If a new action is created (e.g. by inserting keyframes), the header was
not garuanteed to display the right action.
Notifiers were fine here, redraw took place, the editors action was just
not set soon enough for the drawing.
Now make sure this is set correctly by ensuring the animation context is
right (same as the other editor regions do before drawing).
Maniphest Tasks: T86809
Differential Revision: https://developer.blender.org/D10796
Increase range of internal flags & order UI_SEARCH_FILTER_NO_MATCH
within this range, so public button flags aren't accidentally added
that overlap with internal flags.
Python scripts can now define the reason it's poll function fails using:
`Operator.poll_message_set(message, ...)`
This supports both regular text as well as delaying message creation
using a callback which should be used in situations where constructing
detailed messages is too much overhead for a poll function.
Ref D11001
For indirect light rays, don't assume any hit is opaque, rather if it has
transparency or emission do the shading but don't do any further bounces.
Naturally this is slower when there are transparent surfaces, however
without this cutout opacity doesn't give sensible results.
Differential Revision: https://developer.blender.org/D10985
Some persistent data code was disable due to a deeper design issue, which
meant some updates were not communicated to renderers.
Dependency graph updates work in two passes, once where Blender scene
animation updates are done, then app handler scripts can run to make further
scene modifications, and then the depsgraph is updated again to take those
into account.
Previously the viewport would update renderers twice when such app handler
scripts were present. Now both viewport and persistent data rendering update
the renderers only once, accumulating updates from both passes.
The function applying the search used the dummy search info for when
the item doesn't exist even when there was no UI data associated with
the node at all.
A fix is to only add the search menu when there is attribute info
stored for the node. This is something I wanted to do anyway, since
it makes it look more purposeful when there are no attribute info
for a node, less like a bug.
Differential Revision: https://developer.blender.org/D11016
The problem is that each uiBlock needs to be assigned a unique name,
but when there can be multiple modifiers of the same type, we use the
panel sort order for the unique part of the string. However, the most
recent test file has 1200+ panels in the property editor, so 4
characters isn't enough for a unique string.
That's not a situation I expected, but it makes sense, because we don't
remove legacy panels with unused types when loading old files. So they
tend to accumulate a bunch of unused panels. That's why this works fine
with a new property editor, it doesn't all of the extra old panels.
These panels must be stored for the expansion status and order, but
arguably we could cull unused panels on save. However, simply increasing
the length of the unique panel string is a valid fix in this situation.
In the future, we can look into removing unused panels when saving.
Previously, clicking into a number field, changing nothing and then
clicking outside the field again would trigger an update (RNA prop
would be set to the same value again). This could potentially cause
an expensive operation (like a modifer) to run again, even if all the
parameters were identical.
The fix prevents this by treating unchanging values in the field as a
cancel operation.
Reviewed By: Severin
Maniphest Tasks: T87448
Differential Revision: https://developer.blender.org/D10976
This is a first iteration of a switch node. It can only switch between
two inputs values based on a boolean. A more sophisticated switch
node that has an integer selector will probably come later.
Currently, the geometry nodes evaluator does not support lazy evaluation
of individual inputs. Therefore, all inputs will be computed currently.
An improvement to the evaluator will be worked on separately.
Ref: T85374
Differential Revision: https://developer.blender.org/D10460
Prevent drag events from changing the highlighted gizmo
unless the drag event activates the gizmo.
This resolves a glitch where testing a drag event would highlight
at the point the drag was initiated even when the event was not handled.
The previous code had unclear hacks to avoid updating while transforming,
it was also duplicated in two functions causing an inconsistent
initialization of the looptris bvhtree (which could even generate
unpredictable snapping results).
Now, detection update and inicializatiom of common members are contained in
`snap_object_data_mesh_get` and `snap_object_data_editmesh_get`.
Also, the "Hack to avoid updating while transforming" is more evident.
This method is similar to `std::vector::emblace_back` in that it constructs
the new object inplace in the vector, removing the need for a move.
The `_as` suffix is consistent with similar behavior in Map and Set data structures.
It is important to limit the pixels read on `BLI_array_iter_spiral_square`.
Fortunately `ED_view3d_depth_read_cached` was not being called with a
`margin` parameter.
Wrong logic introduced in rB44c76e4ce310.
It is important to limit the pixels read on `BLI_array_iter_spiral_square`.
Fortunately `ED_view3d_depth_read_cached` was not being called with a
`margin` parameter.
Wrong logic introduced in rB44c76e4ce310.
This allows us to build more complex values in-place in the map.
Before those values had to be build separately and then moved into the map.
Existing calls to the Map API remain unchanged.
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.
Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.
Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.
Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).
This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.
No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).
Differential Revision: https://developer.blender.org/D10994
Now if one stroke in the extremes of the stack is selected, other strokes are moved.
Reviewed By: pepeland, Dantti
Maniphest Tasks: T87321
Differential Revision: https://developer.blender.org/D10997
This adds support for mutable virtual arrays and provides many utilities
for creating virtual arrays for various kinds of data. This commit is
preparation for D10994.
Caused by {rB571362642201} where versioning code for new sequencer tool
settings was only done for scenes already having sequencer scene->ed.
If scene->ed was not present, sequencer tool settings were never
initalized for this scene [if the VSE was then used later], leading to
crashes in some places.
Now just use the versioning code to initalize sequencer tool settings
for all scenes not having them yet.
Maniphest Tasks: T87010
Differential Revision: https://developer.blender.org/D10996
Click-drag events that weren't handled would continually be tested
for each mouse-motion event.
As well as being redundant, this added the overhead of querying
gizmos twice per motion event.
Now click-drag is only tested once when the drag threshold is reached.
This mitigates T87511, although the single drag test still causes
the snap gizmo to flicker.
The intention with this API function was to temporarily load
ID's tagged LIB_TAG_TEMP_MAIN,
however the way the `real_main` was used,
these ID's were loaded into the G.main.
`ob->runtime.geometry_set_eval` can contain instances as well.
This only affected instances generated by geometry nodes.
We should probably have a separate function that tells us if an object
has instances or not..
Compilation fails when our OCIO wrapper creates a shader that
transfer first to scene ref and directly after that to display.
This cause is that the GPU resources of both transfers had the same
name. This is fixed by prefixing the resources.
This can be reproduced by loading a movie file (mkv) in the VSE editor.
Reported by Sergey Sharybin.
In the past, custom attributes were rarely used in practice, because the
only way to use them was from Python. Since geometry nodes, more
users started to add their own attributes. Those attributes should not
be removed automatically. It is still possible to remove them in
geometry nodes explictly to improve performance.
This has technically been fixed by rB3e87d8a4315d794efff659e40f0bb9e34e2aec8a,
but the fix there is questionable, because it disables an optimization for vertex groups
entirely. This fix is a little bit more precise in that it only disables the optimization when
the object is used by some geometry nodes modifier.
This flag is needed so PointerRNA structs that aren't
part of the current context can access enum values
without inspecting the context.
This is needed for keymap access, so the keymap UI and keymap
export doesn't depend on the current context.
This changes the following items:
- package name is now `blender-3.0.0-git.09eb04c0a865-windows64`
rather than `blender-3.00.0-git.09eb04c0a865-windows64`
- Fix version resource for blender.exe not building
- Data directories are now `3.0\...` rather than `3.00\....`
- User prefs are now in:
`c:\Users\users\AppData\Roaming\Blender Foundation\Blender\3.0\`
rather than:
`c:\Users\users\AppData\Roaming\Blender Foundation\Blender\3.00\`
- Updating startup & preferences from previous release
has a special exception for 3.0 to check for 3.93 and older.
See T87532
Ref D10986
`make lite` does not use audaspace, so some files will pollute the console with
tons of warnings about audio values not defined.
Reviewed By: nexyon, campbellbarton
Differential Revision: https://developer.blender.org/D10981
The exporting was creating a pdf state for each stroke, but this was necessary only for strokes with opacity.
Now, the state is only created when needed and remove the state variable from class.
Also, avoid exporting invisible strokes.
Blender 3.0 is now in bcon1 (alpha).
There are likely a few places in Blender and the automated building pipeline
that may fail since we are switching our versioning number system.
For example, at the moment the splash and the status bar are showing
3.00.0, and it should show 3.1.0.
I suspect the Python API, version used to report a bug, buildname, are
all wrong too. These will be handled later.
Since these were added, we decided that builtin and reserved name
attributes start with a lowercase letter. We also use "id" already in
a few nodes, so this change will be consistent with that.
