Some generic algorithms from the standard library like `std::any_of`
did not work with all container and iterator types. To improve the
situation, this patch adds various type members to containers
and iterators.
Custom iterators for Set, Map and IndexRange now have an iterator
category, which soe algorithms require. IndexRange could become
a random access iterator, but adding all the missing methods can
be done when it is necessary.
The description was missing from the Quick Liquid operator.
The fix adds the following description:
"Make selected objects liquid"
Reviewed By: sebbas
Maniphest Tasks: T86746
Differential Revision: https://developer.blender.org/D10777
The offset when creating the keyframes was set to `frame_target + i` but
`i` starts iterating from the current frame number.
The fix uses just `i` as the frame number.
Reviewed By: antoniov
Maniphest Tasks: T86745
Differential Revision: https://developer.blender.org/D10772
When joining curves, the resulting curve will inherit the bevel depth of
the active curve, but the radii would stay the same which leads to
changed appearance when joining.
Now compensate for this taking the different bevel depths into account
(if present).
Was a feature request here (and I also think we had reports about this
-- which were usually turned down as not-a-bug):
https://blender.community/c/rightclickselect/bhhbbc/
Differential Revision: https://developer.blender.org/D10752
- Adding effect strip resulted in strip with no name
- Adding sound strip attempted to read `fit_method` RNA property,
that did not exist, causing error messages in console
These issues were introduced in bbb1936411.
SEQ_add_effect_strip used SeqLoadData.image.end_frame to set end
frame. This was mistake introduced in last refactoring patch.
Use effect data, not image data, when adding effect strips.
Reviewed By: sergey
Differential Revision: D10633
When transition effect is placed between 2 adjustment layer strips,
only first adjustment layer was rendered by effect.
Limit timeline_frame range to adjustment strip frame range.
This timeline configuration is technically invalid, because strips
should overlap when using transition effect. This was never restricted
and instead of producing no image, transition effect used first and
last frame of source strip. Many users got used to this "feature" so
I think it make sense to fix this case so it behaves like other strip
types.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10562
- Make properties alligned
- Add decorate to volume
- Add heading to Grease Pencil and Transparent
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10663
Add option to override current frame whem transforming strip handles.
Option can be found in View menu of VSE preview, or in timeline when
using backdrop.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10424
- Position text in center of image
- Increase default font size so it's more visible
- Increase font size limit
- Increase limit for location, so text can be scolled off screen
- Wrap text by default
- Tweak default box and shadow color
- Change text shadow position
- Text box no longer casts shadow
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10571
Bold and italic fonts can be switched quickly by presing corresponding
button.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10542
`SequenceElement` type `orig_height` and `orig_width` members were
set to incorrect size when using proxies and not set when strip was
added which caused value to be unset.
Since now image dimensions must be read when strip is created,
these members can be initialized. When proxies are used, do not set
original size since it is not guaranteed, that proxies are exact size.
These values are not guaranteed to be up to date or exact. They should
be used for strictly informative purposes.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D6506
This function can be used to create empty meta strip, which is not
straightforward when using operators. Very useful for import/export
scripts.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10661
This function can be used to move strips into meta strips with no
side effects like change of selection state.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10759
This visualization of nested node groups makes it easier to debug
some issues. Muted nodes, muted links, reroute nodes and unavailable
sockets are removed from the visualization to keep it clean.
Nested node groups are visualized using colored clusters.
The new clamping works by modifying the lamp internal radius which
then soften the light contribution.
However this does remove more light compare to the old solution.
This is because the clamp now affects the light over a much larger
distance since it is smoother. Old scene needs manual tweaking.
Soft surface shadows were already supported but now we support
soft shadows of the volume themselves.
This is only enabled if the light casts shadow and the scene soft
shadows toggle is enabled.
Previously area lights were just considered as point lights.
We now use a "most representative point" technique that make the
light shape appearant and gives more homogenous result.
This technique is quite cheap but it is not physically correct.
So I came up with a power function to have almost the same intensity
output as cycles in the general case.
Sun lights are treated as distant light source and need to gather
shadowing from the full frustum.
This might have performance impact on certain scenes.
This adds 2 new sliders for light objects that modulates the diffuse
light and the volume light intensities.
This also changes the way volume light is computed using point lamp
representation. We use "Point Light Attenuation Without Singularity"
from Cem Yuksel instead of the usual inverse square law.
Previously we could crash because we would not check if the modifier in
question actually was a line art modifier. We also did not query if the
modifier was disabled.
This patch adds data about instances generated by geometry nodes
to the spreadsheet. The transform data is decomposed into position,
rotation, and scale, and there is a name column to display the name
of the instanced object or collection.
This data is implemented specifically for the spreadsheet, because
we're not sure that we want to expose this data as attributes for the
use elsewhere.
Differential Revision: https://developer.blender.org/D10770
The point separate node was failing in situations where one of the
outputs was empty. In addition, the code was not structured very well.
This new implementation stores less temporary information, is more
geometry component type agnostic, and is more self-descriptive.
It also solves the problems mentioned above.
Fixes T86573
Differential Revision: https://developer.blender.org/D10764
Make options that are usually only useful in edge cases off by default.
These settings would requite extra work and thus the modifier evaluation
would be needlessly slower as most users do not need these options to be
on.
It caused some chaining errors when used in combination with image space
chaining. After some internal discussion, we realized it is not
useful as chaining in image space essentially does the same thing.
Instead of storing those in scne's master collection, which is fairly
annoying, we now add them to a (hidden) specific collection. Easy to
ignore, or check and cleanup.
This is generally what people expect when generating a cone. Note that
this translation currently happens after the rotation, but since the rotation
will likely be removed in the future, that won't be a problem for long.
This patch adds the remaining 6 interpolations for mesh domains.
The new interpolations are:
- Corner / point / polygon to edge
- Edge to corner / point / polygon
After this it is possible to adapt an attribute to and from every
mesh domain. This is simple to test with the "Attribute Convert" node.
Though, as a note for the future, there are still some improvements
possible to the interpolations, like lazily calculating values for the
interpolations where it's possible, and slightly improving the
algorithms used for some interpolations, like using corner angles
for polygon to point.
Differential Revision: https://developer.blender.org/D10765
This is not only potentially extremely expensive, it is also fairly
futile, and code is not designed to handle it currently anyway (could
easily end up in inifinite loops and other crashes).
- Remove use of evaluated poses, instead calculate transformations
into an array which is applied afterwards.
- Only update ID's for poses that have been changed.
This is simply a convenience when using this type. More similar
constructors can be added in the future when they are useful.
Differential Revision: https://developer.blender.org/D10714
Allow python access to the `reset_view` functionality which before
was only available through the menu. This was suggested for
consistency after D10561.
Differential Revision: https://developer.blender.org/D10595
The size in the transform matrices was extra, since it is also
passed as an argument to the BMesh operators.
Differential Revision: https://developer.blender.org/D10763
Previously even if the input goemetry set had no point cloud or no mesh
instances, `geometry_set_realize_instances` would create empty data.
This isn't necessarily bad, but it can complicate things down the line if
there are a bunch of empty components getting passed around.
This was reported for geometry nodes, but was true for all nodetrees
(e.g. after deleting the active node). Geometry node trees just made
this more obvious since they start without an active node to begin with.
Fix provided by @lone_noel, thx!
Maniphest Tasks: T86677
Differential Revision: https://developer.blender.org/D10762
Caused by {rB2917f550caa9} which renamed the entry in the toolsystem,
but not the corresponding keymap.
Maniphest Tasks: T86548
Differential Revision: https://developer.blender.org/D10725
Since {rB46aa70cb486d}, using `NC_SPACE | ND_SPACE_VIEW3D` as notifier is
restricted to space data as a reference. This was still used though for
RNA updates in other places (namely `rna_camera`, `rna_scene`,
`rna_animviz`), and passing NULL would automatically set the notifier
reference to the owner id. Above commit would happily filter these out,
leading to missing refreshes.
Now use more specific notifiers (in case of animviz a new
`ND_DRAW_ANIMVIZ` was added).
This was reported for Camera background images btw.
Fixes T86670.
Maniphest Tasks: T86670
Differential Revision: https://developer.blender.org/D10758
Data-block selectors (or other selectors using the
`UILayout.teamplate_search` or `UILayout.template_search_preview`)
in headers used a fixed size width for the name button. Often that meant
the text would be clipped to fit even though there was plenty of
whitespace surrounding the data-block selector.
Now the name button can increase in width with the contained string,
clamped to some arbitrary and quite big maximum (3 times the minimum
width).
We could further take the available space into account, to reduce the
need for scrolling in the header. But I don't think that is much of an
issue and the name clipping it would re-introduce would probably be more
annoying.
Only use non included objects for potential occlusion queries.
Don't calculate lines for them.
This fixes intersection lines appearing on objects not included by the
lineart modifier.
When doing a box selection in the dopesheet in the header area, the data block type was changed to annotation because the pointer was not usable and produced an unexpected result.
Thanks to @pullup for finding a way to reproduce the bug.
This introduces two functions to the blenloader module, here shown as
calls for brevity:
* `temp_lib_ctx = BLO_library_temp_load_id(real_main, blend_file_path, idcode, idname, reports);`
* Now the data in `temp_lib_ctx->temp_id` can be used (but ought not to
be not assigned to non-temp datablocks).
* `BLO_library_temp_free(temp_lib_ctx);`
The first loads a datablock from a blend file, and returns it as part of
a `struct TempLibraryContext`. This struct contains the temp-loaded ID,
as well as enough information to correctly free everything again.
Differential Revision: https://developer.blender.org/D10736
Transforms in certain cases
This was caused by wrong flag checking in {rB278011e44d43}, which just
seems to be a copy-paste error.
For example, enabeling 'Auto-Offset' in the View menu would lead to CM
being ignored.
Maniphest Tasks: T86219
Differential Revision: https://developer.blender.org/D10751
Following concerns raised in the commit that changed the name initially,
rB2e19509e60b39837, it makes more sense to keep the "Surface" name for
this node because it has a specific meaning that should not be confused
with other types of subdivision.
Changes include:
- Use `IFACE_` for UI labels set in the modifier panels
- Use a sub-sub-panel for transparency
- Fix grammar and spelling mistakes
- Use more natural user-friendly wording
- Make descriptions more specific and more useful
- Don't capitalize "line art" in descriptions (tooltips)
These changes are aimed at making the UI strings more consistent with
the rest of the UI and being more helpful to someone trying to understand
how to use the modifier.
Differential Revision: https://developer.blender.org/D10750
`NodeTreeRef` is a thin wrapper on top of `bNodeTree`. By default it
should not hide anything from the underlying `bNodeTree` (before this
it was hiding muted links).
For convenience some "derived" data is cached on sockets. For example
all the connected sockets when reroutes and muted links are ignored.
A nice side benefit of this refactor is that `NodeTreeRef` requires
less memory than before.
This makes more visible where ends each keyframe. To use, as we did before, full block sometimes looks hard to view where a keyframe ends.
Reviewed By: pepeland, mendio, Severin
Differential Revision: https://developer.blender.org/D10588
This patch adds the ability to mute individual wires in the node editor.
This is invoked like the cut links operator but with a new shortcut.
Mute = Ctrl + Alt
Cut = Ctrl
Dragging over wires will toggle the mute state for that wire.
The muted wires are drawn in red with a bar across the center.
Red is used in the nodes context to indicate invalid links, muted links and internal links.
When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected.
Downstream and upstream links connected using reroute nodes are also muted.
Outside scope of patch:
- Add support for pynodes e.g. Animation Nodes
- Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property.
Maniphest Tasks: T52659
Differential Revision: https://developer.blender.org/D2807
The "Operator Cheat Sheet" operator collects info about all operators, and as
part of that executes the callbacks to create dynamic enums. The callback to
enumerate the Outliner ID operations depends on Outliner context. If this isn't
available, it can just return a context-less version of the enum, that is, a
static enum with all available items. This was already done in case no context
is available at all.
This change shows the object or material name with the cursor when picking for a cryptomatte node.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D10705
Recursive restrict selection (hide/selectable flag) & renaming
edit-bones both used the active object, even when bones for another
non-active object were being operated on.
Bone renaming would rename a bone in the active object
(if that name exists).
This commit includes nodes to build the following primitives:
- Cone
- Cylinder
- Circle
- Cube
- UV Sphere
- Ico Sphere
- Line
- Plane/Grid
In general the inputs are the same as the corresponding operators
in the 3D view.
**Line Primitive**
The line primitive has two modes-- adding vertices between two end
points, or adding vertices each at an offset from the start point.
For the former mode, there is a choice between a vertex count
and a distance between each point.
**Plane Primitive**
This commit includes the "Plane" and "Grid" primitives as one node.
Generally primitives are named after the simpler form of the shape they
create (i.e. "Cone" can make some more complex shapes). Also, generally
you want to tweak the number of subdivisions anyway, so defaulting to
plane is not an inconvenience. And generally having fewer redundant
base primitives is better.
**Future Improvements**
A following patch proposes to improve the speed of the cylinder, cone,
and sphere primitives: D10730. Additional possible future improvements
would be adding subdivisions to the cube node and rings to the cone
and cylinder nodes.
Differential Revision: https://developer.blender.org/D10715
This adds the LineArt grease pencil modifier.
It takes objects or collections as input and generates various grease
pencil lines from these objects with the help of the active scene
camera. For example it can generate contour lines, intersection lines
and crease lines to name a few.
This is really useful as artists can then use 3D meshes to automatically
generate grease pencil lines for characters, enviroments or other
visualization purposes.
These lines can then be baked and edited as regular grease pencil lines.
Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola
Differential Revision: http://developer.blender.org/D8758
Add implicit `int32 to Color4f` conversion. Matches `int32 to float3` conversion logic.
This may not be the most useful conversion but prevents an error in the Attribute Convert node.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10686
Build proxies automatically when added to sequencer timeline and when
switching preview size.
This behavior can be disabled in user preferences.
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D10363
Use h264 codec for output. This codec produces smaller files, can be
multithreaded and decodes even faster than MJPEG.
Quality setting 0-100 corresponds to "Lowest Quality" to
"Perceptually Lossless" in Blender's h264 encoding presets.
All available cores are used for decoding.
Same goes for decoding but only for codecs that supports this
(h264, vp9 seems to support this option out of th box as well).
Other decoders can probably be optimized in similar way, but threaded
encoding provides significant boost already.
I have tested variety of codecs, and all were transcoded properly.
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D10731
- Remove Full Render size from VSE preview size. Use just 100% instead.
- Add Use Proxies checkbox to control whether proxies are used globally
- Move preview size to top so it is most prominent
- Set default to 100% preview size and use proxies
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D10362
Problem is, when a collection is excluded from the scene, none of its
objects are technically instantiated.
This should not happen when *creating* an override, but can be fairly
common during resync process.
For now, use a lesser precise check in resync case, only relying on
object usercount. This might lead to some objects being left without any
collection in some rare weird case, but this cannot really be avoided
currently.
Allow downloading of source packages of Blender's dependencies, so that
it's easier to provide a "full source archive" that contains the blender
source + all dependencies archives. A `make` command for this will be
introduced soon.
This changes the deps builder slightly to be more flexible with the
origin of our source packages.
To support this a new CMake variable has been added called `PACKAGE_DIR`
where all sources archives will be stored.
default: a directory called `packages` in the build folder.
alternative-default: if a directory called `packages` exists in the
blender source folder that will be used. This is to support the "full
source archive" use case.
The download phase have been moved from the build phase to the configure
phase. Configure will download all sources validate the hashes while
downloading.
All `[depname].cmake` files have been changed to take a local
`file://[path_to_local_tarball]` path rather than a remote URI.
A second requirement was that there needed to be an option to grab the
sources from the blender SVN mirror rather than upstream. For this an
option has been added PACKAGE_USE_UPSTREAM_SOURCES (default ON). The
exact location in SVN still needs to be worked out, I tested with my
local webserver and codewise it checks out. The path that is in there
currently will not work (given there is no mirror there yet).
To build this mirror our local package caches can be used.
Reviewed By: lazydodo
Differential Revision: https://developer.blender.org/D10598
Changes to increase subdivision by one along both axis (X and Y)
For example with x_segment = 3 and y_segment = 3.
There should be 16 vertices ((3 + 1) * (3 + 1)) for correct
number of subdivisions. Currently they are 3 * 3 = 9 vertices.
Ref D10699
Seems like one of the example files on the cryptomatte github is
malformed and blender crashes when loading that file. This change will
try to load as much as possible from the manifest so it can still be
used.
This has also been reported to cryptomatte project.
Use a for loop that always begins with the active object,
instead of moving the active object in the array,
which failed when it's data already being handled.
While the existing logic could have been fixed,
it's simpler to change the loop order.
In the current implementation, cryptomatte passes are connected to the node
and elements are picked by using the eyedropper tool on a special pick channel.
This design has two disadvantages - both connecting all passes individually
and always having to switch to the picker channel are tedious.
With the new design, the user selects the RenderLayer or Image from which the
Cryptomatte layers are directly loaded (the type of pass is determined by an
enum). This allows the node to automatically detect all relevant passes.
Then, when using the eyedropper tool, the operator looks up the selected
coordinates from the picked Image, Node backdrop or Clip and reads the picked
object directly from the Renderlayer/Image, therefore allowing to pick in any
context (e.g. by clicking on the Combined pass in the Image Viewer). The
sampled color is looked up in the metadata and the actual name is stored
in the cryptomatte node. This also allows to remove a hash by just removing
the name from the matte id.
Technically there is some loss of flexibility because the Cryptomatte pass
inputs can no longer be connected to other nodes, but since any compositing
done on them is likely to break the Cryptomatte system anyways, this isn't
really a concern in practise.
In the future, this would also allow to automatically translate values to names
by looking up the value in the associated metadata of the input, or to get a
better visualization of overlapping areas in the Pick output since we could
blend colors now that the output doesn't have to contain the exact value.
Idea + Original patch: Lucas Stockner
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D3959
Callbacks used in `bpy.props` didn't hold a references to the functions
they used.
While this has been the case since early 2.5x it didn't cause any
problems as long as the class held a reference.
With Python 3.10 or when using `from __future__ import annotations`,
the annotations are no longer owned by the class once evaluated.
Resolve this by holding a reference in the module, which now supports
traverse & clear callbacks so the objects are visible to Python's
garbage collector.
Also refactor storage of Python data, moving from an array into a struct.
This is an implementation that is about 1.5-2.1 times faster. It gives a result
that is on average 6° different from the old implementation. The difference is
because normals (Ng, N, N') are not selected to be coplanar, but instead
reflection R is lifted the least amount and the N' is computed as a bisector.
Differential Revision: https://developer.blender.org/D10084
Offset the starting point of segments by a random amount to avoid the bounding
box shape affecting the result and creating artifacts.
Differential Revision: https://developer.blender.org/D10576
Static initialization order was not guaranteed to be correct for node base
types. Now wrap all initialization in accessor functions to ensure the order
is correct.
Did not cause any known bug on Linux/macOS/Windows, but showed up on this
platform.
The issue was caused by a prediction algorithm detecting tracking the
wrong way. Solved by passing tracking direction explicitly, so that
prediction will always happen correctly regardless of the state of the
Tracks context.
This was cause by the change of some epsilon values for reflections.
This commit changes the planar reflection tracing to have correct
handling of parallel rays and discard any self intersection with normal
screen raytrace.
The issue is that the `last_node_hovered_while_dragging_a_link` pointer is invalidated on undo.
The pointer does not have to be on the space runtime data, because it only needs to exist
as long as the operator is running.
Differential Revision: https://developer.blender.org/D10726
This exposes the `crease` attribute, that is used by the Subdivide Smooth node.
It is also the first attribute on the edge domain. Domain interpolations for the
edge domain have not been implemented yet.
Ref T86397.
Differential Revision: https://developer.blender.org/D10660
Attempt to work around some full-corruption cases created at the studio.
Not clear how those were created, so not really fixing anything here,
just detecting and 'solving' as best as possible some high corruption of
local overrides.
This is good to have in general anyway, might help prevent further
corruption to happen too.
is hidden from the viewport
Check visibilty (as done in workbench_cache_populate) in
overlay_edit_uv_cache_populate as well.
Maniphest Tasks: T86542
Differential Revision: https://developer.blender.org/D10724
This is a refactor and no functional changes are expected.
The goal is to make it simpler to add other data sources without having
to repeat the drawing code everywhere. Also, having the `CellValue` class
allows us to implement filtering and sorting in a more generic way.
There are two caveats of the current implementation which still need
to be resolved in a separate step:
* In theory the data on the original object can be editable in the spreadsheet.
* If a complex object is in edit mode, and its original data is displayed,
the drawing code can be slow, because the bmesh is converted to a mesh
every time. The proper solution is to draw the data from the bmesh directly.
This should become easier after an upcoming refactor.
Ref T86141.
Differential Revision: https://developer.blender.org/D10701
This implements the status bar as footer region in the
spreadsheet editor.
It shows the total number of rows and columns as well
as how many rows are actually visible (based on the filter).
The implementation stores the stats in a runtime struct during
drawing and the status bar reads from that struct.
Ref T86142.
Differential Revision: https://developer.blender.org/D10693
The shader was filtering everything but the selected color.
The fix inverts the check to make sure that color is selected.
Reviewed By: fclem
Maniphest Tasks: T86370
Differential Revision: https://developer.blender.org/D10670
- Split out auto-save file writing from timer code.
- Add wm_autosave_timer_begin so there are both begin & end functions.
- Replace WM_event_add_timer/WM_event_remove_timer with begin/end calls.
Previously all blend files included the path they were saved,
causing files distributed publicly to include users local paths.
This also included developers home directories for startup & userprefs
defaults & app-templates bundled with Blender.
Now recovery information is only written for auto-save & quit.blend
since this is the only time they're intended to be used.
I had done some experiments to see what Fast boolean did for material
mapping and thought it just used the same slot in the target as the
slot in the source. The truth is more complicated: if the target material
exists in any slot of the destination, we need to remap to whatever
slot has the matching material. I fixed Exact Boolean to do this.
Since the materials may be in the object, this means that BKE_mesh_boolean
had to get another argument, the remapping arrays.
I will note that the current behavior of Fast, and now Exact, is not ideal.
Ideally, if the source material does not exist in the target, a new material
slot should be created in the target and the source material copied there
(and incrementing the material's reference count). Maybe a future project,
but for now, I want the behavior of Exact to match that of Fast.
Accumulate error caused by the low amount of integration slices and
correct it for the low roughness surfaces.
This increases light leak but it is less distracting than dark fringe
everywhere.
This checks the generated key-map data matches the result of
re-exporting and re-importing.
This shows up various inconsistencies, including:
- Unused keymaps.
- Unknown/unused data in the keymap.
- Event arguments that don't make sense.
- Event values that don't match the event type
(tweak direction on keyboard event for example).
A block of code ran when `wm_keymap_update_flag` was non-zero,
replace this with explicit flag check since it wasn't
immediately obvious which flag needed to be set.
While this still isn't done by default on startup,
activating a key-config will load it as expected.
Needed to perform key-map loading tests in background mode.
This is necessary to make float sockets display a value with the unit
system. `PROP_DISTANCE` will be used quite a lot by the mesh primitives
geometry nodes patch.
Differential Revision: https://developer.blender.org/D10711
The shader was not using the horizon texture and was trying to
trace the AO again.
Also the depth reconstruction was off because now using the maxzBuffer.
Currently (in geometry nodes) you can delete the group input or group
output nodes with no way to get them back without copy and paste. This
adds them to the "Group" submenu of the add menu so at least there is
a way to add them back.
Additionally, these nodes are moved to the "Group" submenu for all node
editors. This makes sense since they are not like the other input or
output nodes, they really just relate to how groups are organized.
Differential Revision: https://developer.blender.org/D10241
This happens when the normal is too much deformed to give valid
reflection even after ensure_valid_reflection.
Cycles seems to not handle this case either so we just discard the
rays.
Simple divide by 0 error. The input radius was assumed to be safe
but is not when the user can scale it arbitrarly.
This also move the division out of the loop.
We now reuse 9 hitpoints from the neighboorhood using a blue noise
sample distribution as mentionned in the reference presentation.
Reusing more rays does however make some area a bit more blury.
The resulting noise is quite lower compared to previous implementation
which was only reusing 4 hits.
This make sure the rays are generated randomly from a fullres
texel center.
This creates more noise but increase the convergence when doing
half res tracing.
This split is to make code easier to manage and rename the files to
`effect_reflection_*` to avoid confusion.
Also this cleans up a bit of the branching mess in the trace shader.
This commit adds a `normal` attribute on the polygon domain. Since
normal data is derived data purely based off of the location of each
face's vertices, it is exposed as a read-only attribute. After
rB80f7f1070f17, this attribute can be interpolated to the other domains.
Since this attribute is a special case compared to the others, the
implementation subclasses `BuiltinAttributeProvider`. It's possible
there is a better way to abstract this. Something else might also
become apparent if we add similar read-only attributes.
See rB2966871a7a891bf36 for why this is preferred over the previous
implementation.
Differential Revision: https://developer.blender.org/D10677
After further thought, the implementation of the "normal" attribute
from D10541 is not the best approach to expose this data, mainly
because it blindly copied existing design rather than using the
best method in the context of the generalized attribute system.
In Blender, vertex normals are simply a cache of the average normals
from the surrounding / connected faces. Because we have automatic
interpolation between domains already, we don't need a special
`vertex_normal` attribute for this case, we can just let the
generalized interpolation do the hard work where necessary,
simplifying the set of built-in attributes to only include the
`normal` attribute from faces.
The fact that vertex normals are just a cache also raised another
issue, because the cache could be dirty, so mutex locks were
necessary to calculate normals. That isn't necessarily a problem,
but it's nice to avoid where possible.
Another downside of the current attribute naming is that after the
point distribute node there would be two normal attributes.
This commit reverts the `vertex_normal` attribute so that
it can be replaced by the implementation in D10677.
Differential Revision: https://developer.blender.org/D10676
The Attribute Convert node provides functionality to change attributes
between different domains and data types. Before it was impossible to
write to a UV Map attribute with the attribute math nodes since they
did not output a 2D vector type. This makes it possible to
"convert into" a UV map attribute.
The data type conversion uses the implicit conversions provided by
`\nodes\intern\node_tree_multi_function.cc`.
The `Auto` domain mode chooses the domain based on the following rules:
1. If the result attribute already exists, use that domain.
2. If the result attribute doesn't exist, use the source attribute domain.
3. Otherwise use the default domain (points).
See {T85700}
Differential Revision: https://developer.blender.org/D10624
The result value should be true if the input values are not zero.
Note that there is ongoing conversation about these conversions
in D10685. This is simply a fix though.
This operator initializes mask values for the entire mesh. It supports
different modes for initializing those values, and more will be added in
the future.
The initial version supports generating a random mask per vertex, Face
Sets or loose parts. These masks are useful for introducing variations
in the model using the filters (both shapes and colors).
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10679
Before only it was only possible interpolate frames of `Keyframe` type. Now all types except `Breakdown` can be used.
`Breakdown` cannot be used because it would be impossible interpolate two times because the extremes of the interpolation would change and the clean operator would not work.
There is no reason to hide the 'Scale' and 'Scale Randomness' options
for fluid particles that are rendered as 'Object'.
It is possible that hiding these options was just an oversight and
not intentional.
Add new function `blo_bhead_is_id_valid_type()` to correctly check the
blend file block type.
File block type codes have four bytes, and two of those are only in use
when these blocks contain ID datablocks (like `"OB\0\0"`). However,
there are other types defined in `BLO_blend_defs.h` that have four
bytes, like `TEST`, `ENDB`, etc.
The function `BKE_idtype_idcode_is_valid(short idcode)` was used to
check for ID datablocks while reading a blend file. This only takes a
2-byte parameter, and thus its result is invalid for the 4-byte codes.
For `TEST` blocks, it would actually consider it a `TE` block, which is
a valid identifier for a Texture. This caused the heap buffer overflow,
as the datablock is not a valid ID, and thus the bytes that were
expected to form an ID name actually encode something completely
different.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D10703
Sculpt undo relied on having a mode-changing undo step to properly
apply changes.
However this isn't the case with startup files or when mixing
global undo steps with sculpt (see T82851, also fixed).
Undo stepping logic follows image_undosys_step_decode_undo.
This is basically done by ignoring override operations from old override
affecting ID pointer properties, when the new (destination) one is not
NULL.
Fix T86501: New object added to overridden collection doesn't show up in linking file on Resync.
This is more of a work-around actually, since there is no real way to
fix the issue in a fully automated and consistent way, it is caused by
older blender files being saved with 'broken' overrides.
WARNING: This cannot ensure that some purposedly edited/overridden ID
pointer properties won't be lost in the process.
Code would end up freeing some of the newly created overrides, which
were assigned to the matching linked ID's `newid` pointer, accessed
again further down the code.
Note that this is not a normal expected situation, and it won't give a
proper resync result anyway, but it might happen in some complicated
corner cases, and also quite often when dealing with older .blend files.
In some cases (advanced, low-level), we also want to remap pointers like
`ID.newid` or `ID.orig_id`.
Only known case currently is `id_delete`, to avoid leaving potential access to freed memory. See next commit and T86501.
Baking to Vertex Colors would always bake to sculpt vertex colors (if
such a layer is present) even if those are not enabled in the
experimental preferences. This would bake without an error but leave the
user without a result to look in the viewport.
Now check if sculpt vertex colors are enabled and only bake to them in
that case.
Maniphest Tasks: T86455
Differential Revision: https://developer.blender.org/D10692
- Add notes on portability.
- Use encoding argument for all file IO.
- Use integer math to calculate major/minor version, while float
division should be fine prefer matching Blender.
This type, CacheLookupResult, holds the data for the current time, or an
explanation as to why no data is available (already loaded, or simply
nothing available). This is useful to document the behavior of the code
but also, in future changes, to respond appropriately for missing data.
Inside of the procedural, instances are AlembicObjects which point to
the AlembicObject that they instance.
In Alembic, an instance is an untyped Object pointing to the original
(instanced) one through its source path. During the archive traversal we
detect such instances and, only if the instanced object is asked to be
rendered, set the instance's AlembicObject to point to the original's
AlembicObject.
Cycles Object Nodes are created for each AlembicObject, but only for
non-instances are Geometries created, which are then shared between
Object Nodes. It is supposed, and expected, that all instances share the
same shaders, which will be set to be the ones found on the original
object.
As for caching, the data cache for an AlembicObject is only valid for
non-instances and should not be read to or from as it is implicitly
shared.
This will help support instancing as cache building is now decoupled
from the logic to update the Nodes' sockets as data (and cache) will
need to be shared by different Geometries somehow, and also simplify
implementing different data caching methods by centralizing this
operation.
We need to explicitely tag the Attribute and AttributeSet as modified if
we change or add/remove data. This is more of a bandaid until attributes
handling is refactored to be able to reuse routines from the Attribute
API.
This patch adds a node, that removes an attribute if possible,
otherwise it adds an error message.
Differential Revision: https://developer.blender.org/D10697
This patch fixes a visual bug related to connecting an output socket to
a Multi-Input Socket, that already has a link to that same output.
In this case, the drag link got a new index and snapped to a new
position. This path makes the drag link snap to the same position as the
first link between the two sockets.
Differential Revision: https://developer.blender.org/D10689
Caused by 46aa70cb48.
RNA would send property update notifiers with the owner ID as `reference` data.
Since above's commit we'd only send the notifiers to editors if the reference
data address matches the space's address. So editors wouldn't get the notifiers
at all.
The owner ID for space properties is always the screen AFAIK. So allow
notifiers with the screen as reference to be passed to editors as well, think
this is reasonable to do either way.
For example, steps to reproduce were:
* Open Asset Browser
* Mark some data-blocks of different types as assets (e.g. object & its
material)
* Switch between the categories in the Asset Browser. The asset list wouldn't
be updated.
When adding a notifier, `reference` data can be passed. The notifier system
uses this to filter out listeners, for example if data of a scene changes,
windows showing a different scene won't get the notifiers sent to their
listeners.
For the `NC_SPACE` notifiers, a number of places also passed the space as
`reference`, but that wasn't used at all. The notifier would still be sent to
all listeners in all windows (and the listeners didn't use it either). Causing
some unnecessary updates (e.g. see ed2c4825d3).
With this commit, passing a space will make sure the notifier is only sent to
that exact space. Some code seems to already have expected that to be the case.
However there were some cases that passed the space as `reference` without
reason, which would break with this commit (meaning they wouldn't redraw or
update correctly).
Corrected these so they don't pass the space anymore.
Steps to reproduce were:
* Open an Asset Browser
* "Mark Asset" on some data-block
* Change the Asset Browser into a different editor (not File Browser!)
* "Clear Asset" on the data-block again, or mark another asset
* Change back to the Asset Browser, it will show an outdated list
Now the file-browser reloads local file data after spaces were changed. Note
that the current notifier code doesn't limit the space-change notifiers to the
affected spaces, so changing any visible space will trigger this. That's an
issue to be fixed separately.
The check for undo-depth increment/decrement assumed a newly loaded
window manager would have a different pointer.
This broke bl_animation_fcurves test indirectly,
the change to undo-depth caused the redo panel to attempt to popup
in background mode - which isn't supported.
Now the pointer is unchanged, the undo-depth is assumed to match
the value used when calling the operator.
The undo-depth is now properly maintained between file loads,
which is an improvement on the original behavior which reset it.
Keep the pointer location from the initial window-manager
between file load operations.
This is needed as the Python API may hold references to keymaps for e.g.
which are transferred to the newly loaded window manager,
without their `PointerRNA.owner_id` fields being updated.
Since there is only ever one window manager, keep the memory at the same location so the Python ID pointers stay valid.
Reviewed By: mont29
Ref D10690
Previously many operations would run on file load, even if the file
did not load. Pre/post load handlers were called, timers canceled,
all undo data freed, editors exited ... etc.
Now keep the blend file in it's current state.
This simplifies updating this area of code as there is one less
possible situation to account for.
Currently file loading performs almost all reloading logic
even in the case loading the file fails, causing the file to be in
a state that isn't well defined: undo is cleared, timers are canceled &
scripts are re-registered.
- Don't set G.relbase_valid until the file is loaded.
- Remove unnecessary string pointer comparison.
- Remove unused filename being passed to 'setup_app_data'.
`BKE_lib_override_library_main_resync` uses
`LIB_TAG_LIB_OVERRIDE_NEED_RESYNC` tags set by RNA override apply code,
and perform detection for the remaining cases (those were new overrides
need to be created for data that was not present before in the library).
And then it actually resync all needed local overrides.
Part of T83811 & D10649.
We can fairly easily detect some resync-needed cases when applying the
overrides operations on a Pointer RNA property.
This should cover all cases where an existing override's ID pointer is
changed in its linked data.
We still have to add code to detect when a not-yet-overridden linked ID
needs to become overridden (because its relations to other data-blocks
changed in a way that requires it).
Part of T83811 & D10649.
