This commit uses continue in loops and returning early to reduce
indentation in long functions, only where this results in a significant
improvement. Also includes a few LISTBASE_FOREACH macros.
Changing language could sometimes leave File Browser System list showing incorrect text until restart.
Differential Revision: https://developer.blender.org/D9323
Reviewed by Brecht Van Lommel
The operator was using a secondary python operator to ask parameters before running, but this can be done in invoke.
Differential Revision: https://developer.blender.org/D9330
Don't allocate a new buffer for refitting meshes, but update the existing one.
It's not clear from the API docs if this is required, but it appears to solve
the issue and should be more efficient.
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
Avoid accessing mesh emitter and hair at the same time. This is not ideal for
performance, but once we have a dedicated hair object this will resolve itself.
Differential Revision: https://developer.blender.org/D9322
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.
We might not want to have all those nodes in a final version.
Some of them have been added with particle nodes in mind.
However, to test the evaluation system it is useful to have a
couple of nodes available.
Those nodes should "just" work, because their implementation
is reused from the particle nodes project.
This adds support for nodes that have a multi-function implementation.
That includes various function nodes like Math, Combine Vector, ...
Furthermore, there is support for implicit conversions now. So it should
work when one connects e.g. a float to an integer and vice versa.
Caused by rB7878adf49cff.
When getting the stroke location via raycast in ortho view, the above
commit flipped the condition of the check to perform adjustments on the
rays start/end. This would thus happen (even though it shouldnt),
resulting in wrong depth and stroke location.
Now just flip the condition back, so adjustments only happen when
clipping is OFF.
Maniphest Tasks: T81934
Differential Revision: https://developer.blender.org/D9318
These two functions "snode_notify" and "ED_node_tag_update_id" appear to
be mostly duplicates. However, there is already a case for each type of
built-in node tree, so it makes sense to add one for the geometry node
tree as well. This doesn't solve the update issues for changing number
in buttons, that must be handled somewhere else.
GPencil: Change Interpolate shortcut to Ctrl+E
Before the shortcut was Ctrl+Alt+E, but it's more logic remove the Alt.
This was missed in rBee49ce482a797a5937829de497abd69bcd1edb48
GPencil: Change Interpolate shortcut to Ctrl+E
Before the shortcut was Ctrl+Alt+E, but it's more logic remove the Alt.
This was missed in rBee49ce482a797a5937829de497abd69bcd1edb48
This regression was caused by rB57de5686048f which disabled srgb
transform after the python callback.
The right thing to do is to only rebind the framebuffer once to
reset the no-srgb override.
For objects with shared data, it makes sense to show the mode icon for
every object sharing the same data if one of them is in edit mode.
This also disables the "extend" functionality in this case, because
being in edit mode for multiple objects with the same data isn't
supported.
Differential Revision: https://developer.blender.org/D9273
There was a weird bug in the API where a value of 0 gave a mask value of
1. I am not sure why this is but the current code works as desirable.
This was missed in rB6faa765af8954948de3cec75a2261a5aa139b4e5
There was a weird bug in the API where a value of 0 gave a mask value of
1. I am not sure why this is but the current code works as desirable.
This was missed in rB6faa765af8954948de3cec75a2261a5aa139b4e5
Move the checks for whether to draw the button to the beginning of the
function and return early. Also use a shorthand variable for ob_active.
Committing to 2.91 as a patch for an upcoming bug fix depends on these
changes.
Differential Revision: https://developer.blender.org/D9272
The solo mode was skipping the layer creation data and the loop of masks expect to have all layers in the array or the loop crash.
The solution is just create the layer array data for the layer, but don't draw any stroke.
This adds a property to the grab that masks vertices based on its
original normal and grab delta. When used on thin meshes, it allows to
grab the silhouette from one side of the object without affecting the
shape of the other side.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9205
Paint and smear tools are only implemented for regular mesh PBVH,
meaning they are not supported by the dynamic topology and multires
sculpting.
These tools are to be ignored for an unsupported sculpt modes, regardless
of state of user preferences.
Reviewed By: sergey
Maniphest Tasks: T81932
Differential Revision: https://developer.blender.org/D9308
This adds a layer of abstraction between the code calling callbacks
on sockets and the implementation of those callbacks.
This abstraction layer allows some sockets to not implement all
callbacks when those can be derived from some other callback.
The new parameter allows to define if after cutting the stroke the cap of the cut side will be set as flat.
Before, the cap shape of the cut side always was equal to the original stroke, and in some situations, the rounded cap was visible.
Note: If the angle of the join is very extreme, it's still possible to view some sections of the cut stroke.,
All tools planned for 2.91 now have icons, so this option can be
removed.
Reviewed By: dfelinto, Severin
Differential Revision: https://developer.blender.org/D9299
From the backtrace it looks like in some cases file save (which triggers
a general override updates) is done before other code has a chance to
re-generate pose data, leading to rna accessing freed memory.
I was never able to reproduce that here, so this is a tentative fix in
master, if it proves to be working for the studio it will be
cherry-picked into 2.91 release branch later.
This is still very basic and does quite a few unnecessary computations.
Also the error handling is quite weak currently, so when invalid things are
connected, it will probably just crash.
Also the interface that individual nodes have to implement will have to change,
but the current solution is a good starting point.
Only the triangulate node is implemented for now.
It was rather a huge chunk of code, which started to become
more harder to maintain with the transition to OpenSubdiv based
implementation. Because of this transition, the compatibility was
also rather on a poor side.
Remove compatibility support for pre-2.50.9 multires.
Ref T77107
Reviewed By: brecht, mont29
Differential Revision: https://developer.blender.org/D9238
Historically the result of the keying node was violating alpha
pre-multiplication rules in Blender: it was simply overriding
the alpha channel of input.
This change makes it so keying node mixes alpha into the input,
which solves the following issues:
- The result is properly pre-multiplied, no need in separate
alpha-convert node anymore.
- Allows to more easily stack keying nodes.
This usecase was never really investigated, but since previously
alpha is always overwritten it was never possible to easily stack
nodes. Now it is at something to be tried.
Unfortunately, this breaks compatibility with existing files, where
alpha-convert node is to be manually removed.
From implementation side this is done as a dedicated operation since
there was no ready-to-use operation. Maybe in the future it might
be replaced with some sort of vector math node.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9211
`imb_gpu_get_data` could reuse `data_rect` when it was already in used (double alloc).
making the first use leak. This was detected after enabling OpenGL Texture
Limit.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9280
This avoids accidents using user-preferences in the main BLF API,
which could cause preferences to be used unintentionally
(such as stamping into renders or creating generated images).
As well as uses of BLF when preferences aren't loaded
such as animation playback.
Selecting an F-Curve handle caused an assertion as well as treating
the key-frame as inactive.
Allow active the keyframe to be active when it's handle is selected,
as is done with bezier curves.
These changes should result in more readable and undestandable code,
especially where while loops were use instead of for loops. They are
not comprehensive, and I skipped wherever the change was not obvious.
In practice, there are only a limited number of operations we need to
use repeat such as navigation, stepping operations that cycle states
and text input.
Now we don't need to disable repeat explicitly when a modal operator
uses checks for a key being held as was needed for 17cb2a6da0.
Repeat is now included in exported keymaps.
Use versioning so existing exported keymaps are loaded properly.
This was caused by unprotected drawing callbacks.
As of 2.91, we require that all python callbacks used for
drawing needs to be safeguarded by `GPU_bgl_end()` to end the
state tracking override.
This was caused by unprotected drawing callbacks.
From 2.91, we now require that all python callbacks used for
drawing needs to be safeguarded by `GPU_bgl_end()` to end the
state tracking override.
This avoid strange discrepency between the general purpose variant and
the specialized glass variant which did not have a way to turn
multi-scatter off.
This patch helps the case of intricate reflections where the
ray does not travel far before intersecting the geometry.
In these cases there could be false negative exclusion of the ray
caused by the backface rejection threshold.
The artifact manifested as lines of different values caused by faillure to
trace the depth buffer correctly.
Adding a ad-hoc value to the step size to mitigate the issue.
Outliners listener (outliner_main_region_listener) needs ND_PARENT
notifier to redraw, the parenting operator only spawned ND_TRANSFORM
(which doesnt do a redraw).
Maniphest Tasks: T81896
Differential Revision: https://developer.blender.org/D9295
nothing
Caused by rB6faa765af895.
Since above commit, we have to use paint.mask_box_gesture instead now.
Maniphest Tasks: T81926
Differential Revision: https://developer.blender.org/D9300
shapekeys/modifiers
This was failing for all mask filters (sharpen, grow, invert, clear,
shrink, contrast, smooth) and mask gestures (box, lasso).
Also have to recalc shading, use SCULPT_tag_update_overlays for this.
ref D8956
Maniphest Tasks: T81929
Differential Revision: https://developer.blender.org/D9302
This improves performance in scene synchronization when there are many
mesh, hair and volume objects. Sync time speedups in benchmarks:
barbershop 5.2x
bmw 1.3x
fishycat 1.5x
koro 1.0x
sponza 3.0x
victor 1.4x
wdas_cloud 0.9x
Implementation by Nicolas Lelong, and Jagannadhan Ravi (AMD).
Differential Revision: https://developer.blender.org/D9258
Line gesture use always the right side of the line as active (the area
of the mesh that is going to be modified) by default.
This adds the ability to change the active side when the line gesture is
active by pressing the F key.
This allows more freedom to position the line after starting the
gestures, as it won't be required to cancel the operation or undo if the
line was used in the wrong direction.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9301
Line gesture use always the right side of the line as active (the area
of the mesh that is going to be modified) by default.
This adds the ability to change the active side when the line gesture is
active by pressing the F key.
This allows more freedom to position the line after starting the
gestures, as it won't be required to cancel the operation or undo if the
line was used in the wrong direction.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9301
The new preset I made for 2.91 is way more controllable with lower
strength values and does not have the accumulate bug, but until the
brush management is in place to ship multiple versions of the brush,
probably most people expect something closer to the old version to be
the default.
Reviewed By: sergey
Maniphest Tasks: T81901
Differential Revision: https://developer.blender.org/D9289
Swaps the order of the '+' and '-' button in the File Browser file name field,
so that '-' comes first.
For increasing or decreasing a value it makes more sense to have decreasing
first, increasing last. Consistent to how you press on the left side of a
number button for decrease, and right to increase.
However this is inconsistent in another way: Usually we have a '+' button
before a '-' button, but that refers to adding and removing items, not
increasing or decreasing. The icons are also placed in their own buttons then,
making them look more separate.
So the UI Team agreed on accepting that trade-off, see today's meeting notes:
https://devtalk.blender.org/t/2020-10-21-ui-team-upcoming/15849
For some reason the layout code doesn't center the search button properly. Add
a blank icon button to add some padding, dynamically resized as the region size
changes. This is quite finicky and not at all perfect. But it makes the search
button look far less off-place.
The pin button should be next to the data-path, which is what it belongs to.
Note that this makes the placement of the search button in the header look
quite off. That is because it's centered to the absolute header width, not the
width of the main region (which is smaller because of the tab region on the
left).
Technically it's correct that way, visually it looks wrong. This will be
addressed in a followup commit.
When the stroke was not flat, the bounding box projected could not be right and the strokes could not be painted or sculpted.
Now, the 2D bounding box is calculated using the extremes of the 2D bounding box and not the original 3D min and max values.
In order to prevent the panel code from using the type after it is freed,
the field needs to be set to NULL. This needs to be done recursively
for subpanels as well as top-level panels.
Those two features are not directly related and one might be activated
in master earlier than the other.
WITH_PARTICLE_NODES was removed, because we continue the project
under the name "Geometry Nodes".
Until it is decided whether to work on, or ignore these
warning, disable them. See T78535
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9281
Currently render passes in the draw manager (eevee) must be predefined
in the render result. This patch would ask the render engine for the
render passes it needs, and create these as a preparation step during
rendering. This allows any draw engine to define more complex render
passes setup.
Render passes can only be added before the call to `RE_engine_begin_result`.
`RE_engine_begin_result` makes a full copy of the render passes. During
rendering the render engines renders to the duplicated passes.
`RE_engine_end_result` syncs the data back to the original render passes,
but only if the passes existed in the original render result.
Currently we work-around this issue by registering the passes in
`render_result_new`. This is legacy blender internal structure and should
be avoided.