When inserting a node on top of a link, the multi input socket
indices weren't updated. This fixes that and keeps the relative
order of the links the same.
Author: Wannes Malfait
Reviewed By: Fabian Schempp
Differential Revision: https://developer.blender.org/D10969
T87356 occured because last_node_hovered_while_dragging_a_link was not
set on node_link_init.
The assert in T87358 failed because the sorting operation was called even
if the drag link contained a link to another socket.
A little one frame jump was caused because frame was refreshed after
picking a link and before sorting happened.
Reviewer: Hans Goudey
Differential Revision: https://developer.blender.org/D10940
This introduces a context path to the spreadsheet editor, which contains
information about what data is shown in the spreadsheet. The context
path (breadcrumbs) can reference a specific node in a node group
hierarchy. During object evaluation, the geometry nodes modifier checks
what data is currently requested by visible spreadsheets and stores
the corresponding geometry sets separately for later access.
The context path can be updated by the user explicitely, by clicking
on the new icon in the header of nodes. Under some circumstances,
the context path is updated automatically based on Blender's context.
This patch also consolidates the "Node" and "Final" object evaluation
mode to just "Evaluated". Based on the current context path, either
the final geometry set of an object will be displayed, or the data at
a specific node.
The new preview icon in geometry nodes now behaves more like
a toggle. It can be clicked again to clear the context path in an
open spreadsheet editor.
Previously, only an object could be pinned in the spreadsheet editor.
Now it is possible to pin the entire context path. That allows two
different spreadsheets to display geometry data from two different
nodes.
The breadcrumbs in the spreadsheet header can be collapsed by
clicking on the arrow icons. It's not ideal but works well for now.
This might be changed again, if we get a data set region on the left.
Differential Revision: https://developer.blender.org/D10931
The fact that geometry from instnances isn't realized when applying
a nodes modifier can be very confusing, especially for new users.
Nodes themselves realize geometry instances implicitly whenever they
need to. We also currently make instances real and convert points to
mesh when a modifier is added after the nodes modifier. With this
commit, we simply do the same thing when applying the modifier.
There are a few downsides though:
- This can be an extremely heavy operations in some cases where
geometry nodes is used to instance heavy geometry.
- We will still have the issues with materials, since instances use
materials from their original objects, but real geometry uses
materials from the modifier object.
It was decided to live with the potential performance downsides
for now, the idea is the upsides of the change are more important,
and people making complicated setups will be more likely to know not
to apply the modifier. In the future there could be a warning if it's
necessary though.
Ref T87083
This will hopefully make it faster to start using the node editor.
The workspace also includes the spreadsheet. Note that while
existing startup files won't have this workspace added, it will be
in the list of options when clicking on the "add workspace" button.
Ref T86499
Now, instead to offset the stroke color to make it visible over fill, the stroke keeps the original color and the fill is offset.
Related to the issue in T87406.
The color of the strokes was shifted when using `Single Color` or
`Object Color`in Solid Display Mode. This was originally done so
that it was still possible to differentiate strokes and fills.
The fix allows for a completly flat shading by checking if the
Lighting Mode is set to `Flat`. If it is, then the colors are not
shifted for the strokes and everything will use the same color.
Reviewed By: antoniov, fclem
Maniphest Tasks: T87406
Differential Revision: https://developer.blender.org/D10957
This patch adds domain and data type information to each row of the
attribute search menu. The data type is displayed on the right, just
like how the list is exposed for the existing point cloud and hair
attribute panels. The domain is exposed on the left like the menu
hierarchy from menu search.
For the implementation, the attribute hint information is stored as a
set instead of a multi-value map so that every item (which we need to
point to descretely in the search process) contains the necessary data
type and domain information by itself. We also need to allocate a new
struct for every button, which requires a change to allow passing a
newly allocated argument to search buttons.
Note that the search does't yet handle the case where there are two
attributes with the same name but different domains or data types in
the input geometry set. That will be handled as a separate improvement.
Differential Revision: https://developer.blender.org/D10623
Within the 2D Animation workspace, the 'Cursor' dropdown currently displays the 'Display Cursor' incorrectly aligned.
This change fixes the alignment issue.
Reviewed By: #user_interface, #grease_pencil, antoniov
Differential Revision: https://developer.blender.org/D10614
GOP size and quality are adjusted for h264 codec.
These new values are based on result of benchmark on 9 random files:
https://docs.google.com/spreadsheets/d/1nOyUGjoVWUyhQ2y2lAd8VtFfyaY1wQNGj1krCCNbk7Y/edit?usp=sharing
Reducing quality to 50 reduces proxy filesize by about 2x on average
and has no significant impact on decoding performance.
Increasing GOP size from 2 to 10 also reduces proxy filesize 2x-3x
while scrubbing is only about 8% slower. It is still around 100FPS
with 1920x1080 media.
This is unfortunately about 50% slower than MJPEG, but this can be
improved with `fastdecode` tune applied to libx264 encoder
Quite surprisingly h264 codec presets had little influence on proxy
building performance as well as proxy filesize. So far it looks that
FFmpeg does initialize encoder in different way then Blender.
This applies mot only for presets but for tune and profile libx264
setting.
Once this issue is resolved, performance of proxies may be optimized
further.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10897
When trying to export a GPencil object to SVG from outside the camera
view, the expoted file would contain invalid data. This was because the
calculation of the bounding box did not have any objects to
iterate over.
The fix makes sure we create the object list before trying to calculate
the bounding box.
Reviewed By: antoniov
Maniphest Tasks: T87479
Differential Revision: https://developer.blender.org/D10975
Some operations may use no preferredResolution ({0, 0}) when calling determineResolution on inputs to check if they have resolution on their own. See MixOperation or MathOperation determineResolution implementation. In such cases {0, 0} resolution ends up being set when an input doesn't have own resolution, breaking propagation of the original preferredResolution. They don't mean to set it as resolution, it's just a check.
This patch only allows to set valid resolutions (>0). When it's 0 it may be understood as "No preferred or determined resolution" so it should not be set to give output operations another chance of finding a proper resolution by calling determineResolution again with a different preferredResolution.
Test file:
{F9932526}
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D10972
The SB back-end optimizer for the mesa R600g driver corrupts the vertex
shader for widget drawing. This will not be fixed upstream because SB is
getting replaced as part of the new NIR path. This was thought to be an
issue with instancing and an attempted fix was submitted in D8374, but
it did not fix the issue.
This patch reimplements the array look-up part of the code using switch
case as a workaround and removes the old workaround implemented as part
of D8374.
Reviewed By: Clement Foucault
Differential Revision: https://developer.blender.org/D10967
With this patch, users can define custom tooltips for the exposed
properties of their Geometry Nodes Groups.
Currently this custom tooltips are only used in the modifier panel,
but its a long term goal to use it in the node editor.
Reviewer: Hans Goudey
Differential Revision: https://developer.blender.org/D10884
This implements the changes discussed in T87134 for including switch
object funcionality in 2.93. This includes:
- Remove the switch object operator experimental option
- Remove the option for switching objects in Edit Mode.
- Rename switch_object to transfer_mode.
- Enable the operator only in sculpt mode.
- Expose the operator in the Sculpt menu with an eyedropper modal
option.
On later releases, we could revisit enabling the operator in other mode
and object types as well as its place in the UI.
Reviewed By: JulienKaspar, JacquesLucke
Differential Revision: https://developer.blender.org/D10953
Sculpt menus were using the legacy expand operator. This updates all
entries to use the new one.
It does not make sense to use Expand from the menus as it relies on the
brush cursor position, but now all Expand shortcuts are listed in the
UI.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10952
Previously, the bone position outside of "fit to curve length" mode was
incorrect.
It assumed that the curve was completely straight with no bends or
turns. This would lead to bones being scaled down as their final
position would be servery underestimated in some cases.
The solution is to do a sphere -> curve intersection test to see where
to put the bones while still preserving their length. As we are using
the tessellated curve data this essentially boils down to us doing a
sphere -> line intersection check.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D10849
Add a `source_archive_complete` target for `make` that creates a source
archive including the source packages of Blender's dependencies.
This expands `make_source_archive.py` to include files from
`${BUILD_DIR}/source_archive/packages/` as well.
Reviewed By: dfelinto
Maniphest Tasks: T86124
Differential Revision: https://developer.blender.org/D10727
This is done to ensure building with newer OptiX SDK releases that add new struct fields gives
deterministic results (no uninitialized fields and therefore random data is passed to OptiX).
