so a new class was added to support that functionality.
- A separate class for holding Particles System, they are tested by converting all the particles to mesh and joining it to the mesh they were added.
- Updated the format to add tests for Bevel, Boolean and Operators as
well.
Reviewed By: zazizizou, mont29, campbellbarton
Differential Revision: https://developer.blender.org/D8507
In case of being in Asset browsing mode, the search field is located in
the header (RGN_TYPE_HEADER not RGN_TYPE_UI as for file browsing mode).
To be future proof, now iterate all regions and act if the
"filter_search" can be activated.
Maniphest Tasks: T83888
Differential Revision: https://developer.blender.org/D9882
Caused by Caused by rB83980506957c.
Since above commit, the modifier was created with wrong initial values
[amount was 0.0 and offset was 1.0 -- instead of the other way around].
Since there is no way to fix existing files in a reasonable way I guess,
all we can do here is to make sure that from now on, the defaults are
correct.
Maniphest Tasks: T83886
Differential Revision: https://developer.blender.org/D9881
Currently, the random attribute node doesn't work well for most
workflows because for any change in the input data it outputs
completely different results.
This patch adds an implicit seed attribute input to the node, referred
to by "id". The attribute is hashed for each element using the CPPType
system's hash method, meaning the attribute can have any data type.
Supporting any data type is also important so any attribute can be
copied into the "id" attribute and used as a seed.
The "id" attribute is an example of a "reserved name" attribute,
meaning attributes with this name can be used implicitly by nodes like
the random attribute node. Although it makes it a bit more difficult
to dig deeper, using the name implicitly rather than exposing it as an
input should make the system more accessible and predictable.
Differential Revision: https://developer.blender.org/D9832
The size of the nodes is not enough to give enough context to users what
the sockets are about.
Minimum Distance -> Distance Min
Maximum Density -> Distance Min
Note this does not handle doversion. That means users will have to
manually.
Fix X11 library underlinking, which was breaking Debian and Ubuntu
packages.
From Ubuntu Hirsute changelog:
```
blender (2.83.5+dfsg-4ubuntu1) hirsute; urgency=medium
* Try to also link ghost library with x11, needed because of missing
XConvertSelection symbol link (used in ghost static library).
* Don't use gold, but switch to bfd linker that seems to be working better
on ppc64el.
-- Gianfranco Costamagna <locutusofborg@debian.org> Wed, 11 Nov 2020 14:17:29 +0100
```
Reviewed by: sybren
Differential Revision: https://developer.blender.org/D9617
Some weird proxies apparently can have a local collection instancing...
Not sure this is even really valid for proxies, but in any case we
cannot override that, just detect and properly cancel the operation
then.
Should be backported to 2.91.1 should we do it.
Data of the File Browser context callback needs to be validated and
return `CTX_RESULT_NO_DATA` if the context member is valid but not set
in the current context.
Callback function was using int while update_render_passes_cb_t was
using eNodeSocketDatatype leading to a build warning about different
argument types with MSVC.
Crash happens when using relative path to image in operator properties
and checking image dimensions by loading image with `IMB_loadiffname()`
Ensure path is absolute.
Crash on null dereference in `SEQ_timeline_boundbox()`. This function was
generalized in rB9e4a4c2e996c to work on arbitrary `seqbase`.
Fixed by refactoring `SEQ_timeline_boundbox()` functions to return default
sane values if `seqbase` is `NULL`
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D9878
Time is synchronized by the difference between the WT_PACKET receive
time and the last received PACKET's pkTime. This is used to prevent
Wintab packets from being prematurely expired.
This simple change sets the call_panel operator's "keep_open" property
to True for the viewport snapping panel called with `ctrl-shift-tab`.
There are quite a few settings in this panel, it often makes sense to
change more than one of them at a time, especially because multiple
snap elements can be active at the same time.
Anchored brushes with spherical falloff start off with zero radius, thus
we have no pbvh nodes on the first brush step. This would prevent
initializing the automasking cache [which only happens on the first brush
step].
Maniphest Tasks: T83856
Differential Revision: https://developer.blender.org/D9873
Since a few versions (even before 2.79) we have an option that allows to restrict the vertex tools to operate only on deform groups. This was originally implemented for working with vertex groups for skeletal animation. In that case it is fortunate to have weight tools operate only on deforming vertext groups (vgroups assigned to bones)
In previous versions of Blender (up to 2.79) we have been able to use this option in Mesh Edit mode regardless of the armature mode. The current implementation (since 2.80 as far as i know) enables this option only when the associated armature is in pose mode. this has a bad consequence:
It is not at all intuitive that you have to put the armature into Pose mode before you can make use of the option in mesh edit mode.
Besides this it is not even necessary in the case when the user wants to restrict the tool only to all pose bones. In that case the armature can safely be kept in Object mode. However, when the tool shall apply only to selected pose bones, then it actually makes sense to have the armature in pose mode (as it is implemented right now)
I do not know why this feature has been restricted as described above. It must have got lost somewhere on the way to Blender 2.90
This patch fixes the issue as it allows to select the "restrict to pose bones" option when the armature is in any mode. I see no downsides of this change, actually this is a fix for a feature that once worked and apparently got forgotten in newer releases.
Reviewed By: sybren, campbellbarton
Differential Revision: https://developer.blender.org/D9658
This commit resolves problem introduced in e1665c3d31 - it was
difficult to import media at their original resolution.
This is done by using original resolution as reference for scale.
All crop and strip transform values and their animation is converted
form old files.
To make both workflows easy to use, sequencer tool settings have been
created with preset for preffered scaling method. This setting is in
sequencer timeline header and add image or movie strip operator
properties.
Two new operators have been added:
`sequencer.strip_transform_fit` operator with 3 options: Scale To Fit,
Scale to Fill and Stretch To Fill.
Operator can fail if strip image or video is not loaded currently, this
case should be either sanitized or data loaded on demand.
`sequencer.strip_transform_clear` operator with 4 options:
Clear position, scale, rotation and all (previous 3 options combined).
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D9582
The function is supposed to fail gracefully if there is some error. That
includes not being able to find `xdg-user-dir`. So don't let the error
be printed to the console, it's misleading/annoying.
From what I can tell we'll detect that problem fine and return NULL
then.
This adds a boolean attribute and custom data type, to be used in the
point separate node. It also adds it as supported data types in the
random attribute and attribute fill nodes.
There are more clever ways of storing a boolean attribute that make
more sense in certain situations-- sets, bitfields, and others, this
commit keeps it simple, saving those changes for when there is a proper
use case for them. In any case, we will still probably always want the
idea of a boolean attribute.
Differential Revision: https://developer.blender.org/D9818
Caused by rB7447eb7e7430.
This is just a copy-paste error [previous LISTBASE_FOREACH substitution
of marco loop in that file has a different starting point which is not
appropriate here]
Maniphest Tasks: T83851
Differential Revision: https://developer.blender.org/D9872
This patch does two things:
* Introduce a Seed to the random distribution method
* Bring in a new distribution method for the point scattering node
Patch Review: https://developer.blender.org/D9787
Note: This commit doesn't not handle doversion. Which means that users
need to manually update their files that were using the Point Distribute
node and reconnect inputs to the "Maximum Density" socket.
Original patch by Sebastian Parborg, with changes to not rely on the cy
libraries and overall cleanup.
Patch review by Jacques Lucke, besides help with the new "heap" system
that was required for this algorithm.
Based on Cem Yuksel. 2015. Sample Elimination for Generating Poisson Disk
Sample. Sets. Computer Graphics Forum 34, 2 (May 2015), 25-32
http://www.cemyuksel.com/research/sampleelimination/
This tool implements smearing for multires displacement over the limit
surface, similar to how smearing for colors and topology slide works.
When used the displacement values of the vertices "slide" over the
topology, creating the effect of smearing the surface detail.
As the brush just modifies displacement values instead of coordinates,
the total displacement of the affected area doesn't change. This means
that this smearing effect can be used multiple times over the same area
without generating any artifacts in the topology.
When the brush is used with the pinch or expand smear modes,
displacement differences are pushed into the same area, creating hard
surface effects without pinching the topology.
As any other brush that relies on the limit surface (like displacement
erasers), this will work better after using apply base.
Reviewed By: sergey, JulienKaspar, dbystedt
Differential Revision: https://developer.blender.org/D9659
Otherwise it would just show empty space where the icon is supposed to
be.
Unfortunately this icon is upscaled quite a bit and doesn't look too
great. Would be good to improve but not a high priority.
Casting pointers from one type to another does change the
value of the pointer in some cases. Therefore, casting a span
that contains pointers of one type to a span that contains
pointers of another type, is not generally safe. In practice, this
issue mainly comes up when dealing with classes that have a
vtable.
There are some special cases that are still allowed. For example,
adding const to the pointer does not change the address.
Also, casting to a void pointer is fine.
In cases where implicit conversion is disabled, but one is sure
that the cast is valid, an explicit call of `span.cast<NewType>()`
can be used.
When doing a debug build on windows, blender will
start with the following warning:
"Unable to find the python binary, the multiprocessing
module may not be functional!"
The root cause for this issue is: for a debug build
the python binary is called python_d.exe rather than
just python.exe
This change fixes BKE_appdir_program_python_search
to look for the _d suffix for debug builds on windows
Differential Revision: https://developer.blender.org/D9775
Reviewed by: Campbell Barton
We do not generate overrides for missing data-blocks (aka placeholder
ones) anymore, and properly delete the remaining old overrides of those
during the resync process.
This should prevent constant 'missing data-blocks' messages when opening
blend files with overrides whose libraries have beed edited.
Issue reported by @andy from Blender studio, thanks.
ratio
Caused by rB4eda60c2d82d.
T83801 reported not moving in pixel space, but even without that toggle
above commit caused the translation to not take apsect ratio into
account properly [a translation of 1 on the x axis for example on an
image with non 1:1 aspect ration caused the UVs to not end up in the
same place on the next 'tile']
Above commit removed 'removeAspectRatio()' [the counterpart of
applyAspectRatio -- which does the pixel coord correction internally]
from 'applyTranslation()'.
This was also reported in T83352 [which was closed by rBf3b08af24c9f --
but that only solved the displax in header, not the actual
transformation]
Now bring back 'removeAspectRatio()'.
Maniphest Tasks: T83801
Differential Revision: https://developer.blender.org/D9869
Fix T83415: 3D View is red when using stereo
The red view was caused by SRGB not being enabled for an SRGB texture attached to the framebuffer.
Currently, when configuring a framebuffer, the first texture attachment needs to be an SRGB format in order for the framebuffer to be binded with SRGB enabled.
Thus, simply changing the SRGB texture attachment as the first texture attachment removes the red color in the view.
Reviewed By: #eevee_viewport, jbakker
Maniphest Tasks: T83415
Differential Revision: https://developer.blender.org/D9845
Issue was that not all code paths were taken to determine if
the GPU Texture was premultiplied or not. In this case the result
was set to unpremultiplied what is incorrect.
This fixes broken test case image alpha blend from image_colorspace.
This data structure adds priority queue functionality to an existing array.
The underlying array is not changed. Instead, the priority queue maintains
indices into the original array.
Changing priorities of elements dynamically is supported, but the priority
queue has to be informed of such changes.
This data structure is needed for D9787.
This change is a simple null check on the ID provided to icon_set_image() which
appears to be a legitimate value for the ID when used by some addins
(discovered with PowerSave shortly after syncing to main).
Differential Revision: https://developer.blender.org/D9866
Reviewed by: Julian Eisel
It's useful to easily see which data-blocks are assets and which not. So just
like we usually show the library linking/override icons, we show the asset icon
there (these are mutually exclusive data-block states).
Uses the `'MAT_SPHERE_SKY` icon, which wasn't used before (except by an
add-on!) and is sorta fitting, but not quite. We should either change this one
or add an own asset icon. Meanwhile this isn't too bad :)
Also adds an internal macro to check if a data-block is an asset, consistent to
how we do it for libraries and library overrides.
This makes it possible to trigger a refresh of the data-block preview,
available next to the preview in the Asset Browser sidebar. The previews get
easily outdated and automatically refreshing it all the time is not an option
because it would be a consistently running, quite expensive process. So a
button to cause a refresh should be reasonable.
This button can also be used to switch back from a custom preview to a
generated one. Although that may not be clear, and we should probably think of
a way to explain that better.
Addresses T82719.
The current layout wasn't great at all, and it was planned to polish this. This
does a first round of improvements, some more tweaking may follow.
* Place name button at the top, with no panel and no leading label.
* Add "Preview" panel, people may not want to see the preview all the time,
it's already visible in the file list.
* Move button to browse for a custom preview to the right of the preview, as
icon-only. We have a similar layout in other places (UI-lists, matcaps).
* Don't make the details panel a sub-panel. Looked weird because the parent
doesn't have a header.
* Add info icon to "No asset selected", looks a bit friendlier.
* Minor cleanups in the UI script.
Based on designs and feedback by William Reynish.
This is something we wanted to support doing. It's confusing if users see the
name but it's always grayed out. So be convenient and avoid the confusion.
Script tool for automation of Steam build files for tasks like {T77348}
This script automates creation of the Steam files: download of the archives,
extraction of the archives, preparation of the build scripts (VDF files), actual
building of the Steam game files.
Requirements
============
* MacOS machine - Tested on Catalina 10.15.6. Extracting contents from the DMG
archive did not work Windows nor on Linux using 7-zip. All DMG archives tested
failed to be extracted. As such only MacOS is known to work.
* Steam SDK downloaded from SteamWorks - The `steamcmd` is used to generate the
Steam game files. The path to the `steamcmd` is what is actually needed.
* SteamWorks credentials - Needed to log in using `steamcmd`.
* Login to SteamWorks with the `steamcmd` from the command-line at least once -
Needded to ensure the user is properly logged in. On a new machine the user
will have to go through two-factor authentication.
* App ID and Depot IDs - Needed to create the VDF files.
* Python 3.x - 3.7 was tested.
* Base URL - for downloading the archives.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D8429
Motivated by `std::string_view` being usable in
const (compile-time) context.
One functional change was needed for StringRef:
`std::char_traits<char>::length(str)` instead of `strlen`.
Reviewed By: JacquesLucke, LazyDodo
Differential Revision: https://developer.blender.org/D9788
Add panels with overlay settings for strips and preview and overlay
enable/disable button.
Entries from the View menus moved to the overlay panels, which will
simplify cluttered View menus.
Additional options have been added:
- Strip Name
- Strip Source(ex. path)
- Strip Duration
So users can now select what info they need to see on the strips. When
No text is displayed, waveforms are drawn in full height.
Reviewed By: ISS, HooglyBoogly, pablovazquez
Differential Revision: https://developer.blender.org/D9751
When in Sequencer/Preview mode, the Sampler was on top, which normally
is the place of Select, and Annotation seems to be after Sampler in the
bottom in the various editors.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D9821
Paste copied strips after playhead, because this is more intuitive.
Previous functionality is still available by enabling "Keep Offset"
property, or under shortcut Ctrl+Shift+V.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D9734
Use the BKE_gpencil_stroke_uniform_subdivide function to subdivide strokes
before interpolation. When the target/source stroke is smaller than the other
stroke, it is subdivided until the lengths match. This improves the overall quality
of the interpolation of different sized strokes.
Before/After video:
{F9511779}
Reviewed By: #grease_pencil, antoniov, pepeland, mendio
Differential Revision: https://developer.blender.org/D9839
This patch adds the option to make the random scaling from the grease pencil array modifier uniform.
The current settings allow a separate value for each of the 3 scaling axis. The modifier also creates different seed values for each axis so there is no way to keep the random scaling uniform.
This patch creates 1 random seed value and applies it to each of the scaling axis.
Here is a demonstration of the previous behavior and the new optional behavior.
{F9485973}
{F9485981}
{F9485798}
Reviewed By: #grease_pencil, antoniov, pepeland
Differential Revision: https://developer.blender.org/D9764
Logic was broken into finding gaps and ofsetting strips.
Functions were modified so they work on explicitly defined seqbase,
so they can be used as python API functions.
Functional changes:
- Improve performance by calculating gap length and offseting strips
at once. Previously strips were offset by one frame.
- Calculate gap from start frame. Previously gap was considered only
inbetween strips.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9730
If Preferences > Interface > Temporary Editors > File Browser is set to
"Maximized Area", "Load Custom Preview" in the Asset Browser would crash
after selecting the file.
1e799dd26e was important to get this issue fixed. This commit just
ensures the file-list is recreated correctly after closing the temporary
File Browser, so the custom preview operator can execute on valid
context.
If Preferences > Interface > Temporary Editors > File Browser is set to
"Maximized Area", opening a File Browser from a File or Asset Browser as
regular editor would cause some issues. For example after closing the
temporary File Browser, the regular browser would take over the file
path and display settings from the temporary one. This is because they
used to share the same area data.
Some similar issues may have happend with temporary image editors.
Now, this commit finally separates the space data of temporary maximized
editors from the regular ones. So the editor data is entirely
independent now, as it should be.
This implements a mesh fairing algorithm and implements the fair
operations for Face Set edit. This edit operations create a smooth as
possible geometry patch in the area of the selected Face Set.
The mesh fairing algorithm is designed by Brett Fedack for the addon
"Mesh Fairing": https://github.com/fedackb/mesh-fairing, with some
modifications:
- The main fairing function in BKE_mesh_fair.h does not triangulate
the mesh. For the test I did in sculpt mode results are good enough
without triangulating the topology. Depending on the use and the
result quality needed for a particular tool, the mesh can be
triangulate in the affected area before starting fairing.
- Cotangents loop weights are not implemented yet. The idea is to
also expose the vertex and loop weights in a different function in
case a tool needs to set up custom weights.
This algorithm will also be used to solve the limitations of line
project and implement the Lasso Project and Polyline Project tools.
It can also be used in tools in other areas of Blender, like Edit Mode
or future retopology tools.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9603
The boolean solver crashes when there is no geometry in the mesh. Also,
using the trimming tools without a valid intersection in the PBVH will
make the orientation and position functionality of the trimming shape
not work, so this is the safer solution.
Reviewed By: mont29
Maniphest Tasks: T83504
Differential Revision: https://developer.blender.org/D9777
The if statement of the dynamic area mode branch should be an else if.
When using local mode, this was running both the local and global code.
I moved this code to sculpt_cloth and refactored it to use a switch case
to prevent this from happening again.
Reviewed By: mont29
Maniphest Tasks: T83201
Differential Revision: https://developer.blender.org/D9762
This was reported for duplicating particle systems, then using F9 to
enable the 'Duplicate Settings' option (see T83317).
In this case, the operator gets the particle_system from (buttons)
context and if none can get found will duplicate all settings instead.
The reason why none gets found here is that buttons_context() doesnt
have a valid path when called from F9/SCREEN_OT_redo_last, path is
cleared when global undo does a file-read which clears the path (see
lib_link_workspace_layout_restore). It can be recomputed though to be
valid even from redo_last (at least when in the Properties Editor).
This was likely causing other operators (relying on buttons context)
from the Properties Editor to fail as well.
Fixes T83317
Maniphest Tasks: T83317
Differential Revision: https://developer.blender.org/D9825
If Preferences > Interface > Temporary Editors > File Browser is set to
"Maximized Area", opening a File Browser from an Asset Browser would
cause the new maximized editor to be an Asset Browser. Exiting it again
would crash.
This fixes the wrong behavior and the crash. There's still an issue with
exiting the editor again, it stays a File Browser then and doesn't go
back to being an Asset Browser. That's to be fixed separately.
`blf_dir_search` BLF util would not properly handle relative fonts not
found in pre-defined 'system fonts' directoriesi stored in
`global_font_dir` global variable.
Now it rebases relative paths to current .blend file location as
expected.
Note: the fact that VSE is setting font ptaths relative by default is
probably not actually desired, but this is another issue really. See
`BKE_sequencer_text_font_load` code.
Storing the asset library reference by name wasn't a good idea, I thought it
would work with a careful fallback, but it's easier to just use the index
instead. So change to using indices, make sure fallback methods work reliable
and make sure the file list is updated when asset libraries are removed.
I added a new notifier type for the latter, I prefer not using file notifiers
in asset-library/preferences code. We have more than enough values for
notifiers left.
The `!BKE_previewimg_is_finished()` in `icon_preview_startjob_all_sizes()`
would fail.
Caused by 990bd9acf243ae. We have to be more picky about tagging previews as
unfinished after file read. But we also have to consider files stored in old
versions and set the unfinished tag as needed.
When the Asset Browser was showing the "Current File" repository and the
sidebar was open, undoing could crash, because the context API returned freed
data.
Don't let context return anything if a refresh is pending due to data changes
like undo/redo.
In D9722 we agreed on using `[home-directory]/Documents/Blender/Assets` for
the default asset library. I just forgot to do the change before committing.
(The default repository is just a named path, it's *not* a default library with
bundled assets.)
Previews would be flagged as unfinished when reading. Instead clear the flag
and always consider them finished upon reading. If we wouldn't do this, the
File Browser would keep running the preview updating to wait for the preview to
finish. It could be smarter and also check if there's actually a preview job
running.
Instead, I think it will just display an unfilled buffer for now. Up until
today we wouldn't even know if a stored preview is finished or not, so it would
always assume they are finished. We do the same now, but have the option to
make it smarter.
This introduces the User Interface part of the Asset Browser, based on the
design in T54642.
Additions:
* New Asset Browser (internally a sub-editor of the File Browser).
* Navigation region showing asset categories.
* Main region showing the assets of the selected asset library with previews.
The assets may be stored over multiple .blends in the directory that's
"mounted" as asset library in the Preferences. They will all be shown in this
list.
* Header with an asset library dropdown, allowing to choose the active asset
library to show. Options are the "Current File" as asset library and all
custom libraries.
* Display popover, filter popover and search box (partially dummies, see
T82680).
* Sidebar showing the metadata of the currently active file (name, preview,
description and tags), which can be edited for assets in the "Current File"
asset library. (For others it will reset on reload.)
* The sidebar includes a button to load a custom preview image from a file.
* Make asset files draggable (with preview image).
* If a library with invalid path is selected, a message is drawn in the main
region to help the user understand what's wrong.
* Operators to add and remove asset tags. Exposed in the sidebar.
* "Only Assets" option for Link/Append.
* Internal utilities for asset UI scripts.
For screenshots or demo videos, please see D9725. Or the 2.92 release notes.
Note that there are many things to be tweaked and polished in the Asset Browser
UI still. For example, the filter and display popovers are mostly dummies. See
T82680.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9725
Reviewed by: Brecht Van Lommel, Hans Goudey
The Asset Browser will be a sub-editor of the File Browser. This prepares the
File Browser code for that.
**File-Lists**
* Support loading assets with metadata read from external files into the
file-list.
* New main based file-list type, for the "Current File" asset library.
* Refresh file-list when switching between browse modes or asset libraries.
* Support empty file-lists (asset library with no assets).
* Store file previews as icons, so scripts can reference them via icon-id. See
previous commit.
**Space Data**
* Introduce "browse mode" to differeniate between file and asset browsing.
* Add `FileAssetSelectParams` to `SpaceFile`, with `FileSelectParams` as base.
Makes sure data is separated between asset and file browsing when switching
between them. The active params can be obtained through
`ED_fileselect_get_active_params()`.
* `FileAssetSelectParams` stores the currently visible asset library ID.
* Introduce file history abstraction so file and asset browsing can keep a
separate history (previous and next directories).
**General**
* Option to only show asset data-blocks while file browsing (not exposed here).
* Add "active_file" context member, so scripts can get and display info about
the active file.
* Add "active_id" context member, so `ED_OT_lib_id_load_custom_preview` can set
a custom ID preview. (Only for "Current File" asset library)
* Expose some of `FileDirEntry` in RNA as (non-editable). That way scripts can
obtain name, preview icon and asset-data.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9724
Reviewed by: Bastien Montagne
One of the core design aspects of the Asset Browser is that users can "mount"
custom asset libraries via the Preferences. Currently an asset library is just
a directory with one or more .blend files in it. We could easily support a
single .blend file as asset library as well (rather than a directory). It's
just disabled currently.