With upcoming projects (AOV/Cryptomatte) it becomes a bit of a mess as we
are extending legacy code to support new features. This patch allows us to
let each draw engine register their own render passes at render time
(similar to cycles and other render engines). In the future we could get
rid of legacy render passes registration in render_result_new.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9088
Replace ED_transform_snap_object_context_create with
ED_view3d_give_base_under_cursor & ED_view3d_autodist_simple so object
visibility is respected and non-geometry objects can be supported.
Ref D9255
Fixes error in determining 3DView Overlay Line Height. Do not base on current default font height.
Differential Revision: https://developer.blender.org/D9288
Reviewed by Campbell Barton
17cb2a6da0 missed a break statement after a nested switch,
while it didn't cause a bug nesting switch doesn't read well
and is prone to errors like this.
Split modal-keymap checks into their own branch to avoid this happening,
also use matching event checks for all gesture operators.
Being able to adjust the distance between fluid and obstacles comes in handy when trying to achieve a fluid motion over inclined obstacles.
Depending on the slope of such obstacles, already small adjustments of this value can help when particles stick to obstacle surfaces (i.e. make particles not stick to obstacles).
This adds support for snapping for line gesture tool. It is implemented
in the modal keymap as Snap, which is a toggle (similar to how snapping
in the transform operator works).
Right now it snaps the angle of the line to 15 degree increments, which
is defined in code. This should be easy to expose in the UI in the future
if we need to.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9115
This patch adds a modal key to move the selection box/lasso/line while
drawing it. It also sets "repeat": False on the animation playback key
to prevent accidental playback if the spacebar is released after the
mouse button.
Reviewed By: #user_interface, pablovazquez, Severin
Differential Revision: https://developer.blender.org/D9227
This patch fix most self intersection comming from reflection rays.
We regenerate the ray if it goes below the shading normal (should be the
geometric normal but we have no access to it here).
Also add the same precision based bias we use for contact shadows.
This fix T81105 Eevee SSR quality regression in 2.91 alpha
SCULPT_tilt_apply_to_normal expects a normal, and offset was already
scaled by radius. The funcion returns a normalized vector, so the
strength of the brush was changed.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9275
This patch adds icons for the multires displacement
eraser tool in sculpt mode
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D9286
This patch adds icons for line gesture tools
Line mask and line project
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D9285
In comments made by a tester on rB17b89f6dacba007bf, it seems that baking
of the spray maps would be useful. This commit adds that capability. Both
the spray map and its inverse are baked out in this change, for maximum
convenience and to avoid assuming what the user wants.
Differential Revision: https://developer.blender.org/D8470
Shorten name of 'Inverse Cursor Color' to 'Inverse Color' so that it does not overflow its popover.
Differential Revision: https://developer.blender.org/D9274
Reviewed by Brecht Van Lommel
With D8234 a new drawing method for UV/Image editor was introduced. For debugging
reasons we left the old drawing method in the code base. This patch will remove
the old drawing method.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9011
Caused by rBaafd71a8a160.
In the process of CustomData Correction, we need to make sure we also
have matching layer names [as was done before above commit], otherwise
this will create layers with default names, applying
(mesh_customdatacorrect_apply and friends) will fail then.
Maniphest Tasks: T81865
Differential Revision: https://developer.blender.org/D9278
The alpha out socket output the average transmittance, not the alpha.
This patch will convert the transmittance to alpha.
Found during research of T80919; Issue introduced when `Closure.opacity` was migrated to `Closure.transmittance`.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9010
Use the newly introduced packed intrinsics, which allows to remove
code which was initializing parameters block based on distortion
model type.
Now such initialization is done by a particular implementation of
a distortion model.
Differential Revision: https://developer.blender.org/D9192
This is a common class which can be used in all sort of minimization
problems which needs camera intrinsics as a parameter block.
Currently unused, but will replace a lot of hard-coded logic in the
bundle adjustment code.
This fixes the crash and the assert, but undo is done in multiple steps
Reviewed By: campbellbarton
Maniphest Tasks: T81076
Differential Revision: https://developer.blender.org/D9256
Version reported by package manager is not always satisfying (on Debian
testing currently e.g. `llvm-dev` is reported as `9.0`, when exact one
is actually `9.0.1`, this break CMake build of Blender then).
Just use version reported by `llvm-config` instead, when using
distribution packages.
The design for how we approach the "Everything Nodes" project
has changed. We will focus on a different part of the project initially.
While future me will likely refer back to some of the code I remove here,
there is no point in keeping this code around in master currently.
It would just confuse other developers working on the project.
This does not remove the simulation modifier and data block. Those are
just cleaned up, so that the boilerplate code can be reused in the future.
This changes how the simplify volumes setting works. Before, it only
affeted viewport rendering. This was an issue, because all internal
computations would still have to happen on the high resolution volumes.
With this patch, the simplify setting already affects file loading and
procedural generation of volumes.
Rendering does not have to care about the simplify option anymore,
it just gets the correct simplified version from the depsgraph.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9176
When creating the boundary edit data, the loop can stop because a new
vertex was found further from the boundary than the brush radius or
because all vertices of the mesh were already processed. In this second
case, the max_propagation_step was not set, so the code that laters
calculates the falloff was not working, preventing the mesh from
deforming.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9215
This adds a smooth deformation type to the boundary brush, which smooths
the boundary and has a regular falloff towards the inside of the mesh.
For smoothing, only vertices parallel to the boundary are taken into
account, creating this effect.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9204
Now that sculpt mask and face sets can also be drawn without using the
PBVH, these operators need these extra updates when the data changes.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8956
Previously the base displacement for solving the constraints was always
using 0.5, which may introduce artifacts when multiple constraints of
different types are computed for the same vertex. This introduces a
factor that reduces the base displacement of the solver, reducing the
artifacts.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9202
Menus with categories gain a dividing line and omit the title.
Differential Revision: https://developer.blender.org/D5135
Reviewed by Brecht Van Lommel
Slight adjustments to widths, and adds gaps below titles, of 'Viewport Gizmos' and 'Object Types Visibility' popovers.
Differential Revision: https://developer.blender.org/D9257
Reviewed by Pablo Vazquez
Corrects incorrect usages of the fragment 'apart of' when 'a part of' was required.
Differential Revision: https://developer.blender.org/D9245
Reviewed by Campbell Barton
Corrects incorrect usages of the word 'loose' when 'lose' was required.
Differential Revision: https://developer.blender.org/D9243
Reviewed by Campbell Barton
Only build avx/avx2 unit tests if supported by the compiler and
WITH_CYCLES_NATIVE_ONLY is off, otherwise the appropriate compiler flags
are not available.
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
Although the `ELEM` macro wraps logic into parentheses, it's not intended to be
used that way. Unexpanded macros should still follow regular coding style for
readability and for tools parsing the code (it confused clang-format for
example).
This is a stricter version of the change made in
{rBbb872b25f219d1a9bc2446228b6dc}
Cmake must never look into Frameworks when the system
library guards (`without_system_libs_begin`/`without_system_libs_end`)
are present.
OpenAL didn't follow this and OpenAL.framework in Xcode would be used.
The Cmake's `FindOpenAL.cmake` looks for both library (in this case,
the .framework file), and include dir.
Precompiled libraries don't contain the former. So `find_package`
cannot be used, or it becomes the hack that {rBb2c707747da9} removed.
So hardcode the include dir path, and other variables.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9267
Issue introduced in rB4f616c93f7cb.
Issue here is that the the `StrokeCache` `mirror_symmetry_pass` is still
in its previous state when entering
`wpaint_do_symmetrical_brush_actions`.
For the initial stroke this means that the (wrong) cache
`mirror_symmetry_pass` ends up in SculptBrushTest `mirror_symmetry_pass`
as well and thus the clipping test in `sculpt_brush_test_clipping` will
fail.
[ This one flips the coords to test against clipping according to (now
wrong) `mirror_symmetry_pass` ]
Solution seems simple: just ensure we start of with a
`mirror_symmetry_pass` of zero in `wpaint_do_symmetrical_brush_actions`
for the initial stroke.
Same thing is done for vertex paint as well.
Maniphest Tasks: T81484
Differential Revision: https://developer.blender.org/D9268
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.
There would be eigen alignment issues with the custom libmv vector
class when compiling with AVX optimizations. This would lead to
segfaults.
Simply use the std::vector base class as suggested by the old TODO in
the class header.
Reviewed By: Sergey
Differential Revision: http://developer.blender.org/D8968
This modifier is the opposite of the recently added Mesh to Volume modifier.
It converts the "surface" of a volume into a mesh. The "surface" is defined
by a threshold value. All voxels with a density higher than the threshold
are considered to be inside the volume, while all others will be outside.
By default, the resolution of the generated mesh depends on the voxel
size of the volume grid. The resolution can be customized. It should be
noted that a lower resolution might not make this modifier faster. This
is because we have to downsample the openvdb grid, which isn't a cheap
operation.
Converting a mesh to a volume and then back to a mesh is possible,
but it does require two separate mesh objects for now.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9141
Related to T81199. When saving a rendered image with transparency (RGBA)
to a 3 channel PNG image the emissive colors were not exported. This
change adds the emissive colors to the written file.
NOTE: this does not fix the limitation of writing emissive colors to a 4
channel PNG file as the file format does not support this.
Fixed a couple of typos in comments in CMakeLists.txt and GNUmakefile
Reviewed By: #platforms_builds_tests, mont29
Differential Revision: https://developer.blender.org/D9261
Issue caused by {9582797d4b50} in b2.90. The surface per material used
an index buffer owned by the batch. These index buffers are created at
the same time the surface tris index buffer was created. When a material
per batch buffer was invalidated it used the surface tris index buffer
rendering all materials on all surfaces making the last draw command
render succeed.
This patch stores the surface tris per material in the cache so they can
be reused. There is also no need to use the `saved_elem_ranges` anymore as they are
now part of the cache.
The ugly bit of the implementation is that in `extract_tris_finish` the
MeshBufferCache is retrieved. But as this part was already documented as
a hack and it is something that is only used for final meshes. Other
solutions would impact performance or made the fix not condensed
(passing parameters that shouldn't be used).
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9136
Field time_base of video stream must be set for some containers,
otherwise avformat_write_header() will set it to default values.
Rendered file in such case won't be played at desired frame rate.
See init_muxer() in mux.c in ffpmeg sources.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9213
rB78a5895c96 introduced a "use after scope" warning, where a buffer
from a lower scope was used later. The solution is to only use one
variable and store whether to use it more explicitely with a bool.
The code for Bevel's percent (and absolute) modes were pretty bogus.
It assumed, like the rest of the modes, that the offset lines are
parallel to the beveled edge. Which is not true for these modes,
though it accidentally works sometimes if the legs are equilength.
Also the clamping code for those modes was completey wrong.
It is too hard to really fix the clamping code for absolute mode,
but it is a little better now. Percent mode clamping is fixed.
A general refactor / fix commit that should clear out the issues that have been reported on external forces and moving effectors (e.g. T79537, T81660, T80088).
Setting this type is required to prevent fluid particles from being treated like physics particles. The actual fix for this was made in rB11a8a6d0e6b5.
Scale widths of popovers and dialogs with Text Style font point changes.
Differential Revision: https://developer.blender.org/D9132
Reviewed by Hans Goudey
The "active_pose_bone" context variable isn't accessed from
`buttons_context`, it uses `screen_context` instead. This means
it can't account for pinning in the property editor.
Using "pose_bone" context variable first means the property
editor context will be used and the pinning will work.
Differential Revision: https://developer.blender.org/D9242
Code could call CustomData_get_layer_index_n with a negative index (if
no active and/or render UV layers are found). This would assert since
rBe86785c51445.
Spotted while looking into T81398.
Differential Revision: https://developer.blender.org/D9212
Caused by rBe65c78cd43aa.
Since above commit, only geometry and lights received the update,
previous to this check an instancer would receive that is well (in case
of 'is_updated_shading').
Now check for an instancer (checking OB_DUPLI via ob.is_instancer()) and
do an update then as well.
Reviewers: brecht
Maniphest Tasks: T81729
Differential Revision: https://developer.blender.org/D9222
This was caused by canceling operator if strip has more than 0 inputs.
Logic should be reversed - cancel only if strip has 0 inputs.
BKE_sequencer_render_loop_check() arguments had to be sanitized because
seq_effect_find_selected() can set seq1,2,3 to NULL
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9197
- Expand the "Type" toggle at the top. This is consistent with other
modifiers where there is a "Type" option at the top. It conveys the
property's importance and makes it faster to switch it.
- Expand the "Delimit" option vertically so the text isn't squashed.