Pass `bContext *C` a bit further down the call stack, to prevent
exploding the number of parameters of `ED_preview_icon_render()`. An
upcoming change will require access to yet another context member, and
this can now be done without adding yet another parameter.
No functional changes.
Adds appropriate checks/guards around all the untrusted parameters
which are used for reading from memory.
Validation:
- All the crashing files within the bug have been checked to not causes
crashes any longer>
- A handful of correct .bmp were validated: 3 different files at each
of 1, 4, 8, 24, 32 bpp depth along with a random variety of other 24
bpp files (around 20 in total).
- ~280 million iterations of fuzzing using AFL were completed with 0
crashes. The old code experienced several dozen crashes in first
minutes of running {F8584509}.
Ref D7945
Entering the numbers in the keyframe field was not triggering a viewport
update, so the little green lines down in the cache area were only
change when the user e.g. changed the frame.
Now send appropriate notifiers.
Issue spotted in T86456 by sebastian_k.
Maniphest Tasks: T86456
Differential Revision: https://developer.blender.org/D10963
- Optionally get the error as a single line.
- Support access the error as an allocated string.
- PyC_ExceptionBuffer_Simple was always printing to the `stdout` while
PyC_ExceptionBuffer didn't, now either print to the output.
Without this, callers are unable to do anything with the error string.
This commit cleans up the RNA names of select mirror operators so that
they are all "Select mirror".
This makes the select menu in edit/pose mode consistent regardless of
object type.
Differential Revision: https://developer.blender.org/D7356
This is especially useful when trying to add a node group instance, e.g. via
drag & drop from the Outliner or Asset Browser.
Previously this would just silently fail, with no information why. This is a
source of confusion, e.g. earlier, it took me a moment to realize I was
dragging a node group into itself, which failed of course.
Blender should always try to help the user with useful error messages.
Adds error messages like: "Nesting a node group inside of itself is not
allowed", "Not a compositor node tree", etc.
Adds a disabled hint return argument to node and node tree polling functions.
On error the hint is reported, or could even be shown in advance (e.g. if
checked via an operator poll option).
Differential Revision: https://developer.blender.org/D10422
Reviewed by: Jacques Lucke
Allow users to undo the effect of the "Generate Preview" operator in the
asset browser (`ED_OT_lib_id_generate_preview`). Without this, the
button is too dangerous.
A few strings describing RNA objects were wrong, including copy/paste errors, spelling and case.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D10899
Changing window state using taskbar system menu could result in a titleless window.
Differential Revision: https://developer.blender.org/D10812
Reviewed by Ray Molenkamp
Before rBf674976edd88, the flag indicating whether a curve was 2D or 3D was
ignored by Surfaces objects.
So it can be said that Surfaces objects were always 3D.
We could remove updates to 2D on Surface objects, so the behavior is
identical to what it was before.
But this would also cause the return of `data.dimensions` to be misleading,
complicate the code a bit and add a micro overhead.
So the solution here is just to init all Surface objects as 3D.
Surface objects can now be constrained to 2D with the command:
```
data.dimensions = '2D'
```
The mixing function was designed to give correct results for Mix values of
-1, 0, and +1, but the behavior between these points was not linear. This is
unavoidable, because the function depends on both Mix and Mix^2 (by
multiplying value and mf) so they could not cancel out completely.
The new formula simply calculates the weighted sum without trying to invent
a smooth function.
Value for MixGlareOperation is now passed directly without scaling because
it is then easier to use.
Note that the previous formula performed max() twice for both input image
and the result, now there is just one max() per channel because the glare
input can't be negative.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7138
Related to {T77023}. When using many Denoise nodes the memory in OIDN
are allocated up front. A mutex could stall the process until. This
change will allocate the memory after it received the lock.
File output node always received the resolution from the first socket.
When that socket didn't had a link it would use a resolution of 0,0.
What lead to not saving the file at all.
This only effected Multi layer OpenEXR files.
This change would go over all the links to find the first valid
resolution.
In recent refactor the operator sockets were migrated from a std::list to a blender::Vector.
The way how the file output node created the sockets along mapping the sockets could
lead to storing incorrect pointers.
This patch fixes this by defining and mapping the sockets in separate loops.
This also fixes the issue that the width of the "Name" column
when viewing instances does not resize correctly.
Differential Revision: https://developer.blender.org/D10926
- Remove `make_quicky` as on modern systems linking is the main
bottleneck, and there isn't such a gain from partial builds.
- Remove enum generator as `PyC_StringEnumItems` & `EnumPropertyItem`
are used in most places to access enums from Python, otherwise macros
are added via macros.
Previously it was not possible to subdivide the last segment of a cyclic
stroke.
The fix makes sure that the correct number of new points is calculated
correctly and adds the new points to the last segment.
Reviewed By: antoniov
Maniphest Tasks: T87157
Differential Revision: https://developer.blender.org/D10902
Linked override were not properly ignored in some part of the code,
leading to invalid resync results in some cases with recursive overrides
(i.e. overrides of overrides).
Reported by Andy @eyecandy from the studio.
We do not want to copy exiting overrides data from linked ID when
creating its local override (be it either a template, or because linked
ID is itself an override of another lib data).
Note that this was not a very serious issue, would just cause some memory
leak since override data is re-created on newly copied local data
anyway.
These use cases have been very little tested so far, but both complex
production pipeline and future restrictive workflow will make them fairly
common...
Relying on only no-main for that was weak, and inn the end it turns out
we sometimes also need to ifnore override data during copy of Main
data-blocks.
NOTE: The new `LIB_ID_COPY_NO_LIB_OVERRIDE` is also added to the
`LIB_ID_COPY_LOCALIZE` set of flags.
NOTE: The fact that we may now copy liboverrides in some non-main cases
may cause issues in some cases, pretty impossible to track all possible
ones from reading the code... Would not expect too many problem though,
usages of `LIB_ID_CREATE_NO_MAIN` by itself are not so common.
The "orient_matrix" parameter was only used when contraint was defined.
This change will hardly be noticed by the user, but it can be useful for
addon developers.
Possibly resolves T85734.
Tell `FindOSL.cmake` where to find the shader header files. These have
moved from `${LIBDIR}/osl/shaders` to `${LIBDIR}/osl/share/OSL/shaders`
when OSL was upgraded (T85365).
Compostior relies heavilly on overridden methods. The override keyword has been added
in this module and is desired. The benefit of the override keyword is
that it reports an error when not applied to a (base) virtual method and report
what will not match when refactoring the code to be closer to blender style guide.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D10846
A `DataSource` provides columns for the spreadsheet to display.
Every column has a SpreadsheetColumnID as identifier. Columns
are not generated eagerly anymore, instead the main spreadsheet
code can request a column from a data source with an column
identifier. The column identifiers can be stored in DNA and allow us
to store persistent data per column.
On the user level the only thing that changes is that columns are
not shown in alphabetical order anymore. Instead, new columns
are always added on the left. The behavior can be changed,
however I'd prefer not to automate this too much currently. I think
we should just add operators to hide/reorder/resize columns soonish.
Differential Revision: https://developer.blender.org/D10901
Some object types don't have a geometry component in the depsgraph.
Before, there always was a warning printed when such an object was
used in the object info node (e.g. to get its location).
Points are drawn as half octahedron (aligned to the camera).
Getting the appropriate matrix for facing the camera would fail in in
orthographic view, points were not facing the camera (revealing their
missing other half octahedron)
Maniphest Tasks: T87150
Differential Revision: https://developer.blender.org/D10923
This is a minor change to add some plumbing code
to support custom geo nodes. This is working the
same way as the custom cycles and compositor nodes.
An example add-in is attached to D10784
Reviewed By: JacquesLucke
Differential Revision: http://developer.blender.org/D10784
Where possible, nodes in the "Geometry" category should support all
geometry component types. This adds support for volumes in the
recently added bounding box node, based on functions added in the
previous two commits.
Differential Revision: https://developer.blender.org/D10906
This commit splits of the function that generates a bounding box for a
volume into a new function, so that the min and max coordinate can
be retrieved from volume data without an object. Also some cleanup:
using the float3 type.
Often you need to apply a transformation to a grid without changing the
original, and it's necessary to avoid a deep copy of the actual data.
OpenVDB has a function to do this, this commit simply adds a wrapper
to transform and use that function with blender's `float4x4` data type.