Note that in earlier designs, asset libraries were called repositories.
Idea is simple: In Preferences > File Paths, you can create custom libraries,
by setting a name and selecting a path. The name is ensured to be unique. If
the name or path are empty, the Asset Browser will not show it in the list of
available asset libraries.
The library path is not checked for validity, the Asset Browser will allow
selecting invalid libraries, but show a message instead of the file list, to
help the user understand what's going on.
Of course the actual Asset Browser UI is not part of this commit, it's in one
of the following ones.
{F9497950}
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9722
Reviewed by: Brecht Van Lommel, Hans Goudey
For the Asset Browser, it needs to be possible to drag assets into various
editors, which may not come from the current .blend file. In other words, the
dragging needs to work with just the asset metadata, without direct access to
the data-block itself.
Idea is simple: When dragging an asset, store the source file-path and
data-block name and when dropping, append the data-block. It uses existing drop
operators, but the function to get the dropped data-block is replaced with one
that returns the local data-block, or, in case of an external asset, appends
the data-block first.
The drop operators need to be adjusted to use this new function that respects
assets. With this patch it only works for dragging assets into the 3D view.
Note that I expect this to be a short-lived change. A refactor like D4071 is
needed to make the drag & drop system more future proof for assets and other
use cases.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9721
Reviewed by: Bastien Montagne, Brecht Van Lommel
* Support defining (not necessarily rendering) icons in threads. Needed so the
File Browser can expose file previews with an icon-id to scripts.
** For that, ported `icons.c` to C++, to be able to use scope based mutex locks
(cleaner & safer code). Had to do some cleanups and minor refactoring for
that.
* Added support for ImBuf icons, as a decent way for icons to hold the file
preview buffers.
* Tag previews as "unfinished" while they render in a thread, for the File
Browser to dynamically load previews as they get finished.
* Better handle cases where threaded preview generation is requested, but the
ID type doesn't support it (fallback to single threaded). This is for general
sanity of the code (as in, safety and cleanness)
* Enabled asset notifier for custom preview loading operator, was just disabled
because `NC_ASSET` wasn't defined in master yet.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9719
Reviewed by: Bastien Montagne, Brecht Van Lommel
This makes it possible to turn data-blocks into assets and back into normal
data-blocks. A core design decision made for the asset system is that not every
data-block should be an asset, because not every data-block is made for reuse.
Users have to explicitly mark data-blocks as assets.
Exposes "Mark Asset" and "Clear Asset" in Outliner context menus (currently ID
Data submenu) and button context menus. We are still not too happy with the
names, they may change.
This uses the new context members to pass data-blocks to operators, added in
af008f5532 and 0c1d476923.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9717
Reviewed by: Brecht Van Lommel
Asset metadata is what turns a regular data-block into an asset. It is a small
data-structure, but a key part of the technical design of the asset system.
The design foresees that asset data-blocks store an `ID.asset_data` pointer of
type `AssetMetaData`. This data **must not** have dependencies on other
data-blocks or data-block data, it must be an independent unit. That way we can
read asset-metadata from .blends without reading anything else from the file.
The Asset Browser will use this metadata (together with the data-block name,
preview and file path) to represent assets in the file list.
Includes:
* New `ID.asset_data` for asset metadata.
* Asset tags, description and custom properties.
* BKE code to manage asset meta-data and asset tags.
* Code to read asset data from files, without reading IDs.
* RNA for asset metadata (including tags)
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9716
Reviewed by: Bastien Montagne, Brecht Van Lommel
The geometry-nodes features no longer depend on the point cloud object.
Therefore the point cloud object, although important in the future, can
be postponed until we have render and edit mode fully working.
This reverts commits:
* ea74ed5a7a.
* dc614c68ef.
This implements the design proposed in T83357.
The goal is to allow the geometry nodes modifier on mesh objects to
output instances and potentially other geometry types. Both problems
are tackled by allowing mesh objects to evaluate to a geometry set,
instead of just a single mesh id data block. The geometry set can
contain a mesh but also other data like instances and a point cloud.
I can't say that I'm sure that this commit won't introduce bugs. Mainly
the temporary object creation during rendering seems a bit brittle.
BUT, we can be reasonably sure that this commit will not introduce
regressions (at least not ones, that are hard to fix). This is because
the code has been written in a way that minimizes changes for existing
functionality.
Given that we intend to hide the point cloud object for the next release,
we won't even have to worry about temporary object creation for now.
An important part of the technical design is to make sure that
`ObjectRuntime->data_eval` contains the same data before and after this
patch. This helps to make sure, that existing code paths are impacted as
little as possible.
Instead of fully replacing `data_eval`, there is `geometry_set_eval`,
which contains all the geometry components an object evaluated to
(including the data referenced by `data_eval`).
For now, not much code has to be aware of `geometry_set_eval`. Mainly
the depsgraph object iterator and the instances system have to know
about it.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9851
The matte_id is stored in a different structure in 2.92. This patch will
write the old matte_id field so the files can be opened correctly in
older versions.
Apparently the ID pointer can be NULL, which most code here assumes is
not the case. But it's very fragile & finicky, there is one code path
were it's allowed to be NULL.
Add necessary NULL-checks, an assert as sanity check and a comment to
note the possibility of NULL.
Remove DNA headers, using forward declarations where possible.
Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
See T82309#1055564 {T63675} and their duplicates for how Default-off
can cause confusion.
This is just for convenience since it allows animators to keyframe
outside of the strip's bounds by default. This was likely off by
default before since Syncing Length would undesirably shift the whole
animation after leaving tweak mode (fixed by {D7602}) and the animator
wasn't able to keyframe outside the strip bounds anyways
(fixed by {D7533}). Now it's better if the flag was on by default.
While the animator is still roughly developing their animation NLA-wise
they won't have to worry about strip bound keying failures. When they
are more certain of the strip bounds, they can disable the flag to
prevent affecting the rest of the NLA system.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9661
It's an explicit check to prevent division by zero if caller hasn't
done the check. Future patch {D8867} will not use the nla remap
function and thus not do the check. This patch also replaces some
float (==) equality checks with IS_EQF().
Split from {D9247}
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9694
And removes redundant index local variable. Future patches {D8296} and
{D8867} make use of this function.
No functional changes.
Split from {D9247}
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9693
The strips were given the wrong owner ID. This only caused issues for
python based UI as far as I know. Property changes would not properly
update the viewport.
Reviewed By: lichtwerk
Differential Revision: https://developer.blender.org/D9685
This commit adds a simple utility function for getting the data type of an
attribute or its "constant" socket counterparts. No functional changes.
Differential Revision: https://developer.blender.org/D9819
Issues were:
* Abusing of `WITH_PYTHON_INSTALL_NUMPY` by both Audaspace and
Mantaflow.
- `PYTHON_INSTALL` options only decide whether we copy python (and
some extra modules) in our Blender installation. On linux it
makes much more sense to use global python installation.
- Now we have instead a proper `WITH_PYTHON_NUMPY`
* Bad assumptions regarding path of headers relative to path of python
module.
- In current Debian testing, modules are under `python3.9`
directory, while headers are under `python3` directory.
- Now we properly `find_path` for headers as well, modifying
`find_python_package` to take an optional argument for headers.
Note that the required changes done to `extern` libraries are in
blender-specific files that do not exist upstream.
Differential Revision: https://developer.blender.org/D9773
This changes the way how the mattes are stored in the compositor node. This used to
be a single string what was decoded/encoded when needed. The new data structure
stores all entries in `CryptomatteEntry` and is converted to the old `matte_id`
property on the fly.
This is done for some future changes in the workflow where a more structured
approach leads to less confusing and easier to read code.
Sometimes the geometry nodes modifier does support mapping and
sometimes it does not. We have no infrastruture to determine this ahead
of time currently. In order to support common use cases, it makes sense
to add this flag to the modifier.
One such common use case is to use the mesh as surface that other
things are distributed on. Often, the distribution is controlled by vertex
groups. Therefore, it would be helpful if the modifier is evaluated
when the object is in vertex paint mode. This allows the user to see the
distributed objects while painting.
If the nodes modifier transforms the mesh in any way, vertex painting
might not work as expected anymore, because the `deformMatrices`
callback is not implemented. I'm not sure how this can be solved nicely, yet.
Without this, the modifier evaluation code might remove any
vertex groups from the mesh for performance reasons.
We can't say for sure whether the node group will need the vertex
groups, but it is quite likely.
Ref T83357.
This patch will add volumetric transmittance to the cryptomatte coverage
data of all samples when post processing the cryptomatte passes.
It was discussed with Cycles that this is desired, but tricky to
implement in Cycles.
The shaders were not tagged for a needed geometry update when the displacement method was modified, neither were the Geometry and Object managers.
Reviewed By: kevindietrich
Maniphest Tasks: T75539
Differential Revision: https://developer.blender.org/D8896
Object previews are really helpful for visual data-block selection, like asset
browsing. Having them be generative should also be quite handy and should work
well enough in many, if not most cases.
What this does is simple:
* Place the object (actually a deep copy of it, for thread safety) in a virtual
.blend into an empty scene/view-layer.
* Add a camera, point it towards the front of the object, assuming that means
pointing towards its +Y axis.
* Use "Camera Fit Frame to Selected" logic to put the object into frame.
* Create a threaded off-screen render.
Of course, such an automatic preview will not work in all situations. E.g. it
currently does a bad job capturing a single plane. We could add options for
more advanced automatic previews, but probably custom previews is more
important, which I committed already (812ea91842).
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
Required changes to make it compile with clang tidy:
* Use c++ includes like (e.g. climits instead limits.h).
* Insert type casts when casting from void* to something else.
* Replace NULL with nullptr.
* Insert casts from int to enum.
* Replace designed initializers (not supported in C++ yet).
* Use blender::Vector instead of BLI_array_staticdeclare (does not compile with C++).
* Replace typedef statements.
Ref T83357.
No automatic preview generation will ever be good enough to cover all cases
well. So custom preview images are a must for a preview driven data-block
selection - like for asset browsing.
The operator simply allows selecting an image file, which will then be read and
copied into the data-blocks preview (resized if necessary).
There's no UI for this currently and the operator won't be available in the
search menu yet. It will later once the Asset Browser UI is merged.
Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
This commit removes geometry from meshes and shapekeys, and embedded
files, from liboverride IDs.
This data is never overrideable, there is no reason to store extra
useless copies of it in production files.
See T78944.
Note that we may add more data to be skipped on write for liboverrides
in the future, but this commit should address all the most important
cases already.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9810
Issues were:
* Abusing of `WITH_PYTHON_INSTALL_NUMPY` by both Audaspace and
Mantaflow.
- `PYTHON_INSTALL` options only decide whether we copy python (and
some extra modules) in our Blender installation. On linux it
makes much more sense to use global python installation.
- Now we have instead a proper `WITH_PYTHON_NUMPY`
* Bad assumptions regarding path of headers relative to path of python
module.
- In current Debian testing, modules are under `python3.9`
directory, while headers are under `python3` directory.
- Now we properly `find_path` for headers as well, modifying
`find_python_package` to take an optional argument for headers.
Note that the required changes done to `extern` libraries are in
blender-specific files that do not exist upstream.
Differential Revision: https://developer.blender.org/D9773
This adds the missing options for the effects as it is done in modifiers.
Reviewed By: HooglyBoogly
Maniphest Tasks: T83696
Differential Revision: https://developer.blender.org/D9838
In Cycles the volume transmittance is already composited into the color
passes. In Eevee the volume transmittance pass was separate and needed
to be composited in the compositor. This patch adds the volume
transmittance pass direct in the next render passes:
* Diffuse Color
* Specular Color
* Emission
* Environment
This patch includes the removal of the volume transmittance render pass.
It also renames the volume render passes to match Cycles. The setting
themselves aren't unified.
Maniphest Tasks: T81134
This should be a final piece of the changes for the active modifier
interface. Before, it was necessary to click on the blank space of a
modifier panel to set it active (not the header), this commit allows
clicking on the icon also.
The spacing with the spacing with the expand button would ideally
be a bit larger, but the layout system doesn't offer much flexibility
here.
Node tree types from addons were selectable in the modifier's drop-down.
Obviously they didn't do anything, but it shouldn't be possible anyway.
This was just caused by an unimplemented poll function.
Approximately 33 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D9796
Reviewed by Julian Eisel
This makes the exact boolean have zero weights for any vertex groups
on any newly created vertices, which is what the fast solver does.
The exact boolean solver was interpolating vertex data when interpolating
loop data in newly created faces. Not sure why I chose that. The Fast
boolean solver doesn't do that, so I stopped doing it too.
Using 'is/means/equal' words in place of equal sign in descriptions.
Differential Revision: https://developer.blender.org/D9799
Reviewed by Hans Goudey
Could not select left quarter of the screen in stereo side-by-side mode on high dpi displays.
Differential Revision: https://developer.blender.org/D9836
Reviewed by Julian Eisel
New dialog box layout with large alert icon for the Python script execution warning popup.
Differential Revision: https://developer.blender.org/D9390
Reviewed by Hans Goudey
Remove 'U.wheellinescroll' preference, currently hidden and unused.
Differential Revision: https://developer.blender.org/D9616
Reviewed by Brecht Van Lommel
It turns out that after the fix to T83196 (rB814b2787cadd) the matrix
to quaternion conversion can produce noncanonical results in large
areas of the rotation space, when previously this was limited to
way smaller areas. This in turn causes Swing+Twist math to produce
angles beyond 180 degrees, e.g. outputting a -120..240 range.
This fixes both issues, ensuring that conversion outputs a canonical
result, and decomposition canonifies its input.
This was reported in chat by @jpbouza.
As a followup for rB2b3d85d7d6771, this commit adds the remove and
copy operators for grease pencil modifiers, effects, and constraints
where they apply.
If the destination layer hadn't keyframe, a new keyframe was added and later the merge layer strokes were added, but this could change the animation because the new frame replaced the old drawings of the target layer.
Now, before merge the layer, all keyframes are added in the target layer in order to keep the drawings.
This patch introduces a new BKE function that performs a uniform subdivide.
The goal of this function is to subdivide the stroke to reach a target number of points while maintaining its shape, color, and weights.
This is done by repeatedly subdividing the longest edge in the stroke. Every subdivision adds a new point at the exact middle point of an edge.
The function is intended to be used in the interpolation operators to give better results when interpolating between different sized strokes.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D9835
This is similar to c4a2067130130d, but applies to the general UI and is only
about single data-blocks. Here there was a similar problem: How can buttons
pass the data they represent to operators? We currently resort to ugly ad-hoc
solutions like `UI_context_active_but_get_tab_ID()`. So the operator would need
to know that it is executed on a tab button that represents a data-block.
A single button can now hand operators a data-block to operate on. The operator
can request it via the "id" context member (`CTX_data_pointer_get_type(C, "id",
&RNA_ID)` in C, `bpy.context.id` in .py).
In this commit, it is already set in the following places:
* Generic RNA button code sets it to the pointed to data-block, if the button
represents a data-block RNA pointer property. (I.e for general data-block
search buttons.)
* Data-block selectors (`templateID`) set it to the currently active data-block.
* The material slot UI-List sets it for each slot to the material it represents.
The button context menu code is modified so its operators use the context set
for the layout of its parent button (i.e. `layout.context_pointer_set()`).
No user visible changes. This new design isn't actually used yet. It will be
soon for asset operators.
Reviewed as part of https://developer.blender.org/D9717.
Reviewed by: Brecht Van Lommel
The way the Outliner integrates operations on selected tree elements is known
to be quite problematic amongst developers. The context menu is generated in an
unusual way and doesn't use the normal operator system. Instead, changes are
applied via a recursive callback system. Things are quite ad-hoc, and the
callbacks often implement logic that should not be in the Outliner, but in
entirely different modules. Often these modules already contain the logic, but
as proper operators.
This commit is a step into a hopefully better direction that should allow us to
put actual operators into Outliner context menus. It starts solving the problem
of: How can the Outliner pass selected data to operators. It implements it for
data-blocks only, but other data could do it in the same way.
Idea is to keep doing what operators were initially designed to do: Operate on
context.
Operators can now query a "selected_ids" context member
(`CTX_data_selected_ids()` in C, `bpy.context.selected_ids` in .py). If an
Outliner is active, it will generate a list of selected data-blocks as a
response, via its `SpaceType.context` callback.
Any other editor could do the same.
No user visible changes. This new design isn't actually used yet. It will be
soon for asset operators.
Reviewed as part of https://developer.blender.org/D9717.
Reviewed by: Brecht Van Lommel
BLI_getenv has always incorrectly returned ascii rather
than UTF-8. This change corrects this behaviour.
This resolves issues when the `BLENDER_USER_CONFIG`
environment variable contains a path with Unicode characters
on windows as reported in T74510 (but unlikely the root
cause for the issue at hand there)
Differential Revision: https://developer.blender.org/D9831
Reviewed by: brecht
Don't refuse to load 5-channel images, instead drop any channels after the 4th
and hope that the first channels represent RGBA.
Differential Revision: https://developer.blender.org/D9820
The flag syncing code expects to find collection flags in same view
layer before and after the move, it even has an assert for it. However,
there is one case where this doesn't happen, when dragging a collection
that exists in two scenes to the master collection.
This commit removes this assert, frees the temporary flag structs
separately, and updates some comments with this information.
There is more detail in the adjusted comment.
Differential Revision: https://developer.blender.org/D9785
Root of the issue was missing management of ID pointers in the cloth
modifier data stored in ParticleSystem for hair physics, in the
'foreach_id' particle system code.
Using modifier's 'foreach_id' code in psys one unfortunately requires
some ugly conversion gymnastics, but this is still better than having
dedicated code for that case.
Note that this is actually a fairly critical issue, fix should be
backported to 2.91.1 should we do it, and to 2.83 LTS as well I think.
This document helps Blender users to known what is the library of each
individual 3rd party components that Blender depend on.
Generated using:
https://github.com/amzn/oss-attribution-builder
This is based on the libraries in extern and the svn libraries.
For the libraries in extern the README.blender was used as reference.
For the libraries in svn I used `cmake/versions.cmake`.
Note that the crediting is a bit of hit and miss. For some projects this
is very clear, while for others I had to do some digging. Either way I
gave my best shot.
The sources to (re-)generate this file is local at the moment. But it
should be moved to our infra-structure at some point.
Differential Revision: https://developer.blender.org/D9798
The Point Instance node can instance entire collections now.
Before, only individual collections were supported.
Randomly selecting objects from the collection on a per point basis
is not support, yet.
Last part of D9739.
Ref T82372.
The implementation is pretty much the same as for Object sockets.
The socket color is the one that is used for collections in the outliner.
Part of D9739.
Based on testing by Intel, rendering on Iris GPUs and upcoming Xe GPUs
should work. This is enabled on Windows and Linux.
More testing is needed to verify correctness and performance in production
scenes, but our basic benchmark files seem to give correct results.
Scale Mac trackpad scrolling changes by pixel size of output device.
Differential Revision: https://developer.blender.org/D9723
Reviewed by Brecht Van Lommel
The previous `BKE_appdir_folder_default()` was confusing, it would return the
home directory on Linux and macOS, but the Documents directory on Windows.
Plus, for the Asset Browser, we want to use the Documents directory for the
default asset library on all platforms.
This attempts to clean up the API to avoid confusion, while adding the newly
needed functionality.
* `BKE_appdir_folder_default()` should behave as before, but the implementation
changed:
** Removes apparently incorrect usage of `XDG_DOCUMENTS_DIR` on Unix systems -
this seems to be a config file variable, not an environment variable. Always
use `$HOME` instead, which this ended up using anyway.
** On Windows it doesn't attempt to use `%HOME%` anymore and gets the Documents
directory directly.
* Add `BKE_appdir_folder_home()` to gives the top-level user directory on all
platforms.
* Add `BKE_appdir_folder_documents()` to always get the user documents
directory on all platforms.
There should be no user noticable behavior change.
Differential Revision: https://developer.blender.org/D9800
Reviewed by: Brecht Van Lommel
When we had to get special user directories, we'd usually do it in varying,
rather ad-hoc ways. It would be done with a bunch of `#ifdef`s for the
different operating systems. Also, some of the used Win32 functions were legacy
ones and the API docs recommend using newer ones.
Further, seems `BKE_appdir_folder_default()` used `XDG_DOCUMENTS_DIR` wrong.
It's not supposed to be an environment variable but a value inside a config
file.
This adds the platform dependent logic to Ghost, so we can abstract it away
nicely using the `GHOST_ISystemPaths` interface. Getting the desktop directory
for example can now easily be done with:
`GHOST_getUserSpecialDir(GHOST_kUserSpecialDirDesktop).`
For now I added the logic for desktop, documents, downloads, videos, images and
music directories, even though we only use the Documents one. We can extend/
change this as needed, it's easy to do now.
On Windows and macOS, it uses pretty much the same way to access the
directories as elsewhere already. On Linux, it uses the `xdg-user-dir` command
that seems to be available by default on most Linux systems.
No functional changes. The new queries are not actually used yet.
Differential Revision: https://developer.blender.org/D9800
Reviewed by: Brecht Van Lommel
Was failing for weightpaint and vertexpaint.
Selection flags were actually changed, but the update in the viewport
wasnt immediate, leading to confusion when the update happened later
(e.g. when using the weight gradient tool as done in the report).
We need to tag ID_RECALC_SELECT and send ND_SELECT notifier here. This
could be done explicitly, but there is also existing functionality
available that does this.
Note: the way updates happen for paintfaces vs. paintverts looks a bit
inconsistent (so this could be part of a later cleanup commit)
Maniphest Tasks: T82881
Differential Revision: https://developer.blender.org/D9631
Adds support for building multiple BVH types in order to support using both CPU and OptiX
devices for rendering simultaneously. Primitive packing for Embree and OptiX is now
standalone, so it only needs to be run once and can be shared between the two. Additionally,
BVH building was made a device call, so that each device backend can decide how to
perform the building. The multi-device for instance creates a special multi-BVH that holds
references to several sub-BVHs, one for each sub-device.
Reviewed By: brecht, kevindietrich
Differential Revision: https://developer.blender.org/D9718
This node can be used to mix two attributes in various ways.
The blend modes are the same as in the MixRGB shader node.
Differential Revision: https://developer.blender.org/D9737
Ref T82374.
When compiling on Windows, the following warnings occur:
```[3468/4560] Building C object source\blender\draw\CMakeFiles\bf_draw.dir\engines\eevee\eevee_cryptomatte.c.obj
C:\blender-git\blender\source\blender\draw\engines\eevee\eevee_cryptomatte.c(306): warning C4047: 'function': 'bool' differs in levels of indirection from 'void *'
C:\blender-git\blender\source\blender\draw\engines\eevee\eevee_cryptomatte.c(306): warning C4024: 'eevee_cryptomatte_shading_group_create': different types for formal and actual parameter 5```
As @Severin pointed out [here](https://developer.blender.org/rB76a0b322e4d3244e59a154c8255b84a4fbc33117#288960), this is due to the last two arguments being flipped. This diff corrects the order.
Reviewed By: Severin, fclem
Differential Revision: https://developer.blender.org/D9809
duplicated particle system
When particle settings are duplicated along with the particle system,
this means a change in relations, was missing
'DEG_relations_tag_update'.
Maniphest Tasks: T83640
Differential Revision: https://developer.blender.org/D9823
The parameter type was incorrectly changed in rB6be56c13e96048cbc494ba5473a8deaf2cf5a6f8 by me.
This can be any id and does not have to be a node tree.
I thought I had reasoned that the add_patch would only happen
when the patch was not already in a cell, but I missed reasoning
about merged cells. So switched to a set 'add' instead of 'add_new'.
This commit adds a node that fills every element of an attribute
with the same value. Currently it supports float, vector, and color
attributes. An immediate use case is for "billboard" scattering.