This patch changes the `MEM_DEVICE_ONLY` type to only allocate on the device and fail if
that is not possible anymore because out-of-memory (since OptiX acceleration structures may
not be allocated in host memory). It also fixes high peak memory usage during OptiX
acceleration structure building.
Reviewed By: brecht
Maniphest Tasks: T85985
Differential Revision: https://developer.blender.org/D10535
Rather than letting the `TreeElementAnimData` constructor take an ID from which
we get the animation-data based on an assumption on how it's stored, let the
constructor take the animation-data directly. That way we further centralize
the assumptions on the data passed to the element creation to
`tree_element_create()`.
The following commit will add a comment explaining the plan to entirely get rid
of those assumptions in the future.
There was an implicit assumption that tree element types using the new code
design set their name on creation. Use an assert to make this explicit. See
f59ff9e03a, which was an error because of this broken assumption.
Caused by 2e221de4ce in combination with 4292bb060d.
In the former I forgot to set the name for NLA actions in the new code design,
in the latter I made it an assumtion that tree element types using the new
design set the name.
The following commit will make this assumption explicit with an assert.
When loading a file with an asset browser open, and it showed a custom asset
library that can't be found currently (e.g. because the file is from somebody
else), the `BLI_assert(0)` in `rna_FileAssetSelectParams_asset_library_get()`
would fail.
There was code to handle this case already, but unlike I thought it didn't run
right after file read. Now it does.
The multi-input-socket cannot be connected to the same socket twice currently.
However, it is still possible to achieve this using an intermediate reroute node.
In this case the origin socket should be listed twice in the `linked_sockets_` list.
Higher level functions can still deduplicate the list of they want.
This commit adds an operator to the RMB-menu "Copy Full Data Path“,
to copy the full RNA path to the clipboard. It aims to complement
"Copy Data Path“, which only copies the part of the path that is needed
for drivers, but for writing addons, etc. it is useful to have an option that
gives the full data path.
Similar patch have been submitted before, see D763 and D2746
This time I did not split the operator (as D2746) and does not contain the UI reorganization (as D763)
Note, the fixes from D2746 were committed in rB09eac0159db8 so that patch can be closed.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10539
This makes the hit delta threshold dependant on the ray angle.
If the ray is more aligned with the view, its intersection
threshold gets bigger to avoid going through geometry.
This improves reflections and fix T86448 refraction issue.
We now have a new buffer to output reflection depth. This buffer is
only usefull for non planar SSR but we use it to tag the planar rays.
This also touch the raytrace algo for planars to avoid degenerate
lines on vert sharp reflections.
This changes the sampling routine to use the method described in
"A Simpler and Exact Sampling Routine for the GGXDistribution of Visible Normals"
by Eric Heitz.
http://jcgt.org/published/0007/04/01/slides.pdf
This avoids generating bad rays and thus improve noise level in screen-
space reflections / refraction.
This changes the hitBuffer to store `ReflectionDir * HitTime, invPdf`
just as the reference presentation.
This avoids issues when the hit refinement produce a coordinate that
does not land on the correct surface.
We now store the pdf in the same texture and store it inversed so we can
remove some ALU from the resolve shader.
This also rewrite the resolve shader to not be vectorized to improve
readability and scalability.
Since rBb279fef85d1a, the nodes properties for geometry nodes using a
texture are displayed in the Properties Editor.
It was possible to create recursive nodetrees when choosing the 'root'
nodegroup in the node link menu though leading to a crash.
Now poll if a group node of a particular node could actually be added to
the current tree.
Also check if the tree types actually match.
Maniphest Tasks: T86416
Differential Revision: https://developer.blender.org/D10671
This way we get a choice when we click on node links in the Properties
Editor.
This also changes some of the more permissive poll functions on some
nodes back to being "shading-only" (these were made permissive in
rBb78f2675d7e5 for simulation nodes, but have not found their way into
geometry nodes yet).
ref b279fef85d / T86416 / D10671
Maniphest Tasks: T86416
Differential Revision: https://developer.blender.org/D10673
The Blender/Cycles XYZ color space has a D65 white point instead of E, and
this was not correctly accounted for both in the OpenColor config reading code
and the bundled config.
This meant that since the OpenColorIO v2 upgrade, the Linear ACES color space
was not working correctly, and other OpenColorIO configs defining
aces_interchange were not interpreted correctly.
This conversion works the same way as a combination of the existing
color to float3 to boolean conversions, so the boolean result will be
false if the color is black, otherwise true, and the alpha is ignored.
This Patch removes the auto sorting from Multi-Input Sockets and allows
the links to be sorted by drag and drop instead.
As a minor related change, it fixes the drawing of the mute line to
connect to the first input instead of the socket's center.
This implements the MVP for the new spreadsheet editor (T85879). The functionality
is still very limited, but it proved to be useful already. A more complete picture
of where we want to go with the new editor can be found in T86279.
Supported features:
* Show point attributes of evaluated meshes (no original data, no other domains,
no other geometry types, yet). Since only meshes are supported right now, the
output of the Point Distribute is not shown, because it is a point cloud.
* Only show data for selected vertices when the mesh is in edit mode.
Different parts of Blender keep track of selection state and original-indices with
varying degrees of success. Therefore, when the selected-only filter is used, the
result might be a bit confusing when using some modifiers or nodes. This will
be improved in the future.
* All data is readonly. Since only evaluated data is displayed currently, it has to
be readonly. However, this is not an inherent limitation of the spreadsheet editor.
In the future editable data will be displayed as well.
Some boilerplate code for the new editor has been committed before in
rB9cb5f0a2282a7a84f7f8636b43a32bdc04b51cd5.
It would be good to let the spreadsheet editor mature for a couple of weeks as part
of the geometry nodes project. Then other modules are invited to show their own data
in the new editor!
Differential Revision: https://developer.blender.org/D10566
Note, this does not allow users to connect the same socket more than once to
a multi-input-socket in the UI. However, the situation could still happen when
using node muting.
Properties Editor
Since rBb279fef85d1a, the nodes properties for geometry nodes using a
texture are displayed in the Properties Editor.
rB85421c4fab02 added an attribute search button, but this was missing
still (gave just the regular text button) if this was displayed in the
Properties Editor.
ref b279fef85d / T86416 / D10671 / D10673
Maniphest Tasks: T86416
Differential Revision: https://developer.blender.org/D10674
Using EEVEE (as well as some other actions like saving the file or
tweaking mesh parameters) can cause a PBVH rebuild. The different sculpt
tools can store PBVH nodes or other related data in their caches, so
this data becomes invalid if the PBVH rebuilds during evaluation. This
ensures that the PBVH does not rebuild while the cache of Expand is
being used, like it already happens for brushes and filters.
Reviewed By: JacquesLucke
Maniphest Tasks: T86422
Differential Revision: https://developer.blender.org/D10675
Adds toggle to graph editor (View->Show Extrapolation). When disabled,
then fcurves only draw over the keyframe range. For baked fcurves and
ghost fcurves, the range is all sampled points.
It is intended for frequent use so anybody could assign hotkey or add
to quick favorites that's why GE-View is the best place for it.
Show Extrapolation is the default.
Reviewed By: sybren, Stan1, looch
Differential Revision: http://developer.blender.org/D10442
No functional changes.
This function replaces some of the logic in
`DRW_select_buffer_find_nearest_to_point` that traverses a buffer in a
spiral way to search for a closer pixel (not the closest).
Differential Revision: https://developer.blender.org/D10548
This commit adds interpolation to and from attribute on the polygon
domain. Interpolation is done automatically when a node uses attributes
on two different domains. The following are the new interpolations and
corresponding simple test cases:
- **Point to Polygon**: Painting the shade smooth attribute in weight
paint mode
- **Polygon to Point**: Moving points along a normal based on the
material index
- **Polygon to Corner**: Scaling a UV map with the material index
before sampling a texture
{F9881516}
This is also necessary for an improved implementation of the `normal`
attribute.
Differential Revision: https://developer.blender.org/D10393
This adds an extra option to the Face Sets Init operator to initialize
individual Face Sets based on the current Face Sets boundaries.
In particular, this is useful for splitting the patterns created by
Expand into individual Face Sets for further editing.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10608
Document the fact that `bpy.types.KeyMaps.new()` will not create a new
keymap but instead return an existing one, if one with the given
name/space/region already exists.
No functional changes.
This patch exposes the "Shade Smooth" value as a boolean attribute.
This setting is exposed as a check-box in the mesh data properties,
but the value is actually stored for every face, allowing some faces
to be shaded smooth with a simple per-face control.
One bonus, this allows at least a workaround to the lack of control
of whether meshes created by nodes are shaded smooth or not: just use
an attribute fill node.
Differential Revision: https://developer.blender.org/D10538
Auto frees cryptomatte session when it the pointer is collected from the
stack.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D10667
Use member initializer list for constructor.
Use `this->` for member function.
Introduced in rBef53859d24a9720882e3ca6c5415faefec6fb82c
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10653
Prior to rB99a7c917eab7, Shift + D was used to set detail size for both
constant and relative detail (using radial control). The commit added an
improved operator for doing this for constant detail (showing the
triangle grid representation), but left the user without a shortcut to
do this for relative detail.
Interestingly rB99a7c917eab7 only changed this for the Blender keymap,
the Industy Compatible keymap still has the "old" entry.
This patch changes both keymaps to have both entries.
For user experience, the real change here is to have both available on
one 'primary' shortcut (Shift+D), the improved
'dyntopo_detail_size_edit' operator will now act on all possible cases.
If it deals with constant detail, it acts as before, if it deals with
relative detail etc, it will fallback to the "old" way of doing it via
radial control instead. I assume this adresses what was stated in
rB99a7c917eab7: "Deciding if both detail sizes can be unified needs a
separate discussion"
Also, move dyntopo_detail_size_edit to sculpt_detail.c
Fixes T83828
Maniphest Tasks: T83828
Differential Revision: https://developer.blender.org/D9871
A few changes to make this consistent with other modifier panels:
- Title case for UI labels
- Use property split (and therefore decorators)
- Declare sublayout variables after getting modifier info
This was meant to be part of rB9ce950daabbf, but the change dropped from
the set at some point in the process of updating and committing.
Sorry for the noise.
In {rBb279fef85d1a} the button that displays a texture in a Properties
Editor texture tab was added for geometry nodes.
Same commit will actually show them for Brush textures as well (but
disabled -- because the Texture users dont match).
This task is for finanlizing proper support for Brush textures as well.
There was originally a separate patch for this (see {D9813}) but most of
it was already implemented by above commit.
**what this solves**
from the default startup file:
- go to any sculpt or paint mode and add a texture to your brush
- observe the button to edit this texture in the Properties editor is
greyed out
{F9860470}
There are two possible solutions:
- [1] call the texture template for the brush `texture_slot` texture
(instead of the brush 'texture') from the python UI code, this is then
working in harmony how ButsTextureUser works for brushes
- [2] tweak the way `ButsTextureUser` works (dont rely on
`RNA_BrushTextureSlot` there)
This patch implements the first solution.
Since `brush.texture_slot` is `br->mtex` RNA wrapped and `brush.texture`
is `br->mtex.tex` RNA wrapped, this really comes down to doing the same
thing. I checked that creating a new texture and unlinking/deleting will
have the same results even though they take slightly different code
paths: assignment and NULLing the pointers are working on the same (see
above) and RNA update callbacks also do the same [even though in
different functions]:
- brush.texture will do rna_Brush_main_tex_update
- brush.texture_slot.texture will do rna_TextureSlotTexture_update /
rna_TextureSlot_update
(only difference here is an additional DEG relations update in the case
of texture_slot which should not do harm)
Differential Revision: https://developer.blender.org/D10626
This makes the following changes to the name of the two
geometry nodes subvision nodes:
- `Subdivision Surface` -> `Subdivide Smooth`
- `Subdivision Surface Simple` -> `Subdivide`
Most of the benefit is that the names are shorter, but it also better
mirrors the naming of operations in edit mode, and phrases the names
more like actions. This was discussed with the geometry nodes team.
When you have many distinct objects, in an Eevee render then the shadow caster gets exponentially slower as the number of (distinct) objects increase.
This is because of the way that frontbuffer->bbox (EEVEE_BoundBox array) and the associated frontbuffer->update bitmap are resized.
Currently the resizing is done by reserving space for SH_CASTER_ALLOC_CHUNK (32) objects at a time.
When the number of objects is large, then the MEM_reallocN() gets progressively slower because it must memcpy the entire bbox/bitmap data to the new memory chunk.
And there will be a lot of *memcpy* operations for a large scene.
(Obviously there are a significant number of memory allocations/deallocations too - though this would be linear performance.)
I've switched to doubling the frontbuffer->alloc_count (buffer capacity) instead of adding SH_CASTER_ALLOC_CHUNK (32). As I understand this is the only way to eliminate exponential slowdown. Just increasing the size of SH_CASTER_ALLOC_CHUNK would still result in exponential slowdown eventually.
In other changes, the "+ 1" in this expression is not necessary.
if (id + 1 >= frontbuffer->alloc_count)
The buffer is 0-based. So when the buffer is initially allocated then id values from bbox[0] to bbox[31] are valid. Hence when frontbuffer->count == frontbuffer->alloc_count, is when the resizing should be triggered.
As it stands the "+ 1" results in resizing the buffer, when there is still capacity for one more object in the buffer.
I've changed the initial buffer allocation to use MEM_mallocN() instead of MEM_callocN(). The difference is that malloc() doesn't memset buffer (with zeros) when allocated. I've checked the code where new bbox records are created, and it does not rely on the buffer being initialised with zeros.
Anyway, isn't calloc() safer than using malloc()? Well no, it's actually the opposite in this case. Every time the buffer size is increased, it is done using realloc(), and this does not zero-out the uniniitialised portion of the buffer. So the code would break if it was modified to assume that the buffer contains zeros. Hence I believe initialising the buffer using calloc() could be misleading to a new developer.
Won't this result in increased memory usage? Yes, if you have millions of objects in your scene, then you are potentially using up-to twice the memory for the shadow caster. (However if you have millions of objects in your scene you're probably finding the Eevee render times a slow.)
Note that once the render gets going the frontbuffer bbox/bitmap will be shrunk to a multiple of SH_CASTER_ALLOC_CHUNK (32), therefore releasing the overallocation of memory.
As observed in Visual Studio - this appears to be prior to peak memory usage anyway.
Note this shrinking is executed in EEVEE_shadows_update() - during the first render sample pass. If necessary you could consider shrinking the buffer immediately after the EEVEE_shadows_caster_register() has done it's work. (Note however it appears you would need to add that function call is multiple places.)
Anyway as per the bug report I raised, I observed a 5% increase in peak-memory. And I'm unclear whether this difference in memory is due to me running the debug build. (It could be that there is no difference because of the shrinking.)
I couldn't figure out how the shadow caster backbuffer works. I see that EEVEE_shadows_init() has an explicit command to swap the front/back buffers. However this is done only when the buffers are first initialised and there is nothing in there yet. In my testing, the backbuffer->count was always zero, EEVEE_shadows_update() never did anything with the backbuffer.
Finally this problem is most evident when using Geometry Nodes or a Particle System to instantiate many objects. Objects created through say the array modifier do not cause any issues because it is considered one object by the shadow caster.
Reviewed By: #eevee_viewport, fclem
Differential Revision: https://developer.blender.org/D10631
This commit refactors the point distribute node to skip realizing
the instances created by the point instance node or the collection
and object info nodes. Realizing instances is not necessary here
because it copies all the mesh data and and interpolates all
attributes from the instances when this operation does not
need to modify the input geometry at all.
In the tree leaves test file this patch improves the performance of
the node by about 14%. That's not very much, the gain is likely larger
for more complicated input instances with more attributes (especially
attributes on different domains, where interpolation would be necessary
to join all of the instances). Another possible performance improvement
would be to parallelize the code in this node where possible.
The point distribution code unfortunately gets quite a bit more
complicated because it has to handle the complexity of having many
inputs instead of just one.
Note that this commit changes the randomness of the distribution
in some cases, as if the seed input had changed.
Differential Revision: https://developer.blender.org/D10596
Splits up `tree_element_id.cc`/`tree_element_id.hh`.
If we move all ID types into this one file, it will become rather big. Smaller
files are probably easier to work with. We could still keep small classes like
`TreeElementIDLibrary` in the general file, don't mind really, but this creates
separate files for that too.
These files can contain more than just the "base" tree element types. E.g. the
class for the view-layer base element can also contain the class for the
view-layer elements. Otherwise we'd end up with like >50 files for the
individual types, most of them very small.
So just give the files a general name and put the related classes in there.
Continuation of work in 2e221de4ce, 249e4df110 and 3a907e7425.
Adds new tree-element classes for the scene-ID, scene collections, scene
objects, and the view layers base.
There is some more temporary stuff in here, which can be removed once we're
further along with the porting. Noted that in comments.
This is a Python version of the existing `make_source_archive.sh`
script. IMO it's easier to read, and it'll also be easier to extend with
the necessary functionality for D10598.
The number of lines of code is larger than `make_source_archive.sh`, but
it has considerably less invocations of `awk` ;-) And also the filtering
is integrated, instead of forking out to Python to prevent certain files
to be included in the tarball.
Reviewed By: dfelinto, campbellbarton
Differential Revision: https://developer.blender.org/D10629
Currently the implementations specific to each geometry type are in
the same file. This makes it difficult to tell which code is generic
for all component types and which is specific to a certain type.
The two files, `attribute_access.cc`, and `geometry_set.cc` are
also getting quite long.
This commit splits up the implementation for every geometry component,
and adds an internal header file for the common parts of the attribute
access code. This was discussed with Jacques Lucke.
The actual sample count is rounded up to a multiple of 4 because we
sample 4 horizons directions.
Changing this setting forces the shader to recompile (because using a
GPU_constant).
This just bypass the occlusion computation if there is no occlusion
data. This avoids weird looking occlusion due to the screen space
geometric normal reconstruction.
The sampling is now optimum with every samples being at least one pixel
appart. Also use a squared repartition to improve the sampling near the
center.
This also removes the thickness heuristic since it seems to remove
a lot of details and bias the AO too much.
This is a major rewrite that improves the screen space raytracing
a little bit.
This also decouple ray preparation from raytracing to be reuse in other
part of the code.
This changes a few things:
- Reflections have lower grazing angle failure
- Reflections have less self intersection issues
- Contact shadows are now fully opaque (faster)
Unrelated but some self intersection / incorrect bad rays are caused by
the ray reconstruction technique used by the SSR. This is not fixed by
this commit but I added a TODO.
This removes the need for per mipmap scalling factor and trilinear interpolation
issues. We pad the texture so that all mipmaps have pixels in the next mip.
This simplifies the downsampling shader too.
This also change the SSR radiance buffer as well in the same fashion.
This was reported as opening alembic caches ignoring the
'use_relative_paths' preference, but this operator just did not have
this setting. Fortunately, adding this is just a simple switch.
Maniphest Tasks: T86063
Differential Revision: https://developer.blender.org/D10568
This adds the initial boilerplate code that is required to introduce
the new spreadsheet editor. The editor is still hidden from the ui.
It can be made visible by undoing the change in `rna_screen.c`.
This patch does not contain any business logic for the spreadsheet editor.
Differential Revision: https://developer.blender.org/D10645
Ref T86279.
Add operator `FILE_OT_view_selected` to the file browser (and thus also
to the asset browser) that scrolls selected files into view.
This includes the active file, even though it is not selected. In
certain cases the active file can loose its selected state (clicking
next to it, or refreshing the asset browser), but then it's still shown
in the right-hand sidebar. Because of this, I found it important to take
it into account when scrolling.
This also includes a change to the keymaps:
- Blender default: {key NUMPAD_PERIOD} is removed from the "reload"
operator, and assigned to the new "view selected files" operator. The
reload operator was already doubly bound, and now {key R} is the only
remaining hotkey for it.
- Industry compatible: {key F} is assigned to the new "view selected
files" operator. This is consistent with the other "view selected"
operators in other editors.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D10583
The Tool stores desired dimensions as `scale` and thus had to half the
scale again in `make_prim_init()` because by default all primitives are
created at a size of 2 in blender.
This worked, but:
- [1] it logged something like size=2, scale=2,2,2 for a 2x2x2 cube
[which does not sound right, it should be size=2 scale=1,1,1]
- [2] it had to make an exception for the case scale is exactly 1x1x1
[this happens when the property is not set specifically, e.g. adding
primitives from the menu]
-- this exception led to double sized primitives being created when the
tool asked for exact dimensions of 1x1x1
Now - instead of compensating in `make_prim_init()` - do this earlier in
the tool itself, see `view3d_interactive_add_modal`, this fixes the bug
and now also correctly logs size=2 scale 0.5,0.5,0.5 for a 1x1x1 cube.
Maniphest Tasks: T86347
Differential Revision: https://developer.blender.org/D10632
projectors
Make this clear in property UI descriptions and deactivate aspect &
scale fields if no camera projectors are present.
ref T86268
Maniphest Tasks: T86268
Differential Revision: https://developer.blender.org/D10634
This adds support for creating a `BlendFile` (internally called `Main`),
which is limited to a context.
Temporary data can now be created which can then use
`.libraries.load()` the same as with `bpy.data`.
To prevent errors caused by mixing the temporary ID's with data in
`bpy.data` they are tagged as temporary so they can't be assigned
to properties, however they can be passed as arguments to functions.
Reviewed By: mont29, sybren
Ref D10612
The handle of a drawing callback can be removed within the drawing function itself.
This causes `var = (type)(((Link *)(var))->next` to read an invalid memory value in C.
Something in this update broke the floor() function in CUDA, instead use
floorf() like we do everywhere else in the kernel code. Thanks to Ray
Molenkamp for identifying the solution.
It looks like we never generated correct icon previews for images with
float_rects (non-8bit-images). Images from the report were 16bit pngs.
In this case, `icon_preview_startjob` would return early (it only
checked if the ImBuf `rect` was NULL -- which is the case if it has a
`rect_float` instead). This is not neccessary since `icon_copy_rect` is
perfectly capable of taking float rects.
Now correct the check and only return early if both `rect` & `rect_float`
are NULL.
note: this will not refresh icon previews from existing files
automatically. For this, use File > Data Previews > Clear Data-Block
Previews.
Maniphest Tasks: T86210
Differential Revision: https://developer.blender.org/D10601
Caused by {rB85421c4fab02}.
Above commit treated `SOCK_RGBA` and `SOCK_STRING` the same in
`std_node_socket_draw`.
That would turn a RGBA button into a text button (for attribute search),
leading to trouble.
Note these were just treated the same prior to above commit because both
were doing the layout split.
Now just give RGBA sockets their own case.
Maniphest Tasks: T86373
Differential Revision: https://developer.blender.org/D10646
This reverts commit 7a34bd7c28.
Broke windows build. Can apparently fix with /Zc:preprocessor flag
for windows but need a Windows dev to make that fix.
Since {rB7a6b46aac56b}, particle systems were named "ParticleSettings"
by default, same as particle settings themselves. These are not the same
thing and their names should reflect that.
Issue came up in T86366.
Now name them "ParticleSystem" by default, name uniqueness is preserved
for both system and settings.
Maniphest Tasks: T86366
Differential Revision: https://developer.blender.org/D10641
But this time the root cause. Writing undo files is done in a separate
thread. This patch moved the updating of the matte_id when the user
actually changes the matte.
The commit rB6f63417b500d that made exact boolean work on meshes
with holes (like Suzanne) unfortunately dramatically slowed things
down on other non-manifold meshes that don't have holes and didn't
need the per-triangle insideness test.
This adds a hole_tolerant parameter, false by default, that the user
can enable to get good results on non-manifold meshes with holes.
Using false for this parameter speeds up the time from 90 seconds
to 10 seconds on an example with 1.2M triangles.
The missing update has two sources:
The TimeSampling used for looking up transformations in the cache was
uninitialized. To fix this, simply use the TimeSampling from the last
transformation in the hierarchy (that is the object's parent), which
should also contain the time information for all of its parents.
The objects are not tagged for update when their trasformations change.
The Exact boolean used in the cell fracture addon incorrectly
kept some outside faces: due to some raycasts going into open
eye socket then out of the head, leading to one ray direction
(out of 8) saying the face was inside the head. The current
code allowed 1 of 8 rays only as "inside" to accommodate the
case of a plane used in boolean to bisect. But this cell fracture
case needs more confidence of being inside. So changed the
test for intersection to require at least 3 of 8 rays to be inside.
Maybe the number of rays to indicate insideness should be exposed
as an option, to allow user tuning according to the degree of
"non-volumeness" of the arguments, but will try at least for now
to magically guess the right value of the rays-inside threshold.
Note: all of this only for the case where the arguments are not
all PWN (approx: manifold). The all-PWN case doesn't use raycast.
Instead of returning a raw pointer, `LinearAllocator.construct(...)` now returns
a `destruct_ptr`, which is similar to `unique_ptr`, but does not deallocate
the memory and only calls the destructor instead.
The main change is that large allocations are done separately now.
Also, buffers that small allocations are packed into, have a maximum
size now. Using larger buffers does not really provider performance
benefits, but increases wasted memory.
This is a complete rewrite of the derived node tree data structure.
It is a much thinner abstraction about `NodeTreeRef` than before.
This gives the user of the derived node tree more control and allows
for greater introspection capabilities (e.g. before muted nodes were
completely abstracted away; this was convenient, but came with
limitations).
Another nice benefit of the new structure is that it is much cheaper
to build, because it does not inline all nodes and sockets in nested
node groups.
Differential Revision: https://developer.blender.org/D10620
This attribute exposes mesh vertex normals as a `vertex_normal`
attribute for use with nodes. Since the normal vector stored in
vertices is only a cache of data computable from the surrounding faces,
the attribute is read-only. A proper error message for attempting to
write this attribute is part of T85749. A write-only normal attribute
will likely come later, most likely called `corner_normal`.
The normals are recomputed before reading if they are marked dirty.
This involves const write-access to the mesh, protected by the mutex
stored in `Mesh_Runtime`. This is essential for correct behavior after
nodes like "Edge Split" or nodes that adjust the position attribute.
Ref T84297, T85880, T86206
Differential Revision: https://developer.blender.org/D10541
Because the search didn't run when the menu first opens, the attributes
appeared in a different order than after you typed anything into the
search field. This commit instead runs the search when the menu
is first opened, but it only sorts items without filtering.
Continuation of work in 2e221de4ce and 249e4df110 .
This prepares things so we can start porting the individual ID types to
the new code design. I already added some code for library IDs, because
they need some special handling during construction, which I didn't want
to break.
The `AbstractTreeElement::isExpandValid()` check can be removed once
types were ported and can be assumed to have a proper `expand()`
implemenation.
Also makes `TreeElementGPencilLayer` `final` which I forgot in
e0442a955b.
Mistake in aa3a4973a3. The expanded `ELEM()` check would include
`0 && te->idcode != 0`, which always evaluates to `false`/`0`. That
wouldn't cause the asset to fail, but the `te->idcode` part would never
be checked.
Fixed the error and cleaned up the check against "0" with a check
against `TSE_SOME_ID`, see b9e54566e3.
Code to check if the Outliner tree-element type was the general ID one
would always check against "0" (explicity or even implicitly). For
somebody unfamiliar with the code this is very confusing. Instead the
value should be given a name, e.g. through an enum.
Adds `TSE_SOME_ID` as the "default" ID tree-element type. Other types
may still represent IDs, as I explained in a comment at the definition.
There may also still be cases where the type is checked against "0". I
noted in the comment that such cases should be cleaned up if found.
Add `BKE_pose_apply_action(object, action, anim_eval_context)` function
and expose in RNA as `Pose.apply_action(action, evaluation_time)`.
This makes it possible to do the following:
- Have a rig in pose mode.
- Select a subset of the bones.
- Have some Action loaded that contains the pose you want to apply.
- Run `C.object.pose.apply_pose_from_action(D.actions['PoseName'])`
- The selected bones are now posed as determined by the Action.
Just like Blender's current pose library, having no bones selected acts
the same as having all bones selected.
Manifest Task: T86159
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D10578
Add an RNA function `activate_asset_by_id(asset_id: ID, deferred: bool)`
to the File Browser space type, which intended to be used to activate an
asset's entry as identified by its `ID *`. Calling it changes the active
asset, but only if the given ID can actually be found.
The activation can be deferred (by passing `deferred=True`) until the
next refresh operation has finished. This is necessary when an asset has
just been added, as it will be loaded by the filebrowser in a background
job.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D10549
Is based on Google style which was used in the Libmv project before,
but is now consistently applied for the sources of the library itself
and to C-API. With some time C-API will likely be removed, and it
makes it easier to make it follow Libmv style, hence the diversion
from Blender's style.
There are quite some exceptions (clang-format off) in the code around
Eigen matrix initialization. It is rather annoying, and there could be
some neat way to make initialization readable without such exception.
Could be some places where loss of readability in matrix initialization
got lost as the change is quite big. If this has happened it is easier
to address readability once actually working on the code.
This change allowed to spot some missing header guards, so that's nice.
Doing it in bundled version, as the upstream library needs to have some
of the recent development ported over from bundle to upstream.
There should be no functional changes.
Continuation of work in 2e221de4ce and 249e4df110. Now the tree-element
types have to be ported one by one. This is probably the most straight forward
type to port.
scenarios
In general, I could not find a reason executing from the python console
should not do an Undo push. Running a script from the Text Editor does
this as well and this seems generally useful.
Without an Undo push, one can easily run into situations were IDs have
been added or removed and undo on would then cause trouble (e.g. first
selection then bpy.ops.object.duplicate() -- this crashed as reported in
T86293 -- duplicate does not get its own undo push because it is not the
last op in the list, wm->op_undo_depth is not zero). This has changed
with the Undo refactor, so in essence the root cause is the same as
T77557, Legacy Undo does not suffer from the crash (but misses
the generally useful undo push from the console still)
Now add Undo to CONSOLE_OT_execute bl_options ('UNDO_GROUPED' seems more
appropriate than plain 'UNDO' since pasting multiple lines of code will
call CONSOLE_OT_execute multiple times in a row).
Maniphest Tasks: T86293
Differential Revision: https://developer.blender.org/D10625
These variables track the wmWindow.event_queue state,
however they were used in a way that wasn't correct.
- check_drag & check_click from wmWindow.eventstate
were used to track the click/drag status of events handled in
wmWindow.event_queue.
- Event's in the queue read from wmEvent.check_drag.
- Once a drag action was detected, wmWindow.eventstate.check_drag
was disabled.
Disabling drag in the event state would not change the drag state
for values already in the event queue.
Simplify logic by moving these values into the window,
so there is one place these variables are tracked.
- Only sort by the preset name (not it's directory).
- Remove redundant string conversion.
- Only call lower() once on the input.
- Don't assign the lambda to a variable for single use.
It is quite common to high framerate video with modern cameras. To make
it easier to edit this footage new framerate presets are added and the
soft limit increased.
Note there is a bug with preset ordering, Blender thinks "120" goes
before "24" this bug needs to be fixed before these changes can be
merged.
Differential Revision: https://developer.blender.org/D10553
Because of D10469 we can now not force child windows onto parent's monitor and allow them to go where they wish.
Differential Revision: https://developer.blender.org/D10593
Reviewed by Ray Molenkamp
Windows 10 supports V100 on all consoles given
you enable the ENABLE_VIRTUAL_TERMINAL_PROCESSING
flag for the console.
This patch enables color logging only on windows
10 and only if the log is not being redirected
to a file.
Differential Revision: https://developer.blender.org/D10546
Now, if the Autokey is not enabled, a new frame is not created and it is used the last active one. If no active frame, a message is displayed and the operation is canceled.
This is a common request for 2D artists.
Also, grease pencil was not working as Blender does in other areas.
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D10557
This was reported for remesh and skin modifiers.
These dont preserve UV layers (and probably cannot in a reasonable way),
so instead let the UV Project modifier create a new (equally named) UV
layer (as was suggested by @brecht in T59376).
Maniphest Tasks: T59376
Differential Revision: https://developer.blender.org/D10617
The `MAX_LIBARRAY` define was an annoying doublon to the `INDEX_ID_MAX` enum value
now defined in `DNA_ID.h`, and it is no more useful.
And comments were somewhat outdated. Also added an explanation about
chosen order for the `INDEX_ID_<IDTYPE>` order.
Since Blender is single-tabbed, this will prevent extraneous
tab-related options from appearing in "Window" menu in case AppKit's
internals change.
Reviewed By: #platform_macos, sebbas, ankitm
Differential Revision: https://developer.blender.org/D10606
Pasting nodes can create new id relations, because nodes can reference IDs.
Therefore the depsgraph has to be updated when nodes are pasted.
We could somehow check if the pasted nodes referenced IDs, but I'm not sure
if this complexity is worth it.
Replace static methods with regular methods.
Now the 'Main' value is taken from the collection.
Needed to support multiple 'Main' instances in Python, see T86183.
Note that this still does not work when in the node group directly referenced
by the modifier, only in sub-node-groups. This limitation will be removed
at some point.
By default objects are no longer GC tracked, this removes some overhead
although it's not significant in my own testing.
- Only enable GC for StructRNA when 'WITH_PYTHON_SAFETY' is on.
- Only track StructRNA when their 'reference' is set.
- Add missing NULL check when 'WITH_PYTHON_SAFETY' is on
and objects new objects be created.
When building `install`, linking blender_test fails because
test libraries do not exist. This happened on lite + Xcode. Error in
{rBdcb2821292f962951e88f146cb304160f21f73da}.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D10607
None of these properties can be animated, so it doesn't make sense
to leave space for decorators on the right side of the panels. In fact
that is what was intended, but they were not manually disabled
in all of the panels.
Because pressing enter will choose the current search item from the menu,
and there was no search item with an empty string, it was impossible to
clear the text of an attribute text field. This commit adds a simple "X"
icon in the top row when you delete the string.
This commit exposes the strings used in the node error messages for
localization. It also changes the message tooltip creation to
automatically add the period at the end, to be more consistent with
the (arguably bad) design of other tooltips in Blender.
Calling `TIP_` directly in the node implementation files allows us to
continue using `std::string` concatenation instead of passing variadic
arguments. It's also more explicit about which part of the message is
translated and which isn't. The files already include the translation
header anyway.
`new` allocates a new object that needs to be autoreleased.
Reviewed By: #platform_macos, sebbas, ankitm
Maniphest Tasks: T86222
Differential Revision: https://developer.blender.org/D10597
The SSS shader in Eevee has the following drawbacks (elaborated in {T79933}):
1. Glowing
2. Ringing. On low SSS jittering it is rendered a bunch of sharp lines
3. Overall blurriness due to the nature of the effect
4. Shadows near occlusions as in T65849
5. Too much SSS near the edge and on highly-tilted surfaces
{F9438636}
{F9427302}
In the original shader code there was a depth correction factor, as far as I can understand for fixing light bleeding from one object to another. But it was scaled incorrectly. I modified its scale to depend on SSS scale*radius and made it independent from the scene scale. The scale parameter (`-4`) is chosen so that it makes tilted surfaces to have visually the same SSS radius as straight surfaces (surfaces with normal pointed directly to the camera).