Split from D10906
Previously only attributes of "real" geometry were displayed in
attribute search. This commit adds code to look through attributes
on instances and add those to the search drop-down too.
This required implementing the same sort of recursive traversal as
the realize instances code. The situation is a bit different though,
this can return early and doesn't need to keep track of transforms.
I added a limit so that it doesn't look through the attributes of
too many instanced geometry sets. I think this is important, since
this isn't a trivial operation and it could potentially happen for
every node in a large node tree. Currently the limit is set at 8
geometry sets, which I expect will be enough, since the set of
attributes is mostly not very unique anyway.
Fixes T86282
Diffrential Revision: https://developer.blender.org/D10919
The problem was that you could getting write access to a grid from a
`const Volume *` without breaking const correctness. I encountered this
when working on support for volumes in the bounding box node. For
geometry nodes there is an important distinction between getting data
"for read" and "for write", with the former returning a `const` version
of the data.
Also, for volumes it was necessary to cast away const, since all of
the relevant functions in `volume.cc` didn't have const versions. This
patch adds `const` in these places, distinguising between "for read"
and "for write" versions of functions where necessary.
The downside is that loading and unloading in the global volume cache
needs const write-access to some member variables. I see that as an
inherent problem that comes up with caching that never has a beautiful
solution anyway.
Some of the const-ness could probably be propogated futher in EEVEE
code, but I'll leave that out, since there is another level of caching.
Differential Revision: https://developer.blender.org/D10916
Fix `nullptr` redeference when setting 'orig_data' pointers on CoW copies,
by stopping the loop also when `element_cow == nullptr`. This avoids a
crash of Blender when the original list of pointers is longer than the
CoW list of pointers.
I've also added a `BLI_assert()` that checks for equal lengths of the
two `ListBase`s, so that problems like these aren't hidden away completely.
The root cause of the crash was actually a modifier that was assigned to
an object of the wrong type (an Armature object doesn't support modifiers).
This caused the list of modifiers on the CoW copy to be shorter than the
list of modifiers on the original Object. It's still a mystery how that
object got that modifier in the first place.
Broken by 04e1feb830
Caused by accidentaly moving `SEQ_proxy_rebuild_finish` outside of
`if (nseq->type == SEQ_TYPE_MOVIE)` condition in function
`SEQ_proxy_rebuild_context()`.
To check if an "is_mesh_verts_only" mesh, the overlay engine checks if the
mesh has no "totedge" and has "totvert".
However, sometimes this engine can check the wrong mesh since editmesh
works on `embm->mesh_eval_final`.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D10917
Previously, the spreadsheet editor could only show data of the original
and of the final evaluated object. Now it is possible to show the data
at some intermediate stages too.
For that the mode has to be set to "Node" in the spreadsheet editor.
Furthermore, the preview of a specific node has to be activated by
clicking the new icon in the header of geometry nodes.
The exact ui of this feature might be refined in upcoming commits.
It is already very useful for debugging node groups in it's current
state though.
Differential Revision: https://developer.blender.org/D10875
This adds the ability to get a selection list for both edit mode bones
and pose mode bones.
To do this the selection menu list logic had to be reworked a bit.
Before it only stored the names of objects. This might work will of
objects, however as stated in the code, it might fail for linked objects
(so multiple object can have the same name in some corner cases).
For bones it is a very common occurance where you can have multiple
armature that has the same bone names. So now it also stores the object
and bone pointers for this case.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D10570
Fix T85796
The issue was that where_on_path uses a resampled curve to get the data
from the curve. This leads to disconnects between the curve the user
sees and the evaluated location data.
To fix this we simply use the actual curve data the user can see.
The older code needed a cleanup either way as there were hacks in other
parts of the code trying to work around some brokenness. This is now
fixed and we no longer need to clamp the evaluation range to 0-1 or make
helper functions to make it do what we actually want.
Reviewed By: Campbell, Sybren
Differential Revision: http://developer.blender.org/D10898
While the existing behavior worked as intended,
it wasn't possible to have two views on the same file at different
locations.
Since there isn't much use in having two views open at the same location
allow one view to be at a different scroll location.
UI edit-source and selecting a text data block now need explicit calls
to scroll to the cursor location.
Resolves T87284
Without legacy-undo, loading memfile undo only cleared edit-mode data
for mesh and armature object types.
This causes an assertion when loading edit-mode undo steps afterwards
for other object types as the existence of this data made entering
object mode fail.
Resolve this by freeing all objects types undo data from ED_editors_exit
Before this change, object-data could only have
one of the objects referencing it in edit-mode.
Reverting since multiple meshes in edit-mode (for the same object data)
isn't thread-safe as the evaluated edit-meshes are created in the
original edit-mesh, causing a crash updating the depsgraph
for linked duplicates, see: T86767.
While we could support this case, it's a bigger project without
significant benefits, so reinstate the limitation of only
allowing a single object to be in edit-mode for each object data.
This adds back the error from T85974 which caused an assertion
but didn't crash in release builds.
This reverts commit 2b60d7d09c.
This commit essentially touches to post-processing of collections and
objects after resync itself has been done, to ensure their proper
instantiation in the scene:
- Remove a lot of the process in resync case (resynced data are assumed
to be already instantiated in the scene, unlike override creation
case).
- For auto-resync, only do post-processing once after all overrides
have been resynced (doing it after each individual resynced was
causing a lot of instantiation glitches, with a lot of unwanted
extra objects and collections being added to the master collection).
It also deals in a much more reliable way with detection of objects
missing from the scene, by using the new `BKE_scene_objects_as_gset`
utils.
As a bonus this makes auto-resync process slightly faster (only by a few
percents, but that's always good to get).
This is internaly using the code of `BKE_scene_objects_iterator` and
steals its gset. More efficient than using that iterator directly to
rebuild another GSet...
In folded view, some type of data are listed as one icon per item,
others are 'compacted' as a single icon with a counter.
This commit adds bones (edit, normal and pose ones), pose groups and
vertex groups as 'compacted' ones in folded view.
Part of D10855.
This is a minimal, information-only view currently, listing by default
all the override data-blocks, with their user-edited override
properties.
System-generated overrides (like the overrides of pointers to other
override data-blocks) can be shown through a filter option.
Finally, potential info or warning messages from (auto-)resync propcess
are also shown, as an icon + tooltip next to the affected items.
Part of D10855.
This flag is set for liboverride IDs that are detected as no longer
needed by resync process, while having been user-edited, so
auto-handling code cannot silently delete them.
Exposing those to users will be part of the new incoming Override
Outliner view.
Part of D10855.
This removes a lot of unnecessary code that is generated by
the compiler automatically.
In very few cases, a defaulted destructor in a .cc file is
still necessary, because of forward declarations in the header.
I removed some defaulted virtual destructors, because they are not
necessary, when the parent class has a virtual destructor already.
Defaulted constructors are only necessary when there is another
constructor, but the class should still be default constructible.
Differential Revision: https://developer.blender.org/D10911
This code is incompatible with .blend files from subversion 16 and 17.
The ideal would be to create a new subversion when landed rBf674976edd88.
But for now, due to the delay, moving the code to the previous subversion
can solve it.
The function name was not very specific, this makes it clearer that it
works on instances rather than only real geometry. Also use `r_`
prefix for the return argument.
During review of D10730 it was discovered that the "uv" name causes
issues for cycles, which uses it as a default internal data name. While
that could be fixed in the future, there was no particular reason to use
"uv" instead of "uv_map", so we use the latter instead here, which
is consistent with the lowercase naming scheme chosen for attributes.
Some of the BMesh primitive operators have a lot of overhead due to the
fact that they use other operators like extrusion, removing doubles,
and rotation, to build each shape rather than filling arrays directly.
Implementing the primitives directly with the Mesh data structure is
much more efficient, since it's simple to fill the result data based
on the known inputs. It also allows also skip the conversion from BMesh
to Mesh after the calculations.
Speed matters more for procedural operations than for the existing
operators accessible from the add menu, since they will be executed
every evaluation rather than once before a destructive workflow.
| Shape | Before (ms) | After (ms) | Speedup (x times faster) |
| -------- | -------------| ------------| -------------------------|
| Cylinder | 1.1676 | 0.31327 | 3.72 |
| Cone | 4.5890 | 0.17762 | 25.8 |
| Sphere | 64213.3 | 13.595 | 4720 |
The downside of this change is that there will be two implementations
for these three primitives, in these nodes and in `bmo_primitive.c`.