Currently people are using the same input to a Random Attribute node's
min and max input to fill every element of a vector with the same value,
which is an unintuitive way to accomplish the same thing.
Differential Revision: https://developer.blender.org/D9790
Since the initial merge of the geometry nodes project, the modifyPointCloud
function already was already modifying a geometry set. The function wasn't
renamed back then, because then the merge would have touched many
more files.
Ref T83357.
Caused by rB4212b6528af.
outlineColor is computed by the vertex shader, so not a uniform.
So outlineColor was undefined.
note: it was still possible to run into the situation that a selected UV
is drawn ontop of a selected pinned UV [you had to disable sticky
selection for this], now also make sure selected-pinned are drawn
topmost, then selected, then unselected UVs.
Maniphest Tasks: T83361
Differential Revision: https://developer.blender.org/D9786
Previously, the transformation of recursive instances did not work as
on would expect. Second-level instances would detach from first-level
instances when the object was moved.
This was returning an empty allocated string, however almost
all callers checked if the return value was NULL before freeing,
making for misunderstandings on the intended use of this function.
BCAnimationSampler::initialize_curves for example detected the
f-curves animation type to 'bone' based on a non-NULL return value
which never failed.
Also fixes two leaks where the the result of BLI_str_quoted_substrN
wasn't freed.
BLI_str_quoted_substrN didn't unescape the resulting string,
yet all callers were using this with animation paths which are
created using BLI_str_escape().
- Fix BLI_str_quoted_substrN use with escaped strings by calling
BLI_str_unescape().
Note that it's possible we want an a version of this function that
keeps escape characters. This could be added if it's required.
- Fix end quote detection using BLI_str_escape_find_quote
checking for `\"` isn't reliable since an even number of back-slashes
before a quote means it's not escaped.
The issue is caused by stale data on the Mesh Node which is not cleared
during synchronizing since the socket API refactor so that we can detect
changes. However, synchronization only updates the sockets of the Mesh,
so other properties were left with outdated values.
This caused an underflow when computing attribute size for undisplaced
coordinates as it was using the current number of vertices minus the
previous count of subdivision vertices, which at this point should be 0.
Added a simple method to clear non socket data. Also modified
Mesh.add_undisplaced to always use an ATTR_PRIM_GEOMETRY as the data is
not subdivided yet and it avoids any further issues regarding computing
attribute sizes.
This adds deformation types to snake hook and the elastic deformation
type. This mode deforms the mesh using a kelvinlet instead of applying
the displacement directly inside the brush radius, which is great for
stylized shapes sketching.
Changes in rake rotation when using elastic are too strong when set
to 1, so I'll add a nicer way to support rake rotations with smoother
transitions in the future.
Reviewed By: sergey, JulienKaspar
Differential Revision: https://developer.blender.org/D9560
relation immediately
Texture and ParticleSettings have a DEG relation, but
`DEG_relations_tag_update` was not called when the texture changed.
This lead to no updates when e.g. texture size changes, relation only
went into full effect after save/reload or adding/removing keyframes.
Two places were additional relation tagging is needed:
- ParticleSettings `active_texture` changes
- ParticleSettingsTextureSlot (basically any TextureSlots') texture
changes
Maniphest Tasks: T82242
Differential Revision: https://developer.blender.org/D9393
The change to match socket color and category was already done, but it was missing
versioning code to update the theme on load.
Fixes T83500 (already closed as invalid, but this would solve the non-matching colors)
Reviewed by Hans Goudey (HooglyBoogly)
The SVM AO node calls "scene_intersect_local" with a NULL pointer for the intersection
information, which caused a crash with OptiX since it was not checking for this case and
always dereferencing this pointer. This fixes that by checking whether any hit information
was requested first (like is done in the BVH2 intersection routines).
This is a non-functional change. The functionality introduced in this commit
is not used in master yet. It is used by nodes that are being developed in
other branches though.
Now the gizmo is drawn only when the eventstate located in
`wm->winactive->eventstate` has not changed.
So it doesn't matter if it's "selected" or not.
This commit also removes the use of the private header "wm.h"
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D9539
This is a workaround for T80804.
There's a startup crash that happens on 2.91.0 on Windows, an `EXCEPTION_ACCESS_VIOLATION`
on `atio6axx.dll`. It is triggered by `glClear` on the `detect_mip_render_workaround`
function. The workaround moves the function after the device/driver workaround section and
sets the flag to the affected one to avoid running the check.
It is deprecated hardware that has not meet the minimum requirements since 2.79, but is
still usable and this extends its usability a bit before the cards are finally blacklisted.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9667
This patch contains 2 scripts that will help with LTS releases
create_download_urls.py
This python script is used to generate the download urls which we can
copy-paste directly into the CMS of www.blender.org.
Usage: create_download_urls.py --version 2.83.7
Arguments:
--version VERSION Version string in the form of {major}.{minor}.{build}
(eg 2.83.7)
The resulting html will be printed to the console.
create_release_notes.py
=======================
This python script is used to generate the release notes which we can
copy-paste directly into the CMS of www.blender.org and stores.
Usage: ./create_release_notes.py --task=T77348 --version=2.83.7
Arguments:
--version VERSION Version string in the form of {major}.{minor}.{build}
(e.g. 2.83.7)
--task TASK Phabricator ticket that is contains the release notes
information (e.g. T77348)
--format FORMAT Format the result in `text`, `steam`, `wiki` or `html`
Requirements
============
* Python 3.8 or later
* Python phabricator client version 0.7.0
https://pypi.org/project/phabricator/
For convenience the python modules can be installed using pip.
pip3 install -r ./requirements.txt
Differential Revision: https://developer.blender.org/D9055
This reverts commit cbae82ba96.
This change introduced the following problems:
- We could no longer reliably duplicate or use an existing
custom property names.
- We could no longer assume a bone or ID name
can be used in a custom-property.
- Importers that support custom properties (such as FBX)
could fail with an exception creating custom properties.
This was added when Linux's audio support
often needed to be manually configured.
Further 3rd party libraries have their own environment variables & docs
these need not be part of Blender's help message unless they're likely
to be needed to properly run Blender.
Implement improvement from T73139 for merging along edges.
It is now called "Connected" mode, while the default is called "All".
With the recent performance improvement, the Connected Mode is in some
cases only double the speed than the usual merge all strategy but in
other cases it may be even faster. The bottleneck is somewhere further
down the line of merging geometry.
The motivation for this patch came from T80897, because the merging in
complex solidify is making it very slow.
Now merging can be removed from solidify without greater consequences,
as this is just a quicker and more advanced algorithm to do the same
thing that solidify currently does slowly.
Reviewed by: mano-wii, campbellbarton
Ref D8966
When opening a temporary File Browser, we have to make sure the file selection
parameters are refreshed. When opening it in a new Window that would always be
the case, if the File Browser uses a maximized window (as set in the
Preferences), it might reuse space-data from a previous use. So we have to
force the refresh.
Also renamed the relevant function to be more clear about what it's doing.
Mistake in 95b3c4c966.
This just makes sure that the mesh coming out of the subdivision
surface node has correct normals. Ideally, we would lazily compute
derived data like normals in more cases, but that can be solved later.
Correctness is more important right now.
In order to solve this better, it would be nice if functions like
`BKE_mesh_ensure_normals` would take a `const Mesh *`.
The mesh could be considered to be logically const, because
normals are derived data that is only cached for the current
state of the mesh.
Buffer strokes weren't being the excluded from depth only draw calls
so were being included in depth tests. They are now excluded by
bypassing the creation of the buffer strokes.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9742
OptiX support is not in fact experimental anymore, so it is time for that notice to go.
All Cycles features that are currently supported on the GPU do work now when OptiX is selected.
This enables support for baking when OptiX is active, but uses CUDA for that behind the scenes, since
the way baking is currently implemented does not work well with OptiX.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9784
* Avoid direct access to `SpaceFile.params`, use a getter instead. This matters
because once the asset-browser changes are in, there will be an alternative
selection parameter object. The getter can return the correct one.
* Rename the function to ensure the parameters. The old name
`ED_fileselect_get_params()` wasn't a mere getter, it would create the
parameters if necessary. Now we have an actual getter, so better be clear.
* In some instances, I replaced the old "get" function with the new mere
getter. So the ensure logic is called less often. However, in these cases we
should be able to assume the selection parameters were created already as
part of the editor creation routine.
The term "active" in the new function names may seem a bit odd in the current
context, but that is a preparation for the Asset Browser merge as well. Like
said, there will be two file selection parameter objects in the space.
Caused problems in the Asset Browser branch when passing an empty path. The
function shouldn't blindly add a slash but sanity-check the input parameters
first.
Also makes NLA tracks and strips overridable.
User can either edit existing strips in existing NLA tracks (but not add or remove them), and/or add new NLA tracks after those comming from the linked data.
Most of the work was as usual checking operators and adding protections against illegal operations in override context.
Note that since we can only rely on indices to deal with local added tracks, we forbid any local track being before any linked/original track.
Maniphest Tasks: T72629
Differential Revision: https://developer.blender.org/D9611
This patch expands on the `is_property_set` doc-string,
detailing the purpose of the `ghost` argument added in
d3bcbe10c2.
Reviewed By: sybren
Ref D9780
It's easier to read and less 'weird' to check that an item is non-local
in a liboverride data-block, than the other way around. Thanks to
@sybren for noticing it.
Updating Industry Compatible keymap for Property filtering and new Modifier behavior.
Differential Revision: https://developer.blender.org/D9765
Reviewed by Julian Eisel
Small improvements to the layout of the Tooltips section in Preferences.
Differential Revision: https://developer.blender.org/D9772
Reviewed by Pablo Vazquez
The transform modes `shrinkfatten` and `seq_slide` have a special way of
handling events.
They use modal events in a different way than expected.
Therefore, this commit adds special event handles for these modes and
removes the keymodal tips from the status bar.
These effects are already described in the header anyway.
If the stroke had zero points the pointer returned NULL.
Also replaced for loop by FOREACH macro.
This is a corner case of "empty" strokes without points.
Change the default for the Show Channel Group Colors preference to OFF.
This option in the user preferences was introduced in rBad85256e7108. It
moved a per-file-per-editor option to the user preferences. As this
option would be frequently turned off by animators, this would now have
to happen only once. This commit takes this one step further, and turns
it off by default, as it can cause major readability issues of the
animation channel list.
RNA collections that support insertion of new items in liboverride
data-block need a special way to distiguish between locale and
orig-from-linked items (since some operations are allowed on the forer,
but no the latter).
In future we want a proper solution to abstract that at the
`BKE_lib_override` level, but for now we need to add some code for each
case.
Note that this commit also fixes a few potential issues with GPencil
modifiers, and constraints, regarding their handling of local overrides.
Fix the Assign Automatic Weights operator in weight paint mode when the
Vertex Groups X option is enabled. This issue was probably introduced in
rB5502517c3c12 where `me->editflag & ME_EDIT_MIRROR_X` was replaced by
either `me->editflag & ME_EDIT_VERTEX_GROUPS_X_SYMMETRY` or
`me->symmetry & ME_SYMMETRY_X`. In this case, the former wasn't working,
so I replaced it with the latter.
Continuation of the work started with 249e4df110. After all display modes
were ported to this new design, this commit starts the (more complex) work on
the individual tree-element types. More concretely it ports animation
tree-elements (action data-blocks, drivers and NLA data).
The commit above explains motivations. In short, we need a better design that's
easier to reason about and better testable.
Changes done here are pretty straight forward and introduce similar class
hierarchy and building patterns as introduced for the display modes already.
I.e. an abstract base class, `AbstractTreeElement` with derived classes for the
concrete types, and a C-API with a switch to create the needed objects from a
type enum. The latter should be replacable with something nicer later on (RAII
based, and type-safer through meta-programming).
Each tree-element type has its own class, with an own header and source file
(okay some closely related types can share a header and source file, like the
NLA ones).
I added some further temporary bits for the transition to the new design, such
as the `TreeElement.type`. It should entirely replace `TreeElement` eventually,
just as `outliner_add_element()` should be quite small by then and easily
replacable by a `TreeBuilder` helper.
Mistake in 35a5dee2ef.
Code would simply assume that the element under the cursor is an Object if it
was an ID (but not a collection).
This wouldn't cause any issues in current code, since the only other ID that
set the direct-data were collections, which are special in that they don't have
a `TreeStoreElem.type` of 0, which is already being checked for here. And if
there was no direct-data set, the object lookup in the View-Layer would
correctly fail too.
I carefully checked and am quite sure for `TSE_ANIMATION_DATA` and
`TSE_NLA_ACTION` the direct-data isn't used at all. This data is stored and
accessed in unsafe ways based on conventions anyway (`void *`). We should aim
for a safer design but it will be difficult to get there. Any removed
complexity will help.
Non-ID tree-elements would cast their data pointer to `ID *` and take the name
and ID-Code from there. The name would actually be overridden a few lines
later, so that didn't cause issues. But the ID-Code stored inside the tree
element kept an undefined value. In practice that probably didn't cause many
issues either, since it's just an undefined value that was very unlikely to
take a valid 16-bit ID-code value, meaning ID-Code checks would simply fail as
they should. Further there typically are other checks to see if the element
actually represents an ID.
However, in theory this may have caused a few random crashes or
data-corruptions.
Modernize loops by using the `for(type variable : container)` syntax.
Some loops were trivial to fix, whereas others required more attention
to avoid semantic changes. I couldn't address all old-style loops, so
this commit doesn't enable the `modernize-loop-convert` rule.
Although Clang-Tidy's auto-fixer prefers to use `auto` for the loop
variable declaration, I made as many declarations as possible explicit.
To me this increases local readability, as you don't need to fully
understand the container in order to understand the loop variable type.
No functional changes.
Blender has now the place to store the Cryptomatte settings. This patch
migrates Cycles to use the new settings.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D9746
Shared helper function to create a split layout with an alert icon for popup dialogs.
Differential Revision: https://developer.blender.org/D9486
Reviewed by Julian Eisel
New layout for the 'About' dialog featuring the full version of the Blender logo.
Differential Revision: https://developer.blender.org/D9507
Reviewed by Hans Goudey
This feature is intended to generate Microsoft Compiled HTML Help files
which is not something we use/need.
This also fixes an error in generation because the executable cannot be
found.
I didn't actually confirm this is caused by invisible Outliners. But I'm pretty
sure the error happens with Outliners that aren't initialized (so were open in
an area before, but another editor is active there currently).
In that case, the runtime data may not be set yet and that is fine.
Fixes T83420.
No functional changes. This is a few minor cleanups to the remaining C
code for building the outliner tree after parts have been moved to C++.
Differential Revision: https://developer.blender.org/D9741
No functional changes. Code is ported to C++ with additional cleanups to
the logic and variable names.
Differential Revision: https://developer.blender.org/D9741
This way Outliner internal data stays internal, non-Outliner code will not be
able to access and mess with this. Further it allows us to use the real type
(rather than `void *`), change the type to a C++ container if needed and
slightly reduces the size for every Outliner stored in files.
Slightly changed how we set the `SO_TREESTORE_REBUILD` for this, but it should
effectively behave the same way as before.
I could use a 16 bit atomic fetch + AND for D9719. The alternative would be to
turn a `short` into a `int` in DNA, which isn't a nice workaround.
Also adds tests for the new functions.
This patch builds clang-extra-tools on macOS for the
clang-tidy binary. The script "run-clang-tidy.py" is
also harvested because using the `CMAKE_C[XX]_CLANG_TIDY`
option can miss out some files (like makesrna), and using the
script is faster as it does not compile the files.
Thanks to `@LazyDodo` for the base patch D8502.
Reviewed By: LazyDodo, sebbas, #platform_macos
Differential Revision: https://developer.blender.org/D9450
Technically it shouldn't have any effect on these editors.
The key tips in the header can be misleading.
The effect it previously had was not intended.
This involves re-implementing some of Blender-defined helpers in utils,
we keep debug code to ensure those are still matching on
behavior/results sides.
This will allow to get more i18n tools independent from blender
executable.
With rBc0677b662f4b, we try to track all modal events in order to detect the
one corresponding to the release.
But modifier keys can mask the modal event and thus confirm realease ends up
being skipped.
This resulted in the T83387.
With this commit we now read the actual key drop value in the modal event.
This fixes T83387
Support for the AO and bevel shader nodes requires calling "optixTrace" from within the shading
VM, which is only allowed from inlined functions to the raygen program or callables. This patch
therefore converts the shading VM to use direct callables to make it work. To prevent performance
regressions a separate kernel module is compiled and used for this purpose.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9733
Replace `typedef` with `using` in C++ code.
In the case of `typedef struct SomeName { ... } SomeName;` I removed the
`typedef` altogether, as this is unnecessary in C++. Such cases have been
rewritten to `struct SomeName { ... };`
No functional changes.
In ad85256e71 the "Show Group Colors" option was changed from a
per-editor option to a user preference. Since so many people wanted to
turn this option off, this makes sense. However, this move caused some
confusion because the option was just gone from the menu.
This commit adds a dummy menu item. It's disabled, and the tooltip
explains that the option can now be found in Preferences.
T83390 was created to track the removal of these hints.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D9735
Cryptomatte is a standard to efficiently create mattes for compositing. The
renderer outputs the required render passes, which can then be used in the
compositor to create masks for specified objects. Unlike the Material and Object
Index passes, the objects to isolate are selected in compositing, and mattes
will be anti-aliased.
Cryptomatte was already available in Cycles this patch adds it to the EEVEE
render engine. Original specification can be found at
https://raw.githubusercontent.com/Psyop/Cryptomatte/master/specification/IDmattes_poster.pdf
**Accurate mode**
Following Cycles, there are two accuracy modes. The difference between the two
modes is the number of render samples they take into account to create the
render passes. When accurate mode is off the number of levels is used. When
accuracy mode is active, the number of render samples is used.
**Deviation from standard**
Cryptomatte specification is based on a path trace approach where samples and
coverage are calculated at the same time. In EEVEE a sample is an exact match on
top of a prepared depth buffer. Coverage is at that moment always 1. By sampling
multiple times the number of surface hits decides the actual surface coverage
for a matte per pixel.
**Implementation Overview**
When drawing to the cryptomatte GPU buffer the depth of the fragment is matched
to the active depth buffer. The hashes of each cryptomatte layer is written in
the GPU buffer. The exact layout depends on the active cryptomatte layers. The
GPU buffer is downloaded and integrated into an accumulation buffer (stored in
CPU RAM).
The accumulation buffer stores the hashes + weights for a number of levels,
layers per pixel. When a hash already exists the weight will be increased. When
the hash doesn't exists it will be added to the buffer.
After all the samples have been calculated the accumulation buffer is processed.
During this phase the total pixel weights of each layer is mapped to be in a
range between 0 and 1. The hashes are also sorted (highest weight first).
Blender Kernel now has a `BKE_cryptomatte` header that access to common
functions for cryptomatte. This will in the future be used by the API.
* Alpha blended materials aren't supported. Alpha blended materials support in
render passes needs research how to implement it in a maintainable way for any
render pass.
This is a list of tasks that needs to be done for the same release that this
patch lands on (Blender 2.92)
* T82571 Add render tests.
* T82572 Documentation.
* T82573 Store hashes + Object names in the render result header.
* T82574 Use threading to increase performance in accumulation and post
processing.
* T82575 Merge the cycles and EEVEE settings as they are identical.
* T82576 Add RNA to extract the cryptomatte hashes to use in python scripts.
Reviewed By: Clément Foucault
Maniphest Tasks: T81058
Differential Revision: https://developer.blender.org/D9165
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the
render pass tab and used in shader materials. Both Object and World based
shaders are supported. The AOV can be previewed in the viewport using the
renderpass selector in the shading popover.
AOV names that conflict with other AOVs are automatically corrected. AOV
conflicts with render passes get a warning icon. The reason behind this is that
changing render engines/passes can change the conflict, but you might not notice
it. Changing this automatically would also make the materials incorrect, so best
to leave this to the user.
**Implementation**
The patch adds a copies the AOV structures of Cycles into Blender. The goal is
that the Cycles will use Blenders AOV defintions. In the Blender kernel
(`layer.c`) the logic of these structures are implemented.
The GLSL shader of any GPUMaterial can hold multiple outputs (the main output
and the AOV outputs) based on the renderPassUBO the right output is selected.
This selection uses an hash that encodes the AOV structure. The full AOV needed
to be encoded when actually drawing the material pass as the AOV type changes
the behavior of the AOV. This isn't known yet when the GLSL is compiled.
**Future Developments**
* The AOV definitions in the render layer panel isn't shared with Cycles.
Cycles should be migrated to use the same viewlayer aovs. During a previous
attempt this failed as the AOV validation in cycles and in Blender have
implementation differences what made it crash when an aov name was invalid.
This could be fixed by extending the external render engine API.
* Add support to Cycles to render AOVs in the 3d viewport.
* Use a drop down list for selecting AOVs in the AOV Output node.
* Give user feedback when multiple AOV output nodes with the same AOV name
exists in the same shader.
* Fix viewing single channel images in the image editor [T83314]
* Reduce viewport render time by only render needed draw passes. [T83316]
Reviewed By: Brecht van Lommel, Clément Foucault
Differential Revision: https://developer.blender.org/D7010
Improvements to the layout of the Keymaps section of Preferences by removing unneeded Decorator columns.
Differential Revision: https://developer.blender.org/D9726
Reviewed by Hans Goudey
This adds a new property to the sculpt vertex color paint brush to limit
the area of the brush that is going to be used to sample the wet paint
color. This is exactly the same concept as normal radius and area radius
that exist for sculpting brushes for sampling the surface depth and
orientation.
When working near color hard edges, this allows to prevent the color
from the other side of the edge to blend into the wet paint.
With 1.0 (the previous default) wet paint radius, as soon as the brush touches
one vertex of the other color, the wet paint mix color changes, making it
impossible to maintain the border between the two colors.
Reviewed By: sergey, dbystedt, JulienKaspar
Differential Revision: https://developer.blender.org/D9587
When inverting erase displacement the filter can increase the
displacement over the limit surface. After using apply base, this can be
used as an alternative intensify details as it usually gives better
results.
This is the same concept as smoothing inverting to intensify details.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9679
This was missing from D9623. Now the same sculpt scene stats are also
displayed in the status bar.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9700
This enables the use of clang-tidy in the VS IDE.
To use it:
1 - Enable WITH_CLANG_TIDY in your cmake configuration
2 - From the Analyse pull down menu select Run Code Analysis on...
The analyser is currently not enabled by default on build
given it is quite slow and there are quite a few problems
it reports that we still need to deal with.
When change the order of the stroke using the arrange operator, the arrange was done, but the viewport did not display the result until you refresh the viewport.
These operators existed since 2.83, but the menu was hidden by error.
Also the operators have been cleanup and make multiframe compatible.
Reviewed By: mendio
Differential Revision: https://developer.blender.org/D9671
NanoVDB includes "assert.h" and makes use of "assert" in several places and since the compile
pipeline for CUDA/OptiX kernels does not define "NDEBUG" for release builds, those debug
checks were always added. This is not intended, so this patch disables "assert" for CUDA/OptiX
by defining "NDEBUG" before including NanoVDB headers.
This also fixes a warning about unknown pragmas in NanoVDB thrown by the CUDA compiler.
This change solves a bottleneck which was caused by attempt to cache
postprocessed search areas used for tracking. It was a single cache
used by all threads, which required to have some synchronization
mechanism. This synchronization turned out to be making all threads
to idle while one thread is accessing the cache. The access was not
cheap, so the multi-threading did not provide expected speedup.
Current solution is to remove the cache of search areas. This avoids
any threading synchronization overhead because there is no need for
it anymore. The downside is that for certain configurations tracking
became slower when comparing to master branch. There is no expected
slowdown compared to 2.91 release.
The slowdown is mainly experienced when using big search area and
keyframe matching strategy. Other cases should still be within a
ballpark of performance of single-threaded code prior to this change.