This depth correction factor alone fixes all the problems except for ringing (pt. 2). Because of float-point precision errors and irradiance interpolation some samples near the border of an object might leak light, causing sparkly or dashed (because of aliasing) patterns around the highlights. Switching from `texture()` to `texelFetch()` fixes this problem and makes textures on renders visually sharper.
An alternative solution would be to detect object borders and somehow prevent samples from crossing it. This can be done by:
1. Adding an `object_id` texture. I think it requires much more code changing and makes the shader more complicated. Again, `object_id` is not interpolatable.
2. Watch gradient of depth and discard samples if the gradient is too big. This solution depends on scene scale and requires more texture lookups. Since SSS is usually a minor effect, it probably doesn't require that level of accuracy.
I haven't notice it in practice, but I assume it can make visible SSS radius slightly off (up to 0.5 px in screen space, which is negligible). It is completely mitigated with render sampling.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9740
This is ported from Cycles and fixes issues with bump/normal mapping
giving weird reflections/lighting.
Fixes T81070 Specular light should be limited to normal pointing toward the camera
Fixes T78501 Normal mapping making specular artifact
Steps to reproduce:
- switch to Scripting workspace
- execute bpy.data.meshes['Cube'].copy()
- Outliner will not show the new mesh immediately
Now just send appropriate notifier.
Differential Revision: https://developer.blender.org/D10584
The `bNodeLinkDrag` struct was NULL when dragging a node instead of
a link. It is allocated with `calloc` anyway, so this field doesn't
need to be explitely cleared.
This commit includes a few simple improvements to the direct mesh
boolean code added recently.
- Passing the transforms and meshes to `direct_mesh_boolean` as spans
makes the function easier to call from C++.
- The definition of `TransMat`, was unecessary when we have the
`float4x4` type already used elsewhere in C++ code.
Differential Revision: https://developer.blender.org/D10592
The socket drag operator stored the index of the last picked socket
into RNA in case the mouse cursor leaves the link while dragging.
This id was not unique which is why sometimes a link from an other node
with the same id is picked.
This patch changes the way the last picked link is stored and stores a
pointer to the link directly into bNodeLinkDrag struct instead.
Differential Revision: https://developer.blender.org/D10590
The Python API for the curve mapping widget offers the `update`
function, but no way to reset the view to the clipping rectangle.
This commit adds a blenkernel function for this operation,
and exposes it to the CurvMapping RNA API. This allows addons
to display a more user-friendly view of the data in this widget.
Differential Revision: https://developer.blender.org/D10561
This commit adds a search for existing attributes when you click
on an attribute field. This is useful because otherwise you have
to remember which attributes should be available at each node in
the tree.
The fundamental complication is that this information is not
accessible statically. So the search data is only a cache from
the previous node tree evaluation. The information is added
with `BKE_nodetree_attribute_hint_add`, currently for every
input geometry socket for a single node.
This is only an initial implementation, and later versions will
expose the data type and domain of the attributes.
Differential Revision: https://developer.blender.org/D10519
I landed D10527 in rB1a8aee0a7cec accidentally, and the version there was
missing a name change discussed in review. This commit just renames the
boolean variable controlling the special behavior for attribute search.
Original message meant for this change:
For geometry nodes we will use search buttons to display a list of
attributes available the last time the node tree was executed (D10519).
Because this list is just a hint, we need to be able to enter any string,
not just strings from the search items.
This patch adds a boolean option to string buttons to enable this.
The change is quite simple, changes to behavior are only required in
two places. The type-specific button struct changes help a lot here.
Differential Revision: https://developer.blender.org/D10527
In Blender, we used to use the term 'draw' to refer to information
displayed to the user. For version 2.80, it was decided to change these
instances to 'display' instead. This was to avoid the ambiguity between
end-user drawing tools and display options.
From the Oxford English Dictionary:
- Draw: produce (a picture or diagram) by making lines and marks on
paper with a pencil, pen, etc.
- Display: show (data or an image) on a computer, television, or
other screen.
Therefore, we should use draw when referring to drawing tools for
making marks, but use display when referring to information
shown/displayed to the user. From a user POV, the computer displays
certain information, whereas the user draws a mark.
Apparently this change was not implemented consistently, so this patch
changes all remaining relevant instances of "draw".
Differential Revision: https://developer.blender.org/D10551
Currently when you open an RNA collection search button, like a
vertex group selector, the search filter isn't applied until you
start typing, in order to display every option at the start.
Otherwise they wouldn't be visible, since the search filter would
run for the current text.
Currently this check happens in one place, but it relies on the
`changed` value of `uiBut`. This is fine in the interface directory,
but anywhere else it would require exposing `uiBut.changed`, which
is probably too low-level to expose.
The solution is adding an `is_first` argument to the search callbacks,
which is nice for a few reasons:
- They work at a higher level of abstraction, meaning they don't
have to worry about how exactly to tell if this is the first
search.
- It makes it easier to do special behavior when the search menu
is first opened.
- Then, obviously, it makes that state accessible without including
`interface_intern.h`.
Needed for attribute search: T85658
Differential Revision: https://developer.blender.org/D10528
Since the same node tree can be used in modifiers on different objects,
there can be multiple threads writing to the maps in the node tree UI
storage at the same time. The additions for attribute name hints and
error messages made it so this would often cause a crash or at least
an ASAN report. This patch adds locks to prevent multiple threads
from using the maps concurrently.
In a brief test I actually didn't observe a crash without the global
`bNodeTree` UI storage mutex, but I think it's necessary for the change
to be correct, and I did notice some unfreed memory without it anyway.
Ideally it would be in a node tree runtime struct though.
Differential Revision: https://developer.blender.org/D10577
The shadowing was computed on the light distance squared,
leaking to much light since it was integrating the extinction behind
the ligth itself.
Also bump the maximum shadow max step to the actual UI values. Otherwise
we get shadowing under evaluated because `dd` is too small.
Expand is a new operator for Sculpt Mode which is intended to be the main
tool for masking, Face Set editing, interacting with the filters and pattern
creation.
The fundamentals of the tool are similar to the previous sculpt.mask_expand
operator. It shares the same default shortcuts and functionality, making
the previous operator obsolete.
The shortcuts to execute the operator are:
- Shift + A: Expand mask
- Shift + Alt + A: Expand mask by normals
- Shift + W: Expand Face Set
- Shift + Alt + W: Resize current Face Set
The main changes compared to the previous sculpt.mask_expand operator are:
- Modal keymap, all operator options can be changed in real time while the
operator is running.
- Supports creating Mask, Face Sets and Sculpt Vertex Colors.
- Much better code, new features can be easily integrated.
Limitations:
- All Mask operations are supported for Sculpt Vertex colors, but not exposed
by default as their support is still experimental.
- Dyntopo does not support any Face Set or Sculpt Vertex Colors. functionality
(they are not implemented in general for Dyntopo).
- Multires does not support any feature related to geodesic distances.
- Multires does not support vertex colors.
- Multires does not support recursions.
- In Multires, Face Sets snaping does not initialize all current enabled Face
Sets when toggling snapping.
- In Multires, Face Sets are created at base mesh level (works by this by
design, like any other tool).
- Unlike the previous mask_expand operator, this one does not blur the mask
by default after finishing Expand as that does not fit the new design.
The mask can still be blurred by using the mask filter manually.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10455
The performance debug menu isn't used that often anymore as render doc
also show the timings. This patch will make sure that enabling the
performance debug view (21) does not crash blender.
The crash happened when the density in the Point Distribute node was
above zero but so small, that no point was generated. In this case, there
was a point cloud component, but the point cloud was empty, making some
attributes unavailable.
One could also make more attributes available in this case, but that can
be done separately if necessary.
Move low level logic to module code and versioning logic to versioning code.
Metas strip position was handled in diffrent way compared to other strips.
This was introduced in c8b0d25794 as bugfix for T28158.
I disagree with such design. Meta strips should be handled in same way as
any other strips.
I have tested this change and haven't found any problems.
No problems after checking T28158 as well.
There should be no functional changes on user level.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D9972
Nicely hidden bug in pose read library code, it was using the library
from the wrong ID as reference to relink the custom shape object pointer
(pose is data from Object, not Armature).
This is same issue as fixed by d857892553, but I forgot to check meta
strips. Meta strip output is always in render size.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10560
Applying negative offset to seek position before scanning doesnn't have
any effect. This change results in 1.5x faster seeking (random frame,
average value) in sample file with 30 frame GOP length.
If I am not mistaken, B frames can have pts that can be less than
pts of I frame that must be decoded. Even in this case though, B frame
packet will be stored after that I frame.
In addition, preseek value is de facto hardcoded so seeking would fail
if it could. This can be hard to spot though.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10529
Isolate RNA and operator logic from functions that create strips.
- Operator specific code was removed from `SeqLoadInfo` structure and
`SEQ_add_*` functions.
- Strip loading code was removed from RNA and operator functions.
- `SEQ_add_*` API was unified to work on `SeqLoadData` struct.
Only exception is image strip, which require files to be loaded
separately to strip creation itself. This is not ideal, but I think
it's acceptable.
- Some functions and variables were refactored so the code reads
better.
There are minor functional changes (coincidental bugfixes):
- Operator errors are reported per-strip. Previously they were not
reported at all?
- `new_sound()` RNA API function now create sound with length of 1
if source file does not exist. Previously it created strip with
length of 0.
- Replace selection operator property wasn't working correctly.
Fixed in this patch.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9760
This enables the quick access button [to show the relevant Texture in
the Properties Editor] for textures used in geometry nodes.
This goes in line to what we do for other textures:
- modifier textures have this button
- particle textures have this button
- brush textures will soon have it, too (see D9813)
When outside of the Properties Editor, the button will always show (if a
texture is actually assigned), but will be inactive if no suiting
Properties Editor to show the texture in can be found.
Note this also changes the behavior to not show the button if _no_
texture is assigned (as in: we are still showing the "New" button).
Previously it was always there (e.g. for modifier textures), even if it
would take us to an empty texture tab. (Sure, we could add a texture
there then, but imho it makes more sense to just start showing it once a
texture is already there)
For this to work with geometry nodes, the following chages were done:
- implement foreachTexLink for geonode modifiers
- new buttons_texture_user_node_property_add() that stores prop as well
as node
- also use NODE_ACTIVE_TEXTURE flag in geometry nodetrees
notes:
- this still uses the first suiting (as in: pinning does not interfere)
Properties Editor it finds, this should (maybe?) find the _closest_
Property Editor instead (see related feedback in D9813).
- this will already show the button for brush textures as well
(disabled), but there is another mandatory change in an upcomming commit
to make it work there as well (see D9813)
ref. T85278
Maniphest Tasks: T85278
Differential Revision: https://developer.blender.org/D10293
Currently the compositor reads cryptomatte meta-data from the render
result. When loading a multilayer open exr file the meta-data was ignored.
This patch will also load the cryptomatte meta-data from multilayer open
exr files.
This enabled workflows where the rendering and compositing are done in
separate scenes or for future changes where the cryptomatte node will
use the meta-data for name matching and color picking.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D10384
Utility to construct a cryptomatte session from a render result or
openexr file. This will allow D3959 to be more aware of the context
it is working on and would also support external render engines in
the cryptomatte color picker.
1638af109e &
bfc70a6a95
caused a regression with click-drag (not tweak which has it's own logic).
Restore some changes from these commits with added comments.
Minor changes from previous functionality from
39919e3532.
- `prevval` & `prevtype` are now set for all kinds of new events
in the queue previously this was not done for some kinds of events
(mouse wheel, ndof - for example).
- Set `prevval` & `prevtype` for other windows for mouse buttons.
This check was added before is_repeat was supported, use this variable
instead since it's more a more reliable way of detecting held keys.
Also remove outdated comment.
Rename:
- `BKE_animsys_store_rna_setting` → `BKE_animsys_rna_path_resolve`
- `BKE_animsys_read_rna_setting` → `BKE_animsys_read_from_rna_path`
- `BKE_animsys_write_rna_setting` → `BKE_animsys_write_to_rna_path`
The concept of "RNA setting" is unclear; the new names reflect better
what the functions actually do.
No functional changes.
Remove `animsys_evaluate_action()` and rename
`animsys_evaluate_action_ex()` to it. The only function of the former
was to call the latter, with the exact same parameters.
No functional changes.
Before this change messages of ERROR and above were printed.
This change makes it so LOG(INFO), LOG(WARNING), LOG(ERROR)
and LOG(FATAL) will be printed to the console by default
(without --debug-libmv and --debug-cycles).
On a user level nothing is changed because neither INFO nor
WARNING severity are used in our codebase. For developers this
change allows to use LOG(INFO) to print relevant for debugging
information. Bering able to see WARNING messages is also nice,
since those are not related to debugging, but are about some
detected "bad" state.
After this change the LOG(INFO) is really treated as a printf.
Why not to use printf to begin with? Because it is often more
annoying to print non-scalar types. Why not to use cout? Just
a convenience, so that all type of logging is handled in the
same way. When one is familiar with Glog used in the area, it
is easy to use same utilities during development. Also, it is
easy to change LOG(INFO) to VLOG(2) when development is done
and one wants to keep the log print but make it only appear
when using special verbosity flags.
The initial reason why default severity was set to maximum
possible value is because of misuse of VLOG with verbosity
level 0, which is the same as LOG(INFO). This is also why
back in the days --debug-libmv was introduced.
Now there is some redundancy between --debug-libmv, --debug-cyles
and --verbose, but changes in their meaning will cause user
level side effects.
Differential Revision: https://developer.blender.org/D10513
Usage of LOG(INFO) actually went against own guidelines in the
logging.h: the INFO is for messages which are to be printed
regardless of debug/verbosity settings.
Cryptomatte layers in Blender are predefined. Other render engines
might have other naming schemes. This patch will allow creation of
cryptomatte layers with other names. This will be used by D3959 to
load cryptomatte openexr files from other render engines.
EEVEE and Cycles still use our fix naming scheme so no changes are
detectable by users.
I made an incorrect comment in patch review that "Location"
should be used instead of position. "Position" is more appropriate
here since it refers to generic data rather than an object origin.
"Position" is also the name we chose for the attribute for this reason.
Move some drawing code from `area.c` and `ed_util.c` into `ed_draw.c`.
This is to support the new generic slider that wil be used in T81785.
No functional changes.
Reviewed By: #animation_rigging, #user_interface, Severin, sybren
Maniphest Tasks: T81785
Differential Revision: https://developer.blender.org/D9313
Add a CLI argument `--open-last` that opens the most recent file,
effectively doing the same as {key Ctrl Shift O}, {key Enter} after
starting Blender.
When there are no known recent files, print a warning and do nothing,
showing the startup file instead.
Note that this does not try to be smart about restoring the last Blender
session. It just opens the file from disk, as if the user had typed
`blender $(head -n1 ~/.config/blender/2.93/config/recent-files.txt)`.
There is also no smartness when that file cannot be opened; it behaves
exactly the same as typing the most recent filename on the CLI.
Reviewed by: mont29, campbellbarton
Differential Revision: https://developer.blender.org/D10563
The goal of the change is to perform check for attempts of icons
being overwritten on canvas. The check is based on checking original
coordinate of icons against all read icons. If there are two icon
files which have same original an error will be reported. The report
includes both file names to make it easier to troubleshoot.
This change will allow to early-on catch issues which we currently
have with the release environment: official Linux builds might have
different icon from Blender compiled locally. This is because the
order in which directory listing is traversed is not defined, so
it's like a race condition between two files to win the place in
the final canvas.
There is still possible improvement in the code to move more fields
into the context structure. This is beyond of goal of this change.
Note that before committing this change icons must be brought back
to their consistent state. Otherwise the build will fail.
Differential Revision: https://developer.blender.org/D9715
Simply disable advanced 're-use current blend data` process when loading
a memfile step and Global Undo is disabled, since there is no way to
ensure we have a proper 'differential' state in the stack then.
NOTE: this is a quick work-around to fix the crash, not a satisfying
solution by far (pretty sure there can still be crashes if you then
re-enable Global Undo afterwards e.g.).
Reflection
Anisotropic is not really supported in Eevee, but since code looks like
it is just intended to make it behave like glossy, it should function
like it too.
Seems like the internal calling from `node_bsdf_glossy` from
`node_bsdf_anisotropic` has swapped arguments.
Also: ssr_id is available for SH_NODE_BSDF_ANISOTROPIC as well (see
`ntree_tag_bsdf_cb`), so why not use it?
Maniphest Tasks: T84658
Differential Revision: https://developer.blender.org/D10547
Click detection logic relied on the event queue not accumulating events
as newly added events at the end of the queue adjusted
`wm->eventstate->prev{val/type}` which was then compared with events
at the front of the queue.
This made Ctrl-Click fail to detect the click as releasing Ctrl
set the previous value before the previous event was handled.
In practice this only happened in heavy scenes,
updating 10 fps or lower. It also made automated tests fail that
accumulate events before handling them.
This makes event's prevval and prevtype usable for events in the queue.
Previously they were unused, except as a hack for modal keymap handling.
This is needed to fix T86116, where the `wm->eventstate->prev{val/type}`
are set to values from events that have not been processed.
Currently the intended behavior regarding prevval/prevtype isn't
handled consistently. However, including cursor motion causes events
in `wm->queue` and `wm->eventstate` to behave differently,
where `wm->eventstate` ignores motion (necessary for click detection).
This makes checks from `wm->eventstate` to events in the queue fail.
This reverts 39919e3532,
using the `event.type` instead of it's previous type.
This works as it includes mouse button release events.
When polygons around a bevel are rebuilt, sometimes UVs are merged
around a new vertex in the case of the face opposite a single edge
being beveled on a 3-edge vertex. This should not have been done
if any of the edges at that vertex were a seam.
Triangulating ngons could fail with the method that was being
used: projecting along the dominant normal axis and then using CDT.
It could fail if the ngon has self crossings or might be so after
the described projection.
Switched to using projection along the normal itself, and also to
using polyfill which produces some kind of triangulation no matter
what in such circumstances. This will also likely be faster if
there are a lot of ngons in the meshes, since the exact arithmetic
CDT was being used before, and now float arithmetic is used.
Looks like they removed static libs by default in OCIO 2.0, for some
historical reasons `install_deps` was enforcing using only static libs
for this one, now removed it so that Blender buil can use usual so's.
When a GP object was parented to e.g. a bone, box selection as well as
point selection were broken in that the selection from the user would
not correlate with what was actually being selected.
The issue was that box and point selection did not use the active
evaluated stroke data. The fix uses the correct data.
Reviewed By: antoniov
Maniphest Tasks: T85987
Differential Revision: https://developer.blender.org/D10555
This patch adds an output field to the Attribute Proximity node and
renames the existing string socket from "Result" to "Distance".
- The "Distance" output contains distance to the closest position
on the Target geometry.
- The new "Location" output contains the coordinates of the closest
position on the Target geometry.
A basic use case for this data is a simple shrinkwrap operation.
Differential Revision: https://developer.blender.org/D10415
The location of the shaders changed with OSL 1.11.10. This commit is therefore in addition to D10212.
@sybren With the latest SVN libraries, I am fairly certain there is a "OSL not found" in the CMake output. Can you check on Linux?
@LazyDodo Since you haven't pushed the new OSL libs yet, this should not be a problem on Windows. So this will only be needed whenever those land.
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D10552
Tools can cache data related to the mesh topology for later use. This
data is indexed by vertex index, so it will be invalid after dyntopo
changes the topology during the stroke.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10550
This patch adds manifest parsing to Cryptomatte. Normally when loading
cryptomatte layer from an OpenEXR file the manifest contains data to
convert a hash to its original name of the object/material. In the
future we want to use this to support lookup of cryptomatte
hashes and show it to the user.
Currently this logic isn't available to users (for now), but is required
by D3959 where a new cryptomatte workflow is implemented.
Fill only if it never comes in contact with an edge. It is better not to fill than to fill the entire area, as this is confusing for the artist.
Differential Revision: https://developer.blender.org/D10536
Render previews for Action datablocks by rendering the scene camera with
the Workbench (solid) engine. The //look// can be configured by setting
the scene's render engine to Workbench and editing the scene's shading
properties.
It is assumed that the pose has already been applied and that the scene
camera is capturing the pose. In other words, the render function just
renders from the scene camera without evaluating/applying the Action
stored in `preview->id`. The ID is only used to determine its type and
to store the resulting preview.
Not all code paths that lead to the `action_preview_render()` function
actually provide a depsgraph. The "Refresh Asset Preview" button
(`ED_OT_lib_id_generate_preview`) does, but `WM_OT_previews_ensure` does
not.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D10543
When a lot of libraries or linked IDs were missing/not found when
loading a .blend file, Blender used to show one warning report for each
missing item, potentially covering the user's screen with a giant
unuable popup.
Now it will instead generate a single warning with amount of missing lib
files and linked IDs. Each missing item is still reported individually,
but only as `INFO`, so it will still show up in the console or Info editor.
Undo/redo was crashing & asserting.
There ware two bugs:
- Entering particle system edit-mode requires an evaluated depsgraph.
- The active object could get out of sync when undo/redo
moves between different modes.
The new test 'view3d_mesh_particle_edit_mode_simple'
in `tests/ui_simulate/test_undo.py` exposes both issues.
"Shift to parent" does not make any sense for collections since they
don't have parenting like objects. This commit just adds a simple check
for whether the first drag ID is an object before displaying
that part of the message.
Differential Revision: https://developer.blender.org/D10203
When opening the SVG you wouldn't even see the icons, since they are all white
now. You'd always have to set up a document background color and make sure to
undo that again before saving the file, so it's not written into it.
Just make everyone's life easier by saving the file with a proper background
(gray with checkerboard).
Inkscape often does a number of unrelated changes when saving an SVG, not sure
if these are just formatting changes in the source SVG text or if there's more
to it. Either way this makes adding new icons hard since you want to avoid
these unrelated changes. Saving the file in a new Inkscape version every once
in a while should mitigate the problem a bit.
Regenerating the icons (e.g. through `make icons`) shows no difference in the
output.
Note that I also ran "Clean Up Document" in Inkscape, but that doesn't seem to
have changed anything/much.
The Purge operator to remove unused IDs can now also remove 'indirectly
unused' data-blocks (those only used by unused ones, recursively).
It can also now only operate on linked, or on local data.
All those options are exposed in the `File -> Cleanup` main menu.
The behavior of the `Purge` button in the Outliner remains unchanged,
needs some UI/UX design task for that.
This API function can now purge recursively in a single call, and choose
to ignore (not purge) local or linked IDs.
Default behavior (with not argument) remains unchanged, so no API
breackage here.
This was rather obscure and non-critical issue, but in some cases ID
usercount of some deleted IDs from batch-deletion code would not be
properly nullified, which would then assert later in actual deletion
code.
With the option to detect orphaned data recursively (i.e. if ID `a` is the
only user of ID `b`, and ID `a` is unused, ID `b` will also get tagged
as unused).
To be used by the Purge operation.
Previously the padding size and the width saved for the icon were
constant regardless of the zoom level. This resulted in overlapping
icons and text, and ugly padding with more extreme zoom levels.
We can retrieve the size of the row from the `rect` argument.
An error doesn't make sense in these situations because we don't expect
to find attributes on empty geometry, and an empty geometry set is a
valid situation.
Note that we can't use `component.is_empty` here, because often the
component is visually "empty" but still has a point cloud with no
points or a mesh with no vertices.
This concerns currently only collections (`master_collection` of scenes)
and root node trees. It removes the matching type-specific helpers
(`BKE_collection_master_scene_search` and `BKE_node_tree_find_owner_ID`).
No functional change expected here.
NOTE: Current implementation of `owner_get` is far from optimal, we
could probably do it better, see {T69169}.
NOTE: While it could also have it, shapekeys IDTypeInfo was left out of
this change for now. Mainly because it sould not be used currently, and
we ultimately want to demote shape keys from ID status anyway.
In rare cases, it's possible for an object to have edit-mode data
without it's Object.mode set to edit-mode.
This could happen with undo, part of fix for: T85974.
Use OBEDIT_FROM_VIEW_LAYER macro for curve & fonts (matching edit-mesh).
While the difference isn't significant at the moment,
there are no reason these should be different between undo systems.
This issue seems to be caused by the reallocation flag not being set on
the device shader data array so it was never updated on the GPU although
the host memory was modified.
These defines seem to be left over from the initial implementation
of the node editor. In a few places the values were used in button
creation, but the callbacks never checked the value anyway.
Node uiBlocks also had a callback what would never do anything
since the value it checked for was never used.
Following the naming conventions defined in T56648, where in this
instance there were still a few remaining uses of the old term.
Differential Revision: https://developer.blender.org/D9817
Clear the weird term "Metaelement".
These are the metaballs (elements) inside one metaball objects.
- "Meta Ball" to "Metaball"
- "Metaelement", "Meta element" to "Metaball element"
Differential Revision: https://developer.blender.org/D9910
Changes include using proper and consistent grammar, simplifying
phrasing, using correct terminology, and not including python API
identifiers in tooltips.
Differential Revision: https://developer.blender.org/D9924
The colons are not necessary in these situations because it's clear
that the label applies to the next group of buttons anyway, and they
add unecessary visual complexity. Committing as part of D9924.
In vertex selection mode, the "At First" and "At Last" options are
contextually added to the beginning of the list of merge operations.
This means the automatic shortcuts in the merge menu are different,
making learning the shortcuts much more difficult than necessary.
This patch reorders the items so that "At First" and "At Last" are
added after the first three options so the shortcuts are always
consistent.
Fixes T84335
Differential Revision: https://developer.blender.org/D10008
This commit tweaks how virtual sockets (unconnected node group input
and output sockets) are drawn to make them more recognizable. The
outline is changed to a gray color, and they get a dark inner color.
Differential Revision: https://developer.blender.org/D10080
When using particle mode, the particle tool settings were always
displayed, even if select/cursor is the active tool. This patch
hides the properties of the particle tools for non-brush tools,
using the same check as in other modes.
Differential Revision: https://developer.blender.org/D10266
Multiply the two number together. If the sign of the result is positive, then the sign was the same. If the sign of the result is negative, then the signs were different.
When closing the blender, while the callbacks are removed, the
reference count of the object used as `customdata` is not decremented.
This commit adds two functions that correctly release the
python `draw_callbacks` before releasing all `draw_callbacks`.
Differential Revision: https://developer.blender.org/D10478
Improved the calculation of the distances and changed the variable names to make it more readable.
Still, there are some corner cases that could be not handled properly, but we keep as is to test more real drawings to analyze if the small number of corner cases needs to be fixed or not.
This bumps OSL to 1.11.10.0. OSL Has a new build time
dependency: Clang, and more importantly it expects
clang and llvm to share a library folder, which it
previously for us did not.
This patch changes:
-OSL Update to 1.11.10.0
-refactor the llvm/clang/clang-tools-extra builds into the llvm
build using the llvm-project tarball for building that has all
of the subprojects in it.
-update ispc/openmp builds since clang no longer its own dependency
and they have to depend on the llvm build now.
-Update the windows builder to use the 64 bit host tools since it
ran out of ram linking clang
-Since OSL now needs clang to link successfully a findclang.cmake
has been provided for linux/OSX
Differential Revision: https://developer.blender.org/D10212
Reviewed By: brecht, sebbas, sybren
`object_in_any_collection` used during linking/appending to check
whether an object is already instanced by at least one collection, was
not taking into account embedded master collections from scenes.
With the previous implementation, we could have pixels with offset larger
than 1 pixel.
Also fix a bug when the closest_index is not last. The sample positions
were incorrect in this case.
This was caused by the window_translate_m4 not offsetting the winmat in the
right direction for perspective view. Thus leading to incorrect weights.
The workbench sample weight computation was also inverted.
This fix will change the sampling pattern for EEVEE too (it will just
mirror it in perspective view).
Using `make icons` for 420f538fad changed some icons that it shouldn't have
touched on my system. Not sure what caused this, maybe a bug in the slightly
outdated Inkscape version there (1.0.1). Here on macOS the version is only
reported as 1.0 so I'm not sure what the situation is. Either way, this fixes
the icons.
D9054 did multiple consecutive `immBegin()`/`immEnd()` draw calls to draw
multiple lines at varying thickness. This would only work for the first line,
then they'd all get a 1px thickness (at least on macOS).
Issue was that `wide_line_workaround_end()` called `immBindShader()` directly
to restore the old shader (which the workaround overrides). However this
doesn't set `imm->builtin_shader_bound` which has to be done for the workaround
to work on the next `immBegin()` call. Instead `immBindBuiltinProgram()` can be
called.
Differential Revision: https://developer.blender.org/D10520
Reviewed by: Clément Foucault
m_tabletInRange is no longer set for Wintab after 2e81f2c01a
reverted Wintab changes. This reverts most button processing to
behavior present in 2.91.2.
Left in place is a bugfix for Windows Ink: button events while a
Windows Ink pen is in range should still be processed. Events processed
by Windows Ink and not passed to DefWindowProc do not create WM_*BUTTON
events, but button events from e.g. tablet pad express keys do create
WM_*BUTTON events and should be handled.
Windows mouse history function GetMouesMovePointsEx has well documented
bugs where it receives and returns 32 bit screen coordinates, but
internally truncates to unsigned 16 bits. For mouse (relative position)
input this is not a problem as motion events and the resulting screen
coordinates reliably fit within 16 bit precision.
For tablets (absolute position) the 16 bit truncation results in
corrupt history when tablet drivers use mouse_event or SendInput from
the Windows API to move the mouse cursor. Both of these functions take
absolute mouse position as singed 32 bit value on the range of 0-65535
(or 0x0-0xFFFF) inclusive. Values larger than 0x7FFF (the largest
signed 16 bit value) are reliably corrupt when retrieved from
GetMouesMovePointsEx history. This is true regardless of whether mouse
history is retrieved using display resolution (GMMP_USE_DISPLAY_POINTS)
or high resolution points (GMMP_USE_HIGH_RESOLUTION_POINTS), the latter
of which should return points in range 0-65535.
Reviewed By: brecht
Maniphest Tasks: T85874
Differential Revision: https://developer.blender.org/D10507
m_tabletInRange is no longer set for Wintab after 2e81f2c01a
reverted Wintab changes. This reverts most button processing to
behavior present in 2.91.2.
Left in place is a bugfix for Windows Ink: button events while a
Windows Ink pen is in range should still be processed. Events processed
by Windows Ink and not passed to DefWindowProc do not create WM_*BUTTON
events, but button events from e.g. tablet pad express keys do create
WM_*BUTTON events and should be handled.
Windows mouse history function GetMouesMovePointsEx has well documented
bugs where it receives and returns 32 bit screen coordinates, but
internally truncates to unsigned 16 bits. For mouse (relative position)
input this is not a problem as motion events and the resulting screen
coordinates reliably fit within 16 bit precision.
For tablets (absolute position) the 16 bit truncation results in
corrupt history when tablet drivers use mouse_event or SendInput from
the Windows API to move the mouse cursor. Both of these functions take
absolute mouse position as singed 32 bit value on the range of 0-65535
(or 0x0-0xFFFF) inclusive. Values larger than 0x7FFF (the largest
signed 16 bit value) are reliably corrupt when retrieved from
GetMouesMovePointsEx history. This is true regardless of whether mouse
history is retrieved using display resolution (GMMP_USE_DISPLAY_POINTS)
or high resolution points (GMMP_USE_HIGH_RESOLUTION_POINTS), the latter
of which should return points in range 0-65535.
Reviewed By: brecht
Maniphest Tasks: T85874
Differential Revision: https://developer.blender.org/D10507
There was a similar report prior to the introduction of the Image
Engine, see T74586.
This was fixed by rB6a5bd812b569 at that time, but got lost in the
refactor it seems.
Above commit introduced the `ED_space_image_get_display_channel_mask`
function that will determine
the valid bitflags for the display channel of a given ImBuf.
But since the refactor, this is not called anymore (`draw_image_main` is
not called anymore)
Now it seems we can safely reuse that said function
`ED_space_image_get_display_channel_mask` also for the Image Engine.
Maniphest Tasks: T85895
Differential Revision: https://developer.blender.org/D10510
This allows accessing attribute meta data like domain and data type
without having to create a `ReadAttribute`. I kept the `attribute_names`
method for now to keep the patch more self contained.
Differential Revision: https://developer.blender.org/D10511
Sync the list of icons in CMakeLists.txt with UI_icons.h.
Restore, in the source file, the FUND icon that was accidentally
deleted.
Delete four old/unused icons.
See also D9715.
Using `FunctionRef` is better than using `std::function`, templates and c function
pointers in some cases. The trade offs are explained in more detail in code documentation.
The following are some of the main benefits of using `FunctionRef`:
* It is convenient to use with all kinds of callables.
* It is cheaper to construct, copy and (possibly) call compared to `std::function`.
* Functions taking a `FunctionRef` as parameter don't need to be declared
in header files (as is necessary when using templates usually).
Differential Revision: https://developer.blender.org/D10476
There are cases where the default input passes of color+albedo do not yield useful results
and while this was possible to change that for final frame rendering (in the layer settings),
viewport denoising always used a fixed color+albedo. This adds an option to change the
input passes for viewport denoising too, so that one can use it in scenes that otherwise
wouldn't work well with it.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10404
rBc70eb30240f8b5d5a8f2ac509f0eb585936142b5 added patch to use static
zlib on Linux. But also added flags to use the zlib in LIBDIR for
Python on macOS. That causes some shared libraries (binascii for one)
to link against libz.1.dylib which will not be there on users' systems.
Reuse the said patch for macOS also to avoid rpath issues.
Fix T85648.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D10479
Constraint of new window position can be incorrect when using multiple monitors.
Differential Revision: https://developer.blender.org/D10469
Reviewed by Brecht Van Lommel
Remove the setting of Dialog window styles until we confirm expected behavior between platforms.
Differential Revision: https://developer.blender.org/D10470
Own Code
Removal of 'camera frame' around blend file thumbnail images.
Differential Revision: https://developer.blender.org/D10490
Reviewed by Brecht Van Lommel
Refactoring: WM_window_open() that can open different types of windows. 'New Window' with simplified layout.
Differential Revision: https://developer.blender.org/D10419
Reviewed by Brecht Van Lommel
Geometry nodes were not adding referenced instanced collections as
dependencies to depsgraph.
This would lead to meshes and data not being ready on evaluation in
certain cases.
This updates platform/platform_win32.cmake to support
both the old and new library names for OpenXR.
The new version links against one additional system
library and the debug library filename changed ever
so slightly.
This is a temporary workaround and can be removed
once the new lib versions have landed.
Rather than hardcoding the lib names, read
boosts version.hpp and extract the version
from there.
This will make it easier to land lib changes
in the near future.
Specular color is set to black instead of white inside the Principled BSDF
when the base color is set to fully black. This is contradictory to the sample
code of the Disney BRDF in BRDF Explorer. This patch aligns both
implementations.
Differential Revision: https://developer.blender.org/D10448
rB1f5647c07d15 introduced for the first time a unicode escape in strings
to be translated, directly extracted from C-code itself.
This revealed that this case was not properly handled by current code,
for now we work around using `raw_unicode_escape` encoding/decoding of
python.