There isn't enough space on one line for this, and is has to be
expanded because more than one option can be selected. This is also
consistent with how "multi-select" enums are often displayed, like
the 3D view snapping settings.
| Before | After |
| {F9000996} | {F9000985} |
This patch implements panel expansion saving and resetting for property
search. While search is active, the panel expansion is based on whether
or not it has a search result. When the search finishes, the panel
expansion returns to its state before the search started. However, any
panels interacted with during the search won't reset their expansion.
This requires adding a new runtime flag for panels to store whether to
use search result status as expansion. It also requires better handling
for animation when panel expansion changes with another new runtime flag.
`UI_panel_is_closed` gets the search-dependent expansion, but it is
intentionally not used to access expansion in every case-- sometimes it's
necessary to use `PNL_CLOSED` directly.
Differential Revision: https://developer.blender.org/D8984
Add operator to snap the 2D Cursor value to selected keyframes. This is
doing almost the same as the "Cursor to Selected" operator, except that
it doesn't affect the current frame, just the Y-coordinate (the value)
of the 2D cursor.
The "snap cursor" operators are added to the Key → Snap menu and to the
Snap pie menu. This means that these menus are now extended in meaning,
to not only mean "snap the selected keyframes to the cursor", but also
for some options "snap the cursor to selected keyframes".
This fixes T76596.
Split up `GRAPH_OT_frame_jump` exec function and added some local variables
to give names to the cryptic `ked.f1`, `ked.f2`, and `ked.i1`.
No functional changes.
Remove sculpt/paint checks in getTransformOrientation_ex
This code goes back a long time (early 2.5x). I couldn't find any
reason why sculpt/paint checks were being made.
This makes the following changes:
- When in object mode, the object must be selected.
Since this function typically operates on the selected items.
- When in paint/particle modes, the objects matrix is always
used regardless of selection, since object selection can't be
controlled in these modes.
- When there is no active object, the first selected object is no
longer used as it's quite an arbitrary decision & not something
done elsewhere with objects in Blender.
Basically first letter of (most) words is to be capitalized.
These settings (Noodle curving and Grid levels) had this wrong since
their first commit (2011 and 2020 respectively).
Remove the code that synchronises selection state of shader node animation
channels. This code is only used in a few cases where selection of these
animation channels is changed, and then potentially does the wrong thing
and disallows selection of animation channels altogether.
This removal is meant to be a temporary situation, to unblock animation
channel selection. See T74159 for the overall effort to improve selection
sync.
This lets add-on authors avoid false positive leaks when exiting.
In particular GPUShaders's although it applies to any PyObject that
stores memory allocated by guarded-alloc.
While this does add overhead on exit, on my system it's
under 1/100th of a second with all addons enabled.
See: T71362
TBB includes Windows.h which defines a min/max macro
leading to issues when you want to use std::min and
std::max.
This change prevents Windows.h from defining them
sidestepping the issue.
Needed after d1b3439b80. Think the error only happened with fresh builds,
where dna_type_offsets.h didn't already exist.
We have to do the same in other places too, see 8594cdb456.
The `outliner.item_rename` operator needs to decide if it should rename the
active or the hovered item. Previously it checked if the event is a press
event, which is a hacky way of doing this and limit how the operator can be
used in the keymap.
Now use a operator option to let this be controlled on the keymap level.
Doesn't change any default behavior.
* Use existing and optimized lookup function, rather than own duplicated logic.
* Move low-level coordinate check into general function, alongside similar
ones.
* `do_outliner_item_rename()` enables the rename mode for the item under the
cursor. Issue is, collapsed children end up having stored the same coordinate
as their parent, so they too would get the rename mode enabled (there is no
early-exit that would hide this).
* The items displayed as inline icons do get the proper coordinates of the
icons, so they are not mistaken as being under the cursor.
After rBb077de086e14, the Outliner tree is rebuilt less often, so the
coordinates are cleared less often too.
As far as I can see we can always clear coordinates of invisible items now. No
code seems to depend on keeping the old coordinates anymore.
The new parameter made so that previously keyed Alpha values were lost
and instead the new "Emission Strength" was keyed.
Issue introduced with the original commit of Emission Strength: b248ec9776
Note: Files created since the issue (September 17) that keyframed the
Emission Strength will have to fix their files manually.
Differential Revision: https://developer.blender.org/D9221
The cloth brush grab mode was creating constraints at 1.0 strength in
the area of the brush where the fade was evaluated to 1. This was causing
stability issues in the simulation and not producing ideal results.
Now the constraint strength is scaled with an empirically found factor.
The values in this patch may require further tweaking after experimenting
a little bit more with them.
Reviewed By: sergey, zeddb
Differential Revision: https://developer.blender.org/D9201
Restore the old `correct_bezpart()` (pre-rBda95d1d851b4) function as
`BKE_curve_correct_bezpart()`, and use that where the old behaviour was
desired (that is, curve maps like used by the RGB Curves shader node).
The new (post-rBda95d1d851b4) function is also renamed to
`BKE_fcurve_correct_bezpart()` to avoid confusion.
When using anchored stroke, the stroke operator was modifying the
coordinates on the "mouse" rna property by setting them to the original
position. Because of this, all the sculpt delta calculation was failing
and the delta for these brushes was set randomly (with a 0 vector) at
the beginning of the stroke.
There is now an extra property that uses the unmodified coordinates of
the mouse to calculate the delta. Now delta orientation works as expected
in all brushes and features that require brush tip orientation.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9183
Dynamic area should use the radius instead of the initial radius to get
the nodes as the radius can now change during the stroke. In case of
anchored strokes, the current radius can be bigger than the initial
radius, simulating vertices outside the falloff area and breaking the
mesh.
Reviewed By: sergey
Maniphest Tasks: T81649
Differential Revision: https://developer.blender.org/D9181
Previously, all Face Set visibility logic was using mvert flags directly
to store the visibility state on the vertices while sculpting. As Face
Sets are a poly attribute, it is much simpler to use mpoly flags and let
BKE_mesh_flush_hidden_from_polys handle the vertex visibility, even for
Multires.
Now all operators that update the Face Set visibility state will always
copy the visibility to the mesh (using poly flags) and the grids, all
using the same code.
This should fix a lot of visibility glitches and bugs like the following:
- Sculpt visibility reset when changing multires levels.
- Multires visibility not updating in edit mode.
- Single face visibible when surrounded by visibile face set, even when
the face set was hidden.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9175
ME_POLY_LOOP_NEXT and ME_POLY_LOOP_PREV expect the offset of
the loop in the poly as an argument, in other words, corner index of the poly.
This was violated in some places. It didn't cause issues when base mesh consists
of only quads due to the way how modulus worked inside of the macro. However,
if mesh had non-quad faces adjacency information was returning wrong vertex
indices. This was causing multiple brushes to work erratically, including brushes
like Face Set, Boundary automasking, mesh relax, and others.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9173
When using the sculpt filters, global automasking settings that affect
all brushes were ignored because the automasking system was not
implemented for filters, making filters and brushes react differently
to the global sculpt settings which creates confusion.
This makes all filter tools (mesh, cloth, color) use the same general
automasking settings and features as the brush tools. Filters will now
use the settings in the options panel to limit their effect.
This also removes the "use Face Sets" option from the Mesh filter code,
as it was duplicated from the automasking code just to have that
funcitonality. This is now handled by the regular automasking system.
The "Use Face Sets" option is still available in the cloth filter as that
option limits the action of the forces, not the displacement.
After this, it is possible to initialize the automasking system
independently from the StrokeCache and Brush settings, so it can also be
added to more tools and features in the future.
Fixes T81619
Reviewed By: dbystedt, sergey
Maniphest Tasks: T81619
Differential Revision: https://developer.blender.org/D9171
This adds an operator property to use the paint cursor radius and
position for the depth of the trimming shape created by the trimming
tools.
When enabled, the shape is located in the surface point when the gesture
started and it will have the depth of the cursor radius. When the cursor
is not over the mesh, the shape will be positioned at the center of the
depth of the whole object from the viewport camera.
Reviewed By: dbystedt, sergey
Differential Revision: https://developer.blender.org/D9129
This patch enables the paint brush cursor with all tools in sculpt mode,
even with the ones that are not brushes. The motivations for this change
are:
- The filters are using the position of the active vertex for certain
features without any visualization of what the active vertex is.
- You can call operators like mask expand (which depends on the brush
cursor position and active vertex) with a non brush tool enabled.
- Having the cursor in the rest of the tools allows to have a scene
scale representation of the radius and a direct control of radius and
strength (using the current brush shortcuts), which will allow to make
features more intuitive without relying on modifying values in the
topbar. For example, the brush radius can be used to control the depth
of the cut in the trimming tools or the size of the sphere in the
sphere mesh filter
Reviewed By: #user_interface, dbystedt, pablovazquez
Differential Revision: https://developer.blender.org/D9071
This forces the mask expand modal operator to use the maximum
iteration when the cursor is not over the mesh, masking the entire
connected component.
This fixes the issue for both expanding masks and face sets.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9105
This adds support for pen tilt in sculpt mode. For now, pen tilt is used
by tweaking the tilt strength property, which controls how much the pen
angle affects the sculpt normal. This is available in Draw, Draw Sharp,
Flatten, Fill, Scrape and Clay Strips brushes, but it can be enabled in
more tools later.
The purpose of this patch is to have a usable implementation of pen tilt
in a painting mode, so users can test and see in which hardware and
platforms this feature is supported and how well it works. If it works
ok, more tools and features that rely on pen tilt can be implemented,
like brushes that blend between two deformations depending on the angle.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8893
The code to handle object transforms was wrong. Now the trimming mesh
and depts is calculated in world space, using the real view origin and
normal and then stored in object space in the mesh and in the original
coordinates array. As now both meshes for the boolean operation are in
the same object space, the space conversion code can also be removed
from the boolean function.
Reviewed By: sergey
Maniphest Tasks: T80625
Differential Revision: https://developer.blender.org/D8852
The voxel remesher was using the voxel size to limit the shrink-wrap
projection distance. Now that distance is increased to help preserving
more detail on hard surface edges.
Reviewed By: pablodp606
Differential Revision: https://developer.blender.org/D6204
Previously I used `CTX_copy` to create a mutable copy of the context in
order to set its area and region fields to temporary variables. This was
a tradeoff to avoid casting away `const` for `bContext`.
However, `bpy.context` is set to this new temporary value, which is fine
for a single `wm_draw_update` pass, but in the next main loop,
`bpy.context` is still set to this value, which was freed at the
end of `property_search_all_tabs`. It would be possible to reset the
`bpy.context` variable ath the end of the function, but this patch
contains an alternate solution: just don't copy the context. It looks
like this was the only use of `CTX_copy` anyway, maybe for good reason.
Differential Revision: https://developer.blender.org/D9216
With all the work on DNA defaults for 2.91, it's nice to expose this
convenient operator. This was already hardcoded in the UI code to the
backspace key, adding it to the keymap instead will make the shortcut
automatically show in the button right click menu.
Differential Revision: https://developer.blender.org/D9219
Split up `ANIM_deselect_anim_channels()` into
`ANIM_anim_channels_select_set()` and
`ANIM_anim_channels_select_toggle()`.
`ANIM_anim_channels_select_set()` is equivalent to the old
`ANIM_deselect_anim_channels(..., false, ACHANNEL_SETFLAG_xxx)`.
`ANIM_anim_channels_select_toggle()` is equivalent to the old
`ANIM_deselect_anim_channels(..., true, ACHANNEL_SETFLAG_ADD)`.
`ANIM_deselect_anim_channels(..., true, ACHANNEL_SETFLAG_CLEAR)` was
also called once. The `true` parameter suggested the "toggle" behaviour
was intended, but the `ACHANNEL_SETFLAG_CLEAR` argument prevented any
toggling. This is now replaced with `ANIM_anim_channels_select_set(ac,
ACHANNEL_SETFLAG_CLEAR)` to make this explicit.
No functional changes, just a cleanup in order to better understand how
the selection works.
Rename `animchannels_deselectall_exec` → `animchannels_selectall_exec` so
that it matches the operator `ANIM_OT_channels_select_all`.
No functional changes.
We need a separate time stamp for each axis, and we have to add a few
milliseconds of padding to those, to ensure wrapping on both axes get
properly performed when it happens almost simultaneously, and avoid
extra wrapping caused by very close events sometimes.
This only addresses the Linux (X11 backend) case.
Differential Revision: https://developer.blender.org/D9209
Being in render 'context'was not taken into account in code evaluating
modifiers for meshes in Edit mode.