The reason why is it so is because while this change makes it so the
image accessors needs to process images multiple times the complexity
of this process is almost the same as all the overhead for the cache
lookup and maintenance.
Here are Some numbers gained on different configurations.
CPU: Intel Xeom CPU E5-2699 v4
OS: Linux
Footage: Old_Factory MVI_4005.mov from the first part of Track Match
Blend training which can be found on the Blender Cloud.
Tracking 443 markers across 250 frames. The unit is seconds.
File: F9433209
2.91: 401.520874
before: 358.650055
after: 14.966302
Tracking single marker across 250 frames. The unit is seconds.
File: F9433211
2.91 before after
Big keyframe 1.307203 1.005324 1.227300
Big previous frame 1.144055 0.881139 0.944044
Small keyframe 0.434015 0.197760 0.224982
Small previous frame 0.463207 0.218058 0.234172
All at once 2.338268 1.481220 1.518060
Add Custom Space to the list of space conversions for constraints.
Constraints can use World Space, Local Space, Pose Space, Local with
Parent, and now also Custom Space with a custom object to define the
evaluation space.
The Custom Space option uses the Local Space of an other
object/bone/vertex group. If selected on owner or target it will show a
box for object selection. If an armature is selected, then it will also
show a box for bone selection. If a mesh object is selected it will show
the option for using the local space of a vertex group.
Reviewed By: #animation_rigging, sybren, Severin, angavrilov
Differential Revision: https://developer.blender.org/D7437
Fix linker errors by explicitly linking PugiXML when OpenImageIO is
used.
PugiXML has been separated from OpenImageIO (D8628). This means that any
time OpenImageIO libraries are linked, the PugiXML libraries have to be
linked as well. This was set up correctly for Cycles, but not for imbuf.
Because of this, building without Cycles but with OIIO would produce
linker errors.
These comments are used to generate Py API docs.
Most of the comments are just copies of the mesh operator counterparts.
More improvements can be made here in the future.
Thanks to Jon Denning on twitter:
https://twitter.com/gfxcoder/status/1334178566993555459
The icons for collapsed children already draw highlighted when hovered.
Because the item icons are now select targets (for outliner to properties
editor tab switching) this adds highlights on hover for all outliner
element icons.
During the development of the new nodes in the `geometry-nodes` branch
the color of the new nodes wasn't considered, so all of the nodes ended
up red, the color for "input" nodes. This patch introduces two new
colors, one for "Geometry" and one for "Attributes". There are only two
attribute nodes currently, but the next sprint will add two more,
attribute mix, and sample from texture. The attribute nodes are
conceptually different enough from the nodes that modify the geometry
that they deserve their own color.
Differential Revision: https://developer.blender.org/D9682
Until there is a icon made specially for this, the nodetree icon is up
for grabs. Using it in the nodegroup + modifier + editor helps the users
to make a connection on where to edit those modifiers.
The point cloud object is the only one that will support instancing at
first. So we can expose it as a regular object.
It is limited since it has no edit mode. But this is not different than
the volume object.
This commit adds functions to set and get the object's active
modifier, which is stored as a flag in the ModifierData struct,
similar to constraints. This will be used to set the context in
the node editor. There are no visible changes in this commit.
Similar to how the node editor context works for materials, this commit
makes the node group displayed in the node editor depend on the active
object and its active modifier. To keep the node group from changing,
just pin the node group in the header.
* Shortcuts performed while there is an active modifier will affect
only that modifier (the exception is the A to expand the modifiers).
* Clicking anywhere on the empty space in a modifier's panel will make it active.
These changes require some refactoring of object modifier code. First
is splitting up the modifier property invoke callback, which now needs
to be able to get the active modifier separately from the hovered
modifier for the different operators.
Second is a change to removing modifiers, where there is now a separate
function to remove a modifier from an object's list, in order to handle
changing the active.
Finally, the panel handler needs a small tweak so that this "click in panel"
event can be handled afterwards.
The handling of muted nodes is handled at the derived node tree
level now. This is also where expanding node groups is handled.
Muted nodes are relinked and removed from the derived tree
during construction. The geometry node evaluation code does
not have to know about muted nodes this way.
Objects can evaluate to a geometry set instead of a single ID (only point cloud
objects for now). In the depsgraph object iterator, the evaluated geometry
components are expanded into temporary objects.
It's important to note that instanced objects can also contain geometry
components. Therefore, they have to be split up into multiple objects
as well in some cases.
At a high level the iterator works like so:
```
for object in depsgraph:
for component in object:
yield object_from_component(component)
for dupli in make_duplis_list(object):
for component in dupli:
yield object_from_component(component)
```
DEG_iterator_objects_next has been cleaned up, to make this structure
a bit more apparent.
This should not change anything for objects that are not point clouds.
This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate
It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.
Notes on the Generic attribute access API
The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
This is mainly necessary, because we have to deal with "legacy" attributes
such as vertex weights and attributes that are embedded into other structs
such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
attribute is stored on. So we want to abstract away the interpolation that
that adapts attributes from one domain to another domain (this is not
actually implemented yet).
Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
access and one for write access might be enough, because we know all the ways
in which attributes are stored internally. We don't want more different internal
structures in the future. On the contrary, ideally we can consolidate the different
storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.
It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
Note: This also changes the Shader socket color, to match "Shading" in the Outliner.
Theme update for shader nodes will be committed separately.
Ref T82689.
This commit expands the Windows-specific code in rBdca9aa0053f7 and Linux-specific code in rB33b7d53df08a.
It also fixes a capitalization issue in FindPugiXML.cmake
Since Blender 2.91 the TeraScale 2 based cards crash during startup.
This patch will show the user a screen that the platform they are using
isn't supported.
The GPUs have been carefully handpicked from dozens of reports. T83124,
T83127, T83103, T83091, T83045, T83065, T82750, T82889, T82925, T82640,
T82429, T82436, T82446.
This fixes T68521, T82334.
The object are not properly mirrored in object mode.
For mirroring an object that has an arbitrary rotation along the X axis
this is the procedure:
1. mirror x location.
2. negate x scale of the
3. negate y and z component of the rotation (independent of which rotation mode is used).
This knowledge applies now for all angles and axes to finally make the
mirror operation work in object mode.
The new mirror function has the downside that it can not (in this form)
be used with proportional editing.
This is no problem since the old behavior can still be replicated by
scaling with -1 along any axis.
The solution to get perfect mirrors can not work for scaling in general,
because in that case there could be scew created.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D9625
Caused by rBba97da21acf2.
For non-topology mirror hidden verts were never respected/included in
EDBM_verts_mirror_cache_begin (they were excluded from the kdtree).
Prior to said commit, hidden mirrored verts that were still in the map
would have been excluded in a separate loop over vertices in
'editmesh_mirror_data_calc()' by checking BM_ELEM_HIDDEN. Due to the new
nature of this function this check was now moved to
EDBM_verts_mirror_cache_begin.
Maniphest Tasks: T83119
Differential Revision: https://developer.blender.org/D9673
The Vertex Weight Edit Modifier already got the Custom Curve, there was no
real reason for the proximity not to have it as well.
With some fixes by Bastien Montagne (@mont29).
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9594
This infinite loop is caused by a conflict between the volume mesh
creation which unintentionally clears the shaders before early exiting
when no grid is found, and the Blender exporter which adds back the
shaders causing us to reupdate as the shaders changed.
To fix this simply preserve the shaders on the Volume node.
Use RNA_api_sequences() for SequenceEditor and MetaSequence
sequences member.
Defines pair of dispatch functions rna_Sequences_editing_* and
rna_Sequences_meta_* that pass pointer to seqbase to
rna_Sequences_* function.
Downside of this implementation is, that it defines 2 seemingly
different RNA collections - SequencesMeta and SequencesTopLevel
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9601
PugiXML was historically shipped hidden embedded into OIIO, the Grease
Pencil team had a requirement for an XML library recently so pugi seems
like a natural choice since it's not really a 'new' library, we just
turn an implicit dependency into an explicit one.
This commit expands the Windows-specific code in rBdca9aa0053f7 to
include Linux. macOS support will be handled in a later commit.
NOTE: run `cmake -U'*PUGIXML*' .` in the build directory to ensure CMake
finds PugiXML in the new location.
For details see D8628
The idea is to avoid any synchronization needed in the worker threads
and make them to operate on a local data. From implementation detail
this is achieved by keeping track of "wavefront" of markers which are
to be tracked and the tracking result. Insertion of results to the
AutoTrack context happens from main thread, which avoids need in the
lock when accessing AutoTrack.
This change makes tracking of many (300+) about 10% faster on the
Xeon) CPU E5-2699 v4. More speedup will be gained by minimizing
threading overhead in the frame cache.
Another important aspect of this change is that it fixes non-thread
safe access which was often causing crashes. Quite surprising the
crash was never reported.
Log to verbosity level 1 rather than INFO severity.
Avoids a lot of overhead coming from construction of the INFO stream
and improves performance and threadability of code which uses logging.
This makes tracking of 250 frames of a track of default settings to
drop down from 0.6sec to 0.4sec.
Makes it more clear whether object is allowed or not allowed to be NULL.
Also, avoids possible access to the different object mode enumerator.
Should be no functional changes.
These functions were only checking the X axis for flipping the
displacement for a symmetry area depending on the initial position of
the pivot.
This affects transform and any other tools that transform vertices and
applies symmetry based on areas (the pose brush, for example).
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9654
This adds the vertex and face count info to the scene stats in sculpt
mode. These stats count the active vertices and faces in the
sculptsession for the active object. This has the following advantages:
- It is possible to know how many vertices the sculptsession has active
comparted to the vertex count of the entire scene from sculpt mode
- When sculpting with constructive modifiers, these stats will report the
number of vertices that you can actually sculpt with, instead of the
vertex count of the modified mesh and the entire scene.
Reviewed By: sergey, dbystedt
Differential Revision: https://developer.blender.org/D9623
Adjust the threshold for switching from the base case to trace > 0,
based on very similar example code from www.euclideanspace.com to
avoid float precision issues when trace is close to -1.
Also, remove conversions to and from double, because using double
here doesn't really have benefit, especially with the new threshold.
Finally, add quaternion-matrix-quaternion round trip tests with
full coverage for all 4 branches.
Differential Revision: https://developer.blender.org/D9675
Extract initialisation code of box selection into separate functions.
No functional changes.
Reviewed By: zeddb, sybren
Differential Revision: https://developer.blender.org/D9196
Fix various problems in the Action Group rearranging code. All fixes are
necessary to resolve the bug.
- Before groups are rearranged, the channels are moved into their
respective groups (so no longer referenced by `action->channels`). A
temporary group is made for ungrouped channels. The code made
assumptions about the channels being in the same order as the groups;
that assumption has been removed.
- Looping over channels in an Action Group should stop when reaching the
last channel, and not until `NULL`.
- After all the reshuffling is done, the `action->channels` linked list
wasn't terminated properly. Now `first.prev` and `last.next` are set
to `NULL` to avoid infinite loops.
Previously image accessor was sharing array pointer for tracks access.
Now it is possible to pass a temporary array valid only during the
initialization process.
Should be no functional changes.
This is something not-so-trivial to see from just reading code, which
shown an important of proper comments and clear naming.
Main source of confusion was that it is not immediately clear that
AutoTrack context is to see all tracks, but tracking to only operate on
selected ones.
The windows build leaves a convenience helper script
in the build folder called, rebuild.cmd. This change
passes any parameters you give rebuild.cmd to ninja
so you can easily pass it additional parameters without
having to edit the batch file manually.
This operators reset the vertex color information of the strokes.
If nothing is selected, all strokes are reset. If any is selected, only selected strokes are reset.
Also added a new menu Paint in Vertex Color mode.
Differential Revision: https://developer.blender.org/D9647
The event queue can contain events from before pointer warping, ignore those
now. This is an old issue, but became more common now that we disabled event
coalescing and started using the event mouse location rather than the current
mouse location.
Thanks to Yevgeny Makarov and Nicholas Rishel for helping solve this.
Ref D9662
Blacklist a bunch of tests on the GPU, which are known to currently have
differences with CPU. These can be enabled as they are fixed or the test
is modified to give compatible results when there are known limitations.
OSL tests were also moved to their own directory since those are not
supported on the GPU.
Ref T82193
CYCLES_TEST_DEVICES is a list of devices (CPU, CUDA, OPTIX, OPENCL). It is set
to CPU only by default.
Test output is now writen to build/tests/cycles/<device>, and the HTML report
has separate report pages for the different devices, with option to compare
between CPU and GPU renders.
Various GPU tests are still failing due to CPU/GPU differences, these are to be
fixed or blacklisted still.
Ref T82193
Allows to use mutex, scoped_lock, and conditional_variable from within
the libmv namespace.
Implementation is coming from C++11. Other configurations are easy to
implement, but currently C++11 is the way to go.
During revision of {D8952} one of the comments was to make a function that converts the render percentage to a factor. This to avoid code duplication. However the duplicated code was already all over the compositor code. So in order to avoid this code duplication for {D8952} I propose to first cleanup the duplicated code and build patch {D8952} based on this clean up.
The method that converts the render percentage to a factor is put in the CompositorContext. Why? The CompositorContext keeps DNA information like the renderdata. DNA, and thus the CompositorContext, keeps the size of the render resolution in percentage (user oriented). The compositor needs the size of the render resolution as a factor. So the CompositorContext seems like the obvious place to have this conversion method.
Why not in de NodeBase? The method could've been added to the nodebase, but I wanted to keep the nodebase as clean as possible and not put simple "conversion" methods into this base class. Also I didn't really like the call flow: you'd always have to get the renderdata size from the context and then convert.
Putting it in the CompositorContext avoids this extra invoke of a call.
Why not in the Converter? See nodebase. And the Converter seems more like a class for "structural" and complex node tree conversions. Not the simple conversions.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D9566
This commit replaces while loops and for loops with the equivalent
macro. This results in much more readable code in some places,
and it's now more apparent when the situation is more complicated
than just iterating through a linked list.
As proposed in T74432 and already implemented in several commits,
"region" is the preferred name for `ARegion` variables, rather than
any variant of "ar". This commit changes a few "ar" variables that have
popped up over time and also adjusted names of variants like "arnew".
This separates out PugiXML that was previously
bundled by OIIO.
As this linux/mac libs are not available
this commit only contains the builder and windows
changes, and the option to enable pugixml is
guarded by a platform if, this can be removed
once all platforms have committed the svn libs.
For details see D8628
By checking if a cell has already been processed in the finding patch
component code, an enormous speedup happens. This only will be
noticeable if there are lots of patches, and some cells with a
large number of patches.
In case where there are coplanar instersections where
each part has a lot of triangles, the finding-cells algorithm was
very inefficient. This uses a Set instead of a Vector to keep track
of a cell's patches, avoids going through all patch x patch combinations,
avoids going through all patches to renumber after a merge, and
merges smaller patch-sixe cells into larger ones.
All this reduces the time to find cells in the cited case by a factor of 10.
Ensure consistent order of pose bones. Now it should always match the
one from bones in armature obdata (as exposed by e.g. RNA, i.e.
children-first).
Previously when some pose bones would need to be added or removed from a
pose due to changes in the bone armature, or if bones in armature were
re-ordered, the bones order in pose would not match anymore the one from
armature, and could even become different between e.g. a proxy and its
linked source.
This was not really nice, but not a big issue before either. But with
diffing process of override, consistent order of items between reference
linked collection and local override one is crucial.
Reviewed By: #animation_rigging, sybren
Maniphest Tasks: T82758
Differential Revision: https://developer.blender.org/D9646
The change was intentional so that the orientation matrices match
(`rv3d->viewinv` becomes equal to the orientation matrix).
But, although in a projection matrix the Z axis is negative, this
should not be so from the user's point of view.
So the solution here is to negate the Z axis when the View orientation
is chosen.
This affects all modes, but is only evident for rotation.
---
Another change here is to use the final rotation value (`values_final`)
for the gizmo drawing since this value can be changed by the mode.
Avoid the evaluation of constraints when computing the parent-inverse
matrix.
Constraints are meant to be evaluated last; object transforms are
computed this order:
1. `parent->obmat` (the parent object's world matrix)
2. `ob->parentinv` (the object's parent-inverse matrix)
3. Object's loc/rot/scale
4. Object's constraint evaluation
When the constraints are used to compute the parent-inverse matrix,
their effect is moved from step 4 to step 2 in this list, potentially
rotating or scaling the object's local transform. This causes unwanted
movement as reported in T82156.
Reviewed By: looch
Differential Revision: https://developer.blender.org/D9413
Move the logic for determining if the item at a given x position is an
icon into the function. This is used for determining selection over an
icon, and will be used in a later commit for checking for hover over an
icon. No functional changes.
This adds support for incremental updates in the sculpt transform
code. Now tools can define if they need the displacement applied
for the original coordinates or incrementally.
This is needed for features like elastic transform or cloth deformation
target in the transform tool.
No functional changes.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9547
This was reported in the form of the eyedropper of the 'Parent' property
creating a custom property 'parent' if self was picked.
Problem arises when certain checks for setting rna pointer properties
failed (for example: the PROP_ID_SELF_CHECK check) and then a different
code path was entered (which was only meant for IDProperties).
Problem was introduced in rBa7b3047cefcb.
To solve, now first enter the branch for rna-based pointer properties,
then perform the sanity-checks (and if these fail: dont enter the other
unrelated codepath but instead do nothing)
Maniphest Tasks: T83055
Differential Revision: https://developer.blender.org/D9652
dynamic paint modifiers
Looks like prior to the introduction of mantaflow, the former
SmokeModifierData always had a domain initialized (even if its type was
set to None). Since mataflow, the FluidModifierData type needs to be set
to MOD_FLUID_TYPE_DOMAIN (otherwise domain is invalid)
Maniphest Tasks: T82729
Differential Revision: https://developer.blender.org/D9644
Code was actually not applying any override operation over linked data.
Reasonn behind that was that if library file is saved with latest
override applied then this is not needed, since data saved for the
override in the lib file is already up to date.
But this is actually fully breaking in case someone update the lib file
of the lib file, without re-saving the libfile itself.
So now we alwaya apply overrides also on linked data.
Note that this will not fix the case where a resync is needed.
The panel title text intersected any buttons in the header because
the label offset retrieved from the layout code was not scaled by
the block's zoom level. Error in rB0d93bd8d63980.
The transform modifiers are confirmed by releasing any button.
Thus, the operation can be falsely confirmed if the button that launched
the operation is released after the modifier has been activated.
Previously the events that confirmed the modifiers were hardcoded.
An option to fix this would be to add custom confirmation keyitens for
specific modifiers. But this can be a bit confusing and would make the
modal keymap even bigger.
So the solution here is to skip the button that launched the operation
when confirming the modifier.
Orthogonalize the constraint target's matrix before decomposing it into
Euler angles. This removes sheer, and is actually a requirement for
correct decomposition.
It's conceivable that someone has used the incorrect behaviour in a rig.
As the shear caused unpredictable flipping of the constrained object,
this is unlikely.
Reviewed By: angavrilov, sybren
Differential Revision: https://developer.blender.org/D8915
OpenImageIO's ustring makes assumptions about the interals of
std::string which aren't true on macOS/ARM. A patch for OpenImageIO
addresses this for macOS/ARM builds only, at the expense of potentially
duplicated allocations of strings.
The build script for macOS dependencies expects to find bison provided
by Homebrew under /usr/local. Since the default install location for
Homebrew changes on macOS/ARM, the script now looks at the host
architecture and switches to /opt/homebrew on Macs with Apple Silicon.
This update introduces two improvements from the Mantaflow repository:
(1) Improved particle sampling:
- Liquid and secondary particles are sampled more predictably. With all parameters being equal, baked particles will be computed at the exact same position during every bake.
- Before, this was not guaranteed.
(2) Sparse grid caching:
- While saving grid data to disk, grids will from now on be saved in a sparse structure whenever possible (e.g. density, flame but not levelsets).
- With the sparse optimization grid cells with a value under the 'Empty Space' value (already present in domain settings) will not be cached.
- The main benefits of this optimization are: Smaller cache sizes and faster playback of simulation data in the viewport.
- This optimization works 'out-of-the-box'. There is no option in the UI to enable it.
- For now, only smoke simulation grids will take advantage of this optimization.
Previously, the alternate row color in the Video Sequence Editor was
just a shaded version of the editor's background color. This makes it
theme-able just like in the file browser and outliner, although the
default color is very slightly different.
Differential Revision: https://developer.blender.org/D9634
If the cursor is not over the mesh, the operator was still using the
last Face Set ID updated by the drawing cursor code when the cursor was
over the mesh.
This now cancels the operator instead of modifying a Face Set that will
look random to the user.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9545
The original name was chosen because symmetry was a property of
the Paint struct. Now symmetry is a property of meshes, which
also makes the name of the property easier to understand.
Reviewed By: sergey, dbystedt
Differential Revision: https://developer.blender.org/D9618
Since D6133 fluid particle code uses thread local storage to collect
springs created during a time step before adding them to the actual
spring array.
Prior to the switch to TBB there was a single finalize callback which
was called on the main thread, so it could use psys_sph_flush_springs
and insert the new entries into the final buffer. However in D7394 it
was replaced with a reduce callback, which is supposed to be thread
safe and have no side effects. This means that the only thing it can
safely do is copy entries to the other temporary buffer.
In addition, careful checking reveals that the 'classical' solver
doesn't actually add springs, so reduce isn't needed there.
Differential Revision: https://developer.blender.org/D9632
The roll value may not be as expected when a matrix is not orthogonal
or has a negative determinant.
This can lead to confusion as seen in T82930.
Therefore, make it clear that this is a limitation and that a value for
the roll is somewhat indeterminable in these cases.
This fixes T82930
In `calc_curve_deform` a factor is calculated without checking if
the divisior is zero or close to zero. This patch adds the missing
checks and sets the factor to zero if the division shouldn't be
computed.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9645
Blender uses 64bit atomics to manipulate SessionUUID, and these atomics
were not defined on any of 32bit platforms.
While official support is limited to 64bit platforms only, the code
should not make assumptions about bitness or endianess, in terms that
there should be codepaths and fallback (or provision of them) for 32bit
platforms.
This change makes 64bit atomic functions defined for all platforms.
The atomic_test was compiled and successfully tested on i686 and armv7l
platforms. The rest of compilation process of Blender will be very
tedious, so that was not done.
This change is essential, but not necessarily enough to make Blender
compilable on i686 (ability to compile Blender on 32bit platforms was
lost during the 2.91 development).
This is a functional part of original fix done by Brecht in D9577.
There is a special defines block needed for ARM on Linux. Move it from
public header to an implementation file.
No functional changes.
This is a non-functional part of original fix done by Brecht in D9577.
The logic was duplicated.
Should be no functional changes. The modified function is expected
to give same exact results for all inputs.
On the "caching last-used track" topic. The code was using last_marker
to allow faster lookup of marker closest to the frame. With this
change it is still the case since the BKE_tracking_marker_get() does
cache last used marker.
Selecting an object by clicking on its instances only worked,
when the object itself is visible. However, it is possible to hide
the object and still keep the instances visible.
The solution is to give every object the correct `select_id` in the
depsgraph object iterator right before rendering.
Reviewers: fclem, brecht
Differential Revision: https://developer.blender.org/D9640
This change will use the image engine to draw the backdrop of the compositor. With this patch the alpha blending will be done in Linear Scene Reference space and shows pure emissive colors.
See differential for an example image.
**Technical changes**
As only the backdrop drawing is done using the draw manager there are some technical changes.
1. The overlay buffer is partly drawn outside the draw manager. When drawing the backdrop image the overlay buffer needs to be masked to simulate premultiplied alpha under.
2. The backdrop of the node editor is done in region pixel space. A `DRWView` is constructed with this space.
3. UDIM textures uses world position to generate the UV coordinates. This has been implemented more strict by the `IMAGE_DRAW_FLAG_USE_WORLD_POS`. When the flag isn't used the local coordinates are used to generate the UV coordinates what is image space.