Improvements to how window states are determined and changed.
Differential Revision: https://developer.blender.org/D10470
Reviewed by Brecht Van Lommel
Taa offset was applied on first sample. This wasn't happening before
DOF refactor.
Also fixes T85618 Wireframe Displays Strangely in Eevee (Rendered,
material Preview)
Contact shadows needed correct `gl_FragCoord.z` but this is not
correctly set for fullscreen passes. Need to pass depth using a global
variable until we get rid of `cl_eval.tracing_depth`.
This was introduced in the new geodesic distances algorithm for proportional
editing. When all faces of an edge are hidden, that edge should be considered
as loose geometry.
Initial patch by Pablo with modifications by Brecht.
Differential Revision: https://developer.blender.org/D10488
Currently the GPU module for python has different ways to handle enums.
- Organizing items in `PyC_StringEnumItems` arrays and parsing them with `PyC_ParseStringEnum`.
- Using dedicated functions for each type of enum (`bpygpu_ParsePrimType`, `pygpu_ParseVertCompType` and `pygpu_ParseVertFetchMode`).
Although apparently more efficient (especially `pygpu_ParseVertCompType`
which transforms strings into integers for simple comparison), these
dedicated functions duplicate functionality, increase the complexity of
the code and consequently make it less readable.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10456
With very large distances there were precision / overflow errors, normalize
the average albedo to avoid that. This was causing test failures on macOS
Arm, but also other architectures had slightly wrong results.
Ref T78710
The Exact modifier code had been written to avoid using BMesh but
in the initial release the modifier still converted all Meshes to
BMeshes, and then after running the boolean code on the BMeshes,
converted the result back to a Mesh.
This change skips that. Most of the work here is in getting the
Custom Data layers right. The approach taken is to merge default
layers from all operand meshes into the final result, and then
use the original verts, edges, polys, and loops to copy or interpolate
the appropriate custom data layers from all operands into the result.
When opening a Blender version for which there are no preferences, the splash
shows a button like "Load 2.92 Settings". Using this could cause a memory leak
of the storage for recently opened files.
The "quick setup" dialog is actually a 'menu', and the "splash screen" block
contains the UI_BLOCK_LOOP flag which causes the buttons' text to align
to the left, however, usually regular buttons have centered text.
As a workaround, add the UI_BLOCK_QUICK_SETUP flag which prevents
the text from being left-aligned.
Differential Revision: https://developer.blender.org/D10486
Reviewed by: Julian Eisel
Support Python 3.10a5 or 3.9x with support explicitly enabled.
- Enable Python's postponed annotations for Blender's RNA classes
types registered on startup.
- Using postponed annotations has implications for how they are defined,
since they must evaluate in the modules name-space instead of the
classes name-space. See changes to annotations in `release/scripts`.
- Use `from __future__ import annotations` at the top of the module
to ensure the script will run with Python 3.10.
- Old logic is kept since it could be used if PEP-649 is supported.
Resolves T83626
Ref D10474
This adds an approximation of inverted AO by reversing the max horizon
search (becoming a min horizon). The horizons are correctly clamped in
the reverse direction to the shading and geometric normals.
The arc integration is untouched as it seems to be symetrical.
The limitation of this technique is that since it is still screen-space
AO you don't get other hidden surfaces occlusion. This is more
problematic in the case of inverted AO than for normal AO but it's
better than no support AO.
Support of distance parameter was easy thanks to recent AO refactor.
Fix regression with roughness not masking reflections when not using
Screen Space raytracing.
The trick was to only evaluate one planar per pixel, the one with
the most influence. This should not be too limiting since this is what
we do for SSR.
Also change evaluation order do not apply occlusion on planars probes.
- Fix noise/banding artifact on distant geometry.
- Fix overshadowing on un-occluded surfaces at grazing angle producing "fresnel"
like shadowing. Some of it still appears but this is caused to the low number
of horizons per pixel.
- Improve performance by using a fixed number of samples and fixing the
sampling area size. A better sampling pattern is planned to recover
the lost precision on large AO radius.
- Improved normal reconstruction for the AO pass.
- Improve Bent Normal reconstruction resulting in less faceted look on
smoothed geometry.
- Add Thickness heuristic to avoid overshadowing of thin objects.
Factor is currently hardcoded.
- Add bent normal support to Glossy reflections.
- Change Glossy occlusion to give less light leaks from lightprobes.
It can overshadow on smooth surface but this should be mitigated by
using SSR.
- Use Bent Normal for rough Glossy surfaces.
- Occlusion is now correctly evaluated for each BSDF. However this does make
everything slower. This is mitigated by the fact the search is a lot faster
than before.
Previously, methods like `Span.drop_front` would crash when more
elements would be dropped than are available. While this is most
efficient, it is not very practical in some use cases. Also other languages
silently clamp the index, so one can easily write wrong code accidentally.
Now, `Span.drop_front` and similar methods will only crash when n
is negative. Too large values will be clamped down to their maximum
possible value. While this is slightly less efficient, I did not have a case
where this actually mattered yet. If it does matter in the future, we can
add a separate `*_unchecked` method.
This should not change the behavior of existing code.
Expanded enum items like this usually have centered text, but there are
limitations in the popup code that break this here. Add a workaround for this
limitation.
Differential Revision: https://developer.blender.org/D9854
Reviewed by: Julian Eisel
This patch adds a to_curve method to the Object ID. This method is
analogous to the to_mesh method. The method can operate on curve and
text objects. For text objects, the text is converted into a 3D Curve ID
and that curve is returned. For curve objects, if apply_modifiers is
true, the spline deform modifiers will be applied and a Curve ID with
the result will be returned, otherwise a copy of the curve will be
returned.
The goal of this addition is to allow the developer to access the splines
of text objects and to get the result of modifier applications which was
otherwise not possible.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D10354
Previously the same functions were used to both set and get the active
state for outliner tree elements. This has quite a few problems.
- It's hard to tell when data is changed or simply read
- It prevents using `const`
- The code is full of if statements, making it longer and less readable.
This commit replaces the `tree_element_type_active` and
`tree_element_active` functions with `_get` and `_set` variants. One
has const arguments and returns the active state, the other deals only
with setting the state. While this refactor results in slightly more
lines of code, the result is much better in my opinion.
This commit also removes unused variables from arguments of the affected
functions.
Differential Revision: https://developer.blender.org/D10232
This commit adds a simple string input node, intended for use in the
attribute workflow to make using the same attribute name in multiple
places easier. The node is function node similar to the existing vector
input node.
Ref T84971
Differential Revision: https://developer.blender.org/D10316
This makes the nodes look more consistent with the rest of the UI
by using the same split with right aligned labels as the property editor
and elsewhere. Additionally, for consistency, the "Type" part of some
dropdowns is removed. It already wasn't displayed everywhere, and
it gets redundant quite quickly.
The "Hide Collection" operators assigned to the number keys in edit mode
trigger a redraw of the outliner, but as an optimization, they do *not*
trigger a rebuild of the tree.
This optimization is valid because unlike the collection exclude toggle,
the heirarchy is not affected by collection visibility. However, it means
that currently you must trigger a rebuild to get the correct "grayed out"
status after using the operator.
Rather than trigger a rebuild in this case to solve the bug, this patch
moves the decision for whether to gray out the text of a tree element
to the draw step rather than the build step. This means that any change
to the corresponding properties doesn't require a full tree rebuild.
Note that changing the "hide_viewport" property from the outliner still
causes a tree rebuild. I think that's because of the checks in
`outliner_collection_set_flag_recursive_fn`.
That could be optimized in the future.
Differential Revision: https://developer.blender.org/D10240
Add the Simple subdivision option to Geometry nodes, as a new node
instead of part of the existing subdivision node because of future
backend changes to the Simple option. (See T85584)
https://developer.blender.org/D10409
This reverts commit 7ee518cf70.
Causes T84869. The initial issue is less bad than this. We are looking into
alternative fixes for 2.93 (see D9854 and D9853).
This adds fuzzy search functionality to various input fields in Blender
where one can choose a value from many existing values (e.g. the
Vertex Group property in the Displace modifier).
Differential Revision: https://developer.blender.org/D10446
Following with the changes included to interpolate strokes of different number of points, a full review has been done in the interpolation tools.
* Interpolate now is a tool and not an operator. It was not logic to have this tool as a button.
* Interpolate tool parameters have been moved to topbar.
* Interpolate popover has been removed from topbar and interpolate `Sequence` operator has been moved to grease pencil menu.
* Interpolate Sequence now include a Redo panel.
* Interpolate tool now allows to select the strokes by pairs. This allows to interpolate any stroke with any stroke and not as before that it was only possible by drawing order. If no stroke is selected, the interpolation is done as before.
* Now is possible interpolate again if a previous keyframe exist. Before, it was impossible to interpolate two times in same frame and this made impossible to do the interpolation by groups of frames.
* New automatic option to `Flip strokes` if the stroke and end are not in the right position. Also the flip can be set manually for corner cases.
* Cleanup of menus related to interpolate.
* Fixed some bugs and removed parameters from scene because now all are tool or operator contained.
* Some code cleanup and function renames.
This commit also includes the some codebase to future implementation of the concept `Vertex Active` that now does not exist in grease pencil.
This patch implements the list panel system D7490 for FCurve modifiers.
The UI layouts are updated to make use of subpanels and to be consistent
with the rest of the interface, and easier to understand.
See the differential revision for screenshots.
This commit also significantly cleans up the FModifier UI code, and
improves, mainly by replacing the old button creation code is with
the newer interface API using RNA. In turn there is a bit of complexity
added because each FModifier has a separate panel.
Although reordering of FModifiers was not implemented before, we get
drag and drop basically for free here, so it is also included.
As noted in some older to do tasks, FModifiers aren't evaluated
in perfect order, which may be a point of improvement for the future.
Differential Revision: https://developer.blender.org/D7997
The problem was introduced fixing task T85035.
As the frame was set again when render, if there was a time modifier, the frame was not remaped to the right frame number.
Commit rBf448ff2afe7a accidentally added menu entries that were removed.
`use_zoom_to_fit` is duplicated in menu, others were moved to overlays menu.
Remove these entries.
Reviewed By: ISS, campbellbarton
Differential Revision: https://developer.blender.org/D10453
Previously, functions would have to ask for every geometry type explicitely.
Using a vector is return type is fine. In practice this will probably never
allocate because of the small buffer optimization in vector.
If the axes are aligned in auto pivot mode then the rotation axis would be (0,0,0).
We now fall back to the x axis in this case. If that fails, we fall back to the y axis.
Differential Revision: https://developer.blender.org/D10466
Previously, the density was set per point. That implies that when a
point has a non-zero weight, points might be distributed in all
connected polygons. By specifying the density per corner, this
limitation is removed. Note, per-point density maps (such as vertex
groups) can still be used. They will be adapted to the corner domain
without loss of information.
Differential Revision: https://developer.blender.org/D10461
Instead of raising an expection a warnign is generated instead. This
fixes the issue where `['hair', 'pointcloud']` are disabled for release
builds. In the future a better solution would be to generate the context
map dynamically but this would require refactoring of the API: D9988
This fixes the issue where `['hair', 'pointcloud']` are disabled for
release builds.
In the future a better solution would be to generate the context map
dynamically but this would require refactoring of the API: D9988
Fixes T80364
Differential revision: https://developer.blender.org/D10468
This is needed to support Python 3.10's `typing.get_type_hints`,
to access the name-space used when creating the class.
Also added a docstring for execfile.
When `Preferences → Editing → New Objects → Align To` is set to `3D
Cursor`, the fluid domain added by `Object → Quick Effects → Quick
Liquid` is aligned to the 3D cursor. This shouldn't be the case, since
these aren't new objects created directly by the user.
Differential Revision: https://developer.blender.org/D10467
Crash happened in versioning code on NULL dereference in function
seq_convert_transform_crop() for Strip crop and transform
fields.
Strips created after rB1fd7b380f4cf were assumed to have crop and
transform always initialized, but this wasn't the case. This has been
fixed in 2.90, but not in versioning code.
Initialize these fields if they are not initialized already.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10463
E.g. steps to reproduce:
* Enter Vertex Paint mode
* In the tool settings, right-click > "Edit Source"
When creating a number slider via `layout.prop(..., slider=True)`, the UI code
would reallocate the number button to be a number-slider button. That's because
we now actually have different button data-structures for these (see
e6f0b60c2e). The edit source code stored data based on the button pointers,
which didn't get updated after changing the type. The fix just adds this
updating.
"Kind" is a bit less generic than "Info" for me. Especially, it implies
that the struct does not contain the name of a specific attribute
(for me anyway).
Caused by rB85fe12071ad7.
When looking at a render pass in viewport and move the camera, there's a
"flash" effect in this AOVs test file:
{F9753476}
{F9753473}
The cause seems to be that taa_current_sample when rendering
(DRW_state_is_image_render()) is ok because it has been incremented in
EEVEE_temporal_sampling_draw but taa_current_sample is wrong when we are
not rendering.
D10375 by Ulysse Martin (youle) with clang format changes.
Reviewed By: jbakker, lichtwerk, also blessing from fclem
Differential Revision: https://developer.blender.org/D10375
This allows accessing per-point attributes on the corner domain,
which can be useful e.g. when adding per-point displacement
to per-corner uv coordinates.
Also it is required to make an upcoming patch work well, that
makes the Point Distribute node use density weights per corner
instead of per point, giving the user more precise control over
the distribution.
This makes vertex colors available in geometry nodes similar to
how uvs are available. They can be used using the attribute system.
Vertex colors are stored per corner (as are uvs, but not like vertex weights).
Ref T84297.
Differential Revision: https://developer.blender.org/D10454
Previously, when a Geometry Nodes modifier outputs a point cloud
(e.g. generated using the Point Distribute node), other modifiers
could not use that data. Now, the point cloud data is converted to
mesh vertices for such modifiers.
Ref T85281.
Differential Revision: https://developer.blender.org/D10451
All headers in the svn libraries should be
building with /W0 however MSVC 16.8/16.9
has broken this functionality making OpenVDB
emit lots of warnings.
The breakage was reported [1] in august to MS
but they still have not gotten around to
addressing the issue.
This change explicitly suppresses C4251 in the
module that emitted these warnings. As the warning
is useful in other parts of blender a localized
approach is taken rather than a global suppression.
[1] https://developercommunity.visualstudio.com/content/problem/1167590/bug.html
The integer mode still needs a random value in a 0 to 1 range, just like
floats. So slightly refactor to let the integer randomization use the
float implementation and then round to an int afterwards.
From the the opengl wiki:
> Buffer objects are associated with a program's uniform block similarly to the way that texture objects are associated with sampler uniforms.
* WITH_CPU_SSE was renamed to WITH_CPU_SIMD, and now covers both SSE and Neon.
* For macOS sse2neon.h is included as part of the precompiled libraries.
* For Linux it is enabled if the sse2neon.h header file is detected. However
this library does not have official releases and is not shipped with any Linux
distribution, so manual installation and configuration is required to get this
working.
Ref D8237, T78710
Was reported for Geometry Nodes Editor "New" button, but was true for
any modifier added via modifiers.new().
Now just add appropriate nofifier.
Maniphest Tasks: T85722
Differential Revision: https://developer.blender.org/D10450
The `material_index` attribute can adjust which material in the list
will be applied to each face of the mesh. There are two new things
about this attribute that haven't been exposed by the attribute API yet.
Each comes with limitations:
1. Integer data type: Most attribute nodes are currently written to use
float data types. This means that they can't write to this attribute
because they can't change the type of a built-in attribute.
2. Polygon domain: This is our first attribute using the polygon domain,
meaning until some of the interpolations are implemented, some
operations may not work as expected.
Currently the two nodes that work with this attribute are Attribute Fill
and Attribute Randomize.
Differential Revision: https://developer.blender.org/D10444
When primitive offsets change we need to rebuild or refit BVHs, however this
was also tagging other data as modified too late in the geometry update process.
Now ensure only the BVHs are updated.
Ref D10441
To avoid anti-aliasing artifacts on GPencil strokes that have a size smaller than 1 the thickness
is clamped and the opacity reduced. This was done in vertex shader but this had the side effect
of causing strokes that go from large to small to fade across their lengths.
**Solution**
The opacity modulation has now been moved to the fragment shader as advised by Clément Foucault.
The strokeThickness that was passed to the shader was clamped to prevent it from being too small so an additional
unclamped thickness has been passed to the fragment to calculate the opacity modulation. Alternatively I could have chosen
strokeThickness and clampedThickness but I decided against renaming the variables in the current code.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D10438
Previously, when the output of a Geometry Nodes modifier would
contain instances, those could not be accessed by other existing
modifiers (e.g. the Array modifier). That is because those modifiers
don't know about instances.
Upcoming commits will improve an this in two ways:
* Also realize instances before deform modifiers.
* Convert a point cloud in the geometry to mesh vertices so that
they can be accessed as well.
Note, making instances real can result in loosing some information
that we do not support in Geometry Nodes yet. That includes some
special builtin attributes like bevel weights.
Ref T85281.
Differential Revision: https://developer.blender.org/D10432
This makes custom mesh attributes available in Cycles. Typically,
these attributes are generated by Geometry Nodes, but they can also
be created with a Python script.
* The `subdivision` code path is not yet supported.
* This does not make vertex weights and some other builtin attributes
available in Cycles, even though they are accesible in Geometry Nodes.
All attributes generated in Geometry Nodes should be accessible though.
* In some cases memory consumption could be removed by not storing all
attributes in floats. E.g. booleans and integer attributes for which
all values are within a certain range, could be stored in less than
4 bytes per element.
Differential Revision: https://developer.blender.org/D10210
This patch has originally been written by Kévin Dietrich, thanks!
It is part of D10210.
As Brecht noted in D10210, this might not handle all cases yet.
I better solution should come soonish.
Since "Applied Modifier" was always added last, it obscured more important
messages when using the shortcut to delete modifiers. The purpose of the
report when using the shortcut was to make it clear that something
happened. Since another report does that anyway, only display the
"Applied Modifier" report if the report list length hasn't changed.
Issue introduced by my commit: rB40b7929cc040
**User-level Problem**:
The issue resulted in a full-replace upper strip with only a Z location
channel full-replacing the XY location channels of the lower stack.
replaced to default. The expected behavior is that only the Z location
channel is affected.
**Technical-level Problem**:
Before the problematic commit, fcurves were blended as they were read.
So only existing animated channels would blend. My recent commit
changed the process to read all fcurve values into an isolated
upper_snapshot then blend with the lower stack. There is no data stored
to know whether the upper snapshot channel values were sampled from
fcurves or were default values. Only those sampled from fcurves should
be blended.
**Solution**:
Added a `blend_domain` bitmask member to NlaEvalChannelSnapshot.
The blending function only blends values within the `blend_domain`.
Sampled fcurve values are now marked as within the `blend_domain`.
We also now always copy the lower snapshot to the result snapshot which
only matters when they aren't the same. Currently, it's always the same
so the change is more for future unseen cases.
Reviewed By: sybren, #animation_rigging
Differential Revision: https://developer.blender.org/D10339
Windows Ghost cursor movement was previously changed to use SendInput
because SetCursorPos sporadically allows the cursor to escape the
window. This is now reverted because SendInput causes mouse history via
GetMouseMovePointsEx to contain invalid movement history, likely due to
interaction with mouse acceleration. This resulted in popups closing
when the cursor appeared to leave their range.
This patch adds icons to the right side of nodes when they encounter a
a problem. When hovered, a tooltip displays describing the encountered
while evaluating the node.
Some examples are: attribute doesn't exist, mesh has no faces,
incorrect attribute type, etc. Exposing more messages to the system
will be an ongoing process. Multiple warnings per node are supported.
The system is implemented somewhat generically so that the basic
structure can also be used to store more information from evaluation
for the interface, like a list of available attributes.
Currently the messages are just button tooltips. They could be styled
differently in the future. Another limitation is that every instance of
a node group in a parent node tree will have the same error messages,
the "evaluation context" used to decide when to display the tooltips
must be extended to support node tree paths.
Differential Revision: https://developer.blender.org/D10290
Since the derived node tree is already build for the evaluation system,
it's simpler to pass a derived node to the params struct. This will also
allow context lookups in nested node groups for node error messages,
since the derived node has that information readily accessible.
This will allow using C++ data structures to draw node error messages.
This required removing a forward declared enum for grease pencil undo.
Compiles with clang tidy.
This commit adds support for `bl_description` and python docstrings for panels.
This is useful for pop-over panel types so they can have a label and description.
This commit also includes an example use case.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10429
When dropping an asset somewhere, it is appended and then a drop operation is
called to actually add it to the scene based on current context. If this drop
operation fails, the appended data-block is now still in the .blend. The user
may not notice and not expect this.
Instead idea is to rollback any changes done by dropping code if the operation
fails, namely removing the appended data-block again.
Adds a new `cancel()` callback which is called if the drop operator returns
`OPERATOR_CANCELLED` to drop-boxes and a generic function to deal with assets
on drop failure.
Also removes the `free_id_on_error` property of the `NODE_OT_add_group`
operator, which was used as ad-hoc solution to get this same behavior.
Fix for T84928 .
Considering the changes , issue is resolved ( Ignoring readability issues) .
**Changes **:
- `Change in value assignment of fu/v/w :` Observing previous code , I noticed ,value assigned to them is equivalent to -0.5 ( i.e. co-ordinate of left most vertex of lattice size =1 where centre of lattice is origin ) .
- `Change in value assignment of du/v/w :` Margin ( distance ) between each division of surface along any axis is equivalent to **( (length of surface along axis ) / (no of division line - 1) )** . that's why is changed it to (default_size/unew -1) .
- ` New variable declared "default_size" :` As far as I gone through the code , I noticed values 1 < du ,fu < 1 , which indicates these values were calculated with respect to default lattice of size 1 .
- `removed pntsu/v/w != 1 check :` Following changes inside the if block worked properly for pntsu/v/w = 1 .
Reviewed By: lichtwerk, campbellbarton
Differential Revision: https://developer.blender.org/D10353
The vertex weights were actually interpolated correctly. The issue was that
vertex group names were removed from the output geometry set. We have
to keep track of these names separately from the mesh, for legacy reasons.
Vertex group names are not stored on meshes but objects instead.
In an upcoming commit I'll also move the make-instances-real functionality
to this file. This code is not essential to working with geometry sets in general,
so it makes sense to move it to a separate header.
The logic to remove one Python module before installing another
only worked in simple cases where a file replaced a file.
- Installing a single file add-on over a Python package with the same
name caused an error as the directory isn't empty.
- Removing existing module directories from the zip-file did nothing
as the directories from the zip-file that end with a slash were
compared with directories from `os.listdir` that don't.
- `module_filesystem_remove` assumed ZipFile.namelist() was a list of
files in the root of the zip-file when it's a list of all files.
While I couldn't find any bugs caused by this, it performed checks
that don't make sense, comparing files at different depths of the
file-system.
This improves stability and convergence speed of Workbench Temporal AntiAliasing.
This adds a filtering kernel (blackmann-haris, same as EEVEE/Cycles) to the
temporal antialiasing sampling. We also gather neighbor pixels since they might
end up in the pixel footprint.
We use a 1px radius for the filter window which is a bit less than the 1.5 default
of cycles and EEVEE since it does blur quite a bit more than what we have now.
Another improvement is that the filtering is now in log space which improves
AntiAliasing around highlights.
Theses improvement may not be very useful for every day case but it was an
experiment to try to make TAA usable for GPencil.
Test file used :
{F9798807}
|filtered+logspace|filtered|original|
|{F9798847}|{F9798848}|{F9798849}|
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10414
This revert removes handling of cursor move and button press events
during Wintab's WT_PACKET event, instead storing pressure and tilt
information to be combined with Window's WM_MOUSEMOVE events.
This also reverts dynamic enabling and disabling of Wintab, dependent
on the chosen Tablet API. If the Tablet API is not explictly Windows
Ink during startup, Wintab is loaded and enabled.
Left in place is a fallback to Windows Ink when the Tablet API is set
to Automatic and no Wintab devices are present. This allows devices
with Wintab installed but not active to fallback to Windows Ink.
Using position provided by Wintab was found to have too many
regressions to include in Blender 2.93. The primary source of
regressions was tablets which mapped coordinates incorrectly on multi-
monitor and scaled displays. This resulted in an offset between what
the driver controlled Win32 cursor position and the Wintab reported
position. A special case of this included tablets set to mouse mode,
where Wintab reported absolute position while the system cursor moved
as a relative mouse with mouse acceleration.
Reloading preferences didn't update Python's `sys.path` to account
for the modified `script_directory`.
This meant the operator to load settings from a previous version
required a restart to initialize Python when this directory was set.
Updates the descriptions and labels for outliner sync in the properties
editor popover to be more clear.
Differential Revision: https://developer.blender.org/D10010
Updates the descriptions and labels for outliner sync in the properties
editor popover to be more clear.
Differential Revision: https://developer.blender.org/D10010
Blender would crash when selecting multiple keyframes while multiframe edit was
active. This was due to the active frame being NULL in some instances.
The fix checks if the active frame is not NULL.
Reviewed By: antoniov
Maniphest Tasks: T85587
Differential Revision: https://developer.blender.org/D10421
This required using a fork of Embree, newer LLVM version, unreleased ISPC
version and sse2neon directly from Git. Hopefully over time all the required
changes end up in official releases. For now we deviate from other platforms.
Based on contributions by Apple and Stefan Werner.
Ref D9527, D8237, T78710
Building NumPy from source with default options of builder
causes it to link against Accelerate framework which is buggy and
raises a warning mentioned in [2].
"RankWarning: Polyfit may be poorly conditioned"
Accelerate is deprecated with NumPy 1.20+.[1]
So either we build OpenBLAS in dependencies also and set appropriate
env variables suggested in [1] while building NumPy for it to find
OpenBLAS. Or download NumPy wheel from pip and never allow pip to
build NumPy from source while installing.
After this change, pip wheels are used for NumPy for macOS with x86_64.
[1] https://numpy.org/doc/stable/user/building.html#lapack
[2] https://github.com/numpy/numpy/issues/15947
Reviewed By: #platform_macos, sebbas
Differential Revision: https://developer.blender.org/D10368
A fix for T83187 (rBf83aa830) assumed in the overlay code of the uv editor that the object was a mesh
when it did not have to be - causing a crash.
The fix makes sure that the object is a mesh.
Reviewed By: jbakker, campbellbarton
Maniphest Tasks: T85499, T85495
Differential Revision: https://developer.blender.org/D10369
Adds `NODE_OT_add_group` operator to add a node group from a given name, and
uses that to register a node editor drop-box.
When dropping a node-group asset, the ID will be appended. This is what we do
for other ID assets too.
Should the node group insertion fail (e.g. the group is not compatible with the
current tree, as checked by the poll), the appended data-block is removed.
Differential Revision: https://developer.blender.org/D10405
Reviewed by: Jacques Lucke
This is because the node editor added a "real user" to the node group
that it displays. It was mainly added as a hack to solve issues with custom
tree types (T36024). Since we can store id references in custom properties
now, this "real user" is not really necessary anymore.
Given that we are close to a release, I'll only disable line for geometry nodes,
for which the bug has been reported.
Discussed this solution with Hans Goudey.
This reverts a part of rBd3960164163c910d5031a8f076c41b39e0a5503d.
It is not a `std::shared_ptr` but a `boost::shared_ptr`.
This could probably be fixed differently, but `NOLINT` is fine now.
Following code from D8627 this patch corrects multi threaded processing
of proxies, where a 60 sec proxy generation drops to 35 sec.
Differential Revision: https://developer.blender.org/D8659
Allow use all system threads for frame encoding/decoding. This is very
straightforward: the value of zero basically disables threading.
Change threading policy to slice when decoding frames. The reason for
this is because decoding happens frame-by-frame, so inter-frame threading
policy will not bring any speedup.
The change for threading policy to slice is less obvious and is based on
benchmark of the demo files from T78986. This gives best performance so
far.
Rendering the following file went down from 190sec down to 160sec.
https://storage.googleapis.com/institute-storage/vse_simplified_example.zip
This change makes both reading and writing faster. The animation render
is just easiest to get actual time metrics.
Differential Revision: https://developer.blender.org/D8627
USD version 21.02 includes two of the changes Blender used to patch in,
which have now been removed from `usd.diff`. Unfortunately 21.02
introduces another issue where LZ4 symbols are accidentally exported,
causing linker errors. Fortunately these symbols are only used for
resting, so I added a patch hunk that simply removes their `extern "C"`
declaration.
The LZ4 linker issue has been reported upstream at
https://github.com/PixarAnimationStudios/USD/issues/1447.
Reviewed By: sebbas, mont29
Differential Revision: https://developer.blender.org/D10367
Straight up version bump
Things of note:
They started using API calls only available in windows 8, however given
the Python 3.9 update will forcibly bump us to 8.1+ anyhow this is not
an issue.
Will require some minor tweaks to platform_win32.cmake after adding the
libs to svn which are not included in this diff so this diff can land
without having to have the libs in place yet.
Reviewed By: sebbas, sybren
Differential Revision: https://developer.blender.org/D10349
Straight forward version bump, some of the variables to detect a static
OpenEXR changed and the folder structure seemingly changed a little
requiring updates to the diff
Reviewed By: sebbas, sybren
Differential Revision: https://developer.blender.org/D10340
Version bump + no longer using Boost.
Building Alembic with Boost gave compiler errors, and having one less
inter-dependency is good as well.
Reviewed By: sebbas, sybren
Differential Revision: https://developer.blender.org/D10329
Straight forward version bump.
2020U2 is significantly louder in the deprecated header usage warning
department, we should probably see if we need to act on this: P1949
Differential Revision: https://developer.blender.org/D10359
Previously `mesh.attributes.new(...)` would return a generic attribute that
one could not do much with. Now it returns refined attributes like `FloatAttribute`.
Add a boundary check, avoiding access past actual data.
Ideally would need to report error to the user somehow,
but it doesn't seem to be easy to do.
This is a minimal safe patch. The proper complete fix is
being worked on by Jesse.
Differential Revision: https://developer.blender.org/D10357
The inset operator would display the inset thickness and depth as
Blender units during transform. This meant that when the scene units
were set to something different than meters, the display value would
give different results than entering the same number using the value
input. (Similar to D10325)
The fix makes sure that the numbers are always displayed in the correct
scene units.
Reviewed By: campbellbarton
Maniphest Tasks: T85488
Differential Revision: https://developer.blender.org/D10366
Cycles has supported path-traced subsurface scattering for a while, but while it's
more accurate than other approaches, the increase in noise makes it an expensive option.
To improve this, this patch implements Dwivedi guiding, a technique that is based on
zero-variance random walk theory from particle physics and helps to produce shorter
random walks with more consistent throughput.
The idea behind this is that in non-white materials, each scattering event inside the
medium reduces the path throughput. Therefore, the darker the material is, the lower the
contribution of paths that travel far from the origin is.
In order to reduce variance, Dwivedi guiding uses modified direction and distance sampling
functions that favor paths which go back towards the medium interface.
By carefully selecting these sampling distributions, variance can be greatly reduced, and
as a neat side effect shorter paths are produced, which speeds up the process.
One limitation of just blindly applying this is that the guiding is derived from the
assumption of a medium that covers an infinite half-space. Therefore, at corners or thin
geometry where this does not hold, the algorithm might lead to fireflies.
To avoid this, the implementation here uses MIS to combine the classic and guided sampling.
Since each of those works on one of the three color channels, the final estimator combines
six sampling techniques. This results in some unintuitive math, but I tried to structure
it in a way that makes some sense.
Another improvement is that in areas where the other side of the mesh is close (e.g. ears),
the algorithm has a chance to switch to guiding towards the other side. This chance is based
on how deep the random walk is inside the object, and once again MIS is applied to the
decision, giving a total of nine techniques.
Combining all this, the noise of path-traced subsurface scattering is reduced significantly.
In my testing with the Rain character model and a simple lighting setup, the path-traced
SSS is now actually less noisy than the Christensen-Burley approximation at same render time
while of course still being significantly more realistic.
Differential Revision: https://developer.blender.org/D9932
This resolves build error with Py3.9x, use meson build system
since autoconf/automake are no longer supported.
This adds ninja & meson as dependencies for Linux.
Reviewed By: brecht, sybren
Ref D10282
Getting an "ouput" attribute is equivalent to creating an attribute and
then getting a write attribute. Replace the latter with the former for
consistency with other code, and to decrease the used surface area
of the attribute API to hopefully facilitate future cleanup.
Corrects approximately 36 spelling errors in source variable names.
Differential Revision: https://developer.blender.org/D10347
Reviewed by Hans Goudey
This changes the roughness mapping to better utilize the mip chain resolution.
This improves glossy reflections with small roughness.
Lightcache version bumped because old data does not have the same roughness
mapping and cannot be used.
This modifies the principled BSDF and the Glass BSDF which now
have better fit to multiscatter GGX.
Code to generate the LUT have been updated and can run at runtime.
The refraction LUT has been changed to have the critical angle always
centered around one pixel so that interpolation can be mitigated.
Offline LUT data will be updated in another commit
This simplify the BTDF retreival removing the manual clean cut at
low roughness. This maximize the precision of the LUT by scalling
the sides by the critical angle.
I also touched the ior > 1.0 approximation to be smoother.
Also incluse some cleanup of bsdf_sampling.glsl
This refactor was needed for some reasons:
- closure_lit_lib.glsl was unreadable and could not be easily extended to use new features.
- It was generating ~5K LOC for any shader. Slowing down compilation.
- Some calculations were incorrect and BSDF/Closure code had lots of workaround/hacks.
What this refactor does:
- Add some macros to define the light object loops / eval.
- Clear separation between each closures which now have separate files. Each closure implements the eval functions.
- Make principled BSDF a bit more correct in some cases (specular coloring, mix between glass and opaque).
- The BSDF term are applied outside of the eval function and on the whole lighting (was separated for lights before).
- Make light iteration last to avoid carrying more data than needed.
- Makes sure that all inputs are within correct ranges before evaluating the closures (use `safe_normalize` on normals).
- Making each BSDF isolated means that we might carry duplicated data (normals for instance) but this should be optimized by compilers.
- Makes Translucent BSDF its own closure type to avoid having to disable raytraced shadows using hacks.
- Separate transmission roughness is now working on Principled BSDF.
- Makes principled shader variations using constants. Removing a lot of duplicated code. This needed `const` keyword detection in `gpu_material_library.c`.
- SSR/SSS masking and data loading is a bit more consistent and defined outside of closure eval. The loading functions will act as accumulator if the lighting is not to be separated.
- SSR pass now do a full deferred lighting evaluation, including lights, in order to avoid interference with the closure eval code. However, it seems that the cost of having a global SSR toggle uniform is making the surface shader more expensive (which is already the case, by the way).
- Principle fully black specular tint now returns black instead of white.
- This fixed some artifact issue on my AMD computer on normal surfaces (which might have been some uninitialized variables).