Reviewed By: #modeling, mont29
Differential Revision: https://developer.blender.org/D9217
When creating a particle system to display simulated particles, the phystype needs to be set to 'no physics' so that particle positions are just copied and not integrated.
This shows the file's full path, its modification date, and its size in
the tooltips for the open recent fiels menu. When no file path is set,
the original operator description is used.
Differential Revision: https://developer.blender.org/D9028
This was caused by a wrong flag equality check when in xray mode because
the xray mode was masking the effect option flags that are not supported
in this mode. This means the never passed and the TAA was reset before
every redraw, leading to infinite rendering.
This was caused by the sequencer using a sRGB buffer without using
the sRGB transform.
This patch make it so that the framebuffer is rebound using the
sRGB transform before the python draw callbacks.
When there is no active texture, a NULL pointer was dereferenced.
It didn't crash because the dereference was for the first item at the
pointer, the ID. To fix this, return with no data when `texture is NULL.
A lot of animator request an option to invert the filter of the dopesheet channels. This patch adds that invert filter option. This is not for Grease Pencil only, affect to all modes.
{F8983328}
Note: I have seen the new button has a rounded borders on the left. It would be better get rectangle shape, but not sure how to do it.
Reviewed By: campbellbarton, pepeland
Maniphest Tasks: T81676
Differential Revision: https://developer.blender.org/D9182
c68a2a
This makes the icon equals to the invert icon used in all modifiers.
{F8986444}
Reviewed By: #user_interface, Severin, Blendify
Differential Revision: https://developer.blender.org/D9194
3bb3b2
This will make the "Reset to Default Value" operator in button right
click menus work for the fluid modifier. Before they always reset
the values to 0.
Differential Revision: https://developer.blender.org/D9206
Don't override other `LSAN_OPTIONS` like suppression file set in
the environment variable.
Old code added in {rB38ff5064b33ccb8} and {rB5f4e99b7a2b8376}
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9207
Calling PyEval_ReleaseLock() was crashing with Python 3.9
because it accessed the NULL pointer set by PyThreadState_Swap().
This happened when calling ViewLayer.update() for example.
While the existing logic could be fixed by swapping the thread-state
back before calling PyEval_ReleaseLock(), this depends on functions
which are tagged to be removed by v4.0.
Replace use of deprecated functions by calling PyEval_SaveThread(),
instead of inlining the logic, using _PyThreadState_UncheckedGet()
to prevent Python aborting.
The call to PyEval_ThreadsInitialized has been removed
as threads are now initialized with Python.
This could be replaced with Py_IsInitialized() however it doesn't look
like this is necessary.
This is compatible with Python 3.7 & 3.9.
With constructive + deform modifiers, loop-cut visualization
wasn't following the displayed mesh.
This now gets the coordinates from the cage when available.
This was just not implemented. Now make this consistent with
vertexpainting / texturepainting.
Maniphest Tasks: T81670
Differential Revision: https://developer.blender.org/D9195
Previously the softbody strength property was controlling the strength
of the constraints that pin all vertices to the original location. This
was causing problems when the forces were trying to deform the vertices
too much, like when using gravity or grab brushes.
Now softbody is implemented with plasticity, which creates constraints to
a separate coordinates array. These coordinates are deformed with the
simulation, and the plasticity parameter controls how much the
simulation moves the coordinates (plasticity 0), or the coordinates move
the simulation back to its previous position (plasticity 1).
This creates much better and predictable results and adding softbody
plasticity to the brushes can increase its control and the stability of
the simulation.
Reviewed By: sergey, zeddb
Differential Revision: https://developer.blender.org/D9187
This patch enables property search for all tabs in the property editor.
To make interaction faster, if the editor's current tab doesn't have a
result, the current tab changes to the next tab that has a match.
This patch implements basic code that only searches panels.
While we could run the existing "single tab" property search for every
tab, that would also do everything else related to the layout pass,
which would be less efficient, and maybe more complicated to maintain.
The search match status for every current tab of the property editor is
stored in a runtime bitfield and them displayed later by dimming icons
in the tab selector panel to the left. Using `BLI_bitmap` properly in
the runtime struct required moving it to `buttons_intern.h` and
adding a small API to access the search filter instead.
To make sure the editor isn't influenced by anything that happens while
building the layout for other tabs, most of the context is duplicated
and the new search is run in the duplicated editor.
Note that the tool settings tab works slightly different than the other
tabs, so I've disabled searching it for this commit. That would be a
relatively simple improvement, but would just require a bit of
refactoring of existing code.
Differential Revision: https://developer.blender.org/D8859
This adds arguments to `uiLayout.prop_tabs_enum` and the C equivalent
(`uiItemTabsEnumR_prop`) to gray out tabs based on a boolean array.
For property search in multiple tabs, we need a way to show which tabs
have a search result, but we still need to show which tab is active.
Differential Revision: https://developer.blender.org/D8858
Changing the color of monochrome alert icons would not change until the theme was reloaded.
Differential Revision: https://developer.blender.org/D9062
Reviewed by Harley Acheson
This diff adds support for respecting the `BLENDER_USER_SCRIPTS`
environment variable when setting up the IDE environment.
Previously the scripts from the users profile folder were always
used even when this variable was set, leading to the possibility
of the wrong scripts being visible in the IDE.
Differential Revision: https://developer.blender.org/D9189
Reviewed By: Ray Molenkamp
With this patch the build system checks whether the "CUDA10_NVCC_EXECUTABLE" CMake
variable is set and if so will use that to build sm_30 kernels. Similarily for sm_8x kernels it
checks "CUDA11_NVCC_EXECUTABLE". All other kernels are built using the default CUDA
toolkit. This makes it possible to use either the CUDA 10 or CUDA 11 toolkit by default and
only selectively use the other for the kernels where its a hard requirement.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9179
Seems to be an oversight/typo in rB83980506957c.
Now set back to 0.01m (as it was before).
Maniphest Tasks: T81672
Differential Revision: https://developer.blender.org/D9193
A .blend file cannot use itself as a library.
This is prevented when linking manually, but was still possible when
relocating, which is now prevented.
Maniphest Tasks: T81656
Differential Revision: https://developer.blender.org/D9191
This was reported for sculpting, the same is true for weightpaint or
vertexpaint though.
When viewport clipping and radial symmetry are enabled, the
'sculpt_brush_test_clipping()' function was not considering radial
symmetry at all, so if the coordinate was outside the clipping planes,
no action would take place. Now the coordinte is brought back to where
the stroke actually happens and that is checked against clipping.
Since other mirroring options while painting/sculpting (as well as
editmode operations with mirroring) usually still take place even if the
mirrored coord is outside the clipping planes, this should also be the
case for radial symmetry.
This grows the 'SculptBrushTest' struct a bit, but should be acceptable?
Fixes T81466
Maniphest Tasks: T81466
Differential Revision: https://developer.blender.org/D9120
When we override a whole collection, we want to add non-instantiated
objects to a hidden sub-collection at the end of the process.
However, this makes no sense when instantiating an object, if other
dependencies objects get also overridden on the process, we should just
add them to the same collection owning the root object.
- BKE_bezt_subdivide_handles -> BKE_fcurve_bezt_subdivide_handles
- binarysearch_bezt_index -> BKE_fcurve_bezt_binarysearch_index
These functions are specific to F-Curves and don't make sense for other
uses of BezTriple (curve-object data for e.g.)
Also:
- Move detailed doxygen comment above code, following code-style.
- Mark bezt_add_to_cfra_elem unused.
The problem is related to the `use_index_order` option of `BLI_kdtree_3d_calc_duplicates_fast`.
With this option, the higher index is expected to be less than `tree->nodes_len`.
Blender crashed when dragging and dropping color into the outliner.
This issue was cause by a missing check for the correct drag type
in `datastack_drop_poll`. The check is added in this commit.
Additionally, a new drag type is introduced for the "data stack"
drag option, that was introduced in commit 1572da858d, to
differentiate it from the existing WM_DRAG_ID type.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9169
Change to monochrome version of the large alert icons and use 'Question' for the the Quit Confirm dialog box.
Differential Revision: https://developer.blender.org/D9062
Reviewed by Pablo Vazquez
Default text output routines (which do not specify a size) will now use Text Style point size.
Differential Revision: https://developer.blender.org/D9107
Reviewed by Brecht Van Lommel
When changing the selected, active or visible object(s), the Outliner
has to be rebuilt while using the corresponding object state filters.
The object hiding operators also have to send the proper notifiers (they
changed visibility without notifying about that).
Check selection state in `BKE_fcurve_active_keyframe_index()`, and only
return the active keyframe index when that keyframe is actually selected.
This is now also asserted in the `BKE_fcurve_active_keyframe_set()` function,
which is now also used when inserting a keyframe.
While there are other bundles which show up as directories,
`.app` are the most common ones.
*Users should not be saving anything inside .app bundles, nor using
Blender to edit any of the files.
*This declutters the File Browser for say ~/Applications folder
or recursive search on a path with apps.
*Matches Finder's behavior of showing apps as files. (We don't have a
"right click > show package contents" button like Finder though)
This change shows `.app` files like incompatible files, or `.exe`s
on Windows.
{F8970986}
Reviewed By: #platform_macos, brecht, mont29
Differential Revision: https://developer.blender.org/D9162
That was a suboptimal decision from back in the days, which ended up
being problematic. It is no longer used, so remove it from API making
it so new code does not depend on this weak concept.
The order got broken when Brown distortion model has been added.
Made it so the indexing of parameters is strictly defined in the
parameter block, matching how parameters are used in the cost
function.
There is some duplication going on accessing parameters. This can
be refactored in the future, by either moving common parts packing
and cost function to an utility function in bundle.cc.
Alternatively, can introduce a public PackedIntrinsics class which
will contain a continuous block of parameters, and each of the
camera models will have API to be initialized from packed form and
to create this packed form.
The benefit of this approach over alternative solutions previously
made in the master branch or suggested in D9116 is that the specific
implementation of BA does not dictate the way how public classes need
to be organized. It is API which needs to define how implementation
goes, not the other way around.
Thanks Bastien and Ivan for the investigation!
This reverts commit 7e836bde11.
Reverting the incomplete workaround, due to the following reasoning:
- There should be no dependency between CameraIntrinsics and the bundler
code. This violates intended abstraction of the intrinsics class.
- The fix was not complete, or wrong. Even in the world where there is
a requirement to the parameters storage size this should have applied
to all distortion models, including Divisions, Nuke.
Proper fix will be committed next.
The leak was happening when problem did not have any parameters blocks
defined. This happens, for example, if there are no 3D points at all,
or when all markers are set to 0 weight.
Was noticeable in libmv_modal_solver_test when building with LSAN
enabled.
Fix regression introduced in rBe12767a0352a9e113892b4a07c6c8446d3ff361f
The volumes are not a line type and should not be render into the line
framebuffer nor it should change the framebuffer.
Before I was double confused about how openvdb stores its
transformation matrices. Now, I know they have the same layout
physically in memory, but are logically transposed (i.e. the translation
is in the last row instead of in the last column).
Previously Blender would only match the existing curve slope when the
to-be-inserted key value was already very close to the curve. This check
is now removed, allowing for sliders in the graph editor to subtly
change the curve, and for keyframes added with ctrl+click to follow the
curve better.
`CustomData_bmesh_interp` use the same CustomData decryptor (in this case, `bm->ldata`) in both blocks.
So make sure that all CustomData layers match.
This commit also removes redundant `BM_elem_attrs_copy_ex` calls.
Maniphest Tasks: T81060
Differential Revision: https://developer.blender.org/D9159
This resolves a long list of linker warnings that is currently only showing up on macOS arm builds.
The warnings themselves are of this shape (one example):
```
ld: warning: direct access in function 'Manta::MeshDataImpl<Manta::Vector3D<float> >::_W_39(_object, object, object*)' from file '../../lib/libextern_mantaflow.a(mesh.h.reg.cpp.o)' to global weak symbol 'typeinfo for Manta::MeshDataImpl<Manta::Vector3D<float> >' from file '../../lib/libextern_mantaflow.a(mesh.cpp.o)' means the weak symbol cannot be overridden at runtime. This was likely caused by different translation units being compiled with different visibility settings.
```
Just would like to get your opinion to make sure this is an acceptable way to handle this on all platforms.
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D9002
The strength has a high impact on performance. With the previous
step and default one could easily and accidentally make Blender unusably
slow, because of a too high displacement strength.
Clean up the code that handles mouse clicks on animation channels in the
non-NLA animation editors, by splitting into separate functions.
No functional changes.