4. The draw manager now checks the actual `eSpaceType` of the space data to use different code paths. In the future the movie clip editor will be added.
NOTE: The preview images in nodes are drawn in display space and cannot show pure emissive colors. As preview images are used on more locations it is best to fix this in a separate patch.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9451
The spikes were caused by non-initialized tangent matrix used during
smoothing process. The reason tangent matrix was not initialized was
because wrong usage of API: n-gons should pass corner of 0 to the
matrix construction function.
Corrected usage of the API and added assert() to help catching such
kind of non-initialized issues easier.
When clicking on an already-selected keyframe, mark it as active if the
click caused the previously-active keyframe to become deselected.
When clicking on a key in the graph editor, it is selected and all other
keys are deselected. If that key was already selected before the click,
it would not become the active keyframe. This is now fixed.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D9639
Regression introduced by {rB042143440d76}. The deform group lookup was
performed on the wrong object. Before the lookup was performed on
the lattice object. This patch changes this back.
Reviewed By: Bastien Montagne
Differential Revision: https://developer.blender.org/D9638
According to feedback the outliner to properties editor tab switching
was annoying when it always changed tabs on selection, especially for
selecting individual objects. This limits the tab switching behavior to
only when the icons in the outliner are selected.
Adds smooth scrolling with the trackpad for popovers. Also fixes the position of the scroll arrows on high-DPI.
Differential Revision: https://developer.blender.org/D9533
Reviewed by Brecht Van Lommel
Layout block safety sizes were not scaled correctly with interface scale.
Differential Revision: https://developer.blender.org/D9569
Reviewed by Brecht Van Lommel
The existing hash function didn't work well with Set's method of
masking to the lower bits, because many verts have zeros in the
lower bits.
Also, replaced VectorSet with Set for Vert deduping.
Recent changes introduced `acc` parameter into the texture read
functions. When nanovdb isn't enabled this leads to compilation errors
as the `acc` variable wasn't defined. OpenCL only compiles needed
features what made it more prominent.
Reviewed By: Patrick Mours
Differential Revision: https://developer.blender.org/D9629
ROCm 3.9 already defined `NULL`. This patch will first check if it was
already defined to remove compilation warnings.
NOTE: This doesn't add official support for ROCm as it still fails to
render correctly (crashes with default cube).
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D9610
Split some of the code of `graph_edit.c` into:
* `graph_view.c`: preview range, view all, view selected etc.
* `graph_slider_ops.c`: the decimate modal operator code.
The latter file will be extended later with more slider-based operators.
Maniphest Tasks: T81785
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9312
This new discontinuity filter performs actions on the entire Euler
rotation, rather than only on the individual X/Y/Z channels. This makes
it fix a wider range of discontinuities, for example those in T52744.
The filter now runs twice on the selected channels, in this order:
- New: Convert X+Y+Z rotation to matrix, then back to Euler angles.
- Old: Add/remove factors of 360° to minimize jumps.
The messaging is streamlined; it now reports how many channels were
filtered, and only warns (instead of errors) when there was an actual
problem with the selected channels (like selecting three or more
channels, but without X/Y/Z triplet).
A new kernel function `BKE_fcurve_keyframe_move_value_with_handles()` is
introduced, to make it possible to move a keyframe's value and move its
handles at the same time.
Manifest Task: T52744
Reviewed By: looch
Differential Revision: https://developer.blender.org/D9602
The caller is still responsible for allocating list of markers,
but the track allocation and initialization can now be reused.
Currently no functional changes, preparing for an upcoming
development.
Having up to nine levels of indentation make this function hard to
follow. Instead of indenting the rest of the loop for a simple special
case, just continue.
By using floating point filters, the speed improves by a factor of 2 to 10.
This will help speed up some cases of the Exact Boolean modifier.
Changed the interface of mpq2::isect_seg_seg to not return mu, as it was
not needed and not calculating it saved 15% time.
When lowering the wireframe opacity with sculpt overlays enabled, the
wireframe overlay was creating white artifacts along the edges.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9607
This adds an invert toggle for the outliner object state filters.
There are some cases where we want a filter for invertable states (Selected,
Unselected) and having a single toggle to invert the filter reduces the
number of separate filter types needed. This removes the "Hidden" filter
which can now be replicated with an inverted "Visible" filter.
Differential Revision: https://developer.blender.org/D9598
In case we do not use names, code adding new insert operations in
collections was broken.
Not a proble in practice so far, since this case was not yet in use, but
will be soon with NLA overrides.
Since add-ons now unregister on exit
(as of fa566157a5)
clearing functions in `bpy.app.handlers` caused an error on exit.
Resolve by restoring handlers before exiting.
When an projecting onto a plane that is orthogonal to the views Z axis,
project onto a view aligned axis then map it back to the original plane.
see: ED_view3d_win_to_3d_on_plane_with_fallback
Since the depth can't be properly visualized in 3D, display a 2D so
it's possible to to tell the depth from the cursor motion.
When using surface orientation and nothing is under the mouse-cursor,
pick the axis that's closest to the view's Z axis.
Now by default default, drawing into empty spaces wont use a plane
orthogonal to the view.
Generating the thumbnail left the view matrices set to values
that couldn't be used for cursor drawing.
Backup/restore the matrices for off-screen drawing.
The Normal Map node was falling back to (0, 0, 0) when it was missing
the required attributes to calculate a new normal.
(0, 0, 0) is not a valid normal and can lead to NaNs when it is
normalized later in the shader. Instead, we now return sd->N,
the unperturbed surface normal.
The issue was that the same point cache was read by multiple
threads at the same time (the same object was evaluated for
render and for the viewport).
Both threads incremented PTCacheMem->cur which lead to the crash.
The fix is to remove the PTCacheMem->cur and store it on the
stack instead. This way every thread has its own cur.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9606
Cover all atomic functions with unit tests.
The tests are quite simple, nothing special so far. The goal is to:
- Make sure implementation exists.
- Implementation behaves the same way on all platforms
(We had issue when MSVC and GCC were behaving differently in the
past).
- Proper bitness is used for implementation and non-fixed-size
function implementation.
The tests can be extended further to make sure, for example, that
CAS operations do not cast arguments to a more narrow type for
comparison. Considering it a possible further improvement, as it is
better be done being focused on that specific task.
There is an annoying ifdef around 64bit implementation, which uses
same internal ifdef as the header does. This check is aimed to be
removed, so is easier to simply accept such duplication for now.
The tests seems somewhat duplicate for signed/unsigned variants and
things like this. The reason for that is to keep test code as simple
as possible: attempting to do something smart/tricky in the test code
often causes the test code to be a subject of being covered with its
own unit tests.
Differential Revision: https://developer.blender.org/D9590
Previously the lock-free tests were actually testing guarded allocator
because the main entry point of tests was switching allocator to the
guarded one.
There seems to be no allocations happening between the initialization
sequence and the fixture's SetUp(), so easiest seems to be just to
switch to lockfree implementation in the fixture's SetUp().
The test are passing locally, so the "should work" has high chance
of actually being truth :)
Differential Revision: https://developer.blender.org/D9584
Previously the only way to use lockfree implementation was to start
executable and never switch to guarded allocator.
Surely, it is not possible to switch implementation once any allocation
did happen, but some tests are desired to test lock-free implementation
of the allocator. Those tests did not operate properly because the main
entry point of tests are forcing guarded allocator to help catching
bugs.
This change makes it possible for those tests to ensure they do operate
on lock-free implementation.
There is no functional changes here, preparing boilerplate for an
upcoming work on the allocator tests themselves.
Don't refresh the list of sockets, so that when the .blend file is restored the
links remain valid. Also display such nodes in red to indicate an error, same
as when the node type info is missing.
Some DNA headers already did this, most did not. Even though many of them would
be included in C++ files and thus compiled as C++. This would be confusing and
developers may think they have to add `extern "C"` too a whole lot of
(indirect) includes to be able to use a C header in C++.
However, this is a misconception.
`extern "C"` does not cause code to be compiled with C rather than C++! It only
causes the linker to not use C++ function name mangling. See
https://stackoverflow.com/a/1041880.
Because extern DNA headers don't have function declarations, using `extern "C"`
actually should not have any effect. On the other hand, adding it causes no
harm and avoids confusion. So let's just have it consistently in C header
files.
Differential Revision: https://developer.blender.org/D9578
Reviewed by: Bastien Montagne, Sybren Stüvel
Don't allocate StripElem for movieclip, scene and mask strips. This
struct is not handled in seq_dupli function. This caused field to be
uninitialized in COW datablock.
StripElem is not allocated when adding strip with operator and it is
not needed for these strip types.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9600
Split up the Euler filter function into two more functions. The Euler
filter operator works in two stages (find channels that define the X/Y/Z
Euler rotations, and perform filtering on those channels), and each
stage now has its own function. This makes it clearer which data are
used in which part of the code, and makes future improvements easier.
No functional changes.
This is actually a user interface issue, introduced on 0688309988.
but->tip is checked for NULL in other parts, and rightly so, since here
it crashes Blender.
On a side note I don't know how to reliably reproduce the original bug
whose fix introduced this issue. That got on the way of seeing whether
this is the correct fix, if it happens outside greasepencil operators.
Maybe it is an operator that is missing a tooltip? Impossible to tell
without more information from said commit. That said since this happened
during the end of bcon3 and we are not in bcon4 I'm going ahead with
this NULL check commit.
Patch reviewed by Philipp Oeser and Sergey Sharybin.
Code was rewritten to work on per-sequence basis returning reference to
created strip.
There should be no functional changes.
Selection logic is left as is for now. I could simplify it, but it
belongs to operator, not split logic.
Reviewed By: sergey
Differential Revision: developer.blender.org/D9592
My last cleanup commit for this function missed this case. It likely
happens because the panel's block size doesn't update properly somewhere.
Short of investigating that right now, it makes sense to return early
in this case anyway.
This option joins any stroke with an end near the actual stroke. Now it is not limited to the last stroke, any stroke in the same layer for the actual frame can be joined. The join can join two strokes drawing a third stroke.
If the end and the start of the result stroke are very small, the stroke is changed to be cyclic automatically.
There is a limit distance to join the stroke, if the distance is greater than this value, the strokes are not joined. Actually, a constant, threshold distance is used, but we could expose
as a parameter in the UI in the future.
The tool can be used with freehand drawing or with primitives.
Note: Great part of the patch is just a refactor of the old code to make it accessible and to keep code organized.
Reviewed By: mendio
Maniphest Tasks: T82377
Differential Revision: https://developer.blender.org/D9440
The existing panel drawing function was a bit convoluted with dependent
conditions in different scopes, redundant and unecessary computations,
and un-helpful naming.
This commit separates the function into two parts, the backdrop and the
widgets. It also improves naming and uses const where possible, and in
general cleans up the code.
There are some slight visual changes, mostly with the placement of the
drag icon, which moves a bit downward to be centered with the triangle
icon. The black rectangle displayed while dragging is also removed.
The logic for separator-spacers (used here for right-alignment) didn't take
region scaling into account. Usually that's not an issue because they are
otherwise only used in headers which can't zoom.
The logic for separator-spacers (used here for right-alignment) didn't take
region scaling into account. Usually that's not an issue because they are
otherwise only used in headers which can't zoom.
During some operators like rotate in grease pencil edit mode the
hierarchy lines in the outliner would draw twice as thick. Set the width
before drawing the lines in the outliner.
Differential Revision: https://developer.blender.org/D9589
This is an addendum to previous boolean fix, where the object
transformation was "cleaned". Now the operand one is too.
This fixes the issue shown in the video in T82301 when you move
a column around the XY plane with the top and bottom faces
supposedly coplanar with a cube. The transformation matrix when
you do that has a tiny offset in the z component.
Scaling of forces needs more work. Before making changes to them it would be nice to have a setup, that works physically correct across multiple modifiers (cloth, rigid bodies, fluid).
This will be a to do for 2.92.
Active tile could be NULL when it was on the second tile before
switching back and forth between the Image/UDIM.
In the future we might also check that the active_tile_index is always
valid.
The root cause of this bug is that the function that updates the PBVH
normals is drw_sculpt_generate_calls. As now both the overlays and
mesh can be drawn without using pbvh drawing, the normals were not
updating. This patch forces a normals updates also in the no PBVH
drawing code path of the overlays. This was affecting both shading and
sculpt surface sampling in both flat and smooth shading modes.
Having the sculpt normals being updated by the drawing code is a wrong
design which also causes other issues like:
Brushes that sample the surface and do multiple stroke steps between
redraws will sample invalid normals, creating artifacts during the
stroke clearly visible in some brushes.
Brushes that do not need to sample the surface update the normals on
each redraw. This affects performance a lot as in some cases, updating the
normals takes more time than doing the brush deformation. If flat shading
is being used, this is only necessary to do once after the stroke ends.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9535
Pie menu had inconsistent behavior for dragging & releasing the key
compared to clicking on the button.
This was caused by the `onfree` argument being set to true,
preventing the button from running callbacks such as setting
up undo data & auto-keyframe
This argument should only be used when freeing the button,
set this to false as is done for regular menus.
This brush needs to be disabled for dyntopo as it stores its custom data
and deforms from original coordiantes.
Reviewed By: sergey
Maniphest Tasks: T82542
Differential Revision: https://developer.blender.org/D9516
Panels for active uiBlocks always have a type, because the process that
makes them uses the types. Add an assert just to make it clear that the
assumption is purposeful.
Regression introduced by {b17cca6966}. When centralizing the gpu texture
premultiplication setting it was assumed that generated images
(`IMA_TYPE_UV_TEST`) were stored as premultiplied. That assumption was
totally wrong as the alpha association is determined by the existing of
the float/byte buffer.
NOTE: This change will render generated images with pure emissive
colors (show colors when alpha=0.0) what might add more reports. Any
reports could be merged in the next report {T82790}.
Reviewed By: Clément Foucault, Philipp Oeser
Differential Revision: https://developer.blender.org/D9585
After recent changes to the context panel layout (rB187cc5e26d28b1a8),
there has been an error printed when running propery search:
> Error: separator_spacer() not supported in popups.
The layout code thinks it's drawing in a menu because region->visible
isn't properly set for the other tab searches. This patch sets that field
for the temporary searching region, but it also disables searching in the
context breadcrumbs panel, because at best this will just give results
for the names of the active object, etc. This isn't helpful since
those labels are mostly in every tab anyway.
Differential Revision: https://developer.blender.org/D9425
Logic was incorrect, mistake in f3b8792b96.
Updated comment to make intent more clear.
Same as fd78f8699e, but needed conflict resolution as the panel-type
flags where renamed in master.
Edges with 3 or more connected UV's caused UV pack to fail.
Instead of using functions from uvedit_parametrizer.c which are intended
specifically for ABF/LSCM unwrapping, use a simpler method for packing
which stores arrays of BMesh faces.
The clone tool in the image editor can show a second texture on top
of the image. This wasn't ported and now results into alpha and depth
issues. This fix adds the clone tool drawing to the overlay engine.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9352
Remove redundant call to `ofstream::close()` from `~PSStrokeRenderer`
and `~TextStrokeRenderer`. ofstream will be destructed automatically.
- For `~Depsgraph`, `std::function`'s constructor can throw.
- Passing throwing statements in the lambda will not be detected by
clang-tidy.
Fix these issues by using lambda as function argument.
Reviewed By: sergey, sybren
Differential Revision: https://developer.blender.org/D9497
In 8d1978a8e0 bmain entry is updated when prefetching is started,
but this must be done before seq_prefetch_update_context(). Otherwise
created cache keys will be incorrect.
This happens immediately after prefetch is started. When it's refreshed
problem goes away.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9581
Some RNA structs, like operators or keymaps, are not allowed to have ID
pointer properties. now this check will ignore those, and report an
error message in the console.
Related to T82597.
Notes: While a bit more involved than rBf39fbb3e6046, this commit
remains fairly localized and non-intrusive.
It relies on some rather obscure and weird behaviors of our RNA code
though, a cleaner solution could be e.g. to add a tye to
`StructOrFunctionRNA`, so that we could properly 'rebuild' (re-cast) the
pointer to either `StructRNA` or `FunctionRNA` when needed in internal
code...
When offsetting strips to the left, to make space when syncing strip
length, move the preceding NLA strips instead of the succeeding strips.
The bug seems to be from a copy/pasting typo.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9583
Select only editable keys on selected curves when "Only Show Selected
Curves" is enabled in the Graph Editor's View menu.
This prevents selecting invisible keys with box, circle, and lasso
select in the Graph Editor.
Reviewed By: looch
Differential Revision: https://developer.blender.org/D9580
Crash is related to the definition of the GL_MAX_TEXTURE_SIZE. OpenGL does not clearly
defined `GL_MAX_TEXTURE_SIZE` exactly means. Both on AMD and NVIDIA we have issues with
huge textures that they don't get created even if they are smaller. (See {D9530} for
research).
This patch will try to create the texture in a smaller size when the texture creation
failed.
Final implementation by: Clément Foucault
We should create a solution that doesn't need downscaling. For this specific case ARB_sparse_texture might help to create cleaner code, but you still have to commit the whole image what introduces several draw calls. Other improvement is to optimize the scaling; current implementation isn't optimized for performance.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9524
This is was caused by incorrectly set preview_render_size in VSE
rendering context. Value was set to SEQ_PROXY_RENDER_SIZE_FULL, but
it should be SEQ_PROXY_RENDER_SIZE_SCENE as scene render size is
being used.
This is same fix as 0d7036b40e, but I did not checked openGL
render pipeline.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9562
Use either scene render size or fixed preview scale factor.
Previously scene render size was used as baseline value for text size
correction. This is incorrect.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9563
The icons originally chosen for the collection colors were selected
during development and had a few issues with contrast in the light
theme, and the gray color was not a good choice against the default gray
backgrounds.
The new colors are more readable in both default Blender themes. Gray
was replaced with pink.
Differential Revision: https://developer.blender.org/D9504
Coalescing on macOS overwrites a singular unprocessed mouse event. To
receive all mouse and tablet events coalescing is disabled.
Disabling coalescing for macOS disables coalescing for trackpad
gestures. Repeat trackpad events are unnecessary and found to
negatively impact performance thus are re-coalesced in Window Manager.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9574
This was introduced by rBdb7d8281c5a2.
The color needs to be premultiplied as there is no blend mode and
the output color is replacing the framebuffer color & alpha.
The OpenVDB data structure can store voxel data in leaf nodes or tiles
when all the nodes in a given region have a constant value. However,
Cycles is using the leaf nodes to generate the acceleration structure
for computing volume intersections which did not include constant tiles.
To fix this, we simply voxelize all the active tiles prior to generating
the volume bounding mesh. As we are using a MaskGrid, this will not
allocate actual voxel buffers for each leaf, so the memory usage will be
kept low.
Differential Revision: https://developer.blender.org/D9557
Reviewed by: brecht, JacquesLucke
X axis panel dragging traces back to Blender versions before 2.5,
where panels could be aligned horizontally. But for many years now
panels have been vertically aligned. Considering this, keeping the
X axis dragging around is a bit odd. It makes interaction confusing,
or at least more complicated. It also looks bad, since any part of
the panel outside the region is cropped.
Differential Revision: https://developer.blender.org/D9549
This reverts commit f39fbb3e60.
Code is not valid, `DefRNA.laststruct` does not always point to the
proper struct when defined from Python, need to be done differently.
The original code for viewlayer collection flag syncing across moves
from D9158 didn't consider the case where the collection could no longer
be found in its original view layer (moving a collections betwen scenes).
The fix is to just check if the collection starts in the same scene as
it will be moved to before trying to do the flag syncing. I thought about
this for a while and tried a couple other solutions, but I couldn't come
up with a proper way to support syncing the layer collection flags across
scenes without making too many changes.
Differential Revision: https://developer.blender.org/D9568
Root of the issue is that point caches are added to the object's list
on-demand, which often ends up with them being added only during
depsgraph evaluation, i.e. on COW objects.
This could result in having 'orig' data caches with invalid/unset stack
index at some points (e.g. when reading a file and applying
liboverrides), leading to discarding valid existing disk cache files.
Fact that one of those index is signed, and the other not, does not
help...
While this is very weak, fixing broken PointCache code is out of the
scope of a bug fix, so this patch merely:
* Simplifies and factorizes the code generating the 'extension' part of
caches filenames;
* Ensures `BKE_object_insert_ptcache` is called when needed so that we
always have a valid stack index to generate that filename extension.
This is only a bandaid, but it is simple and should be safe enough for
now.
Related to T82503.
Some RNA structs, like operators or keymaps, are not allowed to have ID
pointer properties. now this check will ignore those, and report an
error message in the console.
Related to T82597.
Remove `return` from for-loop which blocked the recalculation of driven
values when it found the first driver.
Reviewed By: sybren, sergey
Differential Revision: https://developer.blender.org/D9515
Previously the return value of `ufopen` wasn't checked and if it failed,
`NULL` was passed into `fclose()` which resulted in a crash. This patch
avoids this by returning from `BLI_gzopen` when the file cannot be created.
Reviewed By: sebbas, iss
Differential Revision: https://developer.blender.org/D9576
is present
Caused by rB4212b6528afb.
'updateGLSLCurveMapping()' compares cacheIDs and in certain scenarios,
these are the same when they should not.
- whenever we had multiple viewports that are colormanaged with
curvemappings this worked right (cacheIDs were different)
- for example, this also worked right when the ImageEditor displays a
Render Result or a Compositor Viewer
- but it worked wrong when the Image Editor displays any other Image (or
no Image at all)
- it also worked right if there were multiple Image Editors [and one of
them displays a Render Result e.g]
Now why is this so?
For comparison, the curve mapping's pointer/address is used.
- update_glsl_display_processor frees the curve_mapping, see
BKE_curvemapping_free(global_glsl_state.curve_mapping)
- similar, update_glsl_display_processor creates a new curvemapping, see
BKE_curvemapping_copy(view_settings->curve_mapping)
- now for the situation that a viewport with curvemapping and a viewport
without curvemapping is present and you make changes to the curvemapping
the following happens:
-- curve_mapping_settings->cache_id is set once [to the memory address
of curvemapping before change]
-- change happens
-- viewport 1 frees curvemapping
-- viewport 2 duplicates using BKE_curvemapping_copy, but this one gets
the same address like before the change
-- this means we have different data on the same address with the same
cacheID...
Solution: to really make the cache ID unique we can combine the pointer
with its 'changed_timestamp' [which increases on every change].
Reviewers: jbakker
Maniphest Tasks: T82460
Differential Revision: https://developer.blender.org/D9559
The issues was that Blender was trying to refresh the
splash screen region. However, opening the file browser
closed the splash screen and freed the region.
The fix is to simply not refresh the region.
Has been approved in T81817.
First detect the other selected object, then check it can be written to.
Otherwise the target object could be the first one found when
looping over objects which is random from the user perspective.
Move the type check to the operator, which also checks the data isn't
library data which was being ignored.
Move most functions into separate files.
File sequencer.c is reserved for alloc, free and duplicating functions.
There should be no functional changes.
Two problems were fixed. One, the code for dissolving vertices
left a face around if dissolving a vertex would leave less than
three vertices. Instead, the face should be deleted.
Two, with transformations like "rotate 180 degrees", this should
be no problem with exact, but the current transformation matrix
has very small non-zero entries where it shouldn't. Cleaning the
transformation matrix makes it more likely that user expectations
about coplanar faces will be fulfilled.
It should not be possible to set the scene collection's color tag
through rna. Also adds a missing notifier for setting the collection
color tag from python.
After rB452a1c7b3838 there were still a few cases where the old
collection icon was used in the interface. Replace these with the new
filled collection icon.
Differential Revision: https://developer.blender.org/D8660
This patch is the result of the GSoC 2020 "Editing Grease Pencil Strokes
Using Curves" project. It adds a submode to greasepencil edit mode that
allows for the transformation of greasepencil strokes using bezier
curves. More information about the project can be found
here: https://wiki.blender.org/wiki/User:Filedescriptor/GSoC_2020.