One option would be re-implementing the BMesh primitives in terms of
this code, but that would require `BMesh` to depend on `Mesh`, which
is currently avoided. On the other hand, it will be easier to add new
features to these nodes like different fill types for the top and the
bottom of a cylinder, rings for a cylinder, and tagging the output with
boolean attributes. Another factor to consider is that the add mesh
object operator could be implemented with these nodes, just providing
more benefit for a faster implementation.
As a future cleanup, there is room to share code that generates the
"rings" topology between different nodes that generate meshes.
Differential Revision: https://developer.blender.org/D10730
When having a checkbox and a value both in one row together with an
animation decorator it is questionable whether the decorator should act
on animating the checkbox or the corresponding value. At the moment,
usage in modifiers does not seem to be very consistent:
Here the animation decorator works for animating the checkbox:
- `Build` (greasepencil) > `Factor` (this was reported and is changed in
this patch to act on the value instead of the checkbox)
- `DataTransfer` > `Topology Mapping` > `Max Distance` (this I guess
should also act on the value instead of the checkbox)
- `Edge Split` > `Edge Angle` (questionable)
- `Mirror` > `Merge` (questionable)
- `Screw` > `Merge` (questionable)
- `Wireframe` > `Crease Edges` (questionable)
Here the animation decorator works for animating the value:
- `VertexWeightEdit` > `Group Add/Remove Threshold`
- `Decimate` > `Symmetry`
So in this patch only the behavior in the greasepencil Build modifier UI
is changed, since I think it is quite obvious that one would more often
use the decorator for animating the factor value than for animating the
checkbox.
Maniphest Tasks: T87263
Differential Revision: https://developer.blender.org/D10910
This was added in 37b82a2d26, doesn't have much purpose and doesn't even do
anything in the vast majority of cases. It only affects custom properties. So
at the very least it shouldn't be shown for regular RNA property buttons. But
even for cases where it may do something, we couldn't find a good use-case. If
this operator has use-cases with some add-ons, the add-ons can expose it
differently, e.g. with a little 'x' icon next to the button, like it's done in
the keymap editor.
So removing the context menu entry now. Should this turn out to be a problem,
it can be brought back but much more selectively (only where it actually does
something). Or we could combine it with "Reset to Default".
Differential Revision: https://developer.blender.org/D8727
Reviewed by: Brecht Van Lommel, Hans Goudey
This patch fixes the issue in T86463 that colored collection icons in
the collection search box don't scale according to the zoom level.
The issue was caused by the drawing function for the colored
collection icons not allowing to change the size of the icons.
This patch addresses that by scaling the icon based on the drawing
width.
Reviewed By: #user_interface, natecraddock, Severin
Differential Revision: https://developer.blender.org/D10708
This is caused by rB9f323e9bf79f. When hover shortcuts are used,
we cannot use the modifier from the context (which will be the
active modifier), or they won't be hover shortcuts anymore!
There didn't use to be an editor-level "modifier" context variable,
which is why this worked before.
The fix is simple, just specify the modifier name for this particular
remove button.
Differential Revision: https://developer.blender.org/D10870
The default insert link callback for nodes was trying to move the
existing link away, since it didn't properly handle multi-input sockets
(though the problem wasn't exposed for the join node). We can basically
skip all of this "moving existing links" for multi-input sockets, unless
we are at the link limit.
This commit adds a simple node to output the min and max of an
axis-aligned bounding box for the input geometry, as well a rectangular
prism mesh created from these values for convenience.
The initial use case for this node is a "bounding box boolean", where
doing the boolean with just a bounding box could be signigicantly
faster, for cases like cutting a hole in a wall for a window. But it's
easy to imagine other cases where it could be useful.
This node supports mesh and point cloud data right now, volume support
will come as a separate patch. Also note that there is plenty of room
to improve the performance of this node through parallelization.
Differential Revision: https://developer.blender.org/D10420
Caused by typo in {rB76689e851700}.
Since Palettes and bGPDpalette are not the same size, this would not
only cause a crash in versioning code, but could only go downhill from
here on.
Maniphest Tasks: T87236
Differential Revision: https://developer.blender.org/D10903
The `InputAngle` function uses a flawed algorithm to fix precision issues.
This commit refactor the logic of that function by using BLI utilities.
Differential Revision: https://developer.blender.org/D10880
For debugging purposes to convert the internal state of the
NodeOperationBuilder to a graphviz.
Usage:
std::cout << *this << "\n";
Inside any method of the NodeOperationBuilder.
For curves, we need to tag the curve ID_RECALC_COPY_ON_WRITE for batch
cache update (same as in {rB24b2fe50f3ec}).
Maniphest Tasks: T86932
Differential Revision: https://developer.blender.org/D10826
Tweaking e.g. a field strength would then not use the curve/surface
normal anymore [but the object center instead].
If a curve has a forcefield with effector shape Curve (in code its shape
is PFIELD_SHAPE_SURFACE then), it wil get a SurfaceModifier.
Changing properties will free the SurfaceModifierData's bvhtree and mesh
And these dont get copied along when doing the CoW copy, these are
explicitly set to NULL. So this was also failing for meshes, not just
curves.
Without the mesh & bvhtree though, get_effector_data() will not set the
EffectorData's normal correctly (it is closest_point_on_surface() which
does this). And without the right EffectorData's normal, the effector
will of course work unexpected.
Going in and out of editmode made this work because that goes down this
route:
- BKE_object_handle_data_update
- BKE_displist_make_curveTypes
- do_makeDispListCurveTypes
- curve_calc_modifiers_post
-- BKE_mesh_new_nomain_from_curve_displist
-- we then have our desired updated mesh from the curve
-- this will also call the SurfaceModifiers deformVerts [which - given we
have a valid mesh - will update the bvhtree properly]
Also note that _animating_ the effector actually works, (have not done
the deep dive why this works, assume the curve geometry is updated in
this case)
So, now just carefully tag the curve ID_RECALC_GEOMETRY in
rna_FieldSettings_update for this specific case.
Maniphest Tasks: T84623
Differential Revision: https://developer.blender.org/D10092
Caused by rB0f95f51361d7.
Similar to T85515, T84717, T85543 and their related fixes.
In this case, add missing shading notifier as in rB9274bd457a25.
Reviewed By: brecht, lichtwerk
Maniphest Tasks: T86175
Differential Revision: https://developer.blender.org/D10604
Selecting random percentage would not reliably guarantee the precise
percentage of selected elements now randomize an index array instead
and use the precise number of elements from this array.
Note that this change has only been made to edit-mesh
and should be applied to all random selection operators.
Reading Area.type & ui_type printed an error from `pyrna_enum_to_py`
and returned an empty string.
As empty is a valid value, include it in the property enum list.
For Cycles, when enabling the Persistent Data option, the full render data
will be preserved from frame-to-frame in animation renders and between
re-renders of the scene. This means that any modifier evaluation, BVH
building, OpenGL vertex buffer uploads, etc, can be done only once for
unchanged objects. This comes at an increased memory cost.
Previously there option was named Persistent Images and had a more limited
impact on render time and memory.
When using multiple view layers, only data from a single view layer is
preserved to keep memory usage somewhat under control. However objects
shared between view layers are preserved, and so this can speedup such
renders as well, even single frame renders.
For Eevee and Workbench this option is not available, however these engines
will now always reuse the depsgraph for animation and multiple view layers.
This can significantly speed up rendering.
These engines do not support sharing the depsgraph between re-renders, due
to technical issues regarding OpenGL contexts. Support for this could be added
if those are solved, see the code comments for details.
* Move out of Simplify panel, into Light Paths > Fast Global Illumination
* Add separate boolan setting to enable/disable it separate from Simplify
* Default AO bounces to 1
* Put ambient occlusion distance in this panel as well
Since you can already specify a separate size for X and Y with the
grid node, it makes sense to be able to specify the size separately
for each axis also.
This also avoids some awkward math with a Transform node afterwards
when you want a specific size for each direction.
Versioning (except for animation and drivers) is handled in this commit.
Differential Revision: https://developer.blender.org/D10834
Materials used in grease pencil modifiers have the requirement that they
are already used on the object. In the UI dropdown, this restriction is
ensured by calling uiItemPointerR with appropriate searchptr and
searchpropname, so only giving the user the choice of materials already
used on the object.