Using the diagonal has the benefit, that the adaptive voxel size changes
when the bounding box changes its shape in any way. Having a changing
voxel size looks bad when rendering an animation, therefore one should
usually use a fixed voxel size when rendering an animated volume.
This becomes apparent earlier, when the adaptive voxel size changes
when the bounding box changes in any way.
Otherwise this can easily go unnoticed when rendering only a few frames
of an animated volume.
For multi-config generators, tests are in `bin/tests/<config>` folder.
and OpenMP cannot be found at `@executable_path/../Resources/lib`.
So create that folder and put the library there to be used by tests.
It is not ideal to copy the library around. When minimum CMake version
is changed to 3.12, FindOpenMP by CMake can be used for this whole
block of code. Then a nice rpath based solution can be used.
The "Apple" part is guaranteed by the platform file.
"Clang" is enough to differentiate it from other compilers.
Came across this due to the custom built LLVM toolchain I'm using.
The "Geometry start & End" panel was grayed when using an object
to create the curve bevel. It should only be grayed out in this case
when no object is chosen in the "Bevel" subpanel.
The code that restored collection flags after they are rebuilt when
moving a collection didn't take into account collection children. The
flag for the active collection was properly restored, but all of its
children would take on the exclude flag of the collection the active
collection was dragged into.
This commit builds a temporary tree structure to store the flags for
the moving collection and its children. Then it reapplies these flags
after `BKE_main_collection_sync`.
Differential Revision: https://developer.blender.org/D9158
`targetIsDirectory` slipped through the code review of
{D6679}/{rBafb1a64ccb81}.
`BLI_is_dir` exists to check for directory status of a file.
Remove some `else-after-return`s.
Use `r_` prefix for return value arguments, and move it to the end
in the list of arguments.
The routine to find dissolvable vertices had a check to ensure
that the vertex was exactly in line with the two neighbors.
I have convinced myself that this check is unneccesary (it was
failing with only a 1e-9 difference from 0 on a cross check),
so have removed it.
After tests were bundled in a single executable and cycles and libmv
created their own tests, the warnings on macOS have gone over 800.
The reason is setting `*_LIBRARIES` to names of the libraries
and later using `link_directories` to link them properly.
https://cmake.org/cmake/help/latest/command/link_directories.html
> Note This command is rarely necessary and should be avoided where
> there are other choices. Prefer to pass full absolute paths to
> libraries where possible, since this ensures the correct library
> will always be linked. The find_library() command provides the
> full path, which can generally be used directly in calls to
> target_link_libraries().
Warnings like the following popup for every target/executable,
for every library it links to.
```
ld: warning: directory not found for option
'-L/Users/me/blender-build/blender/../lib/darwin/jpeg/lib/Debug'
```
The patch completes a step towards removing `link_directories` as
mentioned in TODO at several places.
The patch uses absolute paths to link libraries and removes
all `*_LIBPATH`s except `PYTHON_LIBPATH` from
`platform_apple.cmake` file. (The corner case where it's used seems
like dead code. Python is no longer shipped with that file structure.)
Also, unused code for LLVM-3.4 has been removed.
Also, guards to avoid searching libraries in system directories have
been added.
`APPLE` platform now no longer needs `setup_libdirs`,
`cycles_link_directories`, and `link_directories`.
The number of warnings now is less than 100, most of them being
deprecation ones in dependencies.
This patch depended on {rBb746179d0add}, {rB2fdbe4d05011},
{rB402a4cadba49} and {rBd7f482f88ecb}.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8855
The real maximum was `GPU_SAMPLER_ICON`, not `GPU_SAMPLER_REPEAT`, my
bad. {rBa31a87f8943aa40}
Move `GPU_SAMPLER_MAX` out of the enum since it's used as an `int`
at many places.
Also, the macro `ENUM_OPERATORS` needs a maximum, and this enumerator
cannot be used as the argument of that macro. It creates wrong values
in the `~` NOT operator.
Thanks @deadpin for catching this.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9157
The 0.1 limit was too large. The issue with making it smaller is that
one can easily crash blender by making it to small. To counteract this,
the step has been reduced as well.
A voxel size/amount of 0 disables the modifier.
This is a follow up commit for rB309c919ee9.
Clearing hash tables is now parallelized as well. Surprisingly, most of
the time is actually spent in `free` (a couple of milliseconds per call
in my test).
Benchmark of individual functions:
reserve_hash_maps: 17%
add_polygon_edges_to_hash_maps: 49%
serialize_and_initialize_deduplicated_edges: 12%
update_edge_indices_in_poly_loops: 14%
clear_hash_tables: 5%
`BKE_mesh_calc_edges` was the main performance bottleneck in D9141.
While openvdb only needed ~115ms, calculating the edges afterwards
took ~960ms. Now with some parallelization this is reduced to ~210ms.
Parallelizing `BKE_mesh_calc_edges` is not entirely trivial, because it
has to perform deduplication and some other things that have to happen
in a certain order. Even though the multithreading improves performance
with more threads, there are diminishing returns when too many threads
are used in this function.
The speedup is mainly achieved by having multiple hash tables that are
filled in parallel. The distribution of the edges to hash tables is based on
a hash (that is different from the hash used in the actual hash tables).
I moved the function to C++, because that made it easier for me to
optimize it. Furthermore, I added `BLI_task.hh` which contains some
light tbb wrappers for parallelization.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D9151
While not full width this gives a nice trade off between improved screen
use space and readibility.
The old value was 80 so this gives 25% more screen space.
See T73223
Was failing because of a mismatch between RNA and DNA defaults on
`courant_target` property, removed RNA one (DNA came from initial value
defined in BKE's particle creation code, think it's best to keep that
one).
Due to the old AA method, it was necessary to add transparency to the
outline of the popover arrow to match the box outline opacity. This is
no longer required after rB15dda0115c78.
See the differential for before and after screenshots.
Differential Revision: https://developer.blender.org/D9026
The underlying type of the enum cannot be fixed here due to its usage
in C code.
All the values possible in the width of the underlying type are not
valid for an enum.
Only 0 to (2*max - 1) if all enumerators are unsigned.
So the macro asks for the biggest value among the //listed// ones.
If any enumerator C is set to say `A|B`, then C would be the maximum.
(2*max-1) is used as the mask.
The warnings (for each enum modified in this commit):
GPU_vertex_buffer.h:43:1: runtime error: load of value 4294967291
which is not a valid value for type 'GPUVertBufStatus'
https://github.com/llvm/llvm-project/commit/1c2c9867
Ref T81340
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9067
- Move some security checks outside of `interp` callbacks.
Namely, that we do get interpolation weights, and have something to
interpolate.
Some callbacks where not checking on those anyway, safer to move that
up into calling code.
- Cleanup usage of sub-weights, lots of interpolation callbacks wher
actually using those completely wrong.
- Change default behavior when no weights are given to higher-level API
functions: prevriously, each callback was responsible to handle that
case (and one did not even do it!), they were switching to purely
additive behavior then.
Instead, we now default to expected simple average of source values.
Note that the only real important change here is defaulting to actual
average of source value when no inertpolation weights are given (afaik,
this only happens in Weld modifier code).
Differential Revision: https://developer.blender.org/D9114
This patch "modernizes" `DNA_struct_switch_endian` similar to
how I updated `DNA_struct_reconstruct` recently. Furthermore,
some special case handling have been moved to another place.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D9089
This patch adds missing icons for the new trim tools in sculpt mode.
Although these tools recently got "add geometry" modes, it's more
essential to highlight the most important feature of the tool,
trimming, than to try to portray everything they can do.
Differential Revision: https://developer.blender.org/D8963
This patch adds missing icons for the new sculpt face set tools, and
updates the mask icons to be more consistent with the changes.
Currently draw face sets and draw mask icons are inconsistent and don't
relate to drawing/painting masks or face sets. This commit makes the
icons consistent and reusable for future tools like sculpt vertex
colors.
Differential Revision: https://developer.blender.org/D8875
This directly adress the issues caused by rB536c2e0ec916.
Since the state tracking is done at a lower level, using the bgl
functions needs to be safegarded by the state manager.
The current workaround is to bypass `apply_state` when inside a
callback that used a `bgl` function.
Related to T80730.
This fix T81003.
Also this fix the default blend equation for callbacks.
Fixes T80169 T81289.
`APPLE` platform handles ASan compiler and linker flags using
`add_compile_options` and `add_link_options`. {rB74bcb32c9f02}
Arguments in `CMAKE_{LANG}_FLAGS{_CONFIG}` are also passed to
`try_compile` which will fail due to linker errors, since link flags
are not set. `try_compile` is used by `find_package(Boost)` for
`thread` library.
See CMP0066 [1] also.
[1] https://cmake.org/cmake/help/latest/policy/CMP0066.html
Ref D8855
Both the default theme and Blender Light have been updated.
Blender Light also includes automatically generated colors based on the
default theme that were not set previously.
Better use higher-level code from common ID management when possible.
Helps to de-duplicate logic, and reduces outside usages of more
'dangerous' functions.
Note that we could get rid of many of those `BKE_<id_type>_add`
functions now, but on the other hand several of those take extra
parameters and perform additional actions, so think we can keep them all
for now as 'non-standard ID specific creation functions'.
Generic ID management code can now do those local temp copy handling, so
no need for duplicated own code for that.
No behavioral changes expected here.
Python 3.7x added support for module `__getattr__` & `__dir__`.
Make use of this for operator access,
previously these were module like classes.
No functional changes, this is mostly to use a type which is expected,
rather than faking the type with a class instance.
After rBeb911610d05 there are some differences in how the layout code
decides whether to add decorators (aka animation buttons). Whether or
not that logic is correct, it's nice to specify that we don't want them
turned on in this popover.
Those were only shallow wrappers around `BKE_id_copy`, barely used (even
fully unused in some cases), and we want to get rid of those ID-specific
helpers for the common ID management tasks. Also prevents weird custom
behaviors (like `BKE_object_copy`, who was the only basic ID copy
function to reset user count of the new copy to zero).
Part of 71219.
Note that possibility to pass the new ID pointer as parameter was kept,
as this is needed for some rather specific cases (like in depsgraph/COW,
when copying into already allocated memory).
Part of T71219.
This modifier uses a 3D texture to displace a volume.
For now, this can only use the previously existing texture system,
because we do not have a better alternative yet. Still, the results
can be quite good and interesting. See D9075 for some examples.
Reviewers: brecht, simonthommes
Differential Revision: https://developer.blender.org/D9075
Changes Workspace tabs so that the text size and tab width are both set by style.widget.points.
Differential Revision: https://developer.blender.org/D9108
Reviewed by Julian Eisel
Move position of Alerts and Progress bar back to the center of the Statusbar.
Differential Revision: https://developer.blender.org/D9118
Reviewed by Brecht Van Lommel
Regular rendering uses a custom blend mode, but render passes renders to
2 separate textures. This wasn't configured correctly inside the
fragment shaders. This patch adds a switch to configure the fragment
shader with the correct attachments.
Backport to Blender 2.83.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9038
The overlay options in the image/uv editor is hidden in side panels and menus. Sometimes this panel is even hidden, while still useful.
The goal of this task is to introduce an overlay pop-over just like the overlay-popover of the 3d viewport.
Popover has
* UV Stretching (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Display As (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show Modified (only available in the UV mode, when active object mode is a mesh and in OB_EDIT mode)
* Show UV Edges (including opacity slider; available UV, View, Paint, when active object mode is a mesh and in OB_EDIT mode)
* Udim tiles when no image is available.
Like the 3d viewport, there will be a editor toggle to enable/disable the overlays
For compatibility reasons the RNA properties are added to both the `SpaceImage.uv_editor` amd `SpaceImage.overlay`. On DNA level they are still stored in the SpaceImage. only new properties are added to the SpaceImageOverlay struct. During the next major release we could remove these options from `SpaceImage.uv_editor`. This should be noted in the Python section of release notes.
Reviewed By: Julian Eisel, Pablo Vazquez
Differential Revision: https://developer.blender.org/D8890
Particularly useful now that we can dynamically generate volume using
modifiers. Not exposed in the user interface currently, but it can be used
by add-ons that need to export an entire scene including volumes.
There was a wrong duplication of all strokes and this accumulated all previous data for each frame.
Also a cleanup has been done in order to clarify what means each variable.
The alloc was done in the init, but the free was done in the discard.
As discarding can happen more often there were some unneeded if
statements to work around use after free.
This patch moves the free to the `mesh_batch_cache_clear` and removes
the if statements to check for use after free.