The overlap with the `Panel` flags that start with "PNL" was quite
confusing because wasn't clear which enum a flag was from. The
new names are a bit longer, but the clarity is worth it.
Instead to use the ID of the object, now the parameter is an Enum with Selected object or New.
If use selected mode, the first grease pencil object selected is used. If none of the selected objects is a grease pencil object, a new object is created.
Small cleanup changes to the original patch.
Differential Revision: https://developer.blender.org/D9529
LibOverrides only support a small sub-set of PointCache features for now
(one cannot add new caches, baking in memory is not supported...).
Part of first step of T82503: support disk cache in liboverrides.
This was done as some sort of safety, but should not actually be needed,
and including tags like `ID_RECALC_POINT_CACHE` e.g. makes usage of
point caches impossible with liboverrides (since it would systematically
invalidate all cache on file load).
In theory we should not have to tag anything here in fact, RNA accessors
are supposed to take care of it, but for now we keep the
`ID_RECALC_COPY_ON_WRITE` one.
Part of first step of T82503: support disk cache in liboverrides.
Note that due to convoluted layout of point caches in RNA (active one
also storing list of all available ones), we'll often have the
pointcache overrides rules twice. Should not be a huge problem,
practically speaking.
Part of first step of T82503: support disk cache in liboverrides.
We already were using one of earlier RC of the library, so there is no
expected big changes. Just making the update official, using official
version and stating it in the readme file.
Becomes rather annoying to duplicate them across C/C++ GCC/Clang sets,
almost as if the test should test both C and C++, and to do it for all
compilers.
Solves strict warning in the upstream of Ceres library.
This reverts commit 9d172f007e.
Got a second thought and remembered why it was not done in the first place.
The issue here is that the server needs to communicate codesign result back
and that must happen within the new protocol. So if the client talks old
protocol it is possible to receieve data from it, but is not possible to
communicate result back to it.
Image format code checked the file type against an enum except for
zero which is used when the format can't be detected.
Also add doc-strings to some of the image file type callbacks.
the function vec_roll_to_mat3_normalized() has a bug as described in T82455. This Differential is only for refactoring the code such that it becomes more clear what the function does and how the bug can be fixed. This differential is supposed to not introduce any functional changes.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9410
HDRI preview should have resolution dependent on dpi, viewport scale and HDRI gizmo size.
This patch uses a LOD to render a more round sphere.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9382
This would allow python script to access `lineWidth` uniform when drawing lines
without using `glLineWidth`.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9518
Standard deviation formula wasn't being applied correctly when selecting
R G B cases. Issue is there since Blender 2.64 as it was incorrectly
ported over from the previous compositor.
Reviewed By: Sergey Sharybin, Jeroen Bakker
Differential Revision: https://developer.blender.org/D9384
This patch adds an opacity slider to the wireframe overlay. The previous
wireframe in dense geometry scenes could be too dark and sometimes the
user just wants an impression of the geometry during modelling.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D7622
This commit moves some of the logic around so that the logic in
panel_activate_state is clearly separated by the state being activated.
There are fewer nested and redundant checks, and it's easier to see
the progression of interaction with the panel handler.
This callback made some sense before moving the file-type information
from a bit-flag to an enum: e142ae77ca
Since then, we can compare the type value directly.
Also replace loops over file types with IMB_file_type_from_{ibuf/ftype}.
This commit makes the property editor switch to the physics tab instead
of the modifier tab when selecting physics modifiers. Since the modifier
isn't visible then, it's confusing to change the expansion, so this commit
also disables the modifier expansion for these modifiers.
Differential Revision: https://developer.blender.org/D9544
Now that the Blender sync mechanism deletes nodes from the scene, we need to
ensure scene update is stopped before we do this.
Also add some more early out in scene geometry update to ensure we do not
continue working on incomplete geometry data, though that was not the cause of
this crash.
Two issues:
* Automatic deduplication of OpenVDB grid data was failing when Cycles had
already cleared the OpenVDB grid, causing an empty grid. Instead rely on
Blender return the same OpenVDB grid pointer when deduplication is possible.
* The volume bounds mesh was not properly cleared when the OpenVDB grid was
empty, causing a mismatch between mesh and voxel data.
The function vec_roll_to_mat3_normalized() basically has to handle 3 scenarios:
- When a bone is oriented along the negative Y axis
- When a bone is very close to the negative Y axis
- All other cases
The tests in the Differential make sure that all 3 situations are covered.
Reviewed By: sybren, mont29
Differential Revision: https://developer.blender.org/D9525
Only a single DEG operation node `POSE_SPLINE_IK_SOLVER` should
be added in this case [ see `build_splineik_pose`, same is already done
for overlapping IK in `build_ik_pose`]
ref T82347.
Reviewers: sybren
Maniphest Tasks: T82347
Differential Revision: https://developer.blender.org/D9471
This caused warnings when e.g. building the lite profile because NanoVDB was not disabled, but
OpenVDB was. This Fixes this by setting the "WITH_NANOVDB" flag too.
Add a new property `co_ui` to Keyframes, the modification of which will
apply to the keyframe itself as well as its Bézier handles.
Dragging the "Keyframe" slider in the properties panel now maintains the
deltas between the keyframe and its handles, just like moving the key in
the graph editor would.
Reviewed by @sybren in T81813.
This is more in line to other eyedropper usages throughout blender.
Affected operators:
- Sample Dyntopo detail
- Extract Face Set (as reported in T82615)
ref T82615
Maniphest Tasks: T82615
Differential Revision: https://developer.blender.org/D9531
Pass codesign errors (if any) from codesign buildbot server to the
buildbot worker, so that the latter one can abort build process if
the error happens. This solves issues when non-properly-notarized
DMG package gets uploaded to the buildbot website.
When creating an armature from the skin modifier, resulting bones would
always be flagged BONE_CONNECTED.
Those bones cannot be transformed (just rotated).
Now only flag bones that really have a parent BONE_CONNECTED.
Maniphest Tasks: T82624
Differential Revision: https://developer.blender.org/D9534
Issue exposed by rB4c7b1766a7f1.
Main idea is that non-memfile first undo step should check into previous
memfile and tag the ID it is editing as `future_changed`.
That way, when we go back and undo to the memfile, said IDs are properly
detected as changed and re-read from the memfile.
Otherwise, undo system sees them as unchanged, and just re-use the
current data instead.
Note that currently only Sculpt mode seems affected (probably because it
is storing the mode switch itself as a Sculpt undo step instead of a
memfile one), but similar action might be needed in some other cases
too.
Maniphest Tasks: T82388
Differential Revision: https://developer.blender.org/D9510
Pass codesign errors (if any) from codesign buildbot server to the
buildbot worker, so that the latter one can abort build process if
the error happens. This solves issues when non-properly-notarized
DMG package gets uploaded to the buildbot website.
When painting in the image editor on data images (Non-color, Raw) the
color mismatched between the sampled color and the actual effect that
the painting has on the image. The root cause is that the sampling is
color managed, but the painting still uses a fixed color management
pipeline with a lot of assumptions. Due to recent changes the drawing
of the image editor is color managed, but the painting isn't what made
these changes show up.
This patch is a work-a-round so that the sampled colors and the effect
the paint has on the texture matches. This isn't the correct solution
as that would be to migrate all the painting tools to use proper color
management.
Reviewed By: Pablo Dobarro
Differential Revision: https://developer.blender.org/D9411
There are two implementations of the Sample Color operation. One is used
by the paint texture and one by the image editor. The image editor
variant sampled from the ibuf directly, but the paint texture variant
was sampling from the screen front buffer. This can lead into incorrect
samples due to color pipeline.
This patch will use the image editor variant when sampling a color for
2d texture painting
Reviewed By: Pablo Dobarro
Differential Revision: https://developer.blender.org/D9408
Previously the header was a fixed size and assumed to be zeroed.
Now read in bytes up to `HEADER_SIZE`, pass the number or bytes
read to the callback which must not read past those bytes.
We haven't supported 32bit mac builds for a while so this should be safe to remove.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D9489
Needed a better normal to for plane to offset into when there are
non in-plane edges between two beveled edges. It was using the vertex
normal, which is just wrong.
Differential Revision: https://developer.blender.org/D9508
These are generally only one or two word phrases and are not sentences.
This change slightly improves readability.
Note, the check when display labels:
```
Tip Label (only for buttons not already showing the label).
```
Could be improved here because there are a lot of false positives.
See https://developer.blender.org/D9499.
It's odd to include a C++ header (".hh") in C code, we should avoid that. All
of the Outliner code should be moved to C++, I don't expect this C header to
stay for long.
See https://developer.blender.org/D9499.
"View" leads to weird names like `TreeViewViewLayer` and after all they are
specific to what we call a "display mode", so "display" is more appropriate.
Also add, update and correct comments.
See https://developer.blender.org/D9499.
* Use C++17 nested namespaces.
* Use `_` suffix rather than prefix for private member variables.
Also: Simplify code visually in `tree_view.cc` with `using namespace`.
See https://developer.blender.org/D9499.
* Turn functions into member functions (makes API for a type more obvious &
local, allows implicitly sharing data through member variables, enables order
independend definition of functions, allows more natural language for
function names because of the obvious context).
* Prefer references over pointers for passing by reference (makes clear that
NULL is not a valid value and that the current scope is not the owner).
* Reduce indentation levels, use `continue` in loops to ensure preconditions
are met.
* Add asserts for sanity checks.
See https://developer.blender.org/D9499.
Also:
* Add `space_outliner/tree/common.cc` for functions shared between display
modes.
* I had to add a cast to `ListBaseWrapper` to make it work with ID lists.
* Cleanup: Remove internal `Tree` alias for `ListBase`. That was more confusing
than helpful.
See https://developer.blender.org/D9499.
* Add comments to explain the design ideas better.
* Follow code style guide for class layout.
* Avoid uninitialized value after construction (general good practice).
See https://developer.blender.org/D9499.
* Use `blender::Map` over `GHash`
* Use `blender::Vector` over allocated `ListBase *`
Benefits:
* Significantly reduces the amount of heap allocations in large trees (e.g.
from O(n) to O(log(n)), where n is number of objects).
* Higher type safety (no `void *`, virtually no casts).
* More optimized (e.g. small buffer optimization).
* More practicable, const-correct APIs with well-defined exception behavior.
Code generally becomes more readable (less lines of code, less boilerplate,
more logic-focused APIs because of greater language flexibility).
See https://developer.blender.org/D9499.
* Turn functions into member functions (makes API for a type more obvious &
local, allows implicitly sharing data through member variables, enables order
independend definition of functions, allows more natural language for
function names because of the obvious context).
* Move important variables to classes rather than passing around all the time
(shorter, more task-focused code, localizes important data names).
* Add helper class for adding object children sub-trees (smaller, more focused
units are easier to reason about, have higher coherence, better testability,
can manage own resources easily with RAII).
* Use C++ iterators over C-macros (arguably more readable, less macros is
generally preferred)
* Add doxygen groups (visually emphasizes the coherence of code sections,
provide place for higher level comments on sections).
* Prefer references over pointers for passing by reference (makes clear that
NULL is not a valid value and that the current scope is not the owner).
This introduces a new C++ abstraction "tree-display" (in this commit named
tree-view, renamed in a followup) to help constructing and managing the tree
for the different display types (View Layer, Scene, Blender file, etc.).
See https://developer.blender.org/D9499 for more context. Other developers
approved this rather significantly different design approach there.
----
Motivation
General problems with current design:
* The Outliner tree building code is messy and hard to follow.
* Hard-coded display mode checks are scattered over many places.
* Data is passed around in rather unsafe ways (e.g. lots of `void *`).
* There are no individually testable units.
* Data-structure use is inefficient.
The current Outliner code needs quite some untangling, the tree building seems
like a good place to start. This and the followup commits tackle that.
----
Design Idea
Idea is to have an abstract base class (`AbstractTreeDisplay`), and then
sub-classes with the implementation for each display type (e.g.
`TreeDisplayViewLayer`, `TreeDisplayDataAPI`, etc). The tree-display is kept
alive until tree-rebuild as runtime data of the space, so that further queries
based on the display type can be executed (e.g. "does the display support
selection syncing?", "does it support restriction toggle columns?", etc.).
New files are in a new `space_outliner/tree` sub-directory.
With the new design, display modes become proper units, making them more
maintainable, safer and testable. It should also be easier now to add new
display modes.
- scrolling would be restricted (usually, if the object to be renamed is
in view, this prevents scrolling away without finishing the rename
operation)
- renaming by typing and confirming with Enter was not possible (you
would have to escape, scroll to the object and use F2 again)
- other shortcuts like A and H are still active instead of being handled
as text input
Avoid all these issue by forcing the item into view using
outliner_show_active / outliner_scroll_view.
Maniphest Tasks: T82553
Differential Revision: https://developer.blender.org/D9521
Scrolling to an item after opening relevant parents can go wrong if said
parent e.g. the last in the list [as in: then the Outliner does not
scroll down all the way]
It stems from the fact that 'region->v2d.tot.ymin' is not up-to-date in
outliner_scroll_view after outliner_show_active opens up parents, 'tot'
will only update on a redraw.
Now calculate the trees height on the fly using
'outliner_tree_dimensions()'.
ref D9521
ref T82553
Maniphest Tasks: T82553
Differential Revision: https://developer.blender.org/D9523
Selection should be possible from the left gutter in object mode. When
in other modes the mode column displays icon buttons which should be
prioritized for selection only in those modes.
Introduced in rB2110af20f5e6.
While `tp_print` was deprecated, Python 3.8+ uses this for
'tp_vectorcall_offset' which wasn't stated in the comment from
efd71aad4f.
Instead of suppressing clang-tidy, use preprocessor a check since
this properly represents the difference between Python versions.
For blender we disable VCPKG to prevent it from picking
up the wrong libraries from VCPKG rather than our lib folder
some of the cycles tests needed this to link correctly.
reported by @alef on chat
The names of the parameters are based on those of those of the sockets, so they also need to be updated. This was forgotten about in the previous commit (rBa284e559b90e).
Ref T82561.
There were some changes to the NanoVDB API that broke the way Cycles was previously using it.
With these changes it compiles successfully again and also still compiles with the NanoVDB revision
that is currently part of the Blender dependencies. Ref T81454.
Some operations, like remapping and ID (Object) to another, can lead to
having the same object in more than one base.
While this is not a valid state, this is being taken care of by the
`BKE_layer_collection_sync` call, so the object-to-base GHash generation
itself should be resilient to such issue.
Note: another way to fix this would be to make remapping post-process
code check explicitely for such doublons, but I would rather avoid
adding even more 'specialized' code there, it already has to deal with
too many of those corner cases.
If a define of NOMINMAX was made before BLI_task.hh was included,
the compiler would emit a
warning C4005: 'NOMINMAX': macro redefinition
warning, to work around this only define it if it is not already
defined, and only undefine it if we were the ones that made the
define earlier.
For the `plane_depth` of type `PLACE_DEPTH_SURFACE` to take effect, a `snap_context` is needed.
But, even if a temporary `snap_context` was created for `plane_orient == PLACE_ORIENT_SURFACE`,
this context was not used for `plane_depth`.
So, use a temporary `snap_context` for `PLACE_DEPTH_SURFACE` (as it is done for `PLACE_ORIENT_SURFACE`).
Differential Revision: https://developer.blender.org/D9345
Differential Revision: https://developer.blender.org/D9435
The "type" sockets on shader nodes were renamed in rB31a620b9420cab to
avoid clashes with the `NodeType type` member from the Node base class,
but the OSL shader compilation was missing those changes.
Expand unit test for `BKE_fcurve_active_keyframe_index()` to test edge
cases better.
This also introduces a new test macro `EXPECT_BLI_ASSERT()`, which can be
used to test that an assertion fails successfully.
No functional changes to actual Blender code.
Add `IMB_ispic_type_from_memory` so we can detect the file format
of in-memory images.
This removes `is_a_filepath` callback and uses a magic check for
photo-shop files that's compatible with OIIO.
Even though OIIO doesn't support packed images, we can still use the
file magic for detecting the format.
This change allows D9500 (a fix for unpacking images),
to be implemented without a significant performance penalty,
although the actual performance cost would depend heavily on the
blend file.
Reviewed By: dfelinto, sergey
Ref D9517
Perform grease pencil rendering delayed in this case, as there are no render
buffers available for compositing. This keeps memory usage lower, but does
involve multiple depsgraph evaluation. This seems in line with the intent of
the save buffers feature, to use minimal memory.
The skin modifier did not output consistent results, causing failure to find
corresponding vertices across frames.
Remove unnecessary use of GSet, all we need is an array.
Previous code was flipping the bits on a 32-bit number and doing a zero extension to cast to 64-bit, so mark the constant as long to begin with.
This would also erase previously set bits in this part the flag.
forceinline attribute is only applicable for function which are
marked inline. Interestingly, it can be used for class methods
without explicit inline statement. But for functions it is another
story.
And remove Blender preference, which was expected to be set to match the system
preference for correct behavior. Instead just handle this automatically.
Differential Revision: https://developer.blender.org/D9402
Make post-bake cleanup of the Bake Action operator optional, and disable
by default.
Previously Bake Action would do two things:
- Bake the Action
- Clean up the FCurves
It is now possible (and even the default) to only perform the baking
operation.
Reviewed By: #animation_rigging, looch, sybren
Maniphest Tasks: T82210
Differential Revision: https://developer.blender.org/D9453
Volumes using tricubic sampling were producing different results with NanoVDB compared
to dense textures. This fixes that by using the same tricubic sampling algorithm in both
cases. It also fixes some remaining offset issues and some minor things that broke OpenCL
kernel compilation on NVIDIA.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9491
Move the "Show Group Colors" toggle from a per-editor option to a single
user preference in the Animation preferences. The Grease Pencil
animation channel side panel allows picking a channel color; this now
shows a message when channel colors are disabled.
The old "Show Group Colors" toggle had to be set per editor, and was on
by default. This meant that disabling group colors would require an
action for every file, for every editor. It is very hard to select a
color that works both as bone color in the 3D Viewport (needs to be
bright there) as well as the channel list (needs to be dark there), most
animators turn channel list colors off.
Differential Revision: https://developer.blender.org/D9391
Remove `static int clear_scene_in_allseqs_fn(...)`. It was a utility
function for `BKE_sequencer_clear_scene_in_allseqs()`, which was removed
in c063813c30.
No functional changes.
This reverts commit 4987b7d347.
This introduced a slight change in curve direction at end-points
(while correct), it caused tests to fail.
Keep this change for 2.92, revert for 2.91.
The code was trying to ignore hidden geometry when doing boolean,
which is correct when used as a tool, but not when a modifier.
Added a "keep_hidden" argument to bmesh_boolean to distinguish the
two cases.
Also fixed a bug when the tool is used with hidden geometry that
is attached to unhidden geometry that is deleted by the operation.
The code was trying to ignore hidden geometry when doing boolean,
which is correct when used as a tool, but not when a modifier.
Added a "keep_hidden" argument to bmesh_boolean to distinguish the
two cases.
Also fixed a bug when the tool is used with hidden geometry that
is attached to unhidden geometry that is deleted by the operation.
The code for determining coplanar clusters had a bug where it would
miss some triangles. The fix for now is to just put triangles in
the cluster if their bounding boxes overlap. This works but maybe
makes clusters bigger then they have to be. I'll follow this commit
with work on making the CDT routine faster when using exact arithmetic.
Also removed a lot of unused code, and added some new intersect
performance tests.
When using a trackpad Zoom to Mouse Position would always zoom to center of canvas.
Differential Revision: https://developer.blender.org/D8683
Reviewed by Brecht Van Lommel
Ensure that Zoom does not crash on Mac Trackpad by checking for existence of Continuous Zoom timer.
Differential Revision: https://developer.blender.org/D8682
Reviewed by Julian Eisel
Stop with an error when the Clang-Tidy executable cannot be found.
Without this check, CMake will happily report "Found Clang-Tidy" but with
the fallback version (0, 0, 0), when `CLANG_TIDY_EXECUTABLE` points to a
non-existing executable.
Nicer appearance for the progress bar that is drawn over the application icon during long processes on macOS.
Differential Revision: https://developer.blender.org/D9398
Reviewed by Brecht Van Lommel
When using Optimal Display, some edges are not flagged `ME_EDGEDRAW` |
`ME_EDGERENDER`.
When the modifier is applied through the UI in the modifier stack this is
not an issue because the `modifyMesh` callback is run with
`MOD_APPLY_TO_BASE_MESH` (this will effectively turn of Optimal
Display).
When converting to mesh though, this will just get an evaluated mesh
(where the edge flags are still the same as with the subdivision
modifier).
Now ensure every edge is flagged to draw after conversion.
Maniphest Tasks: T81997
Differential Revision: https://developer.blender.org/D9331
Caused by rBb077de086e14.
Not entirely sure why this was rebuilding the tree prior to above
commit, but sending an ND_OB_SHADING notifier is appropriate (and also
what the Outliners listener listens to).
Maniphest Tasks: T82251
Differential Revision: https://developer.blender.org/D9396
This is caused by the TAA being reset after the init phase, leading to
1 sample being kept as valid when it is clearly not.
To fix this, we run the lookdev validation before TAA init.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9452
This adds a Box option to the Text strip's style properties, plus related Box Margin value:
{F9208309}
When enabled the text is placed on top of a solid-filled rectangle of a chosen color, as shown below:
{F9208324}
When the box option is disabled the text strip works the same as it does now. When the box option is enabled the meaning of the Shadow option changes to provide a drop-shadow on the rectangle (and not on the text itself). The latter made more sense to me.
The box margin is specified as a fraction of the image width. The offset of the drop-down box shadow is fixed to a specific fraction of the image width as well.
I tested this feature on a movie of a couple of minutes containing dozens of text strips (all with box background), edge cases like multi-line strings and text overlapping the image edges.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D9468
Proxies are expected to be fast to read. Storing them in cache has
little to no effect on performance.
This change also allows to omit invalidation of cache when user switch
between proxies and original media.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9473
Variables renaned:
- cfra -> timeline_frame
- nr -> frame index
- cfra_over -> overlap_frame
Function seq_give_stripelem_index was renamed to seq_give_frame_index.
Use bool return type where possible instead of int (the return values from fluid object are already boolean instead of int).
Also removed several if guards in API functions. If one of the arguments is in fact invalid / nullptr (should not happen though), it better to catch them directly where they failed and not silently escape them.
Refactor material assignment code such that:
- `build_mat_map()` just returns the built map (instead of relying on
modifying a map passed as parameter),
- `LISTBASE_FOREACH` is used to loop over a `ListBase` (instead of a
hand-crafted for-loop),
- just `return` when not enough material slots can be created (instead
of setting a boolean to false, then doing some useless work, then
checking the boolean),
- reorder some code for clarity, and
- rename `mat_map` to `matname_to_material` so that the semantics are
clearer.
No functional changes.
So a keyframed e.g. location slider would stay yellow/green even if its
corresponding channel was removed.
Needs a appropriate notifier so the listeners (e.g.
buttons_area_listener, view3d_buttons_region_listener) would cause a
redraw.
Maniphest Tasks: T82364
Differential Revision: https://developer.blender.org/D9438
This fix makes sure new files save `wmWindow.global_areas` under a different
name, so old Blender versions don't recognize and 0-initialize it.
Since enabling global area writing (ef4aa42ea4), loading a file in old
Blender versions would cause `wmWindow.global_areas` to be read, because there
was already reading code for it and `ScrAreaMap` was in SDNA.
However the `ScrArea.global` of the global areas would be NULL, because it was
*not* in SDNA (`ScrGlobalAreaData` was excluded).
Now, issue is that the code assumes that areas in the global area-map have a
valid ScrArea.global pointer.
Think this was a mistake in rB5f6c45498c92. We should have cleared all this data
on reading, until the global area writing was enabled.