- This touched the Ambient Occlusion because it needs to be evaluated for each closure. But to avoid the cost of this, we use another approach to just pass the result of the occlusion on interpolated normals and modify it using the bent normal for each Closure. This tends to reduce shadowing. I'm still looking into improving this but this is out of the scope of this patch.
- Performance might be a bit worse with this patch since it is more oriented towards code modularity. But not by a lot.
Render tests needs to be updated after this.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D10390
# Conflicts:
# source/blender/draw/engines/eevee/eevee_shaders.c
# source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
# source/blender/draw/intern/shaders/common_math_lib.glsl
Removes values from various Outliner context menu enums that were unused.
Many of these had been commented out for years. Also deletes some
unused code related to the removed enums. No functional changes.
A few related improvements to the three functions:
- Reduce variable scope
- Use for loops instead of while loops
- Use const, bool instead of int
- Generally make logic easier to read
This is a complete refactor over the old system. The goal was to increase quality
first and then have something more flexible and optimised.
|{F9603145} | {F9603142}|{F9603147}|
This fixes issues we had with the old system which were:
- Too much overdraw (low performance).
- Not enough precision in render targets (hugly color banding/drifting).
- Poor resolution near in-focus regions.
- Wrong support of orthographic views.
- Missing alpha support in viewport.
- Missing bokeh shape inversion on foreground field.
- Issues on some GPUs. (see T72489) (But I'm sure this one will have other issues as well heh...)
- Fix T81092
I chose Unreal's Diaphragm DOF as a reference / goal implementation.
It is well described in the presentation "A Life of a Bokeh" by Guillaume Abadie.
You can check about it here https://epicgames.ent.box.com/s/s86j70iamxvsuu6j35pilypficznec04
Along side the main implementation we provide a way to increase the quality by jittering the
camera position for each sample (the ones specified under the Sampling tab).
The jittering is dividing the actual post processing dof radius so that it fills the undersampling.
The user can still add more overblur to have a noiseless image, but reducing bokeh shape sharpness.
Effect of overblur (left without, right with):
| {F9603122} | {F9603123}|
The actual implementation differs a bit:
- Foreground gather implementation uses the same "ring binning" accumulator as background
but uses a custom occlusion method. This gives the problem of inflating the foreground elements
when they are over background or in-focus regions.
This is was a hard decision but this was preferable to the other method that was giving poor
opacity masks for foreground and had other more noticeable issues. Do note it is possible
to improve this part in the future if a better alternative is found.
- Use occlusion texture for foreground. Presentation says it wasn't really needed for them.
- The TAA stabilisation pass is replace by a simple neighborhood clamping at the reduce copy
stage for simplicity.
- We don't do a brute-force in-focus separate gather pass. Instead we just do the brute force
pass during resolve. Using the separate pass could be a future optimization if needed but
might give less precise results.
- We don't use compute shaders at all so shader branching might not be optimal. But performance
is still way better than our previous implementation.
- We mainly rely on density change to fix all undersampling issues even for foreground (which
is something the reference implementation is not doing strangely).
Remaining issues (not considered blocking for me):
- Slight defocus stability: Due to slight defocus bruteforce gather using the bare scene color,
highlights are dilated and make convergence quite slow or imposible when using jittered DOF
(or gives )
- ~~Slight defocus inflating: There seems to be a 1px inflation discontinuity of the slight focus
convolution compared to the half resolution. This is not really noticeable if using jittered
camera.~~ Fixed
- Foreground occlusion approximation is a bit glitchy and gives incorrect result if the
a defocus foreground element overlaps a farther foreground element. Note that this is easily
mitigated using the jittered camera position.
|{F9603114}|{F9603115}|{F9603116}|
- Foreground is inflating, not revealing background. However this avoids some other bugs too
as discussed previously. Also mitigated with jittered camera position.
|{F9603130}|{F9603129}|
- Sensor vertical fit is still broken (does not match cycles).
- Scattred bokeh shapes can be a bit strange at polygon vertices. This is due to the distance field
stored in the Bokeh LUT which is not rounded at the edges. This is barely noticeable if the
shape does not rotate.
- ~~Sampling pattern of the jittered camera position is suboptimal. Could try something like hammersley
or poisson disc distribution.~~Used hexaweb sampling pattern which is not random but has better
stability and overall coverage.
- Very large bokeh (> 300 px) can exhibit undersampling artifact in gather pass and quite a bit of
bleeding. But at this size it is preferable to use jittered camera position.
Codewise the changes are pretty much self contained and each pass are well documented.
However the whole pipeline is quite complex to understand from bird's-eye view.
Notes:
- There is the possibility of using arbitrary bokeh texture with this implementation.
However implementation is a bit involved.
- Gathering max sample count is hardcoded to avoid to deal with shader variations. The actual
max sample count is already quite high but samples are not evenly distributed due to the
ring binning method.
- While this implementation does not need 32bit/channel textures to render correctly it does use
many other textures so actual VRAM usage is higher than previous method for viewport but less
for render. Textures are reused to avoid many allocations.
- Bokeh LUT computation is fast and done for each redraw because it can be animated. Also the
texture can be shared with other viewport with different camera settings.
This commit adds a drop-down to the attribute randomize node to support
a few operations on the values of existing attributes: "Replace/Create"
(the existing behavior), "Add", "Subtract", and "Multiply".
At this point, the operations are limited by what is simple to implement.
More could be added in the future, but there isn't a strong use case
for more complex operations anyway, and a second math node can be used.
Differential Revision: https://developer.blender.org/D10269
Currently every attribute node assumes that the attribute exists on the
"points" domain, so it generally isn't possible to work with attributes
on other domains like edges, polygons, and corners.
This commit adds a heuristic to each attribute node to determine the
correct domain for the result attribute. In general, it works like this:
- If the output attribute already exists, use that domain.
- Otherwise, use the highest priority domain of the input attributes.
- If none of the inputs are attributes, use the default domain (points).
For the implementation I abstracted the check a bit, but in each
node has a slightly different situation, so we end up with slightly
different `get_result_domain` functions in each node. I think this makes
sense, it keeps the code flexible and more easily understandable.
Note that we might eventually want to expose a domain drop-down to some
of the nodes. But that will be a separate discussion; this commit focuses
on making a more useful choice automatically.
Differential Revision: https://developer.blender.org/D10389
Removal of Win32 code that allows background windows to receive raw input.
Differential Revision: https://developer.blender.org/D10408
Reviewed by Brecht Van Lommel
Ref T84819
Build System
============
This is an API breaking new version, and the updated code only builds with
OpenColorIO 2.0 and later. Adding backwards compatibility was too complicated.
* Tinyxml was replaced with Expat, adding a new dependency.
* Yaml-cpp is now built as a dependency on Unix, as was already done on Windows.
* Removed currently unused LCMS code.
* Pystring remains built as part of OCIO itself, since it has no good build system.
* Linux and macOS check for the OpenColorIO verison, and disable it if too old.
Ref D10270
Processors and Transforms
=========================
CPU processors now need to be created to do CPU processing. These are cached
internally, but the cache lookup is not fast enough to execute per pixel or
texture sample, so for performance these are now also exposed in the C API.
The C API for transforms will no longer be needed afer all changes, so remove
it to simplify the API and fallback implementation.
Ref D10271
Display Transforms
==================
Needs a bit more manual work constructing the transform. LegacyViewingPipeline
could also have been used, but isn't really any simpler and since it's legacy
we better not rely on it.
We moved more logic into the opencolorio module, to simplify the API. There is
no need to wrap a dozen functions just to be able to do this in C rather than C++.
It's also tightly coupled to the GPU shader logic, and so should be in the same
module.
Ref D10271
GPU Display Shader
==================
To avoid baking exposure and gamma into the GLSL shader and requiring slow
recompiles when tweaking, we manually apply them in the shader. This leads
to some logic duplicaton between the CPU and GPU display processor, but it
seems unavoidable.
Caching was also changed. Previously this was done both on the imbuf and
opencolorio module levels. Now it's all done in the opencolorio module by
simply matching color space names. We no longer use cacheIDs from OpenColorIO
since computing them is expensive, and they are unlikely to match now that
more is baked into the shader code.
Shaders can now use multiple 2D textures, 3D textures and uniforms, rather
than a single 3D texture. So allocating and binding those adds some code.
Color space conversions for blending with overlays is now hardcoded in the
shader. This was using harcoded numbers anyway, if this every becomes a
general OpenColorIO transform it can be changed, but for now there is no
point to add code complexity.
Ref D10273
CIE XYZ
=======
We need standard CIE XYZ values for rendering effects like blackbody emission.
The relation to the scene linear role is based on OpenColorIO configuration.
In OpenColorIO 2.0 configs roles can no longer have the same name as color
spaces, which means our XYZ role and colorspace in the configuration give an
error.
Instead use the new standard aces_interchange role, which relates scene linear
to a known scene referred color space. Compatibility with the old XYZ role is
preserved, if the configuration file has no conflicting names.
Also includes a non-functional change to the configuraton file to use an
XYZ-to-ACES matrix instead of REC709-to-ACES, makes debugging a little easier
since the matrix is the same one we have in the code now and that is also
found easily in the ACES specs.
Ref D10274
Currently moving or changing an object references in a node modifier's
node group does not trigger re-evaluation. Because there is no collection
relation in the dependency graph, we must add the relation to all objects
in the collection individually.
This commit makes the geometry output of the collection info usable.
The output is the geometry of a collection instance, but this commit
adds a utility to convert the instances to real geometry, used in the
background whenever it is needed, like copy on write.
The recursive nature of the "realize instances" code is essential,
because collection instances in the `InstancesComponent`, might have no
geometry sets of their own containing even more collection instances,
which might then contain object instances, etc.
Another consideration is that currently, every single instance contains
a reference to its data. This is inefficient since most of the time
there are many locations and only a few sets of unique data. So this
commit adds a `GeometryInstanceGroup` to support this future optimization.
The API for instances returns a vector of `GeometryInstanceGroup`.
This may be less efficient when there are many instances, but it makes
more complicated operations like point distribution that need to iterate
over input geometry multiple times much simpler.
Any code that needs to change data, like most of the attribute nodes,
can simply call `geometry_set_realize_instances(geometry_set)`,
which will move any geometry in the `InstancesComponent` to new "real"
geometry components.
Many nodes can support read-only access to instances in order to avoid
making them real, this will be addressed where needed in the near future.
Instances from the existing "dupli" system are not supported yet.
Differential Revision: https://developer.blender.org/D10327
Ids stored in the `id` attribute cannot be assumed to be unique. While they
might be unique in some cases, this is not something that can be guaranteed
in general. For some use cases (e.g. generating "stable randomness" on points)
uniqueness is not important. To support features like motion blur, unique ids
are important though.
This patch implements a simple algorithm that turns non-unique ids into
unique ones. It might fail to do so under very unlikely circumstances, in
which it returns non-unique ids instead of possibly going into an endless
loop.
Here are some requirements I set for the algorithm:
* Ids that are unique already, must not be changed.
* The same input should generate the same output.
* Handle cases when all ids are different and when all ids are the same
equally well (in expected linear time).
* Small changes in the input id array should ideally only have a small
impact on the output id array.
The reported bug happened because cycles found multiple objects with
the same id and thought that it was a single object that moved on every
check.
Differential Revision: https://developer.blender.org/D10402
The problem was the stroke was reproject flat to view if the axis was View. Now, if the operation is using depth, the stroke is not reprojected.
Related to T85082
Baking vertex colors per-corner leads to unwanted discontinuities when there is
sampling noise, for example in ambient occlusion or with a bevel shader node for
normals. For this reason the code used to always average results per-vertex.
However when using split normals, multiple materials or UV islands, we do want to
preserve discontinuities. So now bake per corner, but make sure the sampling seed
is shared for vertices.
Fix T85550: vertex color baking crash with split normals, Ref D10399
Fix T84663: vertex color baking blending at UV seams
Create zero-byte manual page files `nasm.1` and `ndisasm.1` such that
nasm's `make install` step succeeds.
Installing nasm requires that its manual pages are built. This requires
local packages `asciidoc` and `xmlto` to be installed.
Not only does `asciidoc` pull in 110 MB of packages (itself +
dependencies), there is also no need for these manual pages. Nasm is
just used for building other dependencies, and not even part of our
precompiled libraries in SVN.
Reviewed By: sebbas
Differential Revision: https://developer.blender.org/D10396
The nodes update function geo_node_volume_to_mesh_update would not run
if it is not the very first node in the tree.
If the update function is not run, there are sockets not cleared from
the SOCK_UNAVAIL flag (but this needs to be done -- these get available
depending on the chosen mode).
Havent tracked down why this was actually updating when it was the first
node in the tree, but now make sure we always get an update by specifing
an appropriate RNA update callback for the property.
Maniphest Tasks: T85558
Differential Revision: https://developer.blender.org/D10403
This patch will share the AOV settings between Cycles and Eevee.
It enable using the AOV name conflict detection of Blender. This
means that unlike how Cycles used to work it isn't possible to add an
AOV with a similar name. Conflicts with internal render pass names will
be indicated with an Warning icon.
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D9774
This makes it so that normals are tagged dirty whenever the position
attribute is requested for writing. This seems like a good default. If the
calling code is aware of normals, it could untag normals when they are
not changed by the operation.
Differential Revision: https://developer.blender.org/D10397
In 2.81 there was a change to increase the performance of viewport
animation rendering. This change would perform the color management on the
GPU if the only 8bit was needed. This saved CPU cycles and data
transfer.
The issue is that in the image editor or when saving the image the CM
will be reapplied. Although the speed is desired, exporting the actual
colors has more priority.
In the ticket there is an analysis that shows that shows that this fix
is the correct short term step to take. It would be better that the
render result is aware of the color space of its buffers so the applying
color management could be skipped when saving to disk or drawing in the
image editor.
The issue with this change is the performance penalty it has.
Reviewed By: Brecht van Lommel
Maniphest Tasks: T79999
Differential Revision: https://developer.blender.org/D10371
In 2.81 there was a change to increase the performance of viewport
animation rendering. This change would perform the color management on the
GPU if the only 8bit was needed. This saved CPU cycles and data
transfer.
The issue is that in the image editor or when saving the image the CM
will be reapplied. Although the speed is desired, exporting the actual
colors has more priority.
In the ticket there is an analysis that shows that shows that this fix
is the correct short term step to take. It would be better that the
render result is aware of the color space of its buffers so the applying
color management could be skipped when saving to disk or drawing in the
image editor.
The issue with this change is the performance penalty it has.
Reviewed By: Brecht van Lommel
Maniphest Tasks: T79999
Differential Revision: https://developer.blender.org/D10371
The previous behavior meant that changing an objects visibility
effectively changed the current mode - which missed necessary
updates for the tool-system (for example).
There was already a check for edit-mode, now expected to all modes.
This makes the test-case described in T83013 work as expected.
Adds a new property called "Confirm On Release" that does what it says,
confirm the action without having to do left-click or to press any other
extra-key which concludes in a more dynamic and efficient way of changing
brush size or strength for example, especially for tablet users.
Reviewed By: campbellbarton
Ref D10233
- Move non-blender build targets into their own section.
- Expand 'make help' text, noting a local 'make deps' overrides.
- Note where the spell checkers word-list is maintained.
- Note on why sqlite is built without 'tcl'.
Use Python 3.8's API for setting the initial configuration.
This replaces a mix of our logic and direct calls to the Python API
and has no user visible changes.
Using the Python API makes the logic easier to follow and provides
utilities such as `PyConfig_SetBytesArgv`
that wasn't available in previous releases.
Note that this uses Python's utf8/wchar_t conversions,
which used to cause problems (see T31506).
Since `Py_UTF8Mode` was set, the systems locale isn't used for decoding,
allowing us to use Python's utility functions that call
`Py_DecodeLocale` internally.
Ref D10382
MeshTest now compares selection between evaluated mesh and expected mesh. This way, we can test more operators
such as `faces_select_linked_flat`
Note: selection comparison intentionally does not happen in BKE_mesh_cmp() on C side but rather on Python side, because
selection is independent of mesh generation.
Reviewed By: calra, mont29
Differential Revision: https://developer.blender.org/D10279
Paths and names of system packages-installed libhpdf on Debian (and
probably its derived distributions?) are slightly different than what
was given to CMake finding script.
Print number of total tests with each test to show how many tests have been executed and how many are left.
Example: `Running test 27/36: PlaneFaceSplitByEdges...`
Reviewed By: calra, mont29
Differential Revision: https://developer.blender.org/D10278
Tests are not identified with indexes, so no need to maintain comments with indexes anymore
Reviewed By: calra, mont29
Differential Revision: https://developer.blender.org/D10277
Having a vertex group in a mesh slowed down unrelated operations
such as selection.
De-duplicating custom-data arrays for layers that contain pointers
can become slow without any benefit as the content never matches.
Use full copies when storing custom-data for edit-mesh undo.
Caused by rB0f95f51361d7.
Similar to T85515, T84717 and their related fixes.
In this case, add missing shading notifier as in rB9274bd457a25.
Maniphest Tasks: T85543
Differential Revision: https://developer.blender.org/D10395
This crash is caused by accessing object data in the kernel at an out of bound index from a deleted instance.
Cycles represents instances as Object nodes sharing the same Geometry node, so we need to tag the GeometryManager for an update if some objects are added or removed as no geometry might have been added or removed in order to properly update the BVH and its associated data arrays.
Regression caused by rBbbe6d4492823.
It's not necessary to check if the link has to be removed,
if it was removed already.
This regression was caused by rB8f707a72e81833bb835324ddc635b29dfbe87a9f.
This commit makes links connected to multi-input sockets spread verticaly
along the socket. Sockets grow if more links are connected and the node
layout updates accordingly. Links are sorted by their incoming angle
to avoid crossing links. Also, link picking is updated to work with
spread links and bezier links.
Currently the multi-input sockets are used in the join geometry node.
The mutli-input sockets look like a vertical rounded rectangle.
Currently they do not support the other custom socket shapes.
Reviewed By Hans Goudey, with cleanup and additional edits
Differential Revision: https://developer.blender.org/D10181
This updates the join node to use the new multi-input socket from D10067.
The change just requires slightly changing the arguments of the exec
function, and changing the socket input list.
Note that this commit does not contain the UI changes, it only allows for
more input links, and combines the two sockets into one. The UI changes
will come next.
Reviewed By: Hans Goudey
Differential Revision: https://developer.blender.org/D10069
The triangle overlap test failed for exactly overlapping triangles.
When none of the segments intersect, testing a if a single corner
is inside the other triangle fails when the triangles share UV
coordinates.
Resolve by comparing the triangle centers.
* USD and OpenVDB headers use deprecated TBB headers, suppress all deprecation
warnings there since we have no control over them.
* For our own TBB includes, use the individual headers rather than the tbb.h that
includes everything to avoid warnings, rather than suppressing all.
This is in anticipation of the TBB 2020 upgrade in D10359. Ref D10361.
Currently, `createTransData` is doing much more than the name implies.
This commit makes it clearer through smaller and more specific functions
what the real purpose of that function.
For the debug version of cython pip was trying to link
against the release version of python for some strange
reason. Passing some flags to explicitly target the
debug version fixes the issue.
Given other platforms do not have different builds for
debug/release this is not an issue there.
This removes indentations from if statements by converting them to early
returns and continue.
Most of the code of brushes and tools has loops with a full indented
body inside of an if, which was also copied into some of the new tools.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10333
This potentially could fix some missed cases in dependency tagging (when
dealing with overrides hierarchies), since relying on tag in ID itself
is not a good idea to check whether an ID has been propcessed or not
(exterior code may have forced that tag on some IDs e.g., which would
prevent them from ever being processed properly).
The local orientation chosen was that of the active object, but as
confirmed in other parts of the code, the orientation of the selected
Bone has priority.
Caused by rB5b34d11b55e0.
Above commit restored the view matrices in ED_view3d_draw_offscreen
_before_ they can be stored in the ImBuff (see ED_view3d_draw_offscreen
/ texture_paint_image_from_view_exec).
Now make restoring the view matrices optional and dont do this in case
of reprojection, so the used matrices can still be saved in the ImBuff
later.
Reviewed By: campbellbarton
Maniphest Tasks: T85395
Differential Revision: https://developer.blender.org/D10331
Fixes an issue in a node setup with the point separate node, where muting
a node that does nothing breaks the operation, resulting in the point
separate not copying the position attrbute to either result.
The fix is straightfoward, it looks just like a typo.
Differential Revision: https://developer.blender.org/D10379
After {rBa0867f05a48e2017a}, it is no longer necessary to pad
structs with 1 and 2 byte sizes. Most of these are geometry node
structs, where we've been avoiding using `node.custom1`.
I only found two others, the freestyle flags in custom data DNA.
Differential Revision: https://developer.blender.org/D10335
This fixes two issues that were preveting normal orientation for working:
- The translation of component of the object matrix should not be
considered when converting a normal to world space.
- Whe using cursor for depth, the depth for the shape should be taken
directly from the cursor (which is already unprojected and updated)
instead of from the brush, which may have not been updated.
Reviewed By: dbystedt, JacquesLucke
Differential Revision: https://developer.blender.org/D10231
Simplification of window creation code to allow greater flexibility.
Differential Revision: https://developer.blender.org/D10311
Reviewed by Brecht Van Lommel
The texture paint mode was accidentally removed from the list
Reviewed By: JacquesLucke
Maniphest Tasks: T83047
Differential Revision: https://developer.blender.org/D10216
The thumb brush was updating the area normal per brush sample, which was
making unstable sampled normals for setting the displacement direction
when the vertices are moved too much from their original positions.
Now it always uses the original normal except when using anchored
strokes. In those cases, the normal always needs to be updated.
Reviewed By: JacquesLucke
Maniphest Tasks: T85079
Differential Revision: https://developer.blender.org/D10214
The following packages also have received updates:
- IDNA 2.10
- CHARDET 4.0.0
- URLLIB3 1.26.3
- CERTIFI 2020.12.5
- REQUESTS 2.25.1
- NUMPY 1.19.5
numpy has gained a hard dependency on cython:
- CYTHON 0.29.21
Notes:
- This only updates the build environment files,
once these are built, Blender can default to Python 3.9.
- The 'm' suffix for Python binaries/libs has been removed.
- The macOS patch in Python 3.7 is has been removed.
Reviewed By: sybren, campbellbarton, sebbas
Ref D10257
The span fill was in multithreaded code, so calculated values were
sometimes reset. The fix is to move FLT_MAX fill outside of parallel_for.
Differential Revision: https://developer.blender.org/D10378
This potentially could fix some missed cases in dependency tagging (when
dealing with overrides hierarchies), since relying on tag in ID itself
is not a good idea to check whether an ID has been propcessed or not
(exterior code may have forced that tag on some IDs e.g., which would
prevent them from ever being processed properly).
The render visibility column in the outliner should be enabled by
default. This change makes it more obvious which objects will be
rendered which can be misleading when only viewport visibility toggles
are shown by default. This commit enables the render visibility column
in all existing and new Outliner editors.
Differential Revision: https://developer.blender.org/D10365
Invalid override properties ( i.e. invalid RNA paths) are not strictly
speaking errors, many things can lead to that situation. Just ignore and
skip those cases.
These are similar to the regular "Combine XYZ" and "Separate XYZ" nodes,
but they work on attributes. They will make it easier to switch between
vector attributes and float attributes.
Differential Revision: https://developer.blender.org/D10308
The repository information for cloning the OpenXR repository, rather than just
downloading the source archive, was outdated.
* Use the OpenXR-SDK repository link, not the OpenXR-SDK-Source one. Only the
former is needed, it contains pregenerated files with minimum dependencies.
The latter contains additional tools and the un-generated source files.
* Update the commit hash to the version we currently use, 1.0.14 (was 1.0.6).
Differential Revision: https://developer.blender.org/D10373
Reviewed by: Bastien Montagne
Properly fully extract
`lib_override_hierarchy_dependencies_recursive_tag` from
`lib_override_linked_group_tag`.
Was supposed to be that way already (see comment of
`lib_override_linked_group_tag`), for some reasons this case was missed.
As shown on the T85383, attempts are made to edit the precision mode key.
But that key was hardcoded.
That key now appears among the custom modal keymap items.
Add a bar between keyframes to indicate that keyframe is still used. This is part of a change to make the rec button be used by gpencil.
Example:
Before:
{F9592704}
After:
{F9592702}
Reviewed By: #user_interface, #grease_pencil, pepeland, Severin
Maniphest Tasks: T85463
Differential Revision: https://developer.blender.org/D10179
This commit is a refactor of the fill tool to solve several problems we had since the first version of the tool.
Changes:
* The filling speed has been improved for each step of the process with the optimization of each algorithm/function.
* New `AutoFit` option to fill areas outside of the viewport. When enable, the total size of the frame is calculated to fit the filling area.
* New support multiframe filling. Now it is possible to fill multiple similar frames in one go.
* New `Stroke Extension` option to create temporary closing strokes. These strokes can be displayed and adjusted dynamically using wheel mouse or PageUp/Down keys.
* Parameter `Resolution` now is named `Precision` and has been moved to topbar.
* `Resolution` now has decimals and can be lower than 1 to allow quick filling in storyboarding workflows. Maximum value has been set as 5.
* Parameter `Simplify` has been moved to Advanced panel.
* Improved fill outline detection. In some cases, the outline penetrated the area to be filled with unexpected results.
* Fixes some corner case bugs with infinite loops.
As a result of this refactor, also these new functionalities has been added.
* New support for multiframe in `Draw` mode. Any drawing in active frame is duplicated to all selected frame.
* New multiframe display mode. Keyframes before or after of the active frame are displayed using onion colors. This can be disable using Onion overlay options.
Since GPencil changes depending on libharu may be committed to master
before SVN libraries for all platforms are in place, avoid build issues.
Extension of D9928.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D10280
This patch adds support for accessing corner attributes on the point domain.
The immediate benefit of this is that now (interpolated) uv coordinates are
available on points without having to use the Point Distribute node.
This is also very useful for parts of T84297, because once we have vertex
colors, those will also be available on points, even though they are stored
per corner.
Differential Revision: https://developer.blender.org/D10305
Goals:
* Clarify the distinction between builtin and other attributes at the code level.
* Reduce number of places that need to be modified to add more builtin attributes.
* Reduce number of virtual methods that need to be implemented by e.g. `MeshComponent`.
To achieve these goals, this patch implements the concept of "attribute providers".
An attribute provider knows how to give access to attributes on a geometry component.
Each geometry component can have multiple attribute providers, whereby each provider
manages an different set of attributes.
The separation of builtin and other attributes is now done at the attribute provider level.
There are two types of attribute providers. One for builtin attributes and one for all others.
This refactor also helps with T84297.
Differential Revision: https://developer.blender.org/D10341
This patch will show textures in the image editor with the maximum
available resolution determined by the GPU Hardware/Driver.
Currently the size is limited by the user preference texture size limit.
An image user can set the `IMA_SHOW_MAX_RESOLUTION` flag to request
gpu textures in the max supported resolution. When this flag isn't
set the gpu texture is limited by the user preference setting.
When the gl resolution limit is disabled the GPU texture is always
created for the max supported resolution.
Reviewed By: Clément Foucault
Maniphest Tasks: T81206
Differential Revision: https://developer.blender.org/D9160
This avoids adding DNA_ID.h into other headers, recently changed in
cfa48c84d0
Note that other enums could be moved too, this is a smaller change
to avoid indirectly including DNA_ID.h in many places.
This commit moves the property layout callbacks for node types to their
implementation files from `drawnode.c`. This was proposed a while ago in
T75724.
**Benefits**
- Fewer files need to be changed when adding a new node.
- Makes it possible to reuse functions from the node's implementation
in the layout code.
- Except for RNA, all of the node "inputs" are in the same place.
- Code gets shorter overall, avoids the large switch statements.
**Downsides**
- Requires including two UI headers.
- Requires adding an editors dependency to the nodes folder.
This commit only changes function nodes and geometry nodes, more can be
moved later.
Differential Revision: https://developer.blender.org/D10352
The header files in freestyle utilize the using-directive at the global
file scope. This is a bad practice as it pollutes the global name space
causing possible ambiguous reference compilation errors. In particular,
the DNA files that are included by freestyle will cause those ambiguous
reference errors when the developers adds a DNA member with a type name
that also exist in the Freestyle name space, such as Curve and possibly
others.
This patch does the minimal work needed to resolve that by moving the
using-directives from the headers into the corresponding translation
units.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D10351
The logic to ensure a valid region state was too aggressive in setting the
region hiding. It would just always update it based on the operator's
`hide_props_region` option, not only when file browser was newly opened.
It's more selective now.
Essentially, `lib_link_all` would perform some post-processing over data
in given `bmain` that **may** fail when not all data from all libraries
has been properly loaded yet.
This happens when `lib_link_all` is called from `read_libraries`, where
the bmains are split by libraries.
Now those post-processing is put into its own utils function, which
asserts that it is only called on a merged bmain.
Bonus point, this will avoid re-runing those not-so-cheap operations
more than once on the same data.
Reproducible in r1442 of Sprite repository when opening
`pro/animation_test/rex/performance/rex_crowdcamping/rex_crowdcamping.lighting.blend`
NOTE: Not so sure why we have to call `lib_link_all` several times (once
for each library, and then once on the whole merged bmain, including
local IDs then). So that it can get called for libs while we still have
that specific .blend file handle around?
In any case, the overhead here is minimal since we do ensure a data-block is
never lib-linked more than once, so this is not a serious concern right now.
Differential Revision: https://developer.blender.org/D10307
This patch will show textures in the image editor with the maximum
available resolution determined by the GPU Hardware/Driver.
Currently the size is limited by the user preference texture size limit.
An image user can set the `IMA_SHOW_MAX_RESOLUTION` flag to request
gpu textures in the max supported resolution. When this flag isn't
set the gpu texture is limited by the user preference setting.
When the gl resolution limit is disabled the GPU texture is always
created for the max supported resolution.
Reviewed By: Clément Foucault
Maniphest Tasks: T81206
Differential Revision: https://developer.blender.org/D9160
The changes are:
- Split conversion of the texture space data to its own file.
- Skip adding keyframes with AutoKeyframes.
- Skip recalculation of the trasform dependencies between objects.
- Skip `special_aftertrans_update_...`.
No real user functional changes
The code takes many turns to get a suitable "target" for the snap to grid.
Perhaps there were other reasons awaited for `transformCenter_from_type`
and `TransCenterData center_cache[5]`.
But since nothing is defined, it is better to simplify the code.
No user functional changes
Simple change that shows all the enums used in the transform code and helps
to better understand the role of the members of the struct TransInfo.
It also allows the IDE to show the name of the value represented by the
member instead of a number that needs to be consulted.
Differential Revision: https://developer.blender.org/D10312
When clamp is enabled, it should clamp between the output min and max
and not between 0 and 1.
Differential Revision: https://developer.blender.org/D10324
`seq_effect_speed_get_strip_content_length()` checked only for number
of inputs of target strip, even if it's not an effect.
Only effects are treated in different way, so check for type as well.
Broken by 93c10797dc
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10356
This is something what comes after an experiment, which makes behavior
more desirable. Basically, for Lock-to-Selection functionality always
use control point position if any of control point itself or handles
are selected.
Initial patch from Sebastian, modification from Sergey.
Differential Revision: https://developer.blender.org/D10265
These weren't used since ages. Comment out the DNA define (value shouldn't be
reused to avoid compatibility breakage) and remove icon code for the types.
We generally prefer using enums over precompiler defines. This adds an actual
type for the values, which the compiler can use to throw warnings, give better
messages, etc.
* Attempt to improve readability by using focused, coherent helper classes.
* Replace ListBase with blender::Vector, which is more efficient and has a
better API.
* Split user reporting from error checking.
* Use namespace (as we usually do for C++ code).
* Remove unused headers
While Boolean is not guaranteed to work if the operands are not
volume-enclosing (technically: PWN - piecewise constant winding number),
it needs to do something in those cases. This change makes
more cases meet user expectations in T84493, T64544, T83403,
T82642 (though very slow on that one).
The original new boolean code used "generalized winding number"
for this fallback; replaced this with code that uses raycasting.
Raycasting would have been faster, but for unfortunately also
switchd to per-triangle tests rather than per-patch tests since
it is possible (e.g., with Suzanne) to have patches that are
both inside and outside the other shape. That can make it much
slower in some cases, sadly.
The old property never worked as expected because it was impossible expose the data as props.
Now, there are two methods to handle this: weight_get and weight_set
Example use:
```import bpy
ob = bpy.context.active_object
gpd = ob.data
gps = gpd.layers[0].frames[0].strokes[0]
i = 0
print("Weights\n================================")
for pt in gps.points:
gps.points.weight_set(vertex_group_index=0, point_index=i, weight=0.5)
i +=1
i = 0
for pt in gps.points:
weight = gps.points.weight_get(vertex_group_index=0, point_index=i)
print(weight)
i +=1
```
Reviewed By: brecht
Maniphest Tasks: T84967
Differential Revision: https://developer.blender.org/D10177
b3f989
It seems generally preferred to have new files be created with C++.
The only reason I didn't do that when I initially created the files is that I
was unsure about some C-API aspect.
Also use nullptr instead of NULL.
It seems generally preferred to have new files be created with C++.
The only reason I didn't do that when I initially created the files is that I
was unsure about some C-API aspect.
Also includes some minor C++ related cleanup (nullptr instead of NULL, remove
redundant `struct` keyword).
Currently the displayed distance when using the shrink/fatten transform
operator does not respect the scene units (they would always be in
blender units).
This changes makes sure the number is displayed in the correct unit.
Reviewed By: mano-wii
Maniphest Tasks: T85378
Differential Revision: https://developer.blender.org/D10325
Introduced by my commit: rB09709a7e64ff
This bug effectively enabled the NLA when it should be disabled, when
all tracks muted or no strips exist. Specifically, the NLA Action Track
settings would be used (extrapolation, blendmode, influence).
The function `nlastrip_evaluate_transition()` has been slightly
modified to use `nlasnapshot_blend()` instead of it's own special
blending function `nlaeval_snapshot_mix_and_free()`.
No user functional changes
Reviewed By: sybren, #animation_rigging
Differential Revision: https://developer.blender.org/D10221
This implements an operator to flip the contents of an image buffer. It
supports flipping the image horizontally and vertically.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10310
In some python scripts, the coordinates of the points are manipulated, but there are no way to force the recalculation and need hack to force the refresh.
The new api allows to call to the refresh function directly.
example: `gp_stroke.points.update()`
Unfortunately one issue raising another one, this ended up being a
fairly big update, with:
*Fixes:
** Dependencies between libraries are better handled (would fail
previously in some cases when the lib was also available as package).
** Dependency of Boost over Python is now taken into account.
** Fix CMake flags to use local own built boost.
** Fix building numpy.
*Changes:
** We now use pip for all python modules (including numpy).
** Added all missing python modules (requests etc.).
*Updates:
**USD: 20.08, Due to build failing with 20.05 (missing include).
Make the SHADING_PARAMETERS operation on node tree a real no-op.
The function used as a callback was only doing a debug print.
The issue with this function was that an original ID was passed
as an argument. This is a violation of design, and if anything it
should be left up to the implementation to check whether depsgraph
is active.