The panel category tabs (In the 3D view N-panel) did not look great
when zoomed in or with high DPI screens, with multiple overlapping
outlines, and roundness that didn't match elsewhere in Blender. In
addition, there was some unecessarily low-level drawing code in the
panel code.
This commit uses an existing function `UI_draw_roundbox_4fv`to draw
the tabs instead. There are some slight visual differences, though
these are easily adjusted with theme colors.
Differential Revision: https://developer.blender.org/D9045
In the graph editor there is a panel that says "Active Keyframe" for
numerically editing a keyframe's values, but in the code there is no
concept of the "active keyframe." Since this is a useful concept to
have for some other features anyway, this commit adds an active
keyframe index value to FCurves. It also displays it with a theme
color for the active vertex (which didn't exist before) if the
FCurve is active.
The active keyframe in the graph editor is treated similarly to the
active vertex in the 3D view. It is the keyframe most recently selected
with a single click, and it is always selected.
For now, the only real functional change is that the active keyframe
appears in white and it should be more predictable which keyframe is
being edited in the sidebar panel.
Differential Revision: https://developer.blender.org/D7737
Move the information about the type of the source objects to the item
descriptions instead of the names. The extra information in the names
made the labels cluttered, and it's less important information.
Differential Revision: https://developer.blender.org/D8352
Follow the MLA style, agreed upon in T79589. This means "from" within UI
labels should be lowercase.
Differential Revision: https://developer.blender.org/D8345
The settings in these popups are not animateable, so also turn off
property decorate. And also use better widths in order to fit the
full text.
Differential Revision: https://developer.blender.org/D9060
Aligning the columns removes unecessary white space.
The same as in the D8480 / rBb2e0c8f902fa.
Differential Revision: https://developer.blender.org/D9111
This path makes use of more framebuffers when using the gpu workarounds.
Increase the MAX FBO attachments per texture. Maybe we could use a growing
vector in the future.
At the end of `GPU_framebuffer_blit` when `prev_fb->bind(true);` is called,
the `context_->active_fb` was not in sync and lead to the wrong framebuffer
being modified by bind function.
This fix T81055 SSS light is missing from the diffuse light render pass
Endian switching when loading 64bit blend files on a 64bit system was
crashing as the endian switching is only applicable when loading
on 32 bit systems.
This crash goes back to 2.7x, it looks like this never worked
all the way back to the first commit.
Avoid overwriting user-chosen `SACTION_SLIDERS` flag when switching the
Dope Sheet editor to Shape Key mode. The Shape Key mode now ignores the
flag, and always shows the sliders.
The obvious limitation is that you can't hide the sliders in the Shape
Key editor anymore
Reviewed By: looch, sybren
Differential Revision: https://developer.blender.org/D9121
Besides the NodeTree case (which remains unchanged), the localize code
is only used in one place (to generate previews of shading data-blocks).
This commit introduces a new `LIB_ID_CREATE_LOCAL` option for ID
creation/copying, which essentially implements the behavior of the
removed `BKE_XXX_localize()` functions into regular mainstream ID copy
code. When this option is set:
- new ID is tagged with `LIB_TAG_LOCALIZED`;
- Some ID copying callbacks have specific behaviors, mainly the root
nodetree of shading IDs gets duplicated with specialized
`ntreeLocalize()` function.
Note that I would not consider getting rid of `ntreeLocalize` for now,
this function is recursive, which should ideally never happen within ID
management copying code (this introduces all kind of complications).
No behavioral change expected from this commit.
Add a specific flag for nodetree deep-copy special localization code.
And add a new `LIB_ID_CREATE_LOCALIZE` flag, similar to
`LIB_ID_COPY_LOCALIZE`, for creation purposes.
No behavioral changes expected here.
colors
If the mesh was constant, no check was done if there were animated
vertex colors and thus creation of a MeshSequenceCache modifier was
skipped.
Thx @sybren for feedback!
Maniphest Tasks: T81330
Differential Revision: https://developer.blender.org/D9057
If this doesnt work in a particular mode, it would be better to indicate
that in the Overlay popup.
Differential Revision: https://developer.blender.org/D8981
In that case, weightpainting would still be done threaded, but current
mirroring code cannot be run in parallel.
Caused by rB5502517c3c12 [which was checking mesh 'flag', needs to be
'editflag' -- thus test was always true].
Reviewers: pablodp606
Maniphest Tasks: T81461
Differential Revision: https://developer.blender.org/D9126
For other areas in Blender that have a toggle and related settings,
we put a popover with the settings right next to the toggle. This
combination is nice because it organizes the settings without making
interaction slower. It also makes the settings more discoverable since
they're right next to the toggle.
Differential Revision: https://developer.blender.org/D8537
The edit_constraint_property_get function was using bone constraints
in pose mode even for object constraints. This change mirrors the code
in `uiTemplateConstraints` as well.
Differential Revision: https://developer.blender.org/D9128
The flood-fill helper serves as a sanity check for scenes with complex obstacles. Similarly to the holes filler function it ensures that there are no holes in obstacles.
In addition, it ensures that there will be no holes resulting from multiple intersecting obstacles.
In general, this commit should improve stability.
This enables a union boolean mode for the trimming gestures tools which
adds geometry to the mesh instead of cutting it.
It also adds a Join mode, which adds the geometry directly without
using a boolean operation.
Depending if you plan to use dyntopo or not, it is useful to have both
options available.
This is using the full depth of the object from the camera view for the
depth of the geometry, but options for controlling the trimming depth in
all modes are going to be added in later patches
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9066
The example file in T81218 has a driver that maps a bone's X-location to
the number of BBone segments. This caused a dependency cycle, which
resulted in bad thread serialisation, which caused the crash.
This patch breaks the dependency cycle `BONE_LOCAL` →
`DRIVER(bones["Bone"].bbone_segments)` → `BONE_LOCAL`. The 'Driver Data'
relation now points to `BONE_SEGMENTS` when the driven property starts
with `bbone_`.
Differential Revision: https://developer.blender.org/D9122
When sequencer was moved from kernel, the DEFINES based on audaspace
were not moved along.
That means users had no way of creating new audio strips since
BKE_sequencer_add_sound_strip was ifdef'out
The buttons hide when the search finishes based on whether they are in
the "panel header" group. These buttons were not protected with a new
group. This adds a new group for operator button calls, and also makes
it so a new group is always created after the header buttons.
- Density, interpolation and slicing options in Volume Object's
Viewport Display are now not aligned to each other as they are not
closely related.
- Changed the enum property for slicing ('Method') to a boolean
property 'Slice' and added a sub-panel for slicing options under
the 'Viewport Display' panel in Volume Object and Fluid for better
clarity.
- Renamed `axis_slice_method` to `use_slice` in the python API for
Volume Object and Fluid.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9097
When extracting a mask, the new object is going to have the same mask on
the same vertices, so it can't be sculpted without clearing the mask
first. It makes more sense to delete the mask datalayer from the new
object.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9070
This helps blending artifacts with dynamic simulation areas as the
damping increases when the vertex.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D9084
This adds a small gradient to the right side of the line to preview
which side of the mesh is going to be affected by the gesture operation.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9106
rendering range
The Allow Negative Frames option, introduced in rB21a2350248fd, allows
for negative frames, but this should only apply for playback and
animations, the rendering range should still be clamped to MINFRAME /
MAXFRAME, because rendering does not allow for negative frames. Preview
range should not be affected afaict (I am not aware of operators that
allow for rendering this range).
Maniphest Tasks: T81380
Differential Revision: https://developer.blender.org/D9112
Move the collection exclude checkbox to be with the other restrict
buttons. This makes the button consistent with the other restrict
buttons, and it makes the visual hierarchy more clear with the contents
of a collection properly indented under the collection name, rather than
the collection icon.
Differential Revision: https://developer.blender.org/D8928
When the limit surface is disabled OpenSubdiv generates a set of linear
patches which are only C0 continuous, not C1. This makes it impossible to
evaluate derivatives at vertices which, in this mode, are by definition put
at boundaries of patches. Normals are calculated from those derivatives.
Solution is to disable normal calculation and let it be done downstream, as
for other modifiers. This limitation is also the reason that non feature
adaptive subdivision is badly suited for GPU evaluation.
Differential Revision: https://developer.blender.org/D9103
Because the active context is stored as a short in DNA it's better
to use short in the code surrounding it. Also adjusted a comment
that reflected an incorrect assumption.
During the refactor, this feature was removed by error.
When this option is enabled, only the frames with a keyframe are displayed in Draw mode. This is used when fill an animation to paint only in the frames with real drawing.
Fix T81429.
This was an intentional change in rBc75a665c442e as it maintains the
same behavior as the constraint with or without modifier.
But from the user's PoV, it is better to keep the old behavior.
This makes drawing and behavior more intuitive.
NanoVDB is a platform-independent sparse volume data structure that makes it possible to
use OpenVDB volumes on the GPU. This patch uses it for volume rendering in Cycles,
replacing the previous usage of dense 3D textures.
Since it has a big impact on memory usage and performance and changes the OpenVDB
branch used for the rest of Blender as well, this is not enabled by default yet, which will
happen only after 2.82 was branched off. To enable it, build both dependencies and Blender
itself with the "WITH_NANOVDB" CMake option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8794
This has serious performance implications as the additional check makes
it O(N^2) when there are a lot of merged vertices.
The goal is to move the merging to the weld modifier where it would
be much easier to optimize.
Ref D8946
This commit to complex solidify swaps the side of the geometry which
is affected by the material offset when the normal flip option is
enabled. This matches simple solidify and is considered correct/useful.
Ref D8948
Apply the De Casteljau algorithm to split the Bèzier curve at the X
coordinate where the new key is inserted, and uses the result to update
both the newly inserted and surrounding handles.
For curves that use Auto keyframes this has been largely addressed by
the new algorithm from D2884. This commit extends this to non-auto
handles.
This code is heavily based on D3172 by Alexander Gavrilov (@angavrilov).
Manifest Task: https://developer.blender.org/T81353
Initialize CLOG in the blendfile-loading unit test superclass. Since
rB8683d4e88f2e CLOG is used by more areas in Blender, and without
initialisation it crashes.
Current libmv_modal_solver_test fails since rB3a7d62cd1f5e.
It appears that the issue is caused by the insertion of the new OFFSET_K4 parameter,
as, if camera intrinsics are not required to implement/use all of those deform
parameters, they absolutely have to keep order (values) matching those defined
in bundle.cc, otherwise `PackIntrinisicsIntoArray` and `UnpackIntrinsicsFromArray`
will mangle them around.
This reverts commit 66cd82a8d. This was based on a misunderstanding. We do want
to take into account transforms similar to other modifiers like booleans, to
support taking into account animated transforms, combining multiple meshes into
one volume, etc.
Declaring variables where they are initialized and used makes their
scope much more explicit and it aids readility since types are visible.
This commit doesn't touch the ID template code since there is an
active patch in that area.
This is first step of refactoring task T77580.
Next step will be breaking up files into smaller ones.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D8492
Remove word proxy from eSpaceSeq_Proxy_RenderSize members if proxy is
not used with that item. Otherwise this can be a bit confusing.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8861
If current frame is set to before start frame, with AV sync there is
delay when playback is started.
Tag scene with ID_RECALC_AUDIO_SEEK, so audio playback starts from
correct position.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8809
Functionality was hard to follow as the meaning of fullname
depended on basename being NULL or not.
- where_is_temp is now only responsible for finding the temp directory.
- Split out tempdir_session_create into it's own function
that wraps mkdtemp.
- Rename basename to tempdir, fullname to tempdir_session.
This choice was made when preferences were not read in background mode,
so the temp dir needed to be initialized with something.
See bc9848f7e6.
Now preferences are always read there is no reason to ignore this
particular preference in background mode.
Anyone wanting to do background renders that ignore their preferences
can run with factory startup.
These were printf's, disabled by a define that could be uncommented.
Use logging since this can be useful when investigating any issue
with paths not being found at the expected location.
Without this any problem finding app-templates, Python's installation,
icons ... etc are quite difficult to troubleshoot especially on systems
without access to system-call tracing.
To use this run:
blender --log "bke.appdir" --log-level 3
Initialize ImBuf (and color-management) after passing arguments
that set environment variables such as `--env-system-datapath`
This also fixes a bug where BKE_appdir logging failed since it was
called before the `--log` argument was passed.
Add asserts so this doesn't happen again.
Internally appdir functions would test if a path exists,
returning false if it doesn't, leaving the string set instead
of clearing it.
This is error prone as invalid paths could be used accidentally.