Differential Revision: https://developer.blender.org/D9442
Reviewed by: Brecht Van Lommel
accelerations
Caused by rB45dbc38a8b15.
Above commit would place parentheses surrounding a block until the next
operator was found.
For velocities and accelerations though, the '/' in 'm/s' or 'ft/s'
should not be considered an operator.
Maniphest Tasks: T82407
Differential Revision: https://developer.blender.org/D9467
When editbones were selected from the Outliner (and they were connected
to a parent) with the 'Sync Selection' option turned ON, they could not
get duplicated.
For duplication to work, the (connected) parent bone's tip also has to
be selected [which was not the case when selection is done from the
Outliner under above circumstances]. The reason being that
armature_duplicate_selected_exec ->
ED_armature_edit_sync_selection clears the BONE_ROOTSEL flag if the
parent bone's BONE_TIPSEL is not set.
Caused by rB71eb65328078 btw.
The correct "parent-tip-selection" would actually happen in activation
- `tree_element_active_ebone`
-- `tree_element_active_ebone__sel`
but for 'Sync Selection' this happens [also] in
- `outliner_sync_selection_from_outliner`
-- `outliner_select_sync_to_edit_bone`
which did not do the "flushing" to the parent bone's tip
Now use existing dedicated function for this.
ref. T82347
Reviewers: Zachman
Differential Revision: https://developer.blender.org/D9470
Using configue_file(..) would have avoided the breakage from
1daa3c3f0a, caused by buildinfo not properly escaping quotes.
Rely on CMake to escaping strings instead using configure_file().
Use common prefix as this collided with existing API's (eg BLI_voronoi).
Also expand some non-obvious abbreviations:
- 'g' -> 'generic'
- 'vl' -> 'variable_lacunarity'
- 'V' -> 'v3'
The draw face sets brush uses the poly center when used in meshes to increase
its precision when working in low poly geometry. For this to work with deformed
meshes, the deformed coordinates from the PBVH should be used instead.
Reviewed By: sergey
Maniphest Tasks: T81915
Differential Revision: https://developer.blender.org/D9424
BKE_mesh_free() seems to not free the meshes correctly, so using BKE_id_free() instead.
The looptri array was also not freed.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9426
Used the sampled cursor normal when available instead of the raycast face normal.
This makes the preview match the previous orientation of the cursor.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9460
"Camera Parent Lock" can be useful when rigging cameras, but it is not
intuitive, and has also generated a lot of confusion (bug reports).
This is because it breaks the fundamental parent <-> child relationship
conventions in Blender, and there is no indication that it's intended
without diving into the preferences.
This commit moves the setting to the object level, and exposes it in
the relations panel in the property editor. It is exposed for every
object type because any object type can be "View Locked" in the 3D view.
The property description is also updated to reflect this change and be
more specific without getting too long.
In the future this could become a more general feature of the transform
system, but for now it is limited to "Lock Camera to View".
Differential Revision: https://developer.blender.org/D9239
Commit rBf5080c82dd915db6c7b9dd68a52aaaccf2600137
accidentally remove the Shift modifier key from
the `AUTOCONSTRAINPLANE` shortcut.
Differential Revision: https://developer.blender.org/D9480
Since it is possible to have multiple draw callbacks, (some of which
use bgl and others gpu), check and force the reset of the drawing status
at the end of each callback.
Differential Revision: https://developer.blender.org/D9476
The two entries `TFM_MODAL_AUTOCONSTRAINT` and
`TFM_MODAL_AUTOCONSTRAINTPLANE` had the same name
displayed in the UI. The latter is now includes
"plane" in it's name.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D9474
This commit corrects the maximum resolution field in Fluid objects. The field should be set to the maximum possible resolution, i.e. it should not adjust with adaptive domains and stay constant all the time.
The reason for this is that this resolution value will be used to scale gravity. And this gravity should be constant for adaptive domains too.
It remains to be shown if this issue was the only reason for line-artifacts as seen in T74559.
Fixes 18 misspellings of 'predefined', 'Look Up', 'Lookup', and 'No One'.
Differential Revision: https://developer.blender.org/D9466
Reviewed by Hans Goudey
Map frame for cached raw images to strip input media frame range. This
means that static images or extended frame range of movies will only
generate one cache entry.
timeline_frame is stored in cache key as a reference - on what frame
was this entry created, so we don't have to reverse lookup frame range.
Since each media frame corresponds to one cache frame with same frame
index key, there is no need to invalidate raw cache when changing time
remapping properties like use_reverse_frames or strobe
No changes are needed for disk cache, since invalidating raw entry
assumes all data will be invalidated.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9462
This commit corrects the maximum resolution field in Fluid objects. The field should be set to the maximum possible resolution, i.e. it should not adjust with adaptive domains and stay constant all the time.
The reason for this is that this resolution value will be used to scale gravity. And this gravity should be constant for adaptive domains too.
It remains to be shown if this issue was the only reason for line-artifacts as seen in T74559.
Replace BKE_sequencer wirh SEQ_render or SEQ_proxy prefixes.
In cases where function is very generic, only SEQ prefix is used.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9439
Move functions closely related to rendering images and proxies into
render.c and proxy.c files. render.h and proxy.h are created for
functions used internally.
There should be no functional changes.
Keymaps have previously been exported with an encoding dependent
on the current system locale. This caused issues when the
keymap contained non-ASCII characters, for instance in a string
property for an operator.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D9449
Re-enables support for menus to have items without identifier or name that can be used to separate sections.
Differential Revision: https://developer.blender.org/D9463
Reviewed by Hans Goudey
This adds a new runtime flag for panels that is set during the entire
drag and animation operation. The flag is set recursively so that
sub-panels know to draw on top too.
Note that this also replaces most of the fixes in 1960b8a361 and
8e08d80e52 (D7462) with a more "built-in" solution.
These functions were not used elsewhere, and the handling for the panel
tabs should be kept local to this file where possible. Also remove
another unused function and removed an unecessary "_ex" function.
The current layout gave too little space for the full "Search" string inside
the button.
Fix this by making sure radio-buttons have their text center aligned by default
in pop-ups too, like they do anywhere else.
This does affect a few other cases, e.g. the "RGB"/"HSV"/"Hex" radio-toggles
for color pickers. But this should be fine, I don't think they were ever
intentionally using left-aligned text (while similar buttons outside of pop-ups
didn't).
Use "Rotation" in place of "Rot" for the rotation header text.
Cleanup various RNA titles and tooltips.
Differential Revision: https://developer.blender.org/D9457
This function for replacing a button pointer in button groups is
needed by the block update from old code, so it cannot be removed
like its layout equivalent.
Even after the last commit to fix this assert, it still fails in the
case where a button was added before there was a button group
added to the block. Another fix for this would be to always create
a button group in UI_block_begin, but this assert has no particular
purpose, so it's simpler to just remove it.
Set step in RNA property definition.
There was a hardcoded setting of a1 for this specific button, which
used to be the variable to store the step size of number buttons until
rBe6f0b60c2e91. hardcoded value is removed in rBe29206f86a5f.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9277
Use a more reliable method to check the availability of the flag than
compiler versions. Some compilers have different behaviors for
C and C++.
Reviewed By: campbellbarton, ChrisLend
Differential Revision: https://developer.blender.org/D9446
If the annotation draw operator is used, enable the annotations in the current area.
Before this change, some editors had the annotation flag set to OFF, but this could be solved with a versioning code, but this did not solve the root problem. The user can disable annotation visibility in the overlay or side panel, depending on the editor. If the user uses the annotation tool and this flag is OFF, the annotation is not visible, and this is not correct. With this patch, every time the user uses the tool, the annotation visibility flag is set to ON to ensure the annotation is visible.
This solves the problem of T82273, T79578 and T80294
Maniphest Tasks: T82273
Differential Revision: https://developer.blender.org/D9409
The NanoVDB sampling implementation behaves different from dense texture sampling, so this
adds a small offset to the voxel indices to correct for that.
Also removes the need to modify the sampling coordinates by moving all the necessary
transformations into the image transform. See also T81454.
This patch will apply the view transform when a movie clip is used as
camera background image. It does this by rendering the image in the
color buffer when it needs the view transform. For other images it uses
the overlay buffer.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7067
Issue was that the `tris_per_mat` are not created when the first batch is drawn
during select operator and then is not created when needed by the workbench pass
since they are not tracked by mesh_buffer_cache_create_requested.
This change will create the `tris_per_mat` just in case they are needed later.
Solution by Clément Foucault
Differential Revision: https://developer.blender.org/D9430
The issue is that the shaders are stolen from the original Geometry by
the temporary Geometry used to accumulate data, but the main thread
still needs them for syncing the attributes.
So make a copy of the shader array to preserve the data on the original
Geometry.
The issue was that the volume for the current frame
might not have been loaded already by the time the
modifier runs.
The solution is simply to make sure that the volume
is loaded. This is similar to the Volume Displace modifier.
Keymaps have previously been exported with an encoding dependent
on the current system locale. This caused issues when the
keymap contained non-ASCII characters, for instance in a string
property for an operator.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D9449
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.
The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.
The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.
Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8544
When there was an active button in the "old" block from the last redraw,
this code tried to replace its pointer in the new block's button groups.
But in cases like the outliner or file browser, there are no groups
because the block doesn't use the layout system at all. This commit
just tweaks the assert to check whether there are any button groups.
When there was an active button in the "old" block from the last redraw,
this code tried to replace its pointer in the new block's button groups.
But in cases like the outliner or file browser, there are no groups
because the block doesn't use the layout system at all. This commit
just tweaks the assert to check whether there are any button groups.
This simply makes the panel a bit nicer given how things are layed out--
the items with larger visual weight are grouped at the top.
Differential Revision: https://developer.blender.org/D9366
This enables self intersections in the sculpt trimming tools boolean operations.
This should fix wrong booleans results after using the operator to add new disconnected
geometry with the join mode.
Reviewed By: sergey
Maniphest Tasks: T81799
Differential Revision: https://developer.blender.org/D9423
The cloth brush fixed simulation areas are created using the initial_location variable in the
StrokeCache. This variable was not being updated by tiling symmetry, so all symmetry passes
were using the same simulation area location.
Reviewed By: sergey
Maniphest Tasks: T81842
Differential Revision: https://developer.blender.org/D9421
When extracting new objects from a mesh in sculpt mode, it makes sense to keep
the current symmetry options and settings in the new mesh. In previous versions symmetry
options were stored in the tool settings, so this bug was not that obvious.
This also preserves the remember settings in the new object, which is also the desired
behaviour.
Reviewed By: sergey, mont29
Differential Revision: https://developer.blender.org/D9417
If the new object contains the mask it always needs to be cleared before starting
sculpting on it.
This fix was also committed before in the mask extract operator.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9416
The strength of this brush needs to take alpha into account
Reviewed By: sergey
Maniphest Tasks: T82297
Differential Revision: https://developer.blender.org/D9419
The list of buttons in the button group needs to be updated to take into
account the old button inserted into the button list for the new block.
Differential Revision: https://developer.blender.org/D9428
What I thought was an "optimization" was really a bug. The "use search
for expansion" value needs to be set for every panel, even panels in
other tabs. Otherwise it won't be properly set when switching back to
a tab that was visited during search.
Differential Revision: https://developer.blender.org/D9427
Setting the button's step size like this wouldn't work anymore after
e6f0b60c2e, which is reported in T81794. Instead, the step size should be set
for the RNA property, as proposed in D9277. That will be committed separately
as bug fix.
Until it is decided whether to ship JACK with pre-compiled libraries,
search for the same in system directories.
Ref T79261
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9436
This avoids recomputing the BVH for geometries that do not have changes in topology but whose vertices are modified (like a simple character animation), and gives up to 40% speedup for BVH building.
This is only available for viewport renders at the moment.
Reviewed By: pmoursnv, brecht
Differential Revision: https://developer.blender.org/D9353
The tooltip implies that this option should be off per default instead
of on. Some talking with the animators at the studio and in the
animation module confirmed that this seems to be the most logical
default.
The links where added to the socket one after the other. However,
the virtual socket had a link limit of 1, so whenever a new link was
added, the previously added one was removed.
There is not really a reason for why the link limit should be 1 instead
of something higher. I'm setting it to the max value: `0xFFF`.
I'm also setting the `input_link_limit` to that value. Blender does not
need this currently, but addons might have input sockets that allow
more than one incident link.
Default backbuffers needs not to be bound with sRGB encoding
enabled. This works when using `GPU_framebuffer_restore` but
using `GPU_framebuffer_bind` would trigger the wrong behavior.
This fix T81969 UI turns whiteish when playing video sequence
based on a scene and moving in the image editor after saving
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.
In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.
The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.
In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.
This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.
The back-end Cycles code is already refactored and committed by Brecht.
Differential Revision: https://developer.blender.org/D2057
Uniform attributes require immediate access to the shader list
in object update code, so setting the field can't be deferred
to a background task. This required adding a parameter to the
clear method of Geometry.
Ref D2057
Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.
The Cycles code is already refactored and committed by Brecht.
Ref D2057
Add code preserving scene's toolsettings accross undo.
IDPointers are dealt with special care, we try to keep existing ones for
some (like brushes) when possible.
Note that this covers ToolSettings, Brushes and Palettes currently.
I'm not especially happy about how this new code mixes with existing
'foreach_id' one, in particular in scene. But cannot think of a better,
more generic way to do it currently.
Maniphest Tasks: T71759
Differential Revision: https://developer.blender.org/D9311
This is essentially adding that new callback, and using it only for already
existing Scene's 3DCursor.
Note that the place where this is called has been moved again, after all
have been lib-linked, such that those callbacks may also work on ID pointers.
Maniphest Tasks: T71759
Differential Revision: https://developer.blender.org/D9237
Surface deform weight calculation assigned weights in a non-uniform
way that caused vertices to deform upon binding.
This was caused by the face-corner angle being used in
calculations which where squared & scaled.
Causing a triangle fan of many thin faces to have a much greater
influence compared to the same shape made from a single triangle.
Change the calculation of the weight so each face-corner is scaled
by it's angle.
Ensure that When checking "Hide in Viewport" option for a collection
that child objects are drawn grayed out for consistency with the
"Disable in Viewports" toggle.
For checking an object visibility in the viewport the flag
BASE_VISIBLE_VIEWLAYER should be used instead of BASE_VISIBLE_DEPSGRAPH
because the latter ignores viewport visibility.
Manifest Task: T77161
Differential Revision: https://developer.blender.org/D7904
This addition to the filters allows the user to enable the
outliner tree to restrict the listing to only Selectable objects.
Differential Revision: https://developer.blender.org/D7310
In some situations where two beveled edges were very close to in-line
but not quite straight, bevel would build a miter when it shouldn't.
The code that chose whether to use a miter at each vertex was slightly
incorrect.
For outer miters there is a check for 3 or more selected edges, but an
inner miter can still be useful with only two beveled edges at a vertex,
so we can't use that here. Instead I changed the check for in-line edges
to run before determining whether the angle is reflex or not. The logic
ends up a bit more straightforward as well. This doesn't completely
remove the rather strange looking triangle vertex meshes at each corner,
but it does make it stable when locations are slightly adjusted.
The only other place this `edges_angle_kind` function was used is for
profile=1.0 vertex meshes. I tested and made sure that still works well.
Differential Revision: https://developer.blender.org/D9420
WM_POINTERLEAVE occurs when the pen goes out of range or when a
hovering pen leaves the window's boundary. When leaving the window
boundary the xy position is invalid for some Wacom devices.
This change removes creation of GHOST_EventCursor during
WM_POINTERLEAVE events. This prevents unexpected jumping behavior
during continuous grab.
`WM_operator_properties_filesel()` allows C operators to set a display or sort
type for the File Browser to use. But the File Browser would always override
that because of an invalid `_is_set()` check. (The operators don't actually set
the value, they only set the property's default value.)
The only operator affected by this is "Recover Auto Save". It is supposed to
show a vertical list ordered chronologically. It used settings from the
previous File Browser usage before this patch.
Operators using the File Browser should generally use
`FILE_DEFAULTDISPLAY`/`FILE_SORT_DEFAULT` now, except if they have a reason not
to. See comments at their definition.
----
This makes it so operators that set a different display or sort type
don't change the sort or display type for the next File Browser operation.
So using "Recover Auto Save" entirely isolates display and sort type from other
operations.
Differential Revision: https://developer.blender.org/D8598
Reviewed by: Bastien Montagne
I think there wasn't actually any issue currently, but only by luck. We still
passed around and NULL-checked a pointer to freed memory (the file operator,
`SpaceFile.op`) which is easy to break and should be avoided.
Noticed while testing D8598.
This patch changes behavior of strip transform and crop feature.
Purpose of this change is to allow display arbitrary portion of input
image, simplify user interface and workflow.
Offset and Crop values in old files are converted in versioning.
Offset animation is also converted. Crop animation and animation of
crop or offset enable properties is not taken into account
Changes in behavior and interface:
- If image is added to timeline it is scaled to fit inside preview area
while maintaining aspect ratio. Image is centered. This is considered
as a baseline for further transformation.
- Scale and rotation was added, so it is possible to transform image at
it's original resolution.
- Crop will not affect image transformation (does not move image).
- Values of Crop and Transform Position are in pixels, these values are
corrected if preview is fraction of project resolution.
- Transform and Mirror panel has been removed and new Transform panel
and Crop panel is moved to Adjust panel. Mirror is now part of new
Transform panel.
Technical changes:
- Preprocessing stage must work on duplicated image, because original is
cached. Previously Crop and Offset could run at once and required only
one duplication of image. This is not the case with new algorithms, so
duplication on demand is implemented. Transformation can read original
image and will output new image that is safe to modify. It should be
possible to add crop step to transform algorithm, so that Crop won't
require previous duplication though.
- Use Crop and Use Translation checkboxes were removed. Individual
values are compared to default values to check if image needs to be
processed. In case of transform this will be done also if resolution of
source.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8393
This patch changes behavior of strip transform and crop feature.
Purpose of this change is to allow display arbitrary portion of input
image, simplify user interface and workflow.
Offset and Crop values in old files are converted in versioning.
Offset animation is also converted. Crop animation and animation of
crop or offset enable properties is not taken into account
Changes in behavior and interface:
- If image is added to timeline it is scaled to fit inside preview area
while maintaining aspect ratio. Image is centered. This is considered
as a baseline for further transformation.
- Scale and rotation was added, so it is possible to transform image at
it's original resolution.
- Crop will not affect image transformation (does not move image).
- Values of Crop and Transform Position are in pixels, these values are
corrected if preview is fraction of project resolution.
- Transform and Mirror panel has been removed and new Transform panel
and Crop panel is moved to Adjust panel. Mirror is now part of new
Transform panel.
Technical changes:
- Preprocessing stage must work on duplicated image, because original is
cached. Previously Crop and Offset could run at once and required only
one duplication of image. This is not the case with new algorithms, so
duplication on demand is implemented. Transformation can read original
image and will output new image that is safe to modify. It should be
possible to add crop step to transform algorithm, so that Crop won't
require previous duplication though.
- Use Crop and Use Translation checkboxes were removed. Individual
values are compared to default values to check if image needs to be
processed. In case of transform this will be done also if resolution of
source.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8393
The behavior of the incremental snap did not take into account the
relative dimensions of the window, which resulted in a different behavior
if the area height was greater than the width.
There should not be much user visible here (other than T73668 being addressed).
I added the writing code already for the initial implementation of workspaces,
but we decided to keep it disabled until the top-bar design is more clear. It
was never planned to keep this disabled for so long.
Fixes T73668.
Cycles defines some basic integer types since it cannot use the standard headers when
compiling with NVRTC. NanoVDB however only does this when the "__CUDACC_RTC__" define
is set and otherwise includes the standard "stdint.h" header which clashes with those typedefs.
So for compatibility do the same thing in the Cycles kernel headers. See also T81454.
This fixes critical bug with liboverride when soe add-ons add some
RNA ID Pointer properties.
ID pointers should **never** have ownership of their ID when defined
from python.
(As a reminder, RNA properties owning their ID pointers are extremely
rare even from C code, only embedded IDs (root node trees, master
collections) and the shape keys snowflakes are concerned.)
Add a comment to the declaration of the `BKE_object_where_is_calc...()`
functions to explain where the result of the calculation is stored.
No functional changes.
Consistently return `false` from `ED_object_parent_set()` when parenting
is not possible. Before, when parent and child were the same object, the
function would return `true` even though the parent-child relation was
not made.
Just returning `false` in the `parent == child` case would break the
parenting operator, as `false` stops its loop over all selected objects.
This tight coupling caused T82312. The loop now has its own check for
this, so that it properly continues, and the implementation of
`ED_object_parent_set()` is decoupled from its surrounding code.
No functional changes.
The issue was in `buildinfo.c`:
char build_c[xx]flags[] = BUILD_C[XX]FLAGS;
Non-escaped double-quotes were terminating the string early, and
causing the compile error. So use single-quotes.
This change removes the user-specific information from
macros like `__FILE__` and keeps it relative to top level
source or build (for generated files) directory.
It makes traces concise.
Added option `WITH_COMPILER_SHORT_FILE_MACRO` enabled by default.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D9386
This was added when Python was initially bundled so any problems
finding Python could be investigated.
Move this to use logging so we can show this information when needed.
Tests files are based on test from D8393
Test files should be in `lib\tests\sequence_editing`
These are files, I will add few more tests including animation test.
{F9155273}
Using generic tool to compare rendered vs reference image as other render engines.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9394
This reverts commit 6527a14cd2.
Some 3rd party scripts made use of this so scripts can work with
2.90 to 2.92, although eventually this can still be removed.
For the fast solver, there was an optimization carried over
from the non-collection case for empty meshes which did not
work in the chained boolean code for collection operands.
Removed that optimization in the collection case.
For the fast solver, there was an optimization carried over
from the non-collection case for empty meshes which did not
work in the chained boolean code for collection operands.
Removed that optimization in the collection case.
The code that decided to use a faster double version of plane
side testing forgot to take an absolute value, so half the time
the exact code was being used when it was unnecessary.
The code that decided to use a faster double version of plane
side testing forgot to take an absolute value, so half the time
the exact code was being used when it was unnecessary.
While Cycles already supports using both CPU and GPU at the same time, there
currently is a large problem with it: Since the CPU grabs one tile per thread,
at the end of the render the GPU runs out of new work but the CPU still needs
quite some time to finish its current times.
Having smaller tiles helps somewhat, but especially OpenCL rendering tends to
lose performance with smaller tiles.
Therefore, this commit adds support for tile stealing: When a GPU device runs
out of new tiles, it can signal the CPU to release one of its tiles.
This way, at the end of the render, the GPU quickly finishes the remaining
tiles instead of having to wait for the CPU.
Thanks to AMD for sponsoring this work!
Differential Revision: https://developer.blender.org/D9324
Previously Wintab was handled by saving the most recent tablet pressure and tilt information and deferred appending tablet infromation to Windows mouse events. This caused synchronization issues evident at the beginning and ending of strokes where pressure and tilt were either ahead or behind in time from mouse button up or down events. This also dicarded swaths of data which resulted in blockly grease pencil lines most apparent when a context switch resulted in several coalesced mouse events.
This patch changes the behavior of Wintab to instead rely entirely on Wintab information for pressure, tilt, position, and button input.
Wintab has several design decisions and conventions which complicate relying soley on it's input while retaining current workflows reliant on non-API behavior. For example, many device optionally allow the user to map barrel buttons to non-mouse actions. These mappings may or may not modify the intended behavior when touching the stylus down, such as scroll vs alt mappings. This behavior is not exposed in the Wintab API, but Wintab will continue updating button state sans this necessary context.
To work around the problem, this refactor synchronizations tablet input to Windows mouse down and up events, this captures events which should result in pen input while allowing events such as pen scrolling. Until a Windows mouse down event fires Wintab input is left unprocessed; when a Windows up event occurs Wintab is processed until a corresponding button up event is found.