There are no functional changes for users in the interface. The
only difference is that the debug print will no longer happen.
Resolves modernize-raw-string-literal Clang-Tidy warning
The way warning works is it suggests to use raw literal when
overhead of having escape characters is higher than the overhead
of having raw literal syntax (talking about code size overhead).
This means that the warning will not trigger for "foo\"bar".
Differential Revision: https://developer.blender.org/D10322
This updates fixes the following issues (critical for 2.92):
- Issue that prevented dense 'int' grids from being exported (incorrect clip value)
- Issue with particles outside out of domain bounds (position between -1 and 0) not being deleted
Using this persistent field in `select_more_less_seq__internal` was
inapropriate in this case.
Split select more/less and linked code, because it was mixed in
`select_more_less_seq__internal()`
These operators work in completely different way.
`select_linked_internal()` doesn't use seq->tmp at all.
`seq->tmp` was used to mask strips selected by operator while iterating.
Use GSet to store temporary data instead of `seq->tmp`.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10326
This node takes a volume and generates a mesh on it's "surface".
The surface is defined by a threshold value.
Currently, the node only works on volumes generated by the
Points to Volume node. This limitation will be resolved soonish.
Ref T84605.
Differential Revision: https://developer.blender.org/D10243
When the pivot axis is not set to auto, the node will try to align the rotation
to vector as best as possible, given the selected rotation axis.
Ref T85211.
Differential Revision: https://developer.blender.org/D10292
This node calculates a distance from each point to the closest position
on a target geometry, similar to the vertex weight proximity modifier.
Mapping the output distance to a different range can be done with an
attribute math node after this node.
A drop-down changes whether to calculate distances from points,
edges, or faces. In points mode, the node also calculates distances
from point cloud points.
Design task and use cases: T84842
Differential Revision: https://developer.blender.org/D10154
Regression introduced by {rBed809866b172} where overlays weren't drawn
when overlays are turned off. The background in wireframe, solid
(always) and material preview and render preview (when not using scene
world) are also part of the overlays.
Caused by rBf83aa830cd00.
Since above commit, only meshes in editmode were considered for drawing
(because
BKE_view_layer_array_from_objects_in_edit_mode_unique_data_with_uvs was
used), but the option needs to work for texture paint mode as well, so
use BKE_view_layer_array_from_objects_in_mode_unique_data instead on
pass the draw_ctx->object_mode.
note: there is no good filter_fn to check if we have UVs if mesh is not
in editmode, this shouldnt cause much of a performance hit though.
Maniphest Tasks: T85396
Differential Revision: https://developer.blender.org/D10319
When transforming multiple strips to limits of sequencer timeline they get
squashed into one channel.
Store selection minimum and maximum channel in TransSeq and limit
transformation so no strip can be transformed beyond timeline boundary.
Reviewed By: Sergey, mano-wii
Differential Revision: https://developer.blender.org/D10013
Replace `long long` with an explicit `int64_t`. This is also what is
used in the FFmpeg headers.
Fixes clang diagnostics warning about wrong format used in the log.
Should be no functional changes.
Move `eUndoStepDir` to `BKE_undo_system.h` and use its values
everywhere.
Note that this also introduce the `STEP_INVALID` value in that enum.
Finally, kept the matching struct members in some lower-level readfile
code as an `int` to avoid having to include `BKE_undo_system.h` in a lot
of unrelated files.
When we have a local override, its linked reference may not be detected
as needing to be overridden anymore.
In that case, if there is no actual override defined by the user, assume
that we can get rid of this local override as part of the resync
process, and use the linked data directly instead.
Make it possible to attach a preview image to an Action.
In the #asset_browser_pose_libraries project, poses will be stored as
individual Action datablocks. Having a thumbnail for each pose is of
course essential.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D10306
This node outputs true when geometry nodes is currently evaluated
for the viewport and false for final renders.
Ref T85277.
Differential Revision: https://developer.blender.org/D10302
No need to show certain operators when they have no functionality.
For example, when adding a library override from the outliner menu, there should only be an option to add one (i.e. reset, delete, resync operators not relevant for objects without library override).
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D10301
The rotation direction was flipped recently.
This meant that rotation on a single axis gave negative results compared
with previous Blender releases.
This partially reverts a9b53daf23.
Differential Revision: https://developer.blender.org/D10299
Adds an exception so that the key-binding `control + Tab` does not get
duplicated as `command + Tab` on macOS because this is a global system
shortcut for the app switcher.
The key-binding `command + Tab` was shown for the operators “Toggle
Graph Editor“ and “Toggle Dope Sheet” in Dope Sheet and Graph Editor,
but only `control + Tab` actually worked.
Differential Revision: https://developer.blender.org/D10304
Win32 child windows on top of parents. Short-term solution of forcing is_dialog when owned.
Differential Revision: https://developer.blender.org/D9971
Reviewed by Brecht Van Lommel
Simplification of Win32 GHOST_WindowWin32 with improved support for owned windows.
Differential Revision: https://developer.blender.org/D9971
Reviewed by Brecht Van Lommel
When adding a new preset the name would be converted to lower case and
then displayed in the interface in title case. This was confusing
because the name didn't reflect what was typed, and there are many cases
when the name shouldn't be forced into title case (like 8K UHDTV for
example).
This commit leaves the custom preset names in the original casing, and
removes the conversion of filenames to title case for preset lists.
Differential Revision: https://developer.blender.org/D10224
Before committing D10224, bundled preset names that are lowercase need
updating to title case for display in the UI. This changes several of
the preset file names to title case, and fixes a couple of other naming
issues in the preset names. A few strings in the code are also changed
to reflect the new filename of the Blender keymap.
The driver variable `splines[0]` (on a curve)
behaved as if the path was `splines`.
Resolve pointers was well as properties as it's supported by the caller.
Error in original commit that added property support
82b0a9e369.
Refactor
//nlastrip_evaluate_actionclip()// and //nlaeval_blend_value()// into
//nlasnapshot_blend()//, //nlastrip_evaluate_actionclip()//,
//nlasnapshot_from_action()//.
**Motivations**:
* {T83615} Requires reading all pose bone fcurves before being able to
apply pre-blend transforms. The function //nlasnapshot_from_action()//
achieves this. This effectively removed the need to specially handle
Quaternion blend queuing so that code has been removed.
* {D8296} Adds support for keyframe remapping through an upper stack of
strips. Instead of introducing a variant of the form:
//nlastrip_evaluate_actionclip_inverted_get_lower()//,
//nlastrip_evaluate_actionclip()// will later be extended to take an
`evaluation_mode` as input to avoid duplicating the recursion functions
related to //nlastrip_evaluate()//.
* //nlasnapshot_blend()// will eventually have variants of
//nlasnapshot_blend_get_inverted_lower_snapshot()// and
//nlasnapshot_blend_get_inverted_upper_snapshot()// which are all
independent of NlaStrips and NlaTracks, further simplifying the
blending implementation. Ideally, //nlastrip_evaluate()// would get
renamed to //nlasnapshot_blend_strip()// but that'll be a later patch
to avoid unnecessary patches slowing the review of more important
patches.
No User-side Functional changes
Reviewed By: sybren, #animation_rigging
Differential Revision: https://developer.blender.org/D10220
**Problem**:
Translating a strip will truncate it when next to a transition.
**Solution**:
The code only accounted for the prev/next strip for whether it exceeds.
When it was a transition, the exceed logic fails. Now, we use the
nearest non-transition strip instead.
Reviewed By: sybren, #animation_rigging
Differential Revision: https://developer.blender.org/D10083
Dyntopo does not have Face Sets implemented yet, so the entire mesh is
considered a single Face Set. In that case, the check unique face set
function should always return true.
Reviewed By: JacquesLucke
Maniphest Tasks: T85230
Differential Revision: https://developer.blender.org/D10259
This ensured that the sculpt mode deformation is flushed to the mesh
datablock after leaving sculpt mode, so it can be duplicated and
extracted correctly.
Reviewed By: JacquesLucke
Maniphest Tasks: T85136
Differential Revision: https://developer.blender.org/D10254
A missing flush of the deformed PBVH coordinates to the shape key.
Reviewed By: JacquesLucke
Maniphest Tasks: T84370
Differential Revision: https://developer.blender.org/D10174
The edge preview data of the boundary needs to be freed with the
boundary data created for the brush. Also, all data for the
ScultpSession preview that is used to render the cursor needs to be
freed with the ##SculptSession##.
Found by Jacques Lucke
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10173
The white rotation Gizmo should always use the View orientation.
Before, if you set an orientation for the gizmo other than the default,
that gizmo would behave like the contraint Z Gizmo.
This is an old bug (strange not to have been reported before).
To define the direction of rotation, the View Vector is used.
However, only the projection matrix was being considered, but in
perspective mode, the position of the pivot also matters.
Good news is, this version support LLVM 11.
But it was a serious pain to get working, even ended having to add an
ugly hack to manually specify the OIIO include dir...
Ref: T83631.
Normally sockets only have one input link. This commit adds the back-end
changes needed to use multiple input links per socket.
Multi-input sockets can be defined with a new flag in `bNodeSocketType`.
The changes necessary to make the sockets work in the geometry nodes
evaluator are generalizing input socket values as a vector of values,
and supporting this in the derived node tree structure.
This patch should contain no functional changes. Two upcoming patches
will use this system for the "Join Geometry" node and expose link picking
and updated display in the UI: D10069 and D10181.
Reviewed By: Jacques Lucke, Hans Goudey
Differential Revision: https://developer.blender.org/D10067
Implements a node to get collection objects.
These objects are then passed along as instances in the node tree.
Follow up tasks:
Multiple nodes does not support instancing yet: T85159
Changing collection offset does not trigger a refresh: T85274
Reviewed By: Jacques, Dalai, Hans
Differential Revision: http://developer.blender.org/D10151
Adds Document Type Identifier configuration to use a system generated
document icon for Blender files on macOS. The system composites the
app’s icon and the extension name onto the document sheet icon
(new style on macOS 11 Big Sur and old style on macOS 10.15 Catalina
and earlier). This is in line with Apple’s Human Interface Guidelines.
Removes the previously used file icon because it is no longer needed.
Differential Revision: https://developer.blender.org/D10267
The 'ui_pan_to_scroll' uses 'WM_event_absolute_delta_y'. For scrolling the List View
we need to invert the direction to respect "natural scroll direction" system preferences.
Differential Revision: https://developer.blender.org/D10291
In everything in `EEVEE_renderpasses_postprocess` (or the corresponding
renderpass_postprocess_frag.glsl) colors get divided by a
'currentSample'.
This 'currentSample' is always incremented in
`EEVEE_temporal_sampling_draw` (and also one more time before we reach
`EEVEE_renderpasses_postprocess`.
This results in a "off-by-one", slightly inacurate colors and slight
inaccurate transparency (in certain passes like AOVs).
Now decrement the currentSample `EEVEE_renderpasses_postprocess` again
by one to compensate.
Maniphest Tasks: T85261
Differential Revision: https://developer.blender.org/D10286
Related to {D10286}. When volumetrics are used in the scene the coverage
is incorrect. The reason is that the current sample is 1 over the num
samples that are calculated.
Related to {D10286}. When volumetrics are used in the scene the coverage
is incorrect. The reason is that the current sample is 1 over the num
samples that are calculated.
`BKE_mesh_new_nomain_from_template_ex()` would duplicate the mesh selection
storage of the destination mesh to the destination mesh. Since that mesh was
default initialized at this point, the selection was `NULL`, so the duplication
call is essentially a no-op.
Mistake in 7efc75c709.
Differential Revision: https://developer.blender.org/D10009
Reviewed by: Sybren Stüvel
Now we only use 'undo' or 'redo' in function names when the direction is
clear (and we assert about it). Otherwise, use 'load' instead.
When passing an undo step to BKE functions, consider calling code has
done its work and is actually passing the target step (i.e. the final
step intended to be loaded), instead of assuming we have to load the
step before/after it.
Also deduplicate and simplify a lot of core undo code in BKE, now
`BKE_undosys_step_load_data_ex` is the only place where all the complex
logic of undo/redo loop (to handle several steps in a row) is placed. We also
only use a single loop there, instead of the two existing ones in
previous code.
Note that here we consider that when we are loading the current active
step, we are undoing. This makes sense in that doing so //may// undo
some changes (ideally it should never do so), but should never, ever
redo anything.
`BKE_undosys_step_load_from_index` also gets heavily simplified, it's
not basically a shallow wrapper around
`BKE_undosys_step_load_from_index`.
And some general update of variable names, commenting, etc.
Part of T83806.
Differential Revision: https://developer.blender.org/D10227
This was caused by an incorrect bound check. Since we now use different
data type for indexed and non-indexed drawcalls, we need to check if the
next drawcall is going to overflow the buffer.
Most fields have Affect Location and Rotation options that switch
off their effect, but they are only checked as the last step after
the force is already computed. It is more efficient to check it
when building the list of field objects, just like zero weight.
It is also possible to check the strength-related fields for 0.
As an aside, this adds Location to Texture fields (they don't
handle rotation) and both Location & Rotation checkboxes to
Fluid Flow. Boid and Curve Guide remain without options for
now as they are completely different from others.
Differential Revision: https://developer.blender.org/D10087
This patch fixes a bug introduced in
rB74188e65028d268af887ab2140e4253087410c1e.
The commit incorrectly moved the declaration and intialization of the
variable `pwr` inside the loop. Since the value was originally modified
in each iteration based on it's previous value and `pwHL` through
`pwr *= pwHL`, this change in scope was wrong. It resetted the value in
each iteration. This patch moves the declaration of `pwr` outside the
loop again.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10258
Allow OS input language to initiate IME, regardless of Blender output language.
Differential Revision: https://developer.blender.org/D10268
Reviewed by Julian Eisel
Includes improvements for the file IO. Namely, more meta data will be written from now on.
This change is required to prevent IO issues (e.g. T84649) that arised through the use of sparse grids caching (introduced in 2.92).
Required changes to compile `node.cc` with clang tidy:
* Use c++ includes like (e.g. climits instead limits.h).
* Insert type casts when casting from `void *`.
* Replace `NULL` with `nullptr`.
* Replace typedef statements.
This change is in order to use the `blender::Map` data structure
for node error messages.
Due to an off-by-one error the generated studio light icons did not show
the influence of the 4th light. This fix changes the loop to iterate
over all of the lights when computing the lighting.
Differential Revision: https://developer.blender.org/D10283
Because the the vertex group name-to-index map is stored in the object
rather than object data, the object info node has to replace the
map when it replaces the mesh component on the geometry set with mesh
data from another object.
This normally works fine as a way to use the vertex groups from the
input mesh, but when passing this mesh to the next modifier, the entire
mesh component was replaced, removing the vertex group name map.
This commit adds a function to replace only the mesh data in mesh
component, uses it in the modifier code, and updates the relevant
comments.
Note that the fact that vertex group names are stored in object data
is a legacy design decision that should be reevaluated at some point.
Differential Revision: https://developer.blender.org/D10256
This resulted in hair drawing with an offset if an instance_offset was
set.
note: Usually the instance_offset gets combined with the objects obmat
in 'make_duplis_collection' / 'make_dupli', see
> /* Combine collection offset and `obmat`. */
Using the resulting DupliObject->mat instead does include the
instance_offset, but this results in double-transforms (something that I
have not investigated further), so now reconstruct the correct matrix
from scratch.
Maniphest Tasks: T85301
Differential Revision: https://developer.blender.org/D10285
Eevee is now used for Freestyle rendering by default, since other engines are
unlikely to have support for this. Workbench and Cycles do their own rendering.
RenderEngine add-ons can do their own Freestyle rendering by setting
bl_use_custom_freestyle = True.
Differential Revision: https://developer.blender.org/D8335
When a searchbox-button for string properties (e.g. to reference a vertex
group) was created, and a value was set, the tooltip timer would constantly get
cancelled.
That was because the code to validate the current value
(`ui_but_search_refresh()` - early exists for non-string properties) would call
a helper function to update the search results (`ui_searchbox_update_fn()`),
which always reset tooltips. Resetting them in the helper makes sense, for as
long as the searchbox is open. But while it's not, and we just validate the
current value, it shouldn't do this.
This was also noticable in the output settings of dynamic paint, and probably a
number of other cases (especially with script UIs which tend to use string
properties more often).
Likely caused by de53c039ad.
Standard wiki build instructions for building Blender on macOS can now be used
on Macs with ARM processors.
This contains all libraries except for Embree and OpenImageDenoise, so Cycles
performance does not yet have full performance and features in this build. An
x86-64 build is likely to still render faster than arm64 until Embree is added.
Uses the new lib/darwin_arm64 folder. For simplicity and to keep download size
under control, both for end users and builders, we are not planning to ship
universal binaries. So this is a separate folder from lib/darwin.
Ref T78710
Differential Revision: https://developer.blender.org/D10276
This lead to wrong, stretched UVs regardless of the ON/OFF state of
"Correct Aspect" option (some code in the operator respected this
setting properly, whereas it was hardcoded in another part).
Before rB9296ba867462, `uvedit_pack_islands_multi` was always called
with `correct_aspect` = false for the UnwrapOptions.
After rB9296ba867462, `ED_uvedit_pack_islands_multi` was always called
with `correct_aspect` = true for the UVPackIsland_Params.
Both seem wrong [in that they do not take the operator setting into
account]. Now respect that setting [same as the following
`uv_map_clip_correct_multi` does as well btw.]
Now results match 2.90 [where this was still python] perfectly.
Maniphest Tasks: T85194
Differential Revision: https://developer.blender.org/D10246
Build sqlite without `tcl` support, as it's causes an error on
installation when `tcl` is installed into the systems `/usr/lib/` and
install isn't running as root.
This could be resolves by adding `tcl` as a dependency
however it's not needed for Python's sqlite integration.
Linux distributions (Debian & Arch at least) split this off
into a separate package (which Python doesn't depend on),
so there is no need for Blender to include sqlite's `tcl`
integration either.
Reviewed By: brecht, LazyDodo
Ref D10281
This was caused by the paint overlay drawing after the infront pass.
Moving the paint overlay before it fixes the issue. We might even do
that for more mode overlays.
Drawing on e.g. the X-Z plane was broken due to an earlier
commit (rBef28da262342). This was causing the projection when drawing
on an axis plane to fail.
The fix checks that the user is in view plane projection mode.
Reviewed By: antoniov
Maniphest Tasks: T85203
Differential Revision: https://developer.blender.org/D10252
Some orientations are not possible to be calculated for certain scenes.
In these cases, others are chosen and informed by the operator.
However, the user may prefer that the chosen one be displayed (even if it
is not actually used).
This corresponds to older versions of Blender.
This could happen with files saved before ef4aa42ea4, so before global areas
were written to .blend files.
We would just always add the top- and status-bar, even though the screen wasn't
supposed to have them. I'm not entirely sure what caused the further issues
observed there, most code should probably handle the case fine still. But
apparently something didn't.
Steps to reproduce were:
* Open Blender from before ef4aa42ea4 (e.g 2.91 release)
* In 3D View, View > Area > Toggle Fullscreen Area
* Save the file
* Open the saved file (can be in newer version too)
The fullscreen is corrupt now, especially noticable after duplicating the
workspace.
This bug happens when media size doesn't match scene size and proxies
are enabled. This is because some strips are rendered in preview size
already - effects, mask or strips using proxies.
If strip input is prescaled it needs to be known when transforming
images, which does also scaling to preview size as one operation.
whether image needs prescaling is defined in function
`seq_need_scale_to_render_size()`
Problem was introduced in 5713626422. Previously all images were
scaled to fit into preview, and this was considered as baseline for
further image transformation.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10183
Due a thread priority, the calculation of the current frame is not done before the frames are available. This produces wrong render frames.
The solution is verify the current frame before doing the real render. This adds only a few milliseconds, but it assures the frame is correct.
As the problem is only when render in background, the recalculation of the frame is only necessary when do real render and not a viewport render, so there is no impact in the animation FPS.
This solution replaces {rBf9e994d0f463}.
That commit created an inverted orientation matrix but the 'Align to
Transform Orientation' operator doesn't work well with inverted matrices.
This new solution makes the rotate operator use the negative vector of the
axis.
This reverts commit f9e994d0f4.
And fixes T85227.
That commit created an inverted orientation matrix but the 'Align to
Transform Orientation' operator doesn't work well with inverted matrices.
The previous fix to the width modes Percent and Absolute did
not take into account that with limit mode Weight, the amount
needs to be scaled by the bevel weight of the beveled edge in
question. (Sometimes there are two beveled edges in question,
in which case an average is used.)
The previous fix to the width modes Percent and Absolute did
not take into account that with limit mode Weight, the amount
needs to be scaled by the bevel weight of the beveled edge in
question. (Sometimes there are two beveled edges in question,
in which case an average is used.)
This was caused by a use after free. The issue was that the motion steps
were successfully gathered but failling the last vertex count check,
discarding the copied VBOs but not removing the reference of the first
VBO which was passing the test.
This solution replaces {rBf9e994d0f463}.
That commit created an inverted orientation matrix but the 'Align to
Transform Orientation' operator doesn't work well with inverted matrices.
This new solution makes the rotate operator use the negative vector of the
axis.
This reverts commit f9e994d0f4.
And fixes T85227.
That commit created an inverted orientation matrix but the 'Align to
Transform Orientation' operator doesn't work well with inverted matrices.
In the operation of adding reroute node to the intersection with the
gesture segment, each rerount was added to the middle of two points that
are part of the segment.
Now add the reroute point to the intersection position.
Maniphest Tasks: T85149
Differential Revision: https://developer.blender.org/D10247
When the displacement space is set to SHD_SPACE_WORLD, the GLSL method
"node_displacement_world" is used instead of the "node_displacement_object" method. The two GLSL methods:
```
void node_displacement_object(
float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result)
{
N = (vec4(N, 0.0) * obmat).xyz;
result = (height - midlevel) * scale * normalize(N);
result = (obmat * vec4(result, 0.0)).xyz;
}
void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
result = (height - midlevel) * scale * normalize(N);
}
```
In contrast to the "node_displacement_object" method, the "node_displacement_world"
does not require an "obmat" parameter. Attempting to still pass "GPU_builtin(GPU_OBJECT_MATRIX)"
as additional parameter will result in a memory leak. The "GPUNodeLink" allocated in
the "GPU_builtin" method will never get released.
Fixes T83941 Memory leak when using the Displacement shader node in Eevee with the displacement
space set to "World Space"
This change removes copy-on-write operations from ID nodes which do not
need copy-on-write.
Should be no functional changes, as before the copy-on-write operation
would do nothing for those nodes anyway.
Building IDs which are not covered by copy-on-write process was not
implemented, which was causing parameters block not present, and, hence
causing crashes in areas which expected parameters to present.
First part of this change is related on making it so Copy-on-Write is
optional for ID nodes in the dependency graph.
Second part is related on using a generic builder for all ID types
which were not covered by Copy-on-Write before.
The final part is related on making it so build_id() is properly
handling ParticleSettings and Grease Pencil Data. Before they were not
covered there at all, and they need special handling because they do
have own build functions.
Not sure it worth trying to split those parts, as they are related to
each other and are not really possible to be tested standalone. Open
for a second opinion though.
Possible nut-tightening is to re-organize build_id() function so
that every branch does return and have an assert at the end, so that
missing ID type in the switch statement is easier to spot even when
using compilers which do not report missing switch cases.
As for question "why not use default" the answer is: to make it more
explicit and clear what is a decision when adding new ID types. We do
not want to quietly fall-back to a non-copy-on-write case for a newly
added ID types.
Differential Revision: https://developer.blender.org/D10075
Previously this relied on the dependency graph to detect changes in the screen
datablock, which would then notify the renderers. This was rather indirect an
not even really by design. Instead use notifiers to tag specific 3D viewports
to be updated.
Includes changes to BKE_scene_get_depsgraph to accept a const Scene pointer.
Testing if this works correctly requires adding back commits 81d444c and 088904d,
since those have been temporarily reverted.
Differential Revision: https://developer.blender.org/D10235
The grease pencil merge depth shader is designed to only work correctly
in octographic mode. The uv coordinates used `noperspective` attribute.
Somehow this doesn't lead to render artifacts on most platforms and was
only detected on OSX + AMD cards.
This fix would calculate the uv coordinate inside the fragment shader
and isn't passed along from the vertex shader.
Thanks to Sebastián Barschkis for providing the hardware and time and
Clément Foucault for helping out with the final fix.
Removes two unused --debug-gpu command line flags (unused as in, does nothing):
* `--debug-gpumem`: Unused since c08d847488, the info is now available in
the status-bar if enabled in the Preferences. Initially added in
fec317de8d.
* `--debug-gpu-shaders`: Unused since 216d78687d, double checked with
Clément, he says it's not that useful nowadays. Initially added in
fec317de8d.
Addresses T83954 and T83953.
Differential Revision: https://developer.blender.org/D10244
Reviewed by: Clément Foucault
Commit 6e74a8b69f changed the denoiser input passes default to
include the normal pass. This does not always produce optimal images though, hence why the
default was previously set to only include the color and albedo passes. This restores that behavior, so
that viewport denoising with OptiX produces the same results as before.
This commit fixes T84588's second issue. The `particle` parameter was
declared optional in the Python API of `bpy.types.ParticleSystem.uv_on_emitter`
due to a typo in the RNA definition. This commit marks it as required.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10127
Introduced with swapped axis in rB0d67eb277f9b.
Similar was fixed for the translate gizmo in rB567212c3434a.
Now do the same for scaling as well.
Maniphest Tasks: T85169
Differential Revision: https://developer.blender.org/D10245
When this behavior was added it made sense,
since then show_edges has changed to make edge-display more subtle
(see 1a4b60c30d) instead of removing
edge-selection display entirely.
For jpeg, an image.resolution was always based on the default 72dpi, now
read the pixel density from the jpeg_decompress_struct, convert
according to unit and store in IMBuf's ppm.
Not 100% sure of all implications tbh., files I have checked seem to work
as expected now in the context of the report.
Maniphest Tasks: T84661
Differential Revision: https://developer.blender.org/D10166
If a force field was of type "Texture", any changes of that texture (e.g.
its type - as reported in T85139 - or also its properties) were not
properly updating rigid bodies and particle systems.
Now ensure that texture is actually in the depsgraph and set up relation
accordingly.
Also fixes T75198.
Maniphest Tasks: T85139
Differential Revision: https://developer.blender.org/D10234
Don't overwrite environment variables that may
contain options like suppression files, symboliser etc.
It's similar to rBa181b156399a13fa429159112e30c8005d5e8a59
and rBA589d13408a60cbec34a8bc3cc798c586043743ae .
For Blender Add-ons repo, see the equivalent in D9816.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D9815
- Grey out in wire/xray display.
- Expand the description for when this is used.
While this is working, the intended behavior wasn't clear,
address T85177.
The outline for the active modifier was abusing the property search
match theme color, as noted in a comment. This commit adds a new
theme color in RNA specifically for the active modifier outline.
This enum is only used by the node. So it does not need to be declared outside
the scope of its function.
Originally I thought this may be relevant to the collection info node as well,
but the patch for it is defining its own enums.
The issue was that the `offset` in `dst_span[offset]` was out of bounds
when the domain size is 0. The fix is to simply skip copying attributes
in that case.
This reverts commit 76fd41e9db. This should have
been reverted along with 0f95f51361, since this
change by itself is causing crashes when the depsgraph accesses a non-existent
copy-on-write component.
Ref T84717
For buttons that edit array properties, the soft min/max and slider ranges are
based on the range of all values in the array. However for alpha this does not
make much sense, the only reasonable range is 0..1 even when there are RGB
values larger than 1. So treat alpha as an individual property.
There are two issues here. First, like in T81988 there are cases
where the modifier would deform some vertices immediately after
bind. This is caused by wrong assumptions in the code about the
possible relative angles between various vectors, which can cause
negative weights that don't blend correctly to appear.
Specifically, it seems originally the code assumes that the
centroid-point vector in the polygon plane lies somewhere
between the mid-edge vectors. This is however not necessarily
the case for distant vertices, because the polygon is not
guaranteed to be truly planar, so normal projection may be
a bit off. The code has to use signed angles and checks to
support all possible angular arrangements.
The second issue is very thin and long triangles, which tend
to be very spatially unstable in their thin dimension, resulting
in excess deformation. The code was weighting distance using
the distances between the centroid and the mid-edge points, which
in this case end up as nearly opposite vectors of sizable length
and don't correctly represent how thin the triangle actually is.
It is thus better to use centroid-to-line distances, and an
additional even stricter value for the midpoint that will use
only 3 vertices at evaluation time.
Differential Revision: https://developer.blender.org/D10065
Now the icon's rect are drawn wider than it should be, and with
overlapping, probably in order to compensate for the icon's offsets
inside the rect. The solution is to draw icon's rect of the correct
size and center the icon itself.
And make the hotspot exactly match the icon's rect. The last/right
button's hotspot also covers the extra padding on the right.
Differential Revision: https://developer.blender.org/D9936
Reviewed by: Julian Eisel
Now the icon's rect are drawn wider than it should be, and with
overlapping, probably in order to compensate for the icon's offsets
inside the rect. The solution is to draw icon's rect of the correct
size and center the icon itself.
And make the hotspot exactly match the icon's rect. The last/right
button's hotspot also covers the extra padding on the right.
Differential Revision: https://developer.blender.org/D9936
Reviewed by: Julian Eisel
Preview icons (e.g. material preview or other data-block previews) use the same
background-job code as deferred loading of custom icons/previews. There was a
check to skip preview generation if the render engine does not support preview
rendering mode, which workbench doesn't. However this check should only be used
when actually rendering a preview, not when doing deferred loading.
"Lock Strips" (Shift-L), conflicted with "Select Pick Linked".
Use Ctrl-H, Ctrl-Alt-H for lock & unlock since selected linked
uses bindings which are used in other parts of Blender.
Since 216d78687d the depth function
(glDepthFunc) was left in an undefined state for drawing callbacks that
use the `bgl` module.
This meant enabling depth-test from Python's bgl module also needed
to set the depth function (which previously wasn't necessary).
Set the depth function as part of GPU_bgl_start
Rather self-explanatory. Never worked since the initial implementation.
It is possible to preserve lock-to-selection option with no selection
nowadays (since the fix for T84850). So now the Lock-to-Selection option
is fully under user control. Surely, the panning and zooming is also
properly supported now in the described scenario.
Differential Revision: https://developer.blender.org/D10226
The unused result was reported by Clang-Tidy 11.
It does make sense to check for the failed mmap() calls rather than
quietly suppress errors.
In this change failures are reported, but application execution is
not aborted. This is a bit disputable, but it feels to be a safer
thing to do now.
It is unclear how to test the code though, as we don't have any
tools in-place to simulate read errors.
Differential Revision: https://developer.blender.org/D10223
Gaussian filter with a too large kernel doesn't make much sense.
This commit caps the Gaussian function radius to MAX_GAUSSTAB_RADIUS.
Reviewed By: sergey
Maniphest Tasks: T84512
Differential Revision: https://developer.blender.org/D10122
Due a thread priority, the calculation of the current frame is not done before the frames are available. This produces wrong render frames.
The solution is verify the current frame before doing the real render. This adds only a few milliseconds, but it assures the frame is correct.
As the problem is only when render in background, the recalculation of the frame is only necessary when do real render and not a viewport render, so there is no impact in the animation FPS.
Technically, the crash was caused by revert which happened in
rBcd24712c2c5: it reverted some code which is essential for
rB76fd41e9db1.
Bring back the essential code for the removal of un-needed
Copy-on-Write operations, so that the crash doesn't happen.
What was causing the crash is the ID tag assuming Copy-on-Write
operation always exists.
Activating buttons was running too early, before the popup was
positioned on the screen,
causing data-selectors to be positioned incorrectly.
As the early button activation isn't needed, remove this call.
Ensure this doesn't happen again with an assert.
Disable key-accelerators for key-repeat events.
When a key was held it could open the menu and activate the menu
item associated with that key.
With the RMB select option: edit-meshes & edge-selection caused
holding W to open & activate "Edge Bevel Weight".
System encoding issues have been a paint-point for us with Python 3,
since Blender always uses UTF-8 which might not be the case for the OS.
While the Py_SetStandardStreamEncoding was already set to utf-8,
the file-system could still have an incompatible encoding.
See PEP-540 for details.
In two cases the percentage property was actually used incorrectly, as
pointed out in T82070. The range was [0, 1], but the properties were still
displayed as percentages.
There is a preference to control whether to display factors or
percentages, so it usually doesn't make sense to manually define
properties as percentages.
Resolves T82070
Differential Revision: https://developer.blender.org/D9344
When using the viewport render animation and saving to an 8 bit
image/movie file, the color management is applied twice. Once on the GPU
and once when saving to disk. Removing this option currently leads to
incorrect Scene strip rendering so needs more research.
When uv editing objects that share the same mesh only the selection
state can get confused. The cause is that the UV editor uses a
particular order of objects and store its state in the first object of a
mesh it hasn't handled. During drawing this state is updated into the
GPU buffers. In the case of linked meshes it can happen that the GPU
buffers are updated based on the object that does not have the correct
selection state making th selection VBOs incorrect.
This patch adds a work around that uses the order that the UV editor is
also using so the GPU buffers are built with the right data.
The "cuda_mem_map_mutex" was potentially being locked recursively during the call to
"CUDADevice::move_textures_to_host", which crashed. This moves around the locking and
unlocking of "cuda_mem_map_mutex", so that it doesn't call a function that locks it while
still holding the lock.
Reviewed By: pmoursnv
Maniphest Tasks: T85089, T84734
Differential Revision: https://developer.blender.org/D10219
Revert "Fix T83411: Crash when using a workspace/layout data path in a driver"
The fix for the crash exposed design violation in the viewport shading updates,
which is for some reason relying on dependency graph tag of interface data.
The viewport module did not respond to the issue in 2 weeks, and the architect
considered missing update for multiple users a more serious issue than a crash
in a very specific case.
This reverts commit 0f95f51361.
BLI_strncpy_wchar_from_utf8 made the assumption that
wchar_t is UTF-32 bit regardless of environment, while
this holds true on both mac and linux, on windows
wchar_t is actually actually UTF-16.
This resulted in the upper 16 bits being dropped from
from some string conversions and prevented blender
from starting when installed in a path with unicode
code-points over 0xffff.
There was also a fair bit of code duplication between
BLI_strncpy_wchar_from_utf8 and BLI_str_utf8_as_unicode_and_size
this change essentially removes all logic from
BLI_strncpy_wchar_from_utf8 and calls the right function
for the right environment.
Reviewed By: brecht , Robert Guetzkow
Differential Revision: https://developer.blender.org/D9822
Long data-block names are clipped to fit into data-block selector menus. For
linked data-blocks, there's also a hint indicating the source library, which
takes further space and may get clipped too.
So this commit adds a tooltip to the menu items, which displays the full,
unclipped data-block name and the unclipped library name. Plus, the library
path is shown too, which is also useful info.
Adds helper functions for search menu item tooltips, so these are easier to add
to other search menus in future.