From python though, it was still possible to assign materials outside of
this this restriction. This led to reports like T86981 [which have been
partially solved by clamping the material index in the modifier code to
be in the valid range].
Now make sure we dont assign "invalid" materials through RNA by
appropriate RNA pointer functions.
This also adds a proper warning (red, alert) in case of the LineArt
modifier if such a invalid material is still in the file [same as other
modifiers already do].
Differential Revision: https://developer.blender.org/D10873
This resulted in bad motion blur from alembic animation when imported
after rB83980506957c (because it was now OFF by default).
When imported in a version prior to rB83980506957c and saved, this was
still working fine.
Vertex interpolation option introduced in rBbab2260b59c7 was defaulting
to ON (correct) in that commit, but was lost in rB83980506957c.
Now switch this to ON by default again.
Note: if you have a file that was (incorrectly) imported with a version
after rB83980506957c you'll have to enable Vertex Interpolation option
on every MeshSequenceCache modifier by hand.
Maniphest Tasks: T86654
Differential Revision: https://developer.blender.org/D10876
Since these nodes are usually used for more basic operations and the
attribute nodes are used when more complexity is necessary, it makes
sense to give these nodes more accessible defaults-- hopefully this can
make learning about the core concepts of geometry nodes a bit easier.
Before this change, you could have the new sculpt symmetry code and the
older weight paint symmetry code active at the same time. This would
lead to users easily trashing their weigh paint data if they were not
careful when switching between modes.
Now the specific weight paint symmetry code is an exclusive toggle so
the user can't accidentally mirror strokes and vertex groups at the same
time. This also paves the way of supporting Y and Z symmetry in the
future for weight groups mirroring if we decide to add it in the future.
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D10426
The following primitives needed ME_EDGEDRAW, ME_EDGERENDER edge flags:
* Grid
* Circle
Set flags on the inside edges for grid and circle triangle fan (mesh primitive nodes)
so they are visible and selectable.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10878
The main goal here is to remove the need for a C API to the code in
`mesh_boolean_convert.cc`. This is achieved by moving `MOD_boolean.c`
to C++ and making the necessary changes for it to compile. On top of
that there are some other slight simplifications possible to the
direct mesh boolean code: it doesn't need to copy the material
remaps, and the modifier code can use some other C++ types directly.
The old path that didn't skip the conversion to and from BMesh for
the exact solver was not yet removed from this file. At this point no
problems have came up in the new implementation, so it's safe
to remove it.
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
Handle Lattice object the same way as Mesh objects. This is mostly to
execute the `object->data = data_eval;` line, which ensures that the
evaluated mesh is assigned to the evaluated object, and thus prevents
the lattice from un-deforming.
This fixes T86440
As the CU_2D flag is set for nurbs, a Curve can have 2D nurbs mixed with 3D.
But the UI does not allow this mixing. It updates all nurbs to 2D or 3D when set.
So remove this specific flag for nurbs.
This may break old files, since 2D curves with mixed 3D are now set as 3D.
Differential Revision: https://developer.blender.org/D10738
Previously, `node_name` was rarely actually a name of a node. It is set
correctly as node name in `ED_node_tree_push`. However, later on it
was overwritten by the name of an id data block in `node_draw_space`.
Now, the node_name stays the name of the "parent" node. Whereas
display_name is the name that will be displayed in the breadcrumbs.
With this change, the `node_name` can be used to reconstruct the
actual path from the root node tree to the currently visible tree.
Differential Revision: https://developer.blender.org/D10874
The node tree evaluator now calls a callback for every used socket with
its corresponding value(s). Right now the callback does nothing.
However, we can use it to collect attribute name hints, socket values
for debugging or data that will be displayed in the spreadsheet.
The main difficulty here was to also call the callback for sockets in
nodes that are not directly executed (such as group nodes, muted
nodes and reroutes).
No functional changes are expected.
After some back and forth with the GP module and some artists, this
option was deemed not that useful. The use case was considered too
obscure so we'll remove it.
It is still posible to have this functionality by using the vertex
weight modiifers or manually clamping the weights.
If any axis of the scale of an object was zero, transforming failed.
This was because `td->smtx` was set to a zero matrix.
orthogonalize_m3_zero_axes is used to fill in the zeroed axes.
Thanks to @filedescriptor for the initial fix: D10869.
Expose a this function to initialize any zeroed axes
to an orthogonal vector based on other non-zeroed axes.
This functionality already existed for `invert_m#_m#_safe_ortho`,
expose as a public function as it's useful to be able to fill in zeroed
axes of transformation matrices since they may be used in matrix
multiplication which would create degenerate matrices.
Compute a subset of the area light that actually affects the shading point
and only samples points within that.
It's not perfect as the real subset is a circle instead of a rectangle, and
the attenuation is not accounted for. However it massively reduces noise for
shading points near the area light anyway.
Ellipse shaped area lights do not have this importance sampling, but do not
have solid angle importance sampling either.
Ref D10594
This simulates the effect of a honeycomb or grid placed in front of a softbox.
In practice, it works by attenuating rays coming off-angle as a function of the
provided spread angle parameter.
Setting the parameter to 180 degrees poses no restrictions to the rays, making
the light behave the same way as before this patch.
The total light power is normalized based on the spread angle, so that the
light strength remains the same.
Differential Revision: https://developer.blender.org/D10594
The combination of building unit tests and WITH_CYCLES_NATIVE_ONLY did not
correctly detect when AVX/AVX2 support is available.
Differential Revision: https://developer.blender.org/D8201
Fix a segfault by setting the `batch_cache` pointer to `NULL` when copying
a Lattice. That way the copy can get its own batch cache when needed,
preventing a use-after-free.
This condition was in contradiction with comment for function
`ffmpeg_generic_seek_workaround()`.
I have noticed, that formats that seeked well used this workaround.
Problem was that I misunderstood code from `av_seek_frame()` - formats
with `read_seek()` function stil don't use generic seeking method.
This is defined in `seek_frame_internal()`
The "Paste Flipped" operator was missing its own tooltip.
This patch adds the tooltip by implementing the `get_description` callback for
`GRAPH_OT_paste` and `ACTION_OT_paste`.
Reviewed By: sybren
Maniphest Tasks: T87037
Differential Revision: https://developer.blender.org/D10859
`ffmpeg_generic_seek_workaround()` applied negative offset for seqrched
packet timestamp, but proxies always start from 0 and timestamp can be
negative.
Limit timestamp value to 0, because `av_seek_frame()` doesn't accept
negative timestamps and returns with error. This prevents seeking from
working correctly.
The RGN_TYPE_EXECUTE region was zero height - with the "Load & Save"
button drawing outside of those bounds - so it didn't respond to events.
This is because the region started off this size and does not change
with simply adding the buttons. Although it has RGN_FLAG_DYNAMIC_SIZE,
delayed reinit of regions is only currently supported on headers.
This gives the execute region an initial (minimum) vertical size but
also makes the region **hidden** by default.
- Showing Prefs as an editor among others it will show the header
but not the execute region.
- Showing the Prefs in a popup window, hides the header region
and shows the execute region.
Ref D10636
Make use of `StatementMacros` so Python structs are formatted correctly.
The comment about STRINGIFY doesn't seem to be valid anymore,
so this has been left out.
This was added in rB93aeb6b318a7, last changed in rB8f0a44a5d55d,
and removed in rB51b796ff1528. I assume it was a way for curves to
have split edges at corners. As far as I can tell it only ever worked
in Blender Internal, and that has been gone for years.
Another possible route here would be restoring this functionality,
but it's generally preferrable to reduce complexity in this
area of curve code than adding it back, especially in the context
of other improvements planned related to curves in geometry nodes.
Differential Revision: https://developer.blender.org/D9966
The index_data_map was not cleared when clearing a cache, so this would just append
the new correct data to the end of the array instead of overwriting it, which would
cause us to then use outdated indices.
For other "Attribute Name" fields we usually give a more specific name
that relates to what the attribute is actually used for, like "Mask" in
the point separate node. This is a similar situation, and would also
be consistent with the naming planned in D10506.
The geometry nodes modifier did not specify that it needs all custom data layers.
Therefore the modifier evaluation code tagged some layers so that they will not be
copied later on by calling `mesh_set_only_copy` in `mesh_calc_modifiers`.
When boolean's Object also has a modifier that depends back on
the target Object, a crash occurred.
In a case like this, BKE_modifier_get_evaluated_mesh_from_evaluated_object
returns NULL, so just have to protect against that case.