Since BKE_appdir_folder_id_user_notest & BKE_appdir_folder_id_version
depend on this, add a 'check_is_dir' argument so the path can be used
even when the directory can't be found.
Actually, fixes compile error and an incorrect poll.
Caused by 21fc4ae206 and 3a1cf838ca.
The poll has to perfrom the `view_zoom_poll()` logic to ensure correct context.
Uncovered by a4aa94c41c. Before that, it would actually be a possible `NULL`
pointer dereference.
It would happen if a `UILayout.prop()` was placed with the `full_event` option
set to `True` (or the C equivalent) for a non keymap-item property.
Now this the `full_event` option is ignored then with a warning print.
Multiple related issues:
* `view_zoomdrag_exec()` required `view_zoomdrag_init()` to be called first to
set up data. Can now easily be done in the `_exec()` function as well though.
* Because of that the operators could not be called in an `EXEC_` context (e.g.
`EXEC_REGION_WIN`).
* With "Zoom to Mouse Position" enabled, zooming from a menu or script would
zoom to the mouse position. That should only happen if the operators are
called directly in the editor.
`view_zoomdrag_init()` would perform a number of sanity checks that
`view_zoom_poll()` already executed. The design of operators forsees that
(non-expensive) context sanity checks are done by the `poll()` callbacks, and
the execution callbacks can then just assume that happened. No reason to be
overly pedantic, we don't do that elsewhere either.
Note that this code is from the earliest days of an operator design. So it's
not surprising that it wasn't using the design "properly".
This commit makes the panel expansion set based on the search results
when the active tab in the properties editor changes. The multi-tab
search patch (D8859) actually doesn't handle this because it uses a
different code path.
This feature uncovered a subtle but fairly significant issue with the
implementation of property search (More details in T81113). Basically,
the search needed multiple redraws to properly display the expansion of
panels based on the search results. Because there is no animation of
panel expansion when switching tabs, the problem was exposed only now.
With this commit, hiding of "search only" buttons and panel size
calculation happens in a single final step of the panel layout pass.
The "search only" layout root flag is removed. Instead every button
inside a panel header is in a single "uiButtonGroup" marked with a
specific "in header" flag, an idea which could be generalized in the
future.
Differential Revision: https://developer.blender.org/D9006
Change `test_path` function so:
- Joining paths calls a function instead of being performed inline.
- Optional NULL paths must always be ordered last (easier to follow).
Other minor changes:
- Remove FIXME comment is it's handled properly by BLI_path_join.
- The wrong size was being used copying into `targetpath`.
We have our own assert implementation, `BLI_assert()` that is prefered over the
C standard library one. Its output is more consistent across compilers and
makes termination on assert failure optional (through `WITH_ASSERT_ABORT`).
In many places we'd include the C library header without ever accessing it.
Revert 76b1a27f96 since there is no
reason windows should behave differently to other platforms.
This was added so Windows users wouldn't see "/tmp/" in the UI.
Since then the default temporary directory is a blank string,
leave blank on all systems as Python script authors may accidentally
use this instead of `bpy.app.tempdir`.
This last worked in v2.27 (2003) where all paths were initialized to "/"
which was still checked to initialize the temp directory.
This hasn't been the case since 932e9e8316
where it changed to "/tmp/", then an empty string (current default).
This makes it unecessary to create a button group when the block
is created, giving more flexibility when creating the first group-- for
example, creating the first button group with special parameters.
For a future patch (D9006) we need these groups for longer than just the
the layout process, in order to differentiate buttons in panel headers.
It may also be helpful in the future to have a way to access related
buttons added in the same uiLayout.prop call. With this commit, the
groups are stored in and destructed with the uiBlock.
When blend files were loaded with app-templates,
setup_app_data was running before defaults were updated.
This is likely to cause problems with order of initialization
so always update the startup file beforehand.
BLO_version_defaults_userpref_blend -> blo_do_versions_userdef
The name was misleading as it was declared along with
BLO_update_defaults_startup_blend making it seem these functions were
related.
In fact preference defaults don't need to be updated as is done for
startup.blend since an in-memory blend file isn't used.
Rename the function to match other versioning functions
called from readfile.c. Also add/update comments on these differences.
Now versioning UserDef is run in readfile.c,
as is done for other Blender data.
Previously versioning was mixed with other run-time initialization,
so it needed to be called later by the window manager.
readfile.c's versioning function was only used for 2 variables.
Move versioning into versioning_userdef.c so everything
is done in one function.
Note: DNA_struct_elem_find checks have been replaced with checks for
the next released version.
This is harmless, as only old preferences saved between releases can
have their values overwritten.
Note: userdef versioning should be called from `do_versions_userdef`,
this will be done separately.
This replaces the blue theme color for subpanel titles with the the same
fade as for parent panels.
The search color doesn't work well for subpanel title colors. And actually,
because there are often buttons with checkboxes in the panel headers, we
don't have to treat this indicator any differently than regular buttons.
Differential Revision: https://developer.blender.org/D8976
Currently there's no way to know if a button is inactive when it doesn't
match the search results, because they use the same 50% gray level.
This isn't a huge problem, but it could lead to confusion. This commit
uses a subtle solution, a 25% opacity when the button is inactive and
also filtered by search.
This requires flipping the meaning of the UI_SEARCH_FILTER_MATCHES
flag in the code, and also adding a widget_alpha_factor utility in
the widget code.
Differential Revision: https://developer.blender.org/D8975
3D Viewport -> Sidebar -> View -> Local Camera is disabled. When you
click on it, box select starts. This behavior isn't intended, and fixing
it is quite simple. The only case where this would continuing would
still be desired is if a disabled button overlapped with a non-disabled
button, but this shouldn't be the case anywhere.
Differential Revision: https://developer.blender.org/D8832
The current way of setting the compute device makes sense for local
use, but for headless rendering it it a massive pain to get Cycles
to use the correct device, usually involving entire Python scripts.
Therefore, this patch adds a simple command-line option to Blender
for specifying the type of device that should be used. If the option
is present, the settings in the user preferences and the scene are
ignored, and instead all devices matching the specified type are used.
Differential Revision: https://developer.blender.org/D9086
Define enum `eContextResult` and use its values for returns, instead of
just returning 1, 0, or -1 (and always having some comment that explains
what -1 means).
This also cleans up the mixup between returning `0` and `false`, and `1`
and `true`. An inconsistency was discovered during this cleanup, and
marked with `TODO(sybren)`. It's not fixed here, as it would consititute
a functional change.
The enum isn't used everywhere, as enums in C and C++ can have different
storage sizes. To prevent issues, callback functions are still declared
as returning`int`. To at least make things easier to understand for
humans, I marked those with `int /*eContextResult*/`.
This is a followup of D9090, and is intended to unify how context
callbacks return values. This will make it easier to extend the approach
in D9090 to those functions.
No functional changes.
Differential Revision: https://developer.blender.org/D9095
Specific armature editing undo code would duplicate and store a list of
editbones. However, those are not linked to main data storage and should
therefore never affect ID usercounting.
Armature freeing would not correctly free its editbone IDProperties.
Add a utils to free the whole list of edit bones, and properly handle
their potential IDProperties.
Freeing of bones' IDproerties from Armature `free_data` callback would always
attempt to do user refcounting, which should never be done from that code.
This would generate crashes in depsgraph/COW context e.g.
So far data management code would simply fully ignore potential ID
pointers in custom properties of edit bones (which are a copy of those
from regular `Bone`). This would lead to all kind of issues, among which
refcounting inconsistencies, missing clearing of data uppon deletion,
etc.
Picking is disabled
Affected were (at least)
- Select Linked pick
- Select Shortest Path
Was originally caused by rB8b347fc2cdc6 [which got improved in
rBfc8a7a44b200 - but only partially].
After removal of BONESEL_NOSEL we have to filter out -1 from the hits for
any bone picking it seems (since armature drawing uses this).
In rBfc8a7a44b200, this was done for 'ED_armature_edit_select_pick' (or
'get_nearest_editbonepoint' precisely), now do this for
'ed_armature_pick_bone_impl' as well.
Reviewers: campbellbarton
Maniphest Tasks: T81200
Differential Revision: https://developer.blender.org/D9080
The sticky_select_mode property is an enum where each item has a
different behavior, but currently the description is for a single one
of the items. It should be more general, especially because one of the
items is "Disabled."
A couple more problems:
- "Automatically" is not so helpful. Many things any program does are
"automatic", it doesn't really help to say it.
- "Also" is bad grammar.
- Overly complex wording
This also adjusts the SHARED_VERTEX tooltip, because "irrespective"
should have "of" after, but it's also unecessarily complex.
Differential Revision: https://developer.blender.org/D9049
Refactor `ed_screen_context()` to use `GHash` lookups instead of a
sequence of string comparisons. This should provide a nice speedup,
given that the hash for `member` only has to be computed once instead of
matching it to each possible string.
Reviwed by: brecht
Differential Revision: https://developer.blender.org/D9090
Refactor `ed_screen_context()` to call separate functions, instead of
having the entire functionality in one function. Each function now only
retrieves the data it needs from the context. Furthermore, some string
comparisons are removed.
No functional changes.
Reviwed by: brecht
Differential Revision: https://developer.blender.org/D9090
There was an oversight when adding new experimental user preferences.
I can try to overengineer this later to make it more fail-proof. But for now
it should be clear what to update when adding a new variable.
Version patching userpref.blend wasn't using the correct version,
causing settings not to be properly updated.
This seems the likely cause of T70196 and similar bugs.
The license was renamed GPL-license.txt => license/GPL-2.0txt in 0434efa09d.
Although the renaming made all the license files consistent, we are better off
not updating the copyright file in Blender. Instead we can live with some mild
inconsistency in the license names.
Trying to open the 2.74 Fishy Cat file would generate endless asserts in
customdata code. This commit refactors and cleans up the code of
`psys_get_dupli_texture` to avoid useless calls and data access, and
validate data before trying to further access it.
No behavioral changes expected here (besides getting rid of the assert).
`workspace_hook` of wmWindows store pointers for runtime data and to
data belonging to other IDs (workspace's layouts). That kind of pointers
should always be cleaned up on read, it allows for cleaner segfault
crash in case of mistakes in code updating/re-setting them, and avoids
potential security issue of accessing random memory address.
No behavioral change expected here.
Relying on pointer addresses across different data-blocks is extremely
not recommended (and should be strictly forbidden ideally), in
particular in direct_link step of blend file reading.
- It assumes a specific order in reading of data, which is not ensured
in future, and is in any case a very bad, non explicit, hidden
dependency on behaviors of other parts of the codebase.
- It is intrinsically unsafe (as in, it makes writing bad code and making
mistakes easy, see e.g. fix in rB84b3f6e049b35f9).
- It makes advanced handling of data-blocks harder (thinking about
partial undo code e.g., even though in this specific case it was not
an issue as we do not re-read neither windowmanagers nor worspaces
during undo).
New code uses windows' `winid` instead as 'anchor' to find again proper
workspace hook in windows at read time.
As a bonus, it will also cleanup the list of relations from any invalid
ones (afaict it was never done previously).
Differential Revision: https://developer.blender.org/D9073
Gathers information for time spent in the various managers or object (Film, Camera, etc.) being updated in Scene::device_update.
The stats include the total time spent in the device_update methods as well as time spent in subroutines (e.g. bvh build, displacement, etc.).
This does not qualify as a full blown profiler, but is useful to identify potential bottleneck areas.
The stats can be enabled and printed by passing `--cycles-print-stats` on the command line to Cycles, or `-- --cycles-print-stats` to Blender.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8596
Followup for rB8398050695
This requires moving a few enum definitions to DNA instead of BKE, and
adding default definitions for the two structs the cloth modifier where
the cloth modifier stores its settings. The defaults are also reordered
to be consistent with the order of each item in the struct.
When a Shape Key is active, use the PBVH deformed coordinates for the
preview.
Reviewed By: sergey
Maniphest Tasks: T80873
Differential Revision: https://developer.blender.org/D8921
This was introduced in 6c9ec1c893. The overlays can now be drawn when
PBVH drawing is not enabled, but the PBVH should still exist in the
SculptSession in order to draw them. Before, it was avoiding the crash
by checking use_pbvh as BKE_sculptsession_use_pbvh_draw also checks if
the PBVH exists.
Reviewed By: sergey
Maniphest Tasks: T81268
Differential Revision: https://developer.blender.org/D9044
When using anchored strokes, inbetween events are not needed since there
is no stroke path to be reconstructed. Handling the inbewteen events are
only producing unnecessary updates, creating performance issues.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D9053
This simulation area mode moves the active area with the brush. When
enabled, the cloth brush has no restrictions on stroke length, area or
mesh vertex count.