Part of T84188.
This adds the ability to use all the math operations in the regular
utility "Math" node. The code is quite similar to the attribute vector
math node, with the simplification that the result is always a float.
Differential Revision: https://developer.blender.org/D10199
Allow use of ellipsis to indicate truncated text down to a single character.
Differential Revision: https://developer.blender.org/D9483
Reviewed by Hans Goudey
An extra `p->` was added for some reason in a recent commit.
Additionally, there's no reason for the flag to be kept as a pointer,
so just dereference it at the start of both functions.
Apparently things have changed since {rB98d205508977a6f72bf55},
and putting the buttons in two separate rows is no longer enough
to keep the right-most popover button in the timeline header from
aligning with the menu buttons. This just adds a separator large
enough to avoid the alignment.
When the drawing plane was set to view and the user would pan their
camera sideways, the drawing would be more and more distorted and
projected further back.
The fix projects the strokes to view when the user is looking through
the camera or has the drawing plane set to view.
Reviewed By: antoniov
Maniphest Tasks: T85082
Differential Revision: https://developer.blender.org/D10213
When the drawing plane was set to view and the user would pan their
camera sideways, the drawing would be more and more distorted and
projected further back.
The fix projects the strokes to view when the user is looking through
the camera or has the drawing plane set to view.
Reviewed By: antoniov
Maniphest Tasks: T85082
Differential Revision: https://developer.blender.org/D10213
Use transform matrices instead of loc, rot, scale variables to store instance transforms.
Reviewed By: JacquesLucke
Differential Revision: http://developer.blender.org/D10211
`seq->tmp` was left in invalid state after
`SEQ_sequence_base_dupli_recursive()` which is run by
`scene_copy_data()`
Ensure all strips have `seq->tmp` set to `NULL` before splitting strips.
Meta strip cache is not invalidated if strip inside of meta strip is
invalidated.
Find all metastrips that contain invalidated strip and invalidate them
recursively.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10192
Workbench engine used active camera to setup DOF effect even when
camera was overridden.
Store camera override in `WORKBENCH_PrivateData` and use it in
`workbench_dof_engine_init()`
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9952
This improves the fix introduced in rBdc8b31af578bfcf9f77dbce6d7b7da1006a3c8c1.
While it did not result in other bugs afaik, I thought it would be
good to make the fix more specific, in case some other code did
expect `layer->data` to be null. This updated fix checks for the
very specific case the fix was intended for.
This implements a new geometry node based on T84606.
It is the first node that generates a `VolumeComponent`.
Differential Revision: https://developer.blender.org/D10169
This just implements a todo with a utility function that didn't exist
at the time. For example, if one geometry has a "scale" attribute with
a float type and another has a "scale" attribute with a vector type,
the vector type will be used for the resulting geometry.
Differential Revision: https://developer.blender.org/D10206
Adding new tracks, mask points, mask primitives, changing selection was
causing an unwanted jumps in the view.
This change makes it so those operations are preserving view offset.
Differential Revision: https://developer.blender.org/D10146
The default one is now UVs are smoothed, boundaries are kept sharp.
After some time of experimentation seems this is better default from
interoperability point of view.
This fixes distortion reported in T83470.
Differential Revision: https://developer.blender.org/D10111
Check for selection status beforec learing the "active" flag from an
FCurve. This allows the "Select All Curves" operator to retain what is
seen as the active curve.
The changes to the socket API were not applied to the standalone app.
Also modify Camera.compute_auto_viewplane() to use Camera.full_width and Camera.full_height as it is not possible to publicly access Camera.width and Camera.height anymore, so the aspect ratio could be computed with stale data.
Differential Revision: https://developer.blender.org/D9961
Also set default CYCLES_INSTALL_PATH to CMAKE_INSTALL_PREFIX.
By default with a `make cycles` this will build to ${CMAKE_BINARY_DIR}/bin
Differential Revision: https://developer.blender.org/D9961
Change `"active_id"` to `"id"` so that tab completion in the asset browser
context returns the correct properties.
055ef5df61 renamed the `active_id` property
to `id`, but `dir(thecontext)` still returned `"active_id"`.
During viewport rendering the color values were clamped in order to
apply the overlay on top of it. This clamping would show the scene
colors washed out.
This patch adds a work around to skip the clamping when the overlays are
turned off.
Parial fix for {T77909}
The versioning code introduced in rB38df935c0985 skips the composite node
tree that is used by the scene thus not correctly versioning Set Alpha
nodes outside of node groups. This fix iterates through all node trees to
version all Set Alpha nodes.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10110
Hans noticed that these dirty flags are only used for normals currently
and that the edge flag is not used at all. This patch still applies the
"entire" fix with all four flags.
Differential Revision: https://developer.blender.org/D10193
The issue was that boolean custom data layers were not written to files,
because the dna struct name `bool` does not exist. Adding a struct that
just contains a `bool/uint8_t` does not seem to be possible, it looks like
the minimum dna struct size is 4 bytes.
The proposed solution has two parts:
1. Write the custom data layer using `BLO_write_raw` instead of
`BLO_write_struct_array_by_name`.
2. When loading a file, reinitialize any custom data layer that was
not saved correctly (this is just a fix for existing files).
Differential Revision: https://developer.blender.org/D10194
This function was doing too many things, with behaviors fairly different
depending on its input parameters. This was making the code fragile and
hard to follow.
Split it in three:
* `ed_undo_step_pre` does the common actions before we actually undo
data.
* `ed_undo_step_post` does the common actions after we have undone/redone
data.
Then, `ed_undo_step_direction`, `ed_undo_step_by_name` and
`ed_undo_step_by_index` do their actual specific actions, with their own
logic.
Note: Since the actual behavior of those three funtions is fairly
different (the first only undo/redo one effective step, the second is only
supposed to **undo** //before// given named step, and the third actually
undo/redo until given indexed step become active), we could also find
better names for those. right now, it sounds like they are doing the
same thing, with just different ways to specify the target step.
Note: This is part of on-going refactor work on undo system, see T83806.
Differential Revision: https://developer.blender.org/D10112
Support recovering blend files with scripts enabled,
needed to fix T85011, can be useful in general too.
Adding this also resolves an assert in BKE_autoexec_match,
since it ran even when scripts were enabled.
- Return success from WM_recover_last_session
- Avoid setting global variables is already called in WM_file_read.
While it didn't cause any problems, these assignments ran even when
recovering the session failed to load the file.
- Return OPERATOR_CANCELLED when the operator fails.
Returning success is needed to fix T85011.
Texture paint tools were using DEFAULT cursor instead of PAINT_CROSS cursor as vertex paint, weight paint and sculpt modes.
Before
{F9591366}
After
{F9591370}
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D10172
I'm learning how driver functions work, and I found a couple of typos in the driver_functions.py template file. Here's a quick patch to fix them up.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D10149
Texture paint tools were using DEFAULT cursor instead of PAINT_CROSS cursor as vertex paint, weight paint and sculpt modes.
Before
{F9591366}
After
{F9591370}
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D10172
I'm learning how driver functions work, and I found a couple of typos in the driver_functions.py template file. Here's a quick patch to fix them up.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D10149
Issue is visible here https://developer.blender.org/F8626313.
If there is enough space for both the item name and the library hint, display
both. Otherwise, clip either the item name, the library hint, or both so that
not more than 60% and 40% of the available width are used repectively.
There are further improvements we could do, as noted in T84188, this just fixes
the regression for the release.
Part of T84188. There were multiple reports about this, see merged in and
mentioned reports in T84188 and T78012.
wm.context_* operators typically have their options set by menus
or key bindings.
Re-using options in this case can cause problems where two
actions that change unrelated properties will re-use a setting
from the previous execution.
For example changing the lights Power impacted
changing it's Radius afterwards.
The RNA path used for animating the settings passed to the node tree
is incorrect. Currently it's just `settings.property_name`, but it's
the path from the ID, not the modifier, so it should be
`modifiers[modifier_name].settings.property_name`.
However, the "Settings" struct is separated in RNA and DNA, which means
that the callback to get the RNA path does not know about the modifier's
name in order to fill the above path, so some reference to the modifier
in the "Settings" struct would be necessary, which would create a
convoluted layout in the `ModifierData` struct.
Instead, this commit simply removes the "Settings" struct from RNA,
which isn't as elegant from the point of view of the Python API,
but otherwise it's a nice simplification. Note that we don't remove the
"Settings" struct from DNA, because it would break reading old files.
Differential Revision: https://developer.blender.org/D10175
Important lesson to be learned here, leaving comments
is great and in the moment, they usually make sense.
Many months later they may not quite make as much sense
any more and time will have to be spend to figure out
what was meant, all of this would have been averted with a
better comment.
The zero terminator in this case, I can find no evidence
of it being used or relied on at any point. It does however
break GTests's `EXPECT_EXIT` macro that stops looking in
the output as soon as it sees the zts and doesn't end up
looking at the actual assert text being thrown. Which in
turn makes the`fcurve_active_keyframe`test fail when run
in debug mode on windows.
Using rna iterators in range-based for loops is possible since {rBc4286ddb095d32714c9d5f10751a14f5871b3844}.
This patch only updates the places that are easy to update
without more changes in surrounding code.
Differential Revision: https://developer.blender.org/D10195
The implementation is currently optimized to load animation sequences once
and then quickly scrubbing through them. Later on an option should be added
to optimize for memory usage and only load the current frame into memory.
Currently mesh and curve objects are supported, including support for UV and
vertex color attributes. Missing still is support for arbitrary attributes and
motion blur, as well as better handling of changing topology. Shader assignments
are made using FaceSets found in the Alembic archive.
The animation (and constant) data of the objects inside the Alembic archive is
loaded at once at the beginning of the render and kept inside a cache. At each
frame change we simply update the right socket of the corresponding Cycles node
if the data is animated. This allows for fast playback in the viewport
(depending on the scene size and compute power).
Note this is not yet exposed in the Blender UI, it's a feature that is still under
development and not ready for general use.
Ref T79174, D3089
Procedurals are nodes in the scene that can generate an arbitrary number of
other nodes at render time. This will be used to implement an Alembic procedural
that can load an Alembic file into Cycles nodes. In the future we also expect to
have a USD procedural.
Direct loading of such files at render time is a standard feature in other
production renderers. Reasons to support this are memory usage and performance,
delayed loading of heavy scene data until rendering, Cycles standalone rendering
using standard file formats beyond our XML files, and shared functionality for
Cycles integration in multiple 3D apps.
Ref T79174, D3089
First step towards a better handling of relationships between IDs in
override context, especially when a resync is needed.
First, introduce a new flag to override operations,
`IDOVERRIDE_LIBRARY_FLAG_IDPOINTER_MATCH_REFERENCE`, for ID pointers.
It keeps track of whether an RNA ID pointer has been kept to its
'natural overriden ID' (in override hierarchy context), or has actually
been re-assigned to some other data-block.
Second, refactor how we deal with relationships between IDs in override
hierarchy code, especially in resync case. This will fixe several cases
listed in T83811, especially the case where an ID pointer to an existing
override needs to be updated to a new one due to a matching change in
linked data.
Filtering may make the Outliner tree empty. The function to find the drop
element should just return null then and let the caller decide how to deal with
it.
Although the Knife Project operator converts 3D coordinates to screen
space, it doesn't really need opengl.
Differential Revision: https://developer.blender.org/D10178
The "Layers" panel for Grease Pencil objects uses sub-panels to organize
their properties in categories. Currently, this isn't so clear.
This patch cleans up these sub-panels with clearer categorization.
Reviewed By: #grease_pencil, antoniov, Blendify, HooglyBoogly
Ref D10184
In the CompositorOperation::deinitExecution the viewer could be freed at
the same time it was drawn in the image editor or node editor. There is
a guard for that but wasn't added during the migration of the two
editors to the draw manager.
Building RC builds would parse `BLENDER_VERSION_CYCLE_NUMBER` that
doesn't exist anymore. It was removed by {D7748}.
This change removes it from `buildbot_utils.py`.
Currently, the object context menu includes some inconsistencies
between object types. This is a small patch that fixes these.
- Adds the same ability to Join and Set Origin
to all supported object types.
- Adds Set Active Camera for cameras.
- Adds Adjust Stroke Width for GP Objects.
- Adds Trace Image to Grease Pencil for Image Empties.
Reviewed By: #grease_pencil
Ref D10144
The `image_get_gpu_texture` didn't use the iuser->view_index but
recalculated the requested view again. This lead to inconsistent
behavior when switching between multi view textures or stereo textures.
This has been fixed by ensuring that the `iuser->view_index` is always
used.
An Image has only place to store 2 view textures. This is done for
right/left eye compositing. A multi view texture can have more views.
This would lead to reading and writing to unallocated space.
When a multiview texture is requested that is larger than 1. It will
always be cached as being the first eye. The `gpu_view` of the Image is
also used as a cache key to check this.
This got broken in 4b1112c8c9. A fix which will be consistent with image
editor is not obviously clear, so for the time being revert the change and
go back to state which was working for a long time.
A number of naming changes for consistency and clarity
- Use 'Adjust...' for all entries that adjust properties
rather than being normal operators.
- Follow naming conventions (ie Draw -> Display etc).
- Less naming ambiguity and more correctness and consistency.
Part of D10144
During multiview rendering the `cryptomatte_accum_buffer` is not cleared
between the views and leaves artifacts on the next view to be rendered.
This change clears the accum buffer when it already exists and will be
reused for the next view.
Passing 4x arguments for the rectangle,
mixed in with round-box radius & color wasn't very readable.
Instead, pass a `rctf` as the first argument to UI box drawing functions.
The new GPU_SHADER_2D_WIDGET_BASE shader allows us to draw
many complex shapes with anti-aliasing.
One thing it can do is draw an opaque rounded rectangle with colors
that differ between its interior and outline.
In order to do the above in a single pass I recently added an "_ex"
version of UI_draw_roundbox that exposes most of that shaders features.
This simplifies interface_draw.c by removing redundancy in the calling
of this shader by using this new uber "_ex" version.
Ref D10189
Modifications to triangle shader association were not considered when checking for updates and the associated device data array was not tagged as modified so it was not resent to the device(s).
Scene strips can't be prefetched and seq_prefetch_do_skip_frame()
should check if scene strip is in timeline. But it did not recurse into
meta strips, which resulted in crash.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9999
Generator strips with zero inputs have their length set to 1 pernamently.
In some cases it is useful to use speed effect on these strips because they
can be animated. This can be done by using their length as is on timeline as
content length.
This is very simplified and temporary solution, as cutting these strips won't
give expected results. Lot of code relies on length of these strips being fixed
to 1, resolving this properly should be done by T59540.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10026
Building proxy with meta strip selected resulted in attempt to render
meta strip itself and save result as image as is done when building
image proxies.
Remove meta strip from list of supported strips.
Multicam, Meta and scene strip are cleared from poll function in UI as well.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10001
This argument was used to prevent infinite loop in lookups between disk
and RAM cache.
Code was refactored, so this can be handled internally in cache.
Reviewed By: sybren, sergey
Differential Revision: https://developer.blender.org/D9955
Selecting inside an island no longer de-selects
when it's too far from an edge.
When edge select fails fall back to inside-face test.
This follows 908b383b7d
which made this change for face-select.
Apply to island selection since it doesn't make sense
for island select to behave differently.
Position Gizmo tooltips below their bounds so they do not obscure the content.
Differential Revision: https://developer.blender.org/D9793
Reviewed by Julian Eisel
The Asset Browser already displayed object-data assets, but you couldn't
actually drag & drop them. This is now supported.
The object-data drop poll needed access to the data-block. But with a small
tweak it doesn't need that and can just check the ID type (which is known for
asset dragging too).
Part of T82661.
If the poll check of the operator fails, the operator won't run. We can check
that in advance to hide the drop hint if dropping will fail anyway.
This improves feedback during dragging.
For assets, the copy callback of the drop-box would append the asset
data-block. Check if the operator's poll succeeds before calling the copy
callback.
Otherwise the data-block is "secretly" appended, which the user doesn't expect
and won't notice without checking the file data in the Outliner.
For masks I had to extend the poll function, it didn't check context
sufficiently.
The normal drag & drop support was already there, just needed minor tweaks to
respect asset importing. The dragged in mask will create a mask node for
compositor node editors.
Part of T82661.
The normal drag & drop support was already there, just needed minor tweaks to
respect asset importing. The dragged in image will create a image/texture node
for the internally known node-tree types (shader, texture and compositing
nodes).
Part of T82661.
The float array is declared inside a smaller scope, pointed to, and then
used later. This simply moves the declaration outside of the if statement.
Also remove two redundant lines.
Simplification and changes to the Navigation gizmo. Better indication of negative axes, consistent use of color and size to indicate orientation, ability to be resized.
Differential Revision: https://developer.blender.org/D9744
Reviewed by Campbell Barton
* tbb::blocked_range moved to a different namespace and since the fix is
non-trivial, remove some unused code that used this.
* Task group priorities are no longer supported. It's unclear if they are
useful at all right now and even set correctly, for now all tasks are equal
priority with TBB 2021.
There are a couple of operations that are meant to set the active
modifier that currently don't. The first is a mouse press on the drag
icon on the right of the header, and the second is mouse presses on
modifier sub-panels headers.
This was an oversight in the implementation, especially the second,
because the blank space on the right of a sub-panel header often looks
just like the blank space elsewhere on the modifier's panel that
*does* set the active modifier.
Note that this purposefully doesn't include collapsing and expanding
the modifier as operations that set the active, since regardless of
whether that makes sense, it wasn't in the agreed upon design, which
would ideally not need changing for 2.92.
Differential Revision: https://developer.blender.org/D10155
This optimizes device updates (during user edits or frame changes in
the viewport) by avoiding unnecessary computations. To achieve this,
we use a combination of the sockets' update flags as well as some new
flags passed to the various managers when tagging for an update to tell
exactly what the tagging is for (e.g. shader was modified, object was
removed, etc.).
Besides avoiding recomputations, we also avoid resending to the devices
unmodified data arrays, thus reducing bandwidth usage. For OptiX and
Embree, BVH packing was also multithreaded.
The performance improvements may vary depending on the used device (CPU
or GPU), and the content of the scene. Simple scenes (e.g. with no adaptive
subdivision or volumes) rendered using OptiX will benefit from this work
the most.
On average, for a variety of animated scenes, this gives a 3x speedup.
Reviewed By: #cycles, brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D9555
`bmain.relations` is used to store temp data of relations between IDs,
to speed-up some complex processes heavily relying on such information.
Previous implementation was failry unclear/confusing, and required a
not-so-nice hack to 'tag' some ID as processed.
New code changes as such:
* Using `from`/`to` naming (instead of `user`/`used`).
* More clear separation between `to` `id_pointer` and `from` one,
using an union instead of hacking around difference between `ID *` and
`ID **` pointers.
* Adds storage of `session_uuid` informations (mainly useful as
debug/ensuring proper consistency of data currently).
* Adds a structure per ID in the mapping. This enables possibility of
storing tags (and potentially more data in the future) per-ID,
without polluting the IDs themselves with very short-life info.
Differential Revision: https://developer.blender.org/D10164
Currently this is needed to properly tag PointCache's for info update
(fixes an issue reported in T82503).
Suspect we may need this in more cases in the future though, RNA
assign/update processes are not always 100% enough to deal with
complicated corner cases.
Double floating point precision is an extension of OpenCL, which might
not be implemented by certain drivers, such as Intel Xe graphics.
Cycles does not use double floating point precision, and there is no
need on keeping doubles unless there is an explicit decision to use
them.
This is a simple fix from Cycles side to replace double floating point
type with a type of same size and alignment rules. Inspired by Brecht
and Patrick.
Tested on NVidia Titan V, Radeon RX Vega M, and TGL laptop.
Differential Revision: https://developer.blender.org/D10143
Previously float2 was converted to float3 by implicitly converting to a
float pointer first, which was then passed to the float3 constructor.
This leads to uninitialized memory in the z component of the new float3.
Ideally this should be solved in float2/float3 itself, but my first fix for
that resulted in a compile error: rB6ac0a3d83c8e5a39bd5356aa0d68e3166bd91e82
This is an alternative fix that can be used for now. Will have to look
into the conversion in more detail again.
Was happening when there are deform modifiers prior to the multires.
There are detail in the comment around sculpt_undo_refine_subdiv(),
but briefly: the subdiv was refined with wrong base mesh coordinates.
Differential Revision: https://developer.blender.org/D10158
Previously float2 was converted to float3 by implicitly converting to a
float pointer first, which was then passed to the float3 constructor.
This leads to uninitialized memory in the z component of the new float3.
We will need to expand this node soon to add weight/count for different
elements inside the collection. For that it is better to have the node
to use its own DNA.
Thanks to that same point cache being exposed in **four** different RNA
paths (twice in particle system, and twice in its embedded cloth
simulation settings).
Only way is to also make particle system overridable.
Dividing the workload by number of tasks in float is imprecise and
lead in some cases to particles not being calculated at all
(example: 20000 particles, 144 tasks).
Switching this calculation to integer makes sure we don't lose count.
Differential Revision: https://developer.blender.org/D10157
Dividing the workload by number of tasks in float is imprecise and
lead in some cases to particles not being calculated at all
(example: 20000 particles, 144 tasks).
Switching this calculation to integer makes sure we don't lose count.
Differential Revision: https://developer.blender.org/D10157
While the previous fix for T84920 is correct, the crash could still be
triggered by changing the active object while in edit-mode.
Ensure stale data isn't used by tagging for depsgraph update when
edit-mode data is freed on undo.
While exiting edit-mode normally does this, it's possible to set the
active object to a non edit-mode mesh, skipping the mode-switch
operator and it's depsgraph tagging.
Regression from d8992192e5
The original code relied on having a separate edit-object pointer
than the active object.
Use a utility function to avoid code duplication as there are
other areas that have similar functionality.
Selecting markers and cameras could crash when in edit-mode.
Only support this in object mode as mode-switching as part of
activating cameras doesn't seem like a priority.
This has the same root cause as T84920.
This uses the values form the stroke automasking cache to control the
falloff of all deformers in the boundary brush. Usually this is already
considered in the general brush falloff function for the rest of the
brushes, but this is one of the exceptions where the brush implements
its custom falloff.
Reviewed By: JacquesLucke
Maniphest Tasks: T84896
Differential Revision: https://developer.blender.org/D10161
E.g. the graph editor channels list would still show the old name of a material
that was renamed in the Outliner. Same for the Asset Browser when showing
data-blocks in the "Current File" repository.
The Outliner didn't send the notifier for some data-block types that editors
listen to for data-block name changes.
The "Current File" asset library didn't get refreshed after the data-block name
changed. But rather than entirely refreshing the file list, or doing possibly
problematic partial refreshes, reference the data-block name directly, so a
simple redraw gets the new name displayed.
Addresses T83751
Mouse cursors used during transforms made to work better with changes of user scale and line width.
Differential Revision: https://developer.blender.org/D9668
Reviewed by Campbell Barton
This node allows sampling a texture for every vertex based on some
mapping attribute. Typical attribute names are the name of a uv map
(e.g. "UVMap") and "position". However, every attribute that can be
converted to a vector implicitly is supported.
It should be noted that as of right now, uv map attributes can only be
accessed after a Point Distribute node.
Ref T82584.
Differential Revision: https://developer.blender.org/D10121
This extends the "blender_debug_gpu.bat" batch file to also be useful for triaging Cycles
problems. OptiX initialization errors or problem while iterating CUDA devices are only
logged when the `--debug-cycles` flag is specified, so adding that here.
Reviewed By: brecht, LazyDodo
Differential Revision: https://developer.blender.org/D10167
The Asset Browser is still considered an experimental feature right now. But it
can be enabled by default for alpha builds, to get further testing and
feedback. It will hopefully be a non-experimental feature by the end of bcon1.
This is done in agreement with Dalai.
For the most part, this just adds boilerplate code for volume support in geometry nodes:
* Add `VolumeComponent` next to `MeshComponent`, etc.
* Support `VolumeComponent` in depsgraph object iterator.
Furthermore, I added initial volume support in a few nodes:
* The Object Info node outputs an object instance when the input is a volume object
(that will be the same for mesh objects soonish, to avoid copies).
* Support transforming a `VolumeComponent` in the Transform node.
* Support the `VolumeComponent` in Join Geometry nodes, but only when just one of the
inputs has a volume component for now.
Right now, there is no way to create a `VolumeComponent`, because the Object Info node
outputs an object instance. The `VolumeComponent` will be necessary for upcoming nodes,
which will generate volumes on the fly.
Viewport selection does not work correctly with `VolumeComponent`s currently. I don't
know why that is. That can be figured out a bit later, once we can actually create
new volumes in geometry nodes.
Ref T84604.
Differential Revision: https://developer.blender.org/D10147
Adopt some of the newer layout abilities to
clean up the Particle Tool Properties a bit.
- Use in-line check-boxes next to values.
- Use text heading for Preserve toggles and mirror/topology mirror.
Reads clearer. Uses less space. Is more consistent.
Reviewed By: #user_interface, pablovazquez, Blendify, campbellbarton
Ref D10130
There was a bug which which prevented box and lasso select to work
correctly in GP Edit Mode. It would select a nearby vertex before the
box selection.
This patch fixes it so it works with a click event,
like the default keymap, which fixes box and lasso selection.
Ref D10119
Uninitialized stack memory was being re-used in a loop.
Error in original commit from 04f81c8225
This happened to work as the same memory location was re-used
between iterations and not overwritten.
In fact, the drawing was that of the local contraint axis (which is
summarized so as not to fill the screen with too much information).
Use the local contraint axis only when more than one object is selected.
Branched path tracing is not supported for OptiX, and it would still use the
number of AA samples from there when branched path was enabled by the user
earlier but auto disabled and hidden in the UI when using OptiX.
Ref D10159
Tile stealing may steal a CPU tile buffer and move it to the GPU, but next time around that
tile may be re-used on the CPU again (in progressive refinement mode). The buffer would
still be on the GPU then though, so is inaccessible to the CPU. As a result Blender crashed
when the CPU tried to write results to that tile buffer.
This fixes that by ensuring a stolen tile buffer is moved back to the device it is used on before
rendering.
A regression since 2.80: need to use evaluated mask to calculate
its bounds. Non-evaluated mask does not contain state for the
current frame, so iterating over control points of the original
mask gives points state from the time they were edited last (aka,
not affected by the animation).
- Zooming out a lot faster than zooming in,
it had the wrong aspect ratio, make all the preparations
with the factors instead of deltas.
- Improved following the `zoom_invert`
(should not apply to `MOUSEZOOM`) and "trackpad natural scroll"
preferences.
- `zoomfac` adjustment, same as in `view_zoomdrag_modal`.
Ref D8686
- Rename to "Link/Transfer Data".
- Move Mesh Data Transfer operators here from the Relations sub-menu.
- Clarify which operations links to, copies or transfers/projects
data using Link, Copy and Transfer leading text.
- Re-order contents to fit each category and add separators.
- Add enum tool-tips.
Reviewed By: Blendify, campbellbarton pablovazquez, mont29
Ref D10090
When the mouse cursor is inside the UV face,
extend the selection threshold.
This means when zoomed in, a face can always be selected when the cursor
is inside it.
In the case of multiple overlapping faces - the face with the closest
center is used.
----
Prior to 246efd7286, the UV selection
threshold was scaled by the zoom level, so selecting a face when zoomed
in close would often often select faces even when the on-screen center
was outside the intended threshold.
Having a zoom-independent threshold may require more precision than
users are used to.
This change addresses this.
Splitting assignments between functions complicates refactoring.
Also rename 'hit_final' to 'hit', since there are no longer a local
'hit' variable defined in these functions.
This commit moves runtime-only variables from the `SpaceNode`
DNA struct to a private struct in `node_intern.h`. Before, it was hard
to tell which data needed to be saved in files, this should make it
more clear.
Node that the `edittree` field is basically a runtime variable, since
it's set from the `treepath` list on read, but moving it would require
some more invasive changes that I don't think are worth it right now.
Also, not all of the moved variables were explicitly cleared on read--
`aspect` is set at the start of a redraw, `cursor` is set in a region
callback, and `recalc` was used as an update flag.
Differential Revision: https://developer.blender.org/D10141
Things like pointers to particle systems, or softbody data being stored
outside of its modifier, make it impossible for internal modifier copy
data code to be self-contained currently. It requires extra processing.
In existing code this was handled in several different places, in
several ways, and alltogether fairly inconsistently. Some cases were
even not properly handled, causing e.g. crashes as in T82945.
This commit addresses those issues by:
* Adding comments about the hackish/unsafe parts `psys` implies when
copying some modifier data (since we need to ensure particle system
copying and remapping of those pointers separately).
* Adding as-best-as-possible handling of those cases to
`BKE_object_copy_modifier` (note that it remains fragile, but is
expected to behave 'good enough' in any practical usecase).
* Remove special handling for specific editor code
(`copy_or_reuse_particle_system`). This should never have been
accepted in ED code area, and is now handled by
`BKE_object_copy_modifier`.
* Factorize copying of the whole modifier stack into new
`BKE_object_modifier_stack_copy`, now used by both `object_copy_data`
and `BKE_object_link_modifiers`.
Note that this implies that `BKE_object_copy_modifier` and
`BKE_object_copy_gpencil_modifier` are now to be used exclusively to
copy single modifiers. Full modifier stack copy should always use
`BKE_object_modifier_stack_copy` instead.
Fix T82945: Crash when dragging modifiers in Outliner.
Maniphest Tasks: T82945
Differential Revision: https://developer.blender.org/D10148
Things like pointers to particle systems, or softbody data being stored
outside of its modifier, make it impossible for internal modifier copy
data code to be self-contained currently. It requires extra processing.
In existing code this was handled in several different places, in
several ways, and alltogether fairly inconsistently. Some cases were
even not properly handled, causing e.g. crashes as in T82945.
This commit addresses those issues by:
* Adding comments about the hackish/unsafe parts `psys` implies when
copying some modifier data (since we need to ensure particle system
copying and remapping of those pointers separately).
* Adding as-best-as-possible handling of those cases to
`BKE_object_copy_modifier` (note that it remains fragile, but is
expected to behave 'good enough' in any practical usecase).
* Remove special handling for specific editor code
(`copy_or_reuse_particle_system`). This should never have been
accepted in ED code area, and is now handled by
`BKE_object_copy_modifier`.
* Factorize copying of the whole modifier stack into new
`BKE_object_modifier_stack_copy`, now used by both `object_copy_data`
and `BKE_object_link_modifiers`.
Note that this implies that `BKE_object_copy_modifier` and
`BKE_object_copy_gpencil_modifier` are now to be used exclusively to
copy single modifiers. Full modifier stack copy should always use
`BKE_object_modifier_stack_copy` instead.
Fix T82945: Crash when dragging modifiers in Outliner.
Maniphest Tasks: T82945
Differential Revision: https://developer.blender.org/D10148
When dragging an object into the 3D View, e.g. from the Outliner or the Asset
Browser, other objects wouldn't get deselected. That differs from what other
drop operations do, which create a new object. They deselect other objects in a
lower-level function, which happens to not be called for just dropping objects.
So I guess this is an oversight.
Old behavior was also a bit annoying because users seem to expect this to
deselect.
Caused by rBbbb2e0614fc3.
Oversight to not take the remapped framelength into account.
Maniphest Tasks: T84784
Differential Revision: https://developer.blender.org/D10134
`BKE_volume_is_loaded` uses `grids.filepath` to determine if the
grids are already loaded. The issue was that `grids.filepath` was
set before the grids were loaded, resulting in incorrect early
returns for other threads.
Differential Revision: https://developer.blender.org/D10150
By design the modified object transformations should still work and
affect the geometry nodes results. The current behaviour, however, would
make the geometry from the object info to not be affected by the
modified object transformations. This patch changes that by default.
In a similar fashion the Location, Rotation and Scale sockets outputs
should be aware of whether the output should be in the global space or in the
space of the nodetree.
To solve this, the patch introduces a new transformation space "enum"
where users can pick "Original" or "Relative" space.
Original
--------
Output the geometry relative to the input object transform, and the
location, rotation and scale relative to the world origin.
Relative
--------
Bring the input object geometry, location, rotation and scale into the
modified object maintaining the relative position between the two objects in
the scene.
Relative space violates a bit the design of the nodetree. The geometry in this
case is transformed so that moving the modified object doesn't interfere with
the geometry. This is particularly useful for the boolean node for instance.
"Original" is the default space, but old files are set to "Relative" for
backwards compatibility.
Differential Revision: https://developer.blender.org/D10124
When reassigning an effect strip to another sequence, any animation data
in the effect strip will not be offset like expected.
The fix calls `SEQ_offset_animdata` to offset the animation data after
the seqence has been moved.
Reviewed By: ISS
Maniphest Tasks: T84642
Differential Revision: https://developer.blender.org/D10096
The movie clip's `region->v2d` was being resized by the view2d code,
causing mouse cursor to movie-clip coordinate mapping to fail.
This commit removes `UI_view2d_region_reinit`,
matching the behavior for the image editor's 2D view.
Reviewed By: sergey
Ref D10106
Copy the smooth setting when filling in curve caps.
For drawing this doesn't change behavior as a single normal is used
for all faces.
The difference may be noticed when converting to a mesh or with
modifiers applied.
Bevel caps always had incorrect normals, causing display glitches
in some cases.
It seems this never worked properly (at least 2.79 also had this bug).
Use the projection vector as the normal.
When using the interactive add tool for primitives with a fixed
height and base aspect ratio, the height of the created primitive
would be incorrect (two times too small or two times too big).
When the base origin was centered, the `fixed_aspect_dimension`
was not changed even though the base length was doubled.
Additionally, when the height origin was centered but the height
aspect ratio was fixed, the height was doubled leading to an
incorrect size.
The fix doubles `fixed_aspect_dimension` when the base origin is
centered and correctly calculates the height of the primitive when
the aspect ratio is set to fixed.
Ref D10140
Match Blender 2.7x keymap more closely.
- Image Editor: F3 for save image as.
- Node Editor: Ctrl-LMB to cut links.
- Cycle the falloff types instead of showing a pie-menu.
- Use regular menu instead of pie menu for snapping.
These functions with many arguments can be unwieldy. Aside from the obvious issues
with rewriting the list of arguments and the opportunities for error and frustration
that presents, the long list of arguments make these systems hard to change. So when
an argument should be added, someone might skip that and add some hack instead.
So, as proposed in T73586#1037210, this patch instead uses a "params" struct for
each of these callbacks.
- Use param argument for `ARegionType.listener`
- Remove unused window field in region listener
- Use param argument for `SpaceType.listener`
- Use params struct for `ARegionType.message_subscribe`
Differential Revision: https://developer.blender.org/D9750
The double quaternion blending method in addition to the deformation
matrix of each bone requires their rest matrices. For ordinary bones
this literally should use the bone rest matrix without any ambiguity.
However, it was also using the bone rest matrix for all of its
B-Bone segments, which is incorrect and causes strange deformation
in some cases involving extreme non-uniform scale, especially
at boundaries between different B-Bones. There is also a similar
known issue that happens with scale at bending joints, and this
fix reduces the distortion when both bones are B-Bones.