Wintab allows for either button state or changes to be reported, but not both. An earlier refactor tried to use button changes to let state to be managed by Wintab. This was replaced when it was found that button change events were unreliable at corner cases such as switching windows. It was also found that with Wacom drivers Wintab peek functions would modify events in the queue causing errant and loss of button events.
For the latter stated reason this patch opts to read all Wintab events into a queue as they arrive, removing events as they become stale. This was chosen over using Wintab peek functions due to the afformentioned issue. As a bonus this seems to work better as it prevents the queue in Wintab from filling, thus neither a flood of events need to be handled when Wintab processing begins and a Wintab implementation need not be trusted to overwrite old events in it's queue.
Maniphest Tasks: T75566
Differential Revision: https://developer.blender.org/D7840
event to the button down location as this should be a more accurate point
of contact than the last mouse move event.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
events until one is found. This prevents errant cursor moves that occur
before the Wintab button event is reported. We need to skip these events
because if no button event exists, we generate one assuming it will either
arrive later in the Wintab queue or that the button was from a non-Wintab
device. For the case that this was generated by a non-wintab device, such
as buttons mapped to mouse on the tablet pad, these cursor move events can
significantly move the cursor from the intended click position.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
the issue with Wintab button events are more significant than simply
setting what buttons should receive button up/down events during context
initialization.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
handling mouse input. This Wintab to mouse synchronization issues, and
likely prevents queue exhaustion for some Wintab implmenetations.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
window intitialization can specify whether it will be visible regardless
of whether it is yet visible.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
Button events now include tabletdata, so move is unnecessary.
Generate mouse button events when the system has an event but Wintab did not find a correlated event.
Only filter mouse button events, not Win32 Pointer events.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
Maniphest Tasks: T75566
Differential Revision: https://developer.blender.org/D7404
This introduces a new operator to edit the detail size of constant
detail mode in dyntopo. The way this operator works and the
functionality it provides is similar to the "Voxel size edit" operator
for the voxel remesher.
It also includes a sample mode. When pressing Ctrl, the detail size
will be sampled from the surface under the cursor, updating the
preview in real time. This allows quick resolution changes without
using the operator multiple times.
The operator is set to Shift + D, replacing the old way to change
the constant detail size of dyntopo. Shift + R will remain available to
be enabled when the voxel remesher works with dyntopo. Deciding
if both detail sizes can be unified needs a separate discussion as the
new dyntopo can work with detail sizes in parts of the mesh that can
easily crash the remesher.
The structure of these operators is similar, but the data they control,
ranges, drawing and setup functions are completely different, making it
hard to merge them into one.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9355
Global automasking options are usually turned on/off for quick
adjustments both in brushes and filters, so it is convenient to have them
in a pie menu.
This uses the Alt + A shortcut.
Reviewed By: dbystedt, HooglyBoogly
Differential Revision: https://developer.blender.org/D9282
This adds an option to orientate the trimming shape using the surface
normal instead of the view when lasso trim is used.
Reviewed By: dbystedt, sergey
Differential Revision: https://developer.blender.org/D9231
Caused Victor.blend from the cloud to crash with ASan. Four floats are
fetched from the stack, but the buffer was only three wide.
Caused by 042143440d. Issue was probably harmless since the fourth
element wasn't actually touched.
Ensure parenting an object to itself is seen as error, by returning
`false`.
This error was introduced as part of a supposed-to-be-non-functional
cleanup rBb8d4a2aff8069dd7d6fb91ad0d9427eed489b68f.
Non-memfile undo steps never properly initialized the flag allowing to
re-use old Main data during undo/redo. This lead to doing a complete
full re-reading of data when undoing/redoing mode switches e.g.
Note that current undo system is supposed to support any kind of mode
switch across those steps, however this needs to be properly deeply
tested, so only comitting this to master. It would be way too risky for
2.91 release.
This adds support for treating multiple undo steps as a single step
from the user perspective.
This is needed for outliner mode switching and `object.switch_object`
operator which change active object and mode in a single action.
For edit/pose modes clicking in the mode-column would include other
selected objects (besides the active object), causing other objects to
remain in the mode even though Control wasn't held.
Also replace `ED_object_mode_generic_exit(...)` on all objects with a
single call to `ED_object_mode_set(...)` so switching modes will only
exit the current mode, leaving objects in other modes unchanged.
Basic support for velocity updates with the APIC method.
This commit adds APIC to the already existing dropdown menu for the simulation method. The APIC plugin within Mantaflow has been updated to the latest version.
This commit uses an enum to access expansion for specific panels for
each modifier, constraint, etc. Even though these values are quite simple,
this can help make the code more explicit when the ui_expand_flag is
accessed directly. Also update comments about this bitfield to make
them consistent.
Caused by my own cleanup commit rBa308607a5334. Just a simple copy-paste
error. Here the difference between `curve` and `editnurb` makes quite a bit
of difference.
Don't use the current mouse position at the time the event is handled, but
rather the position at the time of the event. This should make e.g. brush
stroke paths more accurate.
In addition, this may solve issues with other software that does mouse
position smoothing. Ref T82143.
Use of the current mouse position was added in 12b642062c as part of a
large commit that also made continuous grab work. But it appears to still
work getting the mouse position from the event.
This one was a bit more tricky, because the file loading is
mixed with versioning code and because collections are
embedded into scenes.
All tests that passed before, still pass.
The issue stems from the fact that scene arrays are not cleared when rendering is done. This was not really an issue before the introduction of the ownership system (rB429afe0c626a) as the id_map would recreate scene data arrays based on their new content. However, now that the id_maps do not have access to the scene data anymore the arrays are never created.
Another related issue is that the BlenderSync instance is never freed when the persistent data option is activated.
To fix this, we delete nodes created by the id_maps in their destructors, and delete the BlenderSync instance before creating a new one, so the id_maps destructors are actually called.
Reviewed By: brecht
Maniphest Tasks: T82129
Differential Revision: https://developer.blender.org/D9378
Allow Trackpad Ctrl-Pan to cycle enum values. Also allows cycling in more button types.
Differential Revision: https://developer.blender.org/D8535
Reviewed by Brecht Van Lommel
Changes NanoVDB to be a standalone dependency that is independent of the OpenVDB one.
It works by downloading the "feature/nanovdb" branch of OpenVDB, but using the NanoVDB
CMake in the "nanovdb" subdirectory. Since it is header-only, only the install target is used.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9383
When using a trackpad Zoom to Mouse Position would always zoom to center of canvas.
Differential Revision: https://developer.blender.org/D8683
Reviewed by Brecht Van Lommel
Allow project to build without definition of optional UI_PROP_DECORATE.
Differential Revision: https://developer.blender.org/D8370
Reviewed by Julian Eisel
Rather than just printing a message and falling back to the CPU. For render
farms it's better to avoid a potentially slow render on the CPU if the intent
was to render on the GPU.
Ref T82193, D9086
Relabel the Playback Synchronisation menu so that it's clear:
- what does happen (instead of describing what does //not// happen), and
- that the synchronisation options don't just affect audio.
The changes are:
- Change label from "Audio" to "Sync"
- Change the labels of the sync enum:
- No Sync → Play Every Frame
- Frame Dropping stays the same
- AV-sync → Sync to Audio
The "Audio" label has moved one option down, as that option does
actually relate to audio.
Reviewed By: looch, Severin, HooglyBoogly, campbellbarton
Differential Revision: https://developer.blender.org/D9269
Now the behaviors are consistent for blend, image and text files:
- If the file is not writable, will report it.
- If the file is new (without a path), save as will be used.
- If the file was deleted, will try to recreate it.
Ref D6755
Some subtypes never made it to all neccessary places when they were
introduced. This was throwing warnings when accessing such a properties
subtype from python.
The sub_type enums were also defined in 4 different places:
- RNA_types.h 'PropertySubType'
- rna_rna.c 'rna_enum_property_subtype_items'
- rna_rna.c 'subtype_items'
- bpy_props.c as multiple enums
This patch syncs the definitions across all places so that they are the
same everywhere. It also looks redundant to define these twice in
rna_rna.c, now just use 'rna_enum_property_subtype_items' there (and get
rid off 'subtype_items').
Also moved 'POWER' & 'TEMPERATURE' to number enum in bpy_props (these
were defined in the array enum).
Fixes T82167.
Maniphest Tasks: T82167
Differential Revision: https://developer.blender.org/D9371
Wasnt checking the symmetrized 'grab_delta_symmetry' so result could
flip around.
Maniphest Tasks: T82188
Differential Revision: https://developer.blender.org/D9373
The alpha of the first layer was always used
here since introduction in rBee4453f08369 and was not updated when
customdata support for alpha was added.
Now also use the interpolated alpha.
thx @brecht noticing!
ref T81914
Reviewers: brecht, mont29
Maniphest Tasks: T81914
Differential Revision: https://developer.blender.org/D9358
When the combined alpha [the 'tmp' variable having the mixfactor applied
already] - reached zero it was handled like a no-op (for the alpha as
well) and just copied the first color.
So e.g mixing 255/255/255/255 with 0/0/0/0 with a factor of 1.0 gave
alpha of 255, which looks wrong.
cases where tmp gets zero:
src1 alpha:0 src2 alpha:whatever mixfactor 0.0
src1 alpha:whatever src2 alpha:0 mixfactor 1.0
src1 alpha:0 src2 alpha:0 mixfactor whatever
Now set alpha to zero in that case.
ref T81914
Maniphest Tasks: T81914
Differential Revision: https://developer.blender.org/D9357
`sys.executable` is documented to be a Python interpreter or None.
This was set to Blender's executable which caused the multiprocessing
module to spawn new instances of Blender instead of Python on WIN32.
See issue described in D7815.
Deprecate 'bpy.app.binary_path_python' & warn when using.
Blender's executable remains accessible via `bpy.app.binary_path`.
Modified 04c5471cee, setting `sys.executable` instead of using
Py_SetProgramName, which is needed for a bundled Python installation.
Ensure that Zoom does not crash on Mac Trackpad by checking for existence of Continuous Zoom timer.
Differential Revision: https://developer.blender.org/D8682
Reviewed by Julian Eisel
Add "Selection to" as prefix for those menu items that move the selected
keyframes to something, for both the Key → Snap menu and the Shift+S pie
menu.
No functional changes.
This was missed in rB477d983c2e8ab298cbf638d5aadd77fad9c2f677
Differential Revision: https://developer.blender.org/D9304
When outliner datablocks are selected, switch to the corresponding tab
for that datablock in properties editors. Only properties editors
that share an edge with the outliner will change tabs.
Additionally, when modifiers, constraints, and shader effects are
selected from the outliner, the panel will be expanded in all properties
editors.
Part of T77408
Manifest Task: https://developer.blender.org/T63991
Differential Revision: https://developer.blender.org/D8638
Improved calculation of checkbox width to include line width preference.
Differential Revision: https://developer.blender.org/D9025
Reviewed by Hans Goudey
Various changes to some labels and descriptions to be more accurate, clear, or less confusing.
Differential Revision: https://developer.blender.org/D8394
Reviewed by Hans Goudey
Change the sequence of characters shown on the 'Color Grid' generated image.
Differential Revision: https://developer.blender.org/D8603
Reviewed by Hans Goudey
Move popover down a very slight amount to fix clipping of its arrow tip.
Differential Revision: https://developer.blender.org/D9030
Reviewed by Julian Eisel
This reverts commit 2ddecfffc3.
The correct fix is to compile with -fno-strict-aliasing on
release/relwithdebinfo builds also.
See the last commit/ {D9372}.
Maniphest Task T81077
The old code was added in {rBbaa4a9c7d4dd}
While the hotfix committed in {rB2ddecfffc3d3a3a1db4ae45e8665ca} fixed
the id_management test, the correct reason was found at
https://bugs.llvm.org/show_bug.cgi?id=47984
This matches the behavior on Linux.
Now it's possible to trace a sequence of images and not just a single one
When the trace is for more than one image, a bacth job is started to process all frames.
Note: All trace data is generated by Potrace library.
Differential revision: https://developer.blender.org/D9316
The existing code for this was incomplete. Each instance can now have a set
of attributes stored separately from geometry attributes. Geometry attributes
take precedence over instance attributes.
Ref D2057
This avoids OpenCL inlining heavy volume interpolation code once for every
data type, which could cause a performance regression when we add a float4
data type in the next commit.
Ref D2057
We already had the ability to bake fcurves but no way to convert the
baked result back without using python. This patch adds and operator
that is available now next to the bake operator in the drop down menu,
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D6379
Not sure why Collection was the only ID for which depsgraph building did
not check for potential recursion?
Reviewed By: sergey
Maniphest Tasks: T82149
Differential Revision: https://developer.blender.org/D9365
Previously, only predefined and limited set of intrinsics combinations
could have been refined. This was caused by a bundle adjustment library
used in the early days of the solver.
Now it is possible to fully customize which intrinsics are to be refined
during camera solving. Internally solver supports per-parameter settings
but in the interface they are grouped as following:
* Focal length
* Optical center
* Radial distortion coefficients (which includes k1, k2, k3, k4)
* Tangential distortion coefficients (which includes p1, p2)
Differential Revision: https://developer.blender.org/D9294
Historically the refine options had a hardcoded list of possibilities.
This was caused by an old bundle adjustment code which did not support
all possible combinations.
Now the bundle adjuster is based on Ceres solver, allowing to refine
anything in any combination.
Introduced recently in 09139e41ed.
While this worked in the cases it was used, '--threads' for example
was failing to parse the number when it's pass was set to 0.
Increase the enum values to start at 1 &
add asserts so this wont happen again.
Avoid passing the pass argument to BLI_argsAdd, instead set this
once for each group of passes.
This means we can add new passes without having to bump the arguments
to BLI_argsAdd.
This function from 2017 came with a comment: "TODO Nuke this once its
only user has been correctly converted to use generic IDmanagement"
Since it is unused after rB91462fbb31ba, now is time to remove it.
Differential Revision: https://developer.blender.org/D9368
`sys.executable` is documented to be a Python interpreter or None.
This was set to Blender's executable which caused the multiprocessing
module to spawn new instances of Blender instead of Python on WIN32.
See issue described in D7815.
Deprecate 'bpy.app.binary_path_python' & warn when using.
Blender's executable remains accessible via `bpy.app.binary_path`.
Moves the Text Editor 'Resolve Conflict' button closer to data-block selector and with 'Question' icon.
Differential Revision: https://developer.blender.org/D9266
Reviewed by Hans Goudey
ASAN reported a use after free in after rB15d78ea85b602c. This commit
removed a reassignment of the `data` variable here that was actually
required because it may have been freed earlier in the function. This
sort of error would be avoided if the same variable wasn't reused for
different purposes.
The new option to filter the layers used by the Fill tool was not using the boundary strokes. The problem was the layers were skipped and any boundary stroke was not used.
Now, the layer is not skipped, but the strokes that are not boundary are skipped.
wiki.blender.org/wiki/Tools/Git#Tips has been updated.
A follow up to
lists.blender.org/pipermail/bf-committers/2020-October/050698.html
will be sent after commit.
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D9234
The logic of `BKE_sculpt_update_object_for_edit` was not correct. such
low-level functions should typically never preform depsgraph evaluation
themselves, they should be able to rely on getting a fully evaluated
depsgraph and just get needed data from there.
Supporting that required fixing other broken code higher in the
callstack, namely:
* `ED_object_sculptmode_enter_ex` was freeing evaluated data, for no
valid reason it would seem.
* `sculpt_undosys_step_decode` was ensuring an evaluated depsgraph
**before** calling `ED_object_mode_generic_exit`, which would
invalidate a lot of evaluated data.
Note that it is fairly difficult to track down all code paths leading to
`BKE_sculpt_update_object_for_edit`, so there may be still cases where
this gets called with improperly evaluated depsgraph.
Reviewed By: sergey
Maniphest Tasks: T81854
Differential Revision: https://developer.blender.org/D9270
When selecting multiple layers, the redo operator might not correctly
update the pose data. To make sure it is in a good state we have to
ensure that the pose data is good.
Reviewed By: Bastien
Differential Revision: http://developer.blender.org/D9354
The simple subdivision as a type only causes issues like no-continuous
normals across edges, inability to reliably switch the type and things
like this.
The new subdivision operators supports wider variety of how to add
details to the model, which are more powerful than a single one-time
decision on the subdivision type.
The versioning code is adjusting topology converter to specify all
edges as infinitely sharp. The reason for this (instead of using
settings.is_simple) is because in a longer term the simple subdivision
will be removed from Subsurf modifier as well, and will be replaced
with more efficient bmesh-based modifier.
This is finished up version of D8436.
Differential Revision: https://developer.blender.org/D9350
Sub-systems that use directories from BKE_appdir needed to be
initialized after parsing '--env-system-datafiles'.
This meant the animation player needed to call IMB_init it's self.
Avoid this complication by having a pass that can be used to setup
the environment before Blender's resources are accessed.
This reverts the workaround from 9ea345d1cf
Improved user experience by using viewport focal length
to calculate the new camera distance.
Also resizing the border to the same aspect ratio as
the window will help not zooming in more than expected.
Ref D9341
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.
The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.
The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.
Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various `modified` methods
on Nodes in favor of `Node::is_modified` which checks the sockets'
update flags status.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8544
This studio light preset is designed for color painting tasks. As color
are multiplied on top of the current studio light/matcap, this should be
as white as possible and with very soft speculars to avoid color
distorsion while showing the volume of the mesh.
Reviewed By: jbakker, JulienKaspar
Differential Revision: https://developer.blender.org/D8209
For Customdata layer copying, interpolation with the mixfactor is only
done for certain mix modes, now set the UI inactive if the mixfactor is
not in use.
Namely, the modes are the "Above / Below Threshold" which are only used
for flags, colors and normals and mixing is not supported in these cases.
Spotted while looking into T81914.
Differential Revision: https://developer.blender.org/D9327
Draw the handles for the active keyframe only when the interpolation type
is set to Bézier. This now matches the behaviour of handles of regular
(non-active) keyframes.
Activate an FCurve only on selecting, and not on deselecting a keyframe
or a handle.
Reviewed By: HooglyBoogly, Severin, looch, #animation_rigging
Differential Revision: https://developer.blender.org/D9328
Code was assuming frustrum planes are symmetrical which is not the case
for shifting. This lead to a shrinking region if shift was negative (and
a growing region if shift was positive)
So instead of only keeping track of plane on one side (and mirroring
over in code) get the actual planes after shifting and use these
instead.
This code corrects this for ortho and perspective cameras, it does not
touch panoramic cameras.
Reviewed By: brecht
Maniphest Tasks: T69911
Differential Revision: https://developer.blender.org/D9342
This patch improves the single core performance of the lattice deform.
1. Prefetching deform vert during initialization. This data is constant for
each innerloop. This reduces the complexity of the inner loop what makes
more CPU resources free for other optimizations.
2. Prefetching the Lattice instance. It was constant. Although performance
wise this isn't noticeable it is always good to free some space in the
branch prediction tables.
3. Remove branching in all loops by not exiting when the effect of the loop
isn't there. The checks in the inner loops detected if this loop didn't
have any effect on the final result and then continue to the next loop.
This made the branch prediction unpredictable and a lot of mis
predictions were done. For smaller inner loops it is always better
to remove unpredictable if statements by using branchless code patterns.
4. Use SSE2 instruction when available.
This gives 50% performance increase measured on a
Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz with GCC 9.3.
Also check other compilers.
Before:
```
performance_no_dvert_10000 (4 ms)
performance_no_dvert_100000 (30 ms)
performance_no_dvert_1000000 (268 ms)
performance_no_dvert_10000000 (2637 ms)
```
After:
```
performance_no_dvert_10000 (3 ms)
performance_no_dvert_100000 (21 ms)
performance_no_dvert_1000000 (180 ms)
performance_no_dvert_10000000 (1756 ms)
```
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D9087
This looks like a optimizer bug where it makes wrong assumptions.
The code inside lib_id_delete:264 on rBafd13710b897cc1c11b
`for (id = last_remapped_id->next; id; id = id->next) {..}`
is not executed in release/relwithdebinfo builds.
This can be "fixed" by several ways:
- Adding a line that prints the `last_remapped_id->name` right before
the said for-loop starts.
- Turning off optimization for the whole function `id_delete`:
`#pragma clang optimize off/on` Ray Molenkamp
- Marking `last_remapped_id` volatile. Julian Eisel
- Marking `tagged_deleted_ids` volatile. But it adds a warning when
calling `BLI_addtail`: discards volatile qualifier. Discovered by
accident.
Fix T81077
Reviewed By: mont29
Maniphest Tasks: T81077
Differential Revision: https://developer.blender.org/D9315
Set property split in the higher level panel functions so that it carries
over to buttons added after. Also discard the redundant "Symmetry"
to make sure there is enough space for the checkbox label.
The now redundant "X" checkbox is removed since it's also present in the
Symmetry panel above. The Topology Mirror is moved into the Symmetry
panel also.
This was needed because `Mesh.use_x_mirror` has recently been turned into
different functionality, and its old functionality now lives under
`Mesh.use_mirror_vertex_group_x`. Something went wrong in the UI in This
transition.
Differential Revision: https://developer.blender.org/D9287
Intern definitions are moved to sequencer/intern/sequencer.h
BKE_sequencer.h was also cleaned up a bit to make sure that functions
and structs are in correct category.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9259
Recursion happens in case when scene strip point to it's own scene
indirectly by using SEQ_SCENE_STRIPS option.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9264
It is possible to create scene strips pointing to each other. This is
sanitized when rendering, but in dependency graph such setup will cause
infinite loop.
This patch fixes loop in dependency graph, but same problem exists in
audaspace
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9262
Main DB and it's structs can point to different address after undoing.
In this case problem was that bmain was not updated. Same fix was
done for scene as well.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9240
When using local area, all nodes need to build their constraints first
before activating them for simulation. THis ensures that nodes get their
structural constraints from the initial location of each symmetry pass.
Reviewed By: sergey
Maniphest Tasks: T81904
Differential Revision: https://developer.blender.org/D9303
The plane deformation falloff was introduced in the first version of the
cloth brush, but due to the lack of all the new features and fixes in the
solver it was causing a lot of artifacts for deformation brushes. In
order to avoid that, the cloth brush was always using radial falloff for
the grab brush.
Now the plane falloff is properly implemented using the deformation
constraints.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9320
This adds a tool property for sculpt line gesture tools (line and
project) to limits its effect to the segment of the gesture instead of
using the infinite line to bisect the mesh in two parts.
To achieve that, the line gesture now has two extra side planes that can
be enabled/disabled for getting the nodes from the PBVH and to test the
vertices.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9307
This adds an operation mode to the Face Set Edit tool which deletes the
geometry of a Face Set by clicking on it.
The operator also checks for the mesh having a single Face Set to avoid
deleting the entire object by accident.
This is also disabled for Multires to avoid modifying the limit surface
without control (it is not an important limitation as base meshes for
multires are usually final, but maybe it can be supported in the future).
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8938
This commit contains some improvements to this function to make this
function more purposeful and readable.
- Split updating information of the old button to a new function.
- Remove some 7 year old code disabled with `#if 0`.
- Add comments explaining some of the less obvious aspects.
Differential Revision: https://developer.blender.org/D9117
The previous fix forgot the case where there is an intermediate
edge and everything isn't in one plane.
Differential Revision: https://developer.blender.org/D9336
Approximately 141 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D8392
Reviewed by Julian Eisel
The versioning code to default to old booleans for old files was
faulty because really old files had a 'solver' field (later removed,
but then added back for new booleans).
The versioning code to default to old booleans for old files was
faulty because really old files had a 'solver' field (later removed,
but then added back for new booleans).
option(WITH_CLANG_TIDY"Use Clang Tidy to analyze the source code (only enable for development on Linux using Clang, or Windows using the Visual Studio IDE)"OFF)
mark_as_advanced(WITH_CLANG_TIDY)
endif()
@@ -526,10 +533,10 @@ if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID MATCHES "Clang")
# Silence the warning that object-size is not effective in -O0.
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