In order to work, this enables PBVH nodes dynamically for simulation as
the stroke location moves and builds the constraints for new nodes
during the stroke. When a node is not inside the simulated area, all the
constraints that were created for it and vertex collisions are not
computed. The simulation limits falloff areas and constraints tweaking
control how the simulated and no simulated nodes blend.
Reviewed By: sergey, zeddb
Differential Revision: https://developer.blender.org/D8726
1ul << n will still be a 32 bit integer regardless
of the value of n, given the target here is 64 bits
the upper 32 bits will always be zero. Using 1ull
will yield the expected result.
This removes `foreachObjectLink` from `ModifierTypeInfo`, `GpencilModifierTypeInfo`
and `ShaderFxTypeInfo`. There is no need to have both, `foreachObjectLink` and `foreachIDLink`.
There is not code that actually depends on `foreachObjectLink`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9078
The adds a new option to simplify volumes in the viewport.
The setting can be found in the Simplify panel in the render properties.
Volume objects use OpenVDB grids, which are sparse. For rendering,
we have to convert sparse grids to dense grids (for now). Those require
significantly more memory. Therefore, it's often a good idea to reduce
the resolution of volumes in the viewport.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9040
Ref T73201.
Remove the workaround for T59395 that increases the minimal refinement to 2
to work around an OpenSubdiv bug. This bug appears to be fixed in the latest
OpenSubdiv version we are using.
Problem found by Piotr Ostrowski.
Ref D9076
As noted in T80164, there are quite a few area of Blender where the
"Reset to Default Value" operator in button context menus doesn't work.
Modifiers are one of them, because the DNA defaults system was never
set up for them.
Additionally, this should make modifier versioning easier. Whenever a
new field is added it should be automatically initialized to the
default value.
I had to make some ordering changes in the following modifiers to work
around an error with `-Wsign-conversion` in the macros:
- Solidify Modifier
- Corrective Smooth Modifier
- Screw Modifier
Some modifiers are special cases and are skipped in this commit:
- Data Transfer Modifier
- Cloth Modifier
- Fluid Modifier
- Softbody Modifier
Differential Revision: https://developer.blender.org/D8747
This was already changed for Material nodetrees on duplication in
rBa75ac18638f4.
Since it is not obvious from the UI how change World actions - and to be
consistent with Material actions, it is best to copy the action as the
default behavior.
So use generic BKE_id_copy functions with LIB_ID_COPY_ACTIONS flag [which
also enables us to get rid of `BKE_world_copy`]
Note: taking the User Preference `USER_DUP_ACT` into account here (for
both material and world actions) could be a followup step.
Maniphest Tasks: T81248
Differential Revision: https://developer.blender.org/D9046
Most collection operations should not be allowed when either the scene
or the parent collection are linked or liboverrides.
This commit adds more stricter checks in both polling and execution
aspects of several related operators.
Fix T81282: Crash on instance to scene of a collection of a linked scene.
Now Wintab is not initialized when starting Blender with the tablet API
preference set to native, since that disables Windows Ink.
Note that changing the tablet API requires restarting Blender for changes
to take effect. This serves as a stopgap to allow use of Windows Ink until
runtime API switching is merged.
Differential Revision: https://developer.blender.org/D9051
- Rename `find_elem` to `elem_offset` (matching `elem_exists`).
- Remove unused `SDNA_StructMember` return argument.
- Return an offset instead of a pointer which was being converted
back into an offset by one caller,
in this case there was no way to tell the difference between
and element that doesn't exist and a struct member
at the start of the array.
Resolves UBSan warning raised in T81340.
It looks like this code was left over from tabbed panels in the
properties editor. It wasn't used anywhere except for in one line of
the horizontally-aligned panel code that was recently removed.
Differential Revision: https://developer.blender.org/D8651
Running Blender on Ampere cards was already possible with ptx, this fix is
needed to support building CUDA binaries.
Note the CUDA version used for official Blender builds is still 10, this is
merely the change to make it possible for those using CUDA 11 and specifying
the sm_8x kernels to be compiled.
Found by Milan Jaros.
This adds the option to either smooth the entire boundary, or to keep
corners sharp, for the Subdivision Surface and Multiresolution modifiers.
This mainly helps with compatibility with other software. The default
behavior remains to smooth the entire boundary.
Differential Revision: https://developer.blender.org/D8485
This makes subdivision surfaces compatible with the old subdivision
surface modifier and other applications that do not use the limit surface.
This option is available on the Subdivision Surface modifier.
Differential Revision: https://developer.blender.org/D8413
On user level this fixes dead-lock of OpenCL render on Intel Iris GPUs.
Note that this patch does not include change in the logic which allows
or disallows OpenCL platforms to be used, that will happen after the
kernel fix is known to be fine for the currently officially supported
platforms.
The dead-lock was caused by wrong usage of memory barriers: as per the
OpenCL specification the barrier is to be executed by the entire work
group. This means, that the following code is invalid:
void foo() {
if (some_condition) {
return;
}
barrier(CLK_LOCAL_MEM_FENCE);
}
void bar() {
foo();
}
The Cycles code was mentioning this as an invalid code on CPU, while in
fact this is invalid as per specification. From the implementation side
this change removes the ifdefs around the CPU-only barrier logic, and
is implementing similar logic in the shader setup kernel.
Tested on NUC8i7HVK NUC.
The root cause of the dead-lock was identified by Max Dmitrichenko.
There is no measurable difference in performance of currently supported
OpenCL platforms.
Differential Revision: https://developer.blender.org/D9039
Implemented Brown-Conrady lens distortion model with 4 radial and
2 tangential coefficients to improve compatibility with other software,
such as Agisoft Photoscan/Metashapes, 3DF Zephir, RealityCapture,
Bentley ContextCapture, Alisevision Meshroom(opensource).
Also older programs: Bundler, CPMVS.
In general terms, most photogrammetric software.
The new model is available under the distortion model menu in Lens
settings.
For tests and demos check the original patch.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9037
The "UI_panel_set_expand_from_list_data" doesn't need to be in the
public API since it's just called every time an instanced panel is added.
This commit just sets the expansion automatically and adjusts some
naming to account for the moved function.
Before this change, when users switch from edit mode to sculpt mode, the
entire mesh would be visible. Even if in the edit mesh mode part of it was
set to invisible.
With this change the visibility is preserved, by creating a separate face set
for the visible and invisible parts of the mesh and setting their initial visibility.
Implementation details: This adds a function to initialize a new Face Set
datalayer taking the current mesh visibility into account which is stored
in the ME_HIDE flag of the vertices.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8901
This tool projects all vertices to the right of the plane defined by the
line gesture towards the plane. By doing this, this tool can create cuts
and plane surfaces in the mesh without modifying the geometry or using
boolean operations, so it is much faster than bisecting the mesh for
cases where the geometry was going to be remeshed afterwards.
Added as experimental as it does not have icon.
Reviewed By: sergey, Severin
Differential Revision: https://developer.blender.org/D9021
`SOCKET_OFFSETOF` was added in the initial commit {rBec51175f1fd6c91d5}
when `offsetof` [1] was not supported well enough. GCC and LLVM
support it since C++17.
Other two changes: type and size check can be done without creating
an invalid address too.
[1] https://cppreference.com/w/cpp/types/offsetof
Reviewed By: campbellbarton, brecht
Maniphest Tasks: T81100
Differential Revision: https://developer.blender.org/D9042
This took more than a day to fully investigate and understand, one of
the reasons being that the probability of the issue to show up was
extremely low, and subjected to very specific random factors.
Root of the issue is that, in some very rare cases, a newly read ID
might get the exact same memory address as the one it had when the blend
file was saved.
In that case, `BKE_workspace_active_set` would return immediately, since
the pointer to the active workspace would remain unchanged. But that
lead to having an unset NULL active layout pointer, which would crash
when attempting to get e.g. the active screen.
For the record, I ran into this when running a specific build (master
with one flag added to the `LIB_ID_CREATE` ones, with value `1 << 3`),
using a specific set of options (`--background --factory-startup -noaudio`),
and passing the .blend file from T80090 as argument.
Remove the attempt to update the active layout pointers of each window
from whithin `direct_link_workspace`.
This piece of code was a nonsense for at least to critical reasons:
* Do not, never, ever, access data from another datablock within the
direct_link_... functions. Just don't. Don't try to be smart.
* Since it was trying (and failing) to update the active layout of every
window for every workspace, it was effectively setting those
`act_layout` pointers to NULL (remapping can only ever happen once,
trying to remap and already remapped new pointer is bound to fail in
any case).
Luckily (and funnily), this piece of code was actually harmless, since
setting the active layout would be overridden/redone later, in
`lib_link_windowmanager`, when updating their `workspace_hook` in
`lib_link_workspace_instance_hook`.
Note that the similar horror with `WorkSpaceDataRelation->parent` (which
points at a window) is kept for now, because that one is needed. Hope to
refactor it soon though.
Although I haven't seen this cause any visible errors, there is some
incorrect handling for setting panel expansion during search:
- Properly check if child panel is active first
- Don't stop traversal at headerless panels that could theoretically
have children
Add an option to disable Alembic vertex interpolation.
Bump subversion from 5 to 6.
Alembic stores mesh samples at specific time keys; when a frame in
Blender maps to a timecode between two samples, Blender will interpolate
the mesh vertex positions. This interpolation only happens when the mesh
has a constant topology, but sometimes this was not detected properly
when the vertices change order, but the number of mesh elements remains
the same. This would result in a mesh with jumbled up vertices (T71981).
With this patch, users have the ability to disable vertex interpolation.
An alternative would be to have better detection of topology changes,
but that that'll cause a considerable slowdown.
Maniphest Tasks: T71981
Differential Revision: https://developer.blender.org/D9041
This modifier can only be added to Volume objects. It takes a mesh
as input and generates a "density" grid near the surface or in
the enclosed volume.
Ref T73201.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9032
Previously, one could only select a volume object in the outliner
or by clicking on the object origin. This patch allows you to click
on the actual volume.
Furthermore, the generated (invisible) mesh that is used for
selection is also used to draw an outline for the volume object now.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9022
When loading large files that are more than a couple weeks old
(such that DNA has changed in that time), a significant amount of
time is spent in `DNA_struct_reconstruct`. This function takes a struct
in the old layout and creates a struct in the new layout from it.
This was slow because it was computing the diff between the struct
layouts every time a struct is updated. Now the steps for the struct
reconstruction is computed only once per struct. This information is
then used to actually reconstruct all structs that changed.
I measured about 10-20% speedup when loading Spring files.
E.g. `10.6s -> 8.7s` for `06_055_A.anim.blend` in BKE_blendfile_read`.
This percentage varies a lot based on the number of blocks that have
to be reconstructed and how much DNA has changed since they have
been written. In none of my tests was the new code slower than the
old code.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D8959
The data layout remains exactly the same..
This change just gives all the elements in `SDNA->structs` names,
making it more comfortable to work with the data.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D8926
The behaviour is a bit different from other find modules:
`FFMPEG_FIND_COMPONENTS` should contain the
list of required libraries before calling `find_package(FFmpeg)`.
If not set, a default set of most common libraries is searched for:
`avcodec avdevice avfilter avformat avutil`
http://ffmpeg.org/download.html
Ref D8855
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8918
Add a dependency graph relation Force Object Animation → Scene Rigid
Body World Rebuild. This ensures that the rigid body world is rebuilt
when a force object is re-tagged for animation updates.
The extra relation doesn't add any new calculations when the animation
is running, as the Time Source node already had a relation to the
scene's `RIGIDBODY_REBUILD` node.
The relation is created directly to the `RIGIDBODY_REBUILD` Operation. I
would have liked to target the containing Component instead. However,
that has the `RIGIDBODY_SIM` operation as entry node, which isn't enough
to actually fix T80121.
Reviewers: Sergey
Differential Revision: https://developer.blender.org/T80121
Draw dashed lines for object child hierarchies in the outliner. This
makes the difference between collection and object hierarchies more
clear. Dashes are also consistent with viewport relationship lines.
Differential Revision: https://developer.blender.org/D8997
Compare mesh loop count with number of loop normals before reading the
loop normals.
Houdini doesn't always write the correct loop normals to Alembic. When a
mesh is animated and then replaced by a fluid simulation, Houdini will
still write the original mesh's loop normals, but the mesh
verts/loops/polys are from the simulation. In such cases the normals
cannot be mapped to the mesh, so it's better to ignore them.
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