This changes both the Armature modifier and the Armature constraint
to use the actual segment rest matrices. Unlike bones, these can have
scale even in rest pose, so normalization is required.
Differential Revision: https://developer.blender.org/D10003
Average selected tracks into the new one. This can be used to improve
stability of tracking on blurry or non-very-sharp feature shapes.
Averaging happens for all position, pattern corners and search area.
Disabled markers do not take effect on averaging. Keyframed flag is
copied from source.
Gaps in the source tracks will be linearly interpolated, to reduce
result track jump. Note that this only applies to gaps "inbetween".
This means that if an input track doesn't have markers in the
beginning/end of it, there is nothing to interpolate with and the
result track will jump.
Available from the Track panel, under the Merge category.
Differential Revision: https://developer.blender.org/D6323
There are two main things.
First, remove the marker index caching. Thins makes it possible to
safely use function from a threaded environment.
Second, replace linear search with binary search, which speeds up
random lookup.
There is no measurable difference in the stabilization which had a
comment about caching nature of track lookup. The random lookup
complexity changed from O(N) to O(log N). In practice this also
unlikely to be measurable, but thread-safety worth it.
If extensions string is longer than 1024 then the old code would have
reported empty string instead of extensions.
Now the code does dynamic string allocation to store result of request,
similar to what is done in `OpenCLInfo::get_hardware_id`.
The code looks a bit ugly, but it didn't really change much with this
patch. In other words, the code can become more modern and clear, but
it is considered to be outside of the scope of this change.
Differential Revision: https://developer.blender.org/D10135
The OptiX denoiser is part of the OptiX device, so to the tile manager looks like a GPU device. As a
result the tile stealing implementation erroneously stole CPU tiles and moved them to that OptiX
device, even though in this configuration the OptiX device was only set up for denoising and not
rendering. Launching the render kernel therefore caused a crash because of a missing AS etc.
This fixes that by ensuring tiles can only be stolen by devices that support render tiles.
overrides
Editing bone groups is not supported on proxies/overrides [changes a re
lost on file reload], need to do proper polling (and also prevent this
from rna) for:
- adding bone groups
- removing bone groups
- renaming bone groups
- setting bone groups colors
Previously, this was hinted at by setting the layout inactive, with
preoper polls, this is now not needed anymore.
note: Selection of bone groups actually makes sense here and is
supported, so this is not prevented in this patch, but UI wise this is
not nice in the override case, because one cannot set an active_index
(aka select) in the UI list.
Maniphest Tasks: T84600
Differential Revision: https://developer.blender.org/D10131
Individual projection is a different branch of snap and always projects
the transformed elements on the surface of objects.
Perhaps this option should be limited to the Move mode due to similarity.
But in order not to change the current behavior too much, this commit only
disables this option in modes not affected by snap.
Outliner display under 'Animation' > 'NLA Tracks' was not updating in
the following cases:
- adding strips
- removing strips
- duplicating strips (possibly to different track)
- swapping strips
- reordering tracks
- changing strip order by translating
- translating strips between tracks
- renaming tracks
In the case of deleting strips/tracks, this was also resulting in a use-
after-free error in Outliner drawing code (this was reported specifically
in T84586).
Most of these operators already sent a ND_NLA|NA_EDITED notifier, but the
Outliner is not listening to these. Listening to NA_EDITED is also not
what we want since this also happens a lot in cases irrelevant to the
Outliner. Now be a bit more specific and send ND_NLA|NA_ADDED / ND_NLA|
NA_REMOVED or a new ND_NLA_ORDER (to distinguish from NA_EDITED
'only' - where a redraw is not neccessary) and listen to these from the
Outliner.
(note: places that were listening to ND_NLA|NA_EDITED before are also
listening to NA_ADDED or NA_REMOVED, so changing NA_EDITED should not be
a problem here)
(note 2: for cases like swapping tracks/strips order, NA_ADDED or
NA_REMOVED does not make sense, neither can we use NA_EDITED [since we
dont want to listen to this], so in this case an additional ND_NLA_ORDER
is now sent)
(note 3: in nla transform code, this is now always sent on confirm. There
are cases were the notifier would not be needed, but checking exactly all
cases were it actually would be needed seems overkill [history of D10073
has example code to check if strips moved between tracks])
Maniphest Tasks: T84586
Differential Revision: https://developer.blender.org/D10073
The WORLD_UPDATE operation (needed to free the gpu material) was already
defined in DepsgraphNodeBuilder::build_world, but corresponding relation
was only set up for changes in the nodetree, not for changes in the
world/material itself in DepsgraphRelationBuilder::build_world.
Direct changes to these surface properties in the UI were updating
properly through RNA property update callbacks, but these are not called
from the animation system.
So now add these relations in the depsgraph.
Not 100% sure this is the right place for this (since e.g. eevee engine
seems to handle e.g. animated light paramters just fine through
EEVEE_cache_populate / eevee_light_setup, but properly freeing gpu
materials wont happen for worlds in e.g eevee_id_world_update and also
not for materials)
Maniphest Tasks: T84250
Differential Revision: https://developer.blender.org/D9959
Extend the pose bone "clear loc/rot/scale" functions so that they
respect the "Mirror X" option.
Reviewed By: sybren
Maniphest Tasks: T83657
Differential Revision: https://developer.blender.org/D9938
Extend the pose bone "clear loc/rot/scale" functions so that they
respect the "Mirror X" option.
Reviewed By: sybren
Maniphest Tasks: T83657
Differential Revision: https://developer.blender.org/D9938
The target stroke bounding box was not checked properly and when using layer transform the error was noticeable, but really the error was before the layer transform commit.
This implements the node tree update function, which is needed so that the
reroutes get updated to the correct type. It is based on the same code in
the shader and compositor node trees.
Differential Revision: https://developer.blender.org/D10123
When using grease pencil for drawing Storyboards, it's very common to require a transform of the layers. This transform can be done using the offset modifier, but in some cases, the scene requires a lot of modifiers and makes the file hard to work.
This new feature adds a transforms Location, Rotation and Scale at Layer level, and allows to transform the layer without using a modifier, keeping the scene more clean.
{F9480695}
This feature was suggested by @pepeland after receiving feedback from several artists.
Also, done some code cleanup and rename some functions to get a better naming.
Maniphest Tasks: T83660
Differential Revision: https://developer.blender.org/D9761
The issue was that the mesh shared its vertex weights with the
original mesh (to reduce memory consumption). The solution is
to make a local copy of the vertex weights in this case.
This adds a "Snap to" option that allows using all the scenes snap
settings which includes incremental & absolute grid snapping options.
This is optional because always following scene snapping would not
snap to geometry by default (which seems to be the most useful default).
The absolute position desktop mapping has been corrected. The correct
mapping is 0-65535 inclusive. Additionally, division by the virtual
desktop width and height needed to be subtracted by 1 as width and
height are one more than the final pixel index.
Those (aka root node trees and master collections) share same 'traits'
as the shapekeys: RNA cannot assign them, so we need to handle them as
sub-data of their owner IDs.
Not sure how much this will help in improving support of overrides for
scenes and nodetrees, but this is a mandatory step towards that goal for
sure.
We should now have the tools to ensure consistency of ID pointers
diffing in `rna_property_override_diff_propptr`.
As a reminder, for most ID pointers we just check the actual pointer value,
but this is not possible for embedded IDs like root node trees or master
collections, and for fake embedded ones like shapekeys, so those should be
handled as mere sub-data of their owner IDs in override context.
Code generating override operations would not deal properly with Pointer
RNA properties, trying by default to use and check pointers' names
properties like it does with items of a collection.
However, using name property in pointer RNA property case makes no
sense, so specialize the `no_prop_name` flag for each case (pointer or
collection).
here, since second override would generate local data-blocks with
different names than the linked data ones, name matching would fail and
breck handling of override diffing in shapekeys.
Note that shape keys are the only one concerned by that problem, since
other embedded IDs (root node trees and master collections) are fully
real ones, so they always get the same names.
Our beloved shapekeys are 'virtual' overrides, they need special
snowflake treatment here as well.
They do not have any override data, from override perspective they are
considered as mere sub-data from their owning ID (mesh, lattice, etc.).
Therefore, we should not copy override data from them, but instead
properly flag those new IDs as `LIB_EMBEDDED_DATA_LIB_OVERRIDE`.
Found while investigating T84373.
Code generating override operations would not deal properly with Pointer
RNA properties, trying by default to use and check pointers' names
properties like it does with items of a collection.
However, using name property in pointer RNA property case makes no
sense, so specialize the `no_prop_name` flag for each case (pointer or
collection).
here, since second override would generate local data-blocks with
different names than the linked data ones, name matching would fail and
breck handling of override diffing in shapekeys.
Note that shape keys are the only one concerned by that problem, since
other embedded IDs (root node trees and master collections) are fully
real ones, so they always get the same names.
Our beloved shapekeys are 'virtual' overrides, they need special
snowflake treatment here as well.
They do not have any override data, from override perspective they are
considered as mere sub-data from their owning ID (mesh, lattice, etc.).
Therefore, we should not copy override data from them, but instead
properly flag those new IDs as `LIB_EMBEDDED_DATA_LIB_OVERRIDE`.
Found while investigating T84373.
This commit adds the ability to provide a default value to
`attribute_try_get_for_output` and uses it for the `Point Scale` node,
which is important because the node uses multiplication.
The idea is to keep "name-specific" functionality in nodes rather than in
the attribute API, otherwise the complexity will be hard to keep track of.
So this fix doesn't apply to the Attribute Vector Math node, but hopfully
that is okay since that's now a lower level node for this purpose anyway.
Differential Revision: https://developer.blender.org/D10115
Use exact marker accessor. Harmless due to the current way the
transform system is used by tracking. But for the future development
proper accessor needs to be used.
Cycles has a lot of code like this:
```lang=c++
BL::Object::modifiers_iterator b_mod;
for (b_ob->modifiers.begin(b_mod); b_mod != b_ob->modifiers.end(); ++b_mod) {
```
Range-based for loops allow us to simplify this to:
```lang=c++
for (BL::Modifier &b_mod : b_ob->modifiers) {
```
In order to support this, a collection (such as `b_ob->modifiers`) must have
a `begin()` and `end()` method, that take no parameters and return an iterator.
The `end` method already exists, but the `begin` method takes the iterator as
argument currently.
This patch adds a new `begin` method that returns the iterator. The old `begin`
method is still available to avoid breaking existing code.
My assumption is that the old `begin` method took the iterator as parameter so
that the iterator is not copied or moved, i.e. its memory address is stable and
the destructor is only called once. I'm not sure if both of these requirements
are really necessary to ensure that the iterators work correctly. To be on the
safe side, I deleted the copy/move constructors/assignment operators.
Since C++17 there is "guaranteed copy elision" which basically allows us to
return a non-copyable and non-movable type from a function. To make that work,
I had to add a new constructor to `CollectionIterator` that calls `begin` on itself.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D10120
This commit changes the check at the beginning of the
"Make Instances Real" operator to account for the instances
created by nodes modifiers in the modifier stack.
Differential Revision: https://developer.blender.org/D10059
If the mesh has any corner or point attributes (e.g. vertex weights or
uv maps), those attributes will now be available on the generated points
as well.
Other domains can be supported as well. I just did not implement those yet,
because we don't have a use case for them.
Differential Revision: https://developer.blender.org/D10114
For term consistency with usage.
The clarity is more for consistency with the nla domain() processing
function names and the core struct member name it stores the results
in, "valid". The name "domain", which implies a function can operate
on it, seems more natural than "valid", which implies something is
wrong if false.
No functional changes.
Reviewed by: sybren
Differential Revision: http://developer.blender.org/D9692
The field will already be properly written to in (anim_sys.c)
nla_eval_domain_action(). It's easier to understand the property's
usage after removing the redundancy.
No functional changes.
Reviewed by: ChrisLend, sybren
Differential Revision: http://developer.blender.org/D9689
No functional changes.
Future patches {D8867} {D8296} make use of it.
Reviewed by: sybren, ChrisLend
Differential Revision: http://developer.blender.org/D9691
No intended functional changes.
Refactors animsys_evaluate_nla() into 2 versions:
animsys_evaluate_nla_for_keyframing(), animsys_evaluate_nla_for_flush()
to make it clear what data is being calculated and why.
Dummy strip creation has been refactored to two separate functions,
animsys_create_tweak_strip() and animsys_create_action_track_strip().
Both are evaluated differently from other strips and eachother. There's
no need to interweave them. A future patch D8296, generally requires
both strips.
___
XXX anim_sys.c) nlatrack_find_tweaked() is a temporary work around.
If anyone has any insight into this problem, help is appreciated.
Reviewed by: sybren
Differential Revision: http://developer.blender.org/D9696
Previously the colors were on the right for outputs, but this is now
unecessary because of the organization in separate panels after
rBb1d1a58c77fb1658.
When NLA strips weren't time-aligned with the underlying action, then
fcurve modifiers would not be drawn anchored to the strip. Fmodifiers
were evaluating properly, they just weren't drawn with the proper
offset and scale.
To fix it in this specific case, I've chosen to undo the keyframe
remapping then remap the draw-evaluation-time from scene time to
fcurve time. Afterward, I redo the keyframe remapping so the controls
are properly drawn.
The Envelope fmodifier has special drawing code which was fixed too. In
this case, no mapping at all was happening. The solution was similar,
to remap the envelope control points from fcurve time to scene time.
This patch adds a noise offset option to the grease pencil noise modifier.
It allows the user to animate the noise along the length of the stroke to create movement that is currently not possible.
It works by adding an offset to the noise table and adding the remaining floating point value to the noise table sampling.
Reviewed By: #grease_pencil
Differential Revision: https://developer.blender.org/D10021
Instead of submitting tons of tiny IO syscalls, we can speed things up
significantly by `mmap`ing the .blend file into virtual memory and directly
accessing it.
In my local testing, this speeds up loading the Dweebs file with all its
linked files from 19sec to 10sec (on Linux).
As far as I can see, this should be supported on Linux, OSX and BSD.
For Windows, a second code path uses `CreateFileMapping` and
`MapViewOfFile` to achieve the same result.
Reviewed By: mont29, brecht
Differential Revision: https://developer.blender.org/D8246
When NLA strips weren't time-aligned with the underlying action, then
fcurve modifiers would not be drawn anchored to the strip. Fmodifiers
were evaluating properly, they just weren't drawn with the proper
offset and scale.
To fix it in this specific case, I've chosen to undo the keyframe
remapping then remap the draw-evaluation-time from scene time to
fcurve time. Afterward, I redo the keyframe remapping so the controls
are properly drawn.
The Envelope fmodifier has special drawing code which was fixed too. In
this case, no mapping at all was happening. The solution was similar,
to remap the envelope control points from fcurve time to scene time.
Note that uv layers still can't be accessed with nodes, because those
only access attributes on the point domain currently, while uv data
is stored per corner. Implicit domain conversion hasn't been
implemented yet.
Some of these conversions are arbitrary to some degree.
However, the user experience is better when at least something
happens when converting between types, instead of just getting
zeros. I left out a few conversions that I wasn't sure about yet.
I also added conversions for float2.
When building with more aggressive optimization flags, GCC will add FMA
(Fused Multiply Add) instructions that will slightly alter the floating
point operation results.
This causes some automated tests to fail in blender.
In clang and the intel compiler ffp-contract is set to off per default
it seems from my research. (They do not have the exact same setting,
but the default seems to match the off behavior)
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D9047
When building with more aggressive optimization flags, GCC will add FMA
(Fused Multiply Add) instructions that will slightly alter the floating
point operation results.
This causes some automated tests to fail in blender.
In clang and the intel compiler ffp-contract is set to off per default
it seems from my research. (They do not have the exact same setting,
but the default seems to match the off behavior)
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D9047
This fixes the behavior of some nodes when the same attribute
name is used for input and output. If both attributes have a
different type, they can't exist at the same time. Therefore,
the input attribute has to be removed in order to create the
output attribute.
Previously, the input attribute was remove before it was used
in any computations. Now, the output is written to a temporary
buffer and only later saved in the geometry component. This
allows both attributes to coexist within the node.
The temporary attribute is only create when necessary. The
normal case without name collisions still works the same
as before.
Differential Revision: https://developer.blender.org/D10109
Ref T83793.
Clamp value to the -HALF_MAX .. HALF_MAX.
The non-clamped values were causing NaN and inf values saved to
the file, which was the root cause of glare node giving unexpected
result.
The nan/inf on overflow is something mentioned in the half data
type in OpenEXR header.
Differential Revision: https://developer.blender.org/D10105
Fixes a number of glitches, e.g. the sidebar disappearing when selecting an
asset or wrong AZones (the little chevrons to indicate a hidden region).
There were a couple of issues:
* Execution region was created, but not used.
* If an execution region already existed when refreshing the area, it was
tagged as hidden, not removed.
* The sidebar was always set to be hidden on refreshes.
* When toggling from Asset Browser to File Browser as regular editor (i.e. not
opened temporary via Ctrl+O or such), the sidebar region wasn't removed.
Adresses T83644.
Now the resolution can be reduced to get less details. This is very useful for doing storyboards to get a quick fill of any character.
Following UI review, the name "Resolution" has been changed to "Precision" because is more clear.
Differential Revision: https://developer.blender.org/D10076
The other output types did not work currently anyway.
There is not a significant benefit in somehow deducing the output
attribute type from the existing attribute types.
`ED_undo_gpencil_step` only support valid undo step direction, passing
step name here is useless and only add confusion to what works or not.
Undo by step name or step index is fully not supported by GPencil undo
mode currently.
Note that since GPencil undo mode does not seem to ever be used anyway,
this is not an urgent issue in practice, but this needs to be cleaned up
at some point. See also T84703.
Handle return value of `fread()`, by showing an error message when the
file cannot be read from and stopping further processing. Not only is
error handing a good idea, it also prevents GCC from warning that the
return value of `fread()` should not be ignored.
This is similar to {D9916}.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10079
Before transform cancel will request marker at a current frame number
and restore transform flags to it. This worked fine if there was only
one marker from track in the transform data. This did not work correct
when multiple markers from track were added to transform data.
This allows to implement proportional editing in the clip editor.
Allows to easily implement more comprehensive checks about which
markers get added to the transformation context.
No user measurable changes are expected, purely house-keeping to
ease an upcoming development.
Reduce amount of duplicated pointer offset logic: advance transform
data pointers deep in the loop rather than have offset duplicated in
the outer loop.
Array size calculation still has duplicated, but that is another story.
The deform parameter of the Bmesh from_object method is deprecated,
always assumed to be True, and will be removed in version 3.0.
That is because the cases where it is False don't work correctly and are
subject to memory leaks. One of the symptoms of the incorrect behavior
is the application of constructive modifiers twice if the input object
is an evaluated one, as demonstrated in D10053.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D10086
Currently the grease pencil noise modifier seed value is under the randomize subpanel.
Moved the seed value outside of this panel because it doesn't only change the noise when using the randomize option. Moving the seed value prevents it from being hidden/greyed out so the user can manually keyframe it to control the noise animation.
Reviewed By: #grease_pencil, antoniov
Differential Revision: https://developer.blender.org/D10020
When the multiframe is enabled, playing animation must be disabled or the animation is not visible,
{F9527854}
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D9930
- Add missing Shift-Space for toggle maximize area.
- Add missing Alt-F10 for toggle fullscreen area.
- Match 2.7x keymap for setting the pivot center.
When activating add-object from from a tweak event (default keymap),
the snap gizmo could snap to a new location while dragging.
Workaround this by re-calculating the snap position where the tweak
event starts.
Reported T57210#1077747
Mistake in 2771dfd563. The commit left the new editors operator registration
in `ed_util_ops.c`, but removed the function call to it.
In other words, the ED-utils operators were not registered.
Mistake in 2771dfd563. The commit left the new editors operator registration
in `ed_util_ops.c`, but removed the function call to it.
In other words, the ED-utils operators were not registered.
The absolute position desktop mapping has been corrected. The correct
mapping is 0-65535 inclusive. Additionally, division by the virtual
desktop width and height needed to be subtracted by 1 as width and
height are one more than the final pixel index.
{rB1d3b92bdeabc} disabled animating other properties of the socket default
values, like the "min" and "max" properties, as well as the "default_value"
of the "default_value". That naming confusion lead to the commit
inadvertently removing animation for the vector socket in RNA.
I checked that the other socket types don't have the same issue.
Use approximate geodesic distance computatiom that crosses through triangles
rather than only along edges. Using only edges would give artifacts already
on a simple grid.
Fixes T78752, T35590, T43393, T53602
Differential Revision: https://developer.blender.org/D10068
The green is still distinct from the more turquoise use for geometry, and
they are never used in the same node graph. The use of red makes sense, but
would need changes to other sockets and categories to set it apart well.
Ref T82689
The translate node moves every point in the geometry, and the scale
node multiplies the "scale" attribute of the input geometry by its input.
While these operations are already possible with the "Attribute" nodes,
these new nodes fit nicely with the nodes specifically for changing the
"rotation" attribute that already exist, and they provide a simpler way
to do the same thing.
Differential Revision: https://developer.blender.org/D10100
Partially reverts 2250b5cefe.
Removing the user count and fake user count icons was controversial (which was
expected) and there are a few further changes needed, that won't make it in
time for the release, see D9946.
While there is a design to bring back the user count and fake user indicators,
a new design idea was proposed that the UI team wants to follow. This came too
late for the 2.92 release, the new design is targeted at the 2.93 release now.
Meanwhile, UI team decision was to simply revert the design changes.
The new design is being worked on in https://developer.blender.org/T84669.
Note that this commit does not revert some internal changes done in
2250b5cefe. Namely the introduction of `ed_util_ops.c` and data-block
operators in there. These will still be needed in the new design.
This patch allows connecting wires for object and collection socket
types to the "Group Input" node, which exposes them to be adjusted
in the modifier.
Thanks to @angavrilov's recent work in rB8964c02348f6, it is now
possible to edit pointer IDProperties in the interface when they are
drawn with `uiItemPointerR`.
This patch is composed of a few changes:
- Add code to create pointer properties in the modifier settings for
object and collection sockets, and also to draw them in the UI.
- Also search through the modifier's `IDProperty` settings to find IDs
used by the modifier.
- Change the setting's UI layout to support the change.
Differential Revision: https://developer.blender.org/D10056
Fixed an issue that was causing the app icon to render with a
'plated' background color in the taskbar and other areas of Windows.
Updated all app icons in Microsoft Store package to match Microsoft's
design recommendations.
Added multiple scales for app icons for high resolution displays.
Added high contrast app icons.
Reviewed By: pablovazquez, jmonteath
Maniphest Tasks: T79356
Differential Revision: https://developer.blender.org/D9681
Fixed an issue that was causing the app icon to render with a
'plated' background color in the taskbar and other areas of Windows.
Updated all app icons in Microsoft Store package to match Microsoft's
design recommendations.
Added multiple scales for app icons for high resolution displays.
Added high contrast app icons.
Reviewed By: pablovazquez, jmonteath
Maniphest Tasks: T79356
Differential Revision: https://developer.blender.org/D9681
This greatly simplifies the Point Distribute node. For a poisson disk
distribution, it now uses a simpler dart throwing variant. This results
in a slightly lower quality poisson disk distribution, but it still
fulfills our requirements: have a max density, minimum distance input
and stability while painting the density attribute.
This new implementation has a number of benefits over the old one:
* Much less and more readable code.
* Easier to extend with other distribution algorithms.
* Easier to transfer more attributes to the generated points later on.
* More predictable output when changing the max density and min distance.
* Works in 3d, so no projection on the xy plane is necessary.
This is related to T84640.
Differential Revision: https://developer.blender.org/D10104
This change removes copy-on-write operations from ID nodes which do not
need copy-on-write.
Should be no functional changes, as before the copy-on-write operation
would do nothing for those nodes anyway.
Building IDs which are not covered by copy-on-write process was not
implemented, which was causing parameters block not present, and, hence
causing crashes in areas which expected parameters to present.
First part of this change is related on making it so Copy-on-Write is
optional for ID nodes in the dependency graph.
Second part is related on using a generic builder for all ID types
which were not covered by Copy-on-Write before.
The final part is related on making it so build_id() is properly
handling ParticleSettings and Grease Pencil Data. Before they were not
covered there at all, and they need special handling because they do
have own build functions.
Not sure it worth trying to split those parts, as they are related to
each other and are not really possible to be tested standalone. Open
for a second opinion though.
Possible nut-tightening is to re-organize build_id() function so
that every branch does return and have an assert at the end, so that
missing ID type in the switch statement is easier to spot even when
using compilers which do not report missing switch cases.
As for question "why not use default" the answer is: to make it more
explicit and clear what is a decision when adding new ID types. We do
not want to quietly fall-back to a non-copy-on-write case for a newly
added ID types.
Differential Revision: https://developer.blender.org/D10075
There should be a conversion to native pixel size as expected by GHOST at the
window manager level, the dimensions at screen level do not need a conversion.
Differential Revision: https://developer.blender.org/D9976
Currently it is not possible to edit bare IDProperty pointer
values which are not explicitly defined through python via
UI fields. This is likely mostly because, unlike numeric values,
pointers aren't marked PROP_EDITABLE by default. However there
are also some bugs in the RNA code that need fixing.
The Geometry Nodes modifier uses bare properties to store
input settings for the node group it wraps, so supporting
Object and Collection sockets requires editable pointers.
This patch marks bare IDProperties editable, and ensures
that changing ID pointers rebuilds the dependency graph.
A type check is needed because an IDPROPERTY PointerPropertyRNA
can actually wrap a group value rather than an ID pointer.
Making pointers editable is not likely to accidentally
affect UI fields that were not intended to be editable,
because a simple `layout.prop` cannot determine which
datablocks to display in the menu and remains read-only.
The PROP_NEVER_UNLINK flag is also removed: it seems it
was added because the edit field that couldn't produce
a menu to set the pointer used to still display the unlink
button, but that seems not to be the case anymore.
Actual support for Object & Collection inputs in the modifier
is added in D10056, which can be used to test this code.
Differential Revision: https://developer.blender.org/D10098
The rna_idproperty_check call should be done before accessing
the prop pointer so that it can detect IDProperty values and
replace them with the actual PointerPropertyRNA object.
Ref D10098
The Asset Browser will be disabled and not available for the 2.92 release. In
alpha/beta builds, there will be an "Asset Browser" option under Preferences >
Experimental, if the developer extras are enabled.
Note that this also disables related UI elements (e.g. "Mark Asset" buttons,
Preferences settings for asset libraries, etc.).
The code is still in master of course, development and testing will continue
there. But there simply needs to be too much polishing and fixing before the
2.92 release, plus there are some design decisions to be reevaluated.
Check the milestone 1 project to follow ongoing work:
https://developer.blender.org/project/view/124/
This commit adds the "Save as Render" feature to the file output node,
that allows to disable the application of the configured view transform
and other color management settings on the image. If disable it uses
the standard view transform instead. This feature was originally
suggested in T83842 and is part of the color management improvements
task in T68926. With this feature it is possible to toggle the
application of the color management settings for each input socket
of the File Output node individually.
Reviewed By: brecht
Maniphest Tasks: T68926, T83842
Differential Revision: https://developer.blender.org/D9921
"F-Curve Visibility" is a bad UI label for a property that only affects
the display of unselected F-Curves. This commit clarifies the property
name by making it more specific with the word "Unselected", and by using
the word "Opacity". "F-Curve" is redundant in the UI label anyway because
it is included in the panel title.
Resolves T82587
Differential Revision: https://developer.blender.org/D10027
This right click select post outlines the reasons to make "Angle" the
default limit method: https://blender.community/c/rightclickselect/BVfbbc/
In short: Beveling every single edge rather than just sharp edges is
rarely the desired behavior, and the placement of the property in the UI
makes it easy to see the property's importance and toggle it.
Differential Revision: https://developer.blender.org/D8961
In order to avoid losing information, it sometimes makes sense for the
output attribute type to depend on the types of the input attributes.
Such a function already exists, `attribute_data_type_highest_complexity`,
it just needs to be used in a few more places. The change for the attribute
compare node is just so the code there uses the same code style as in the
attribute mix node.
Addresses part of T83793
Differential Revision: https://developer.blender.org/D10099
- Add operators that previously could only be found in panels
- Re order menus to match other menus
- Organize Code
|Before|After|
|{F9493583}|{F9493584}|
|{F9493585}|{F9493586}|
|{F9493588}|{F9493590}|
|{F9493591}|{F9493592}|
Reviewed By: sergey, sebastian_k, #motion_tracking
Differential Revision: https://developer.blender.org/D9781
The root of the issue was caused by the dependency graph using ID pointer
to map evaluated state from old depsgraph to new one upon relations update.
This was failing when IDs were re-allocated rapidly: was possible that
Object ID's evaluated state assigned to Mesh and vice versa.
Now depsgraph uses Session UUID to identify which IDs to restore evaluated
state to. The session UUID is stored in the IDNode, so that id_orig is not
dereferenced on depsgraph update since the ID might be freed.
The root of the issue is identified by Campbell, original patch was done
by Bastien, thanks! Also thanks to Oliver and Ray and everyone else for
testing!
This change will try to add meta data when using a multilayered open
exr file output node in the compositor. It adds the current scene meta
data and converts existing cryptomatte keys so it follows the
naming that is configured in the file output node.
This change supports the basic use-case where the compositor is
used to output cryptomatte layers with a different naming scheme to
support external compositors. In this case the Multilayered OpenEXR
files are used and the meta data is read from the render result.
Meta data is found when render layer node is connected with the
file output node without any other nodes in between. Redirects and empty
node groups are allowed.
The patch has been verified to work with external compositors.
See https://devtalk.blender.org/t/making-sense-of-cryptomatte-usage-in-third-party-programs/16576/17
See patch for example files.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D10016
Fix keyframe properties not being editable when animating a
library-overridden datablock.
The problem was that RNA pointers were created based on the datablock
affected by the animation (for example an Object), instead of the
datablock that contains the FCurve itself (the Action). The latter can
be local to the current blend file and should thus be editable, even
when the former is not.
Reviewed By: mont29
Maniphest Tasks: T81965
Differential Revision: https://developer.blender.org/D10091
Without this, additional items could be added in the future
which wouldn't be included in the check.
Move the check out of the loop since this is such an unlikely
situation that checking every iteration isn't needed.
Also remove redundant casts.
This adds a new Align Rotation to Vector node based on the mockup
in T83669.
Reviewers: HooglyBoogly, simonthommes
Differential Revision: https://developer.blender.org/D10081
Previously, the span returned by `WriteAttribute`s might not contain the
current value of the attribute for performance reasons. To avoid some
bugs, the span now always contains the old values (they might have to
be copied over from the internal storage, dependending on how the
attribute is stored).
The old behavior is still available with the `get_span_for_write_only`
method. The span that it returns might not contain the current
attribute values. Therefore, it should only be used when you want
to overwrite an attribute without looking at the old values.
When painting using Auto-Normalize or Lock Relative with some
groups locked, the locked weights may not add up precisely to
1 because of precision limitations, which results in creating
nonzero weights close to FLT_EPSILON. With Lock Relative display
mode this is very obvious and annoying (random red points amid
black or blue), so add an epsilon check to consider less than
1e-6 unlocked weight to be the same as 0.
In addition, in cases when no weight can be painted due to locks,
don't create vertex group entries at all if they don't exist yet.
Also, don't run Auto Normalize when not painting a deform group.
Differential Revision: https://developer.blender.org/D10000
The function `rna_Particle_uv_on_emitter` did not handle the case where
`particle->num_dmcache` was `DMCACHE_ISCHILD`. This resulted in an
incorrect offset for the `mtface` pointer. The commit checks for the
case and sets the offset accordingly, similar to existing code in
e.g. `particle_calculate_parent_uvs`.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10072
The Bmesh from_object method applies modifiers twice when the input
deform is enabled and the input depsgraph is a render one.
The evaluated object already have modifiers applied, and
mesh_create_eval_final() applies modifiers again. To fix this, the
BKE_mesh_new_from_object() function is used instead.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D10053
* Simplify and clarify logic in `BKE_undosys_step_undo/redo_with_data_ex`,
by adding early return on invalid situations, renaming some variables,
and adding comments.
* Add more sanity checks in those functions.
No behavioral change are expected here, besides in potential edge-case,
invalid situations.
This is a preliminary change, before some deeper modifications of
`BKE_undosys` undo/redo API.
Differential Revision: https://developer.blender.org/D10033
This means that NVIDIA driver version 450 or newer is now required for Cycles
OptiX rendering. This upgrade is required to take advantage of new features and
improvements.
Ref T81431
The Surface -> Nurbs Curve behaves now like the Curve -> Nurbs Curve,
if you initially select less than all points. So, multiple points can
be selected and extruded which just moves the selected points similar
to Curve -> Nurbs Curve object.
Differential Revision: https://developer.blender.org/D9934
linked obdata) fail
Caused by rB1a650fdcb286.
Above commit made polling more restricitive in that it did not allow for
actions on material slots (linked to object, not object data) on objects
with liked object data. This should be allowed though.
Maniphest Tasks: T84593
https://developer.blender.org/D10078
None of these changes should be visible, but the files were somehow
out of sync with the blend file, so they need to be updated to reflect
those changes.
In my testing this works, but it requires me to remove the min(start_sample...) part in the
adaptive sampling kernel, and I assume there's a reason why it was there?
Reviewed By: brecht
Maniphest Tasks: T82351
Differential Revision: https://developer.blender.org/D9445
Also send mouse move event instead of moving cursor via SetCursorPos.
SetCursorPos did not reliably move the mouse when it is leaving the
window quickly.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9981
This patch implements the same operations and interface as the regular
vector math node, but it runs for every element of the attribute. This
should expand what's possible with geometry nodes quite a bit.
Differential Revision: https://developer.blender.org/D9914
This patch makes the point distribute node write to the "rotation"
attribute with the normal of each face at each distributed point.
The "normal" attribute is also created with the triangle normal
at each point.
The conversion from the triangle normal to an Euler rotation is somewhat
arbitrary, since we only have one direction vector. For a more flexible
rotation for each point, the "Align Rotation to Vector" node can be used
in the future.
Differential Revision: https://developer.blender.org/D9965
Root of the issue is that `BKE_object_eval_boundbox` (that ports back
evaluated bbox to orig object during active depsgraph evaluation) is
only called when object's geometry actually is evaluated.
However, with new undo, often Object itself can be changed by undo,
without requiring its geometry to be re-evaluated, which was leading to
the evaluated bbox not being copied back into orig object anymore.
Fixing that by moving bbox copying-to-orig code into
`BKE_object_sync_to_original` instead, which is always executed when
object is evaluated (as hinted by the comment above
`BKE_object_eval_boundbox` actually).
Also allows to cleanup code for armature eval, apparently.
Maniphest Tasks: T83422
Differential Revision: https://developer.blender.org/D9789
2021-01-11 17:59:21 +01:00
2947 changed files with 139489 additions and 77043 deletions
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