- Don't use `r_` prefix for an argument that's also read from
(this is meant for return only arguments).
- Rename variables to make it clear the distance is pixels,
using manhattan length measurement.
The new Cryptomatte workflow assumes that the picker is used in the new
workflow. The legacy node wasn't working as it would never find a
correct cryptomatte layer. This fix will use the color sampling like we
used to do.
WorkPackages struct was created when scheduled. This patch keeps the
WorkPackages around and stores additional data with the workpackages.
The speedup is to small to notice, but it is needed as preparation
to introduce a faster scheduling method.
Regression in 80cbbd2843.
Unfortunately keeping selection picking behavior as well as
supporting finding the nearest face within a radius requires an
inconsistency between x-ray and back-buffer selection that
doesn't work well using the current arguments.
Resolve by adding an argument that causes the input distance
to be ignored for back-buffer selection.
This is used by selection picking but not the knife tool.
This changes behavior for path-selection in face mode,
which now uses a margin for back-buffer selection.
From my own testing this doesn't seem to be a problem like it could be
for regular selection picking.
The tooltip while dragging a collection in Scene mode in the Outliner
was always "Link inside Collection" even if the action performed was
different. This was because the `collection_drop_init` set the
`from_collection` always to `NULL` if the Outliner display mode was
currently set to Scene.
Commit that introduced this issue:
rB0f54c3a9b75be8f8db9022fb0aeb0f8d0d4f0299
The fix removes the check of the display mode and only sets the
`from_collection` to `NULL` if the ctrl (linking) key is held.
Reviewed By: JacquesLucke
Maniphest Tasks: T86947
Differential Revision: https://developer.blender.org/D10864
When using the smooth operator, the thickness would not be
smoothed on the first iteration. This was becasue the inner loop
was set to run `r * 20` times but `r` starts at 0.
The fix makes sure that "Smooth Thickness" works on the first
iteration by using a fixed value of `20` as the loop limit. This
makes sure that for every iteration, we run the smoothing of the
thickness 20 more times.
Reviewed By: antoniov
Maniphest Tasks: T87082
Differential Revision: https://developer.blender.org/D10867
Use LISTBASE_FOREACH instead.
SEQ_CURRENT_BEGIN did null checks, so now these must be explicit.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D10823
Files that only contain a doc-string still included the last blank line,
since this normally contains code examples.
There are some cases where only a docstring exists
which made sphinx report warnings.
Use utility functions to decompose data paths and resolve the
RNA property from a data-path.
Replaces in-line string manipulation and RNA access.
This allows more complex data paths to be used, where previously string
literals in a data path could break the simple data-path handling logic.
Flag check for V3D_LOCK_CAMERA used boolean style assignment to a char,
which worked with this flag but could fail if other flags are added
that use this convention in the future.
- Add static type checks for values so any change to DNA types
will need to be made in the navigation gizmo too.
- Move camera lock check from `rv3d` to `v3d`,
as this isn't stored in the region data.
2D gizmo navigation button that toggles 'Lock Camera to View' while in Camera View.
Differential Revision: https://developer.blender.org/D10835
Reviewed by Campbell Barton
Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and
`ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`.
This new function replaces `ED_view3d_autodist_init`.
Also, since `ED_view3d_depth_update` depends on the render context, and
changing the context is a slow operation, that function also was removed,
and the depth buffer cached is now updated inside the new unified drawing
function when the "bool update_cache" parameter is true.
Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to
`runtime.flag`.
Differential revision: https://developer.blender.org/D10678
Introduced in rBce462fa1 but harmless since curretly only `StructRNA`
without `owner_id` have the `STRUCT_UNDO` flag cleared.
So this commit does not bring any functional changes but it will be
useful for {D10695}.
The problem was produced because the strokes were selected, but the loop to clear this flag before applying cutter was using unlocked layers only, and the protected layer flag was not reset.
Now, the flag is reset for all layers, locked and unlocked.
It was not possible to determine if a socket was multi input previously
with BPY. This patch exposes the flag as a read-only property of a node
socket. This is important for addons which automatically add connections
between nodes.
Differential Revision: https://developer.blender.org/D10847
Earlier last year, the shortcuts on hover were built as a way to regain
speed lost by removing the "Apply" and "Copy" buttons from the panel.
For the active modifier concept introduced for geometry nodes, the
shortcuts were changed to only affect the active modifier.
Based on feedback, this change slowed down many people's interaction
with the modifier stack so the UI team decided to return hover shortcuts
for modifier panels.
The downside of this change is that it looks like the active modifier is
"selected" and it could be confusing that the modifier shortcuts don't
apply to it. We can explore different ways to display the active status
to address this.
Ref T87012
Generic context operators now look-up the RNA properties to extract
their description (when it's available).
Add `bl_rna_utils.data_path.property_definition_from_data_path()`
to handle the details of accessing the RNA property definition.
When the strength is initially set to zero, the shader graph is
optimized out to remove any node which will not be executed because of
this, which removes pretty much every single node, except for the
output. As the graph is empty, the world shader is made invisible to
rays so it is not evaluated in the kernel.
However, when the strength is then modified, the Background is not
updated as the modification happens on the Shader Node and not on the
Background Node, so it is never tagged as modified.
To fix this, we need to tag the Background as modified when its shader
is also modified so the Kernel data is properly updated.
Regression caused by rBbbe6d44928235cd4a5cfbeaf1a1de78ed861bb92.
Separate tile buffers on all devices only need to exist when denoising is active (so any overlap
being rendered simultaneously does not write to the same memory region).
When denoising is not active they can be distributed like all other memory when peer
memory support is available.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10858
Display the bone axes at the head (root) of the bone by default, instead
of the tail (tip), and add a slider so that it's possible to adjust this
position.
Versioning code is in place to ensure existing files behave the same
(axes shown at tail), whereas new Armatures will be using the new
default (axes shown at head).
Reviewed By: #animation_rigging, #user_interface, Severin, Sybren
Differential Revision: https://developer.blender.org/D7685
When using `bpy.data.actions[action_name, "nonexistant-library"]`,
use the term `filepath` instead of `name` in the error message.
Also increase the size to match the file path length.
Ref D10253
Remove the `BONE_UNKEYED` flag. It was only written (set/cleared) but
never actually read.
Also remove `framechange_poses_clear_unkeyed()` as its only function was
to clear the `BONE_UNKEYED` flag. It wasn't used anywhere either.
The only code that used the flag was the `extract_pose_from_action()`,
which was removed in 2869ce6cfa (2009).
No functional changes.
Minor changes preparing for snap gizmo inclusion.
- Extract `knife_snap_edge_in_angle` into a utility function.
- Check the snap vertex on closest edge instead of the face.
- Add MODE_INVOKING state.
- Remove unnecessary NULL checks.
- Control 'ignore_edge_snapping' while dragging instead of checking
dragging in `knife_snap_update_from_mval`.
Ref D8220
This enables ASAN support when used with VS 16.9
enable as usual in cmake with the WITH_COMPILER_ASAN
option, or when using make.bat just tag on `asan'
to the invocation, ie: `make lite 2019 asan`
MSVC: Asan support for 16.9
This enables ASAN support when used with VS 16.9
enable as usual in cmake with the WITH_COMPILER_ASAN
option, or when using make.bat just tag on `asan'
to the invocation, ie: `make lite 2019 asan`
Differential Revision: https://developer.blender.org/D7794
Reviewed By: brecht, sergey
`av_seek_frame()` failed to seek to nearest I-frame. This seems to be
a bug or not implemented feature in FFmpeg. Looks like same issue as
ticket https://trac.ffmpeg.org/ticket/1607 on ffmpeg tracker.
If seeking is done using format specific function (`read_seek2`)
field of `AVInputFormat` is set, `see av_seek_frame()`, use
`av_seek_frame()` function. Otherwise use wrapper that actively searches
for I-frame packet.
Searching is flexible and tries to do minimum amount of work. Currently
it is limited to equivalent of 25 frames, which may not be enough for
some files, but there may be files with no I-frames at all, so it is
best to keep this limit as low as possible. Previously this problem was
masked by preseek, which was hard-coded to 25 frames. This was removed
in rB88604b79b7d1.
If this approach would be unnecessary for some formats, in worst case
file would be seeked 2 times which is very fast, so there will be no
visible impact on performance.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10845
Add fit_method argument to new movie and image RNA API functions.
This argument is optional.
ref T86925
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10816
When adding images with operator, image file path is split into filename
and directory passed to load function in name and path fields of
SeqLoadData struct. This is because when loading images directory
and filenames are split.
RNA API function passes whole path in path filed.
Apart from loading API inconsistency, this causes initial image loading
to fail, so strip resolution is not set. Also name field of SeqLoadData
should be reserved for strip name.
Let operator code concatenate and split filepath when needed so loading
API can be consistent with RNA API and also between strip types.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10818
As the Snap Gizmo properties are used as return of snapping values and
therefore updated with each change, use callbacks to get these values
through RNA properties.
Differential Revision: https://developer.blender.org/D8525
Makes it slightly easier to test whether the installed module works
or not. Depends on D10656
Ref T86579
Reviewed By: mont29, campbellbarton
Differential Revision: https://developer.blender.org/D10665
Avoid CTest errors and exit codes due to test failures which depend
on Blender executable.
Ref T86579
Reviewed By: mont29, campbellbarton
Differential Revision: https://developer.blender.org/D10656
Old code's `install` step did not guarantee that all script files
will be copied from source folder to build folder _before_ copying from
build folder to site-packages. That caused incomplete installation.
Fixed by copying scripts etc., only once. Also match the behavior on
Linux: install to site-packages only if `WITH_INSTALL_PORTABLE` is OFF.
Also fix install and launch issues with Xcode.
When interpolate, the stroke order was not correct because it was assumed the GHash iter would return the items in the same order of insertion, but this is false.
Now, a list is used to keep the order of the strokes and the Hash is used to get the relationship between strokes as before.
The file was not really corrupted (as in, Blender did everything
correctly while saving). I only did not consider the case when
a .blend file is resaved in an older version before.
The issue was caused by handles not being written to the new mask
spline shape: it was always written as (0, 0), which was making the
handle calculation go wrong later on.
Solved by allocating a temporary array of bezier points and calculating
handles for them. While this is an extra array allocation it is only
done for a small amount of points and it is not in the critical code
path. Having this as an extra array helps to overcome a limitation of
the current mask shape API.
Additionally, disable the interpolation for the shape change:
the spline is brand new, there is nothing to be interpolated there.
When reading metadata from image files the metadata is trimmed to 1024.
For cryptomatte the metadata can contain json data and should not be
trimmed. Resulting additional checks in the manifest parser for
incomplete json data.
You could argue to add an exception for cryptomatte, but that would
still allows misuse. When the direction of this patch is accepted we
should consider removing `maxlen` from `IDP_AssignString` as it
doesn't seem to be used anywhere else.
Reviewed By: #images_movies, mont29, sergey
Differential Revision: https://developer.blender.org/D10825
Since a few releases it is possible to process Blenders images much
more effficiently than before thanks to the `foreach_get`/`foreach_set`
methods. This new template shows how those methods can be used together
with numpy.
Differential Revision: https://developer.blender.org/D9400
Initially this is a typo when solving merge conflict back in 2017
in commit rBf4140f2c8138.
The code was so for 3 years, so it is safer to assume that this is
the new expected design. The affected codepath only comes from the
BKE_object_modifier_update_subframe() which is discouraged from use
and have other issues.
Eventually those offending codepaths will be removed completely.
The grade-schema for now is more localized: remove ID_RECALC_ALL
which seems to be misused and is causing issues like the ones which
are described and discussed in T81340.
On user level there should be no measurable changes. In fact, no
functional changes at all are expected to happen.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9220
This makes regular development more pleasant, because one does not have
to fix unrelated clang tidy mistakes when one is in the middle of something.
Before this change, I would usually turn clang-tidy off entirely, but then
forget to turn it on again.
This change has been agreed on by Sergey as well.
Fix the data management bug where evaluation of lattice objects would
write back to the CoW copy of the Lattice ID, even when that copy was
shared between objects.
Each lattice object evaluation now stores its own evaluated data copy
via `BKE_object_eval_assign_data()`.
Reviewed By: sergey
Maniphest Tasks: T78650
Differential Revision: https://developer.blender.org/D10790
Previously, the code expected the id property to have the `IDP_FLOAT` type.
However, when assigning a Python float (which is a double internally)
to an id property, it would change the type to `IDP_DOUBLE`.
The fix is to allow both types in the geometry nodes modifier.
UI hints should only be modified when the depsgraph is active.
Otherwise two threads evaluating the same object in different depsgraphs
can conflict with each other.
This is functionality that isn't accessible via the user interface. The
API allows the creation and modification of an override template that
holds rules that needs to be checked when overriding the asset.
The API is setup that it cannot be changed after creation. Later on when
the system is more mature we will allow changing overrides operations.
NOTE: This is an experimental feature and should not be used in productions.
Reviewed By: mont29, sebbas
Differential Revision: https://developer.blender.org/D10792
Respect the distance argument to EDBM_face_find_nearest,
when zero, sample a single pixel, otherwise sample a region.
Knife uses the selection-buffer to pick a face when the ray-cast failed.
This was meant to allow snapping to nearby faces however as the margin
was ignored, it was only used in edge cases where the ray-cast missed
but the pixel didn't.
Now the face-picking threshold is working as expected.
Note that other callers to EDBM_face_find_nearest have been updated
so set their distance argument to zero so this only impacts the knife.
Regular selection and path select could be modified separately if users
prefer this behavior.
Resolve logical error in edbm_shortest_path_pick_invoke
where any discrepancy between EDBM_unified_findnearest and
edbm_elem_find_nearest caused the active-object to be cleared.
While it's not a problem at the moment, using a larger threshold
for path picking exposes the error.
In this case, the cage location was left zeroed which was then
projected back onto the screen to find the nearest screen space
edge/vertex.
This made snapping to the vertex/edge fail in some corner-cases
where it was intended to work.
This is an implementation of Enhanced Subpixel Morphological Antialiasing (SMAA)
The algorithm was proposed by:
Jorge Jimenez, Jose I. Echevarria, Tiago Sousa, Diego Gutierrez
This node provides only SMAA 1x mode, so the operation will be done with no spatial
multisampling nor temporal supersampling. See Patch for comparisons.
The existing AA operation seems to be used only for binary images by some other nodes.
Using SMAA for binary images needs no important parameter such as "threshold", so we
perhaps can switch the operation to SMAA, though that changes existing behavior.
Notes:
1. The program code assumes the screen coordinates are DirectX style that the
vertical direction is upside-down, so "top" and "bottom" actually represent bottom
and top, respectively.
Thanks for Habib Gahbiche (zazizizou) to polish and finalize this patch.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D2411
Reduce the maximum number of queries to find the face under the
mouse cursor from 6x to 2x on cursor motion.
Calculating the screen-space detail could perform 2x look-ups
which have already been calculated.
Knife snapping logic assumed having a face under the cursor meant
the projected positions were set.
This is not always the case as failure to ray-cast uses the back-buffer
as a fallback.
For projection painting tools besides the `DRAW` tool:
- Don't show the texture from viewport stencil drawing.
- Don't show the texture panel.
Based on D10564 by @lichtwerk with own changes.
Check for indirect ID use after other simple user count checks are made.
Also assert ED_object_base_free_and_unlink_no_indirect_check object
argument isn't indirectly used.
The grease-pencil parent check was enabled when deleting objects,
when previously it was only done when unlinking.
While harmless, the previous logic is correct.
da160dc32d exposed a bug in
`BKE_id_multi_tagged_delete` causing a memory leak in soft-body that
made `physics_softbody` test fail.
Use a loop to remove ID's to keep tests working until T86992 is fixed.
Tracing images to grease pencil objects creates sometimes artifacts, as seen, for example, when tracing the attached image. {F9910821}
I have found the same behavior both in the 2.92 release and in the current 2.93 master.
The artifacts are caused by a variable that's not initialized or updated when finding a point tagged as POTRACE_CORNER.
This patch solves this issue.
Maniphest Tasks: T86967
Differential Revision: https://developer.blender.org/D10832
- comment added in struct `KnifeTool_OpData`
- struct pointer name `lst` updated to `list` ( Guess its more readable )
- `KNF_MODEL_IGNORE_SNAP_ON` updated to `KNF_MODAL_IGNORE_SNAP_ON`
- `KNF_MODEL_IGNORE_SNAP_OFF` updated to `KNF_MODAL_IGNORE_SNAP_OFF`
Ref D10824
The `object_delete_exec` lead to `BKE_library_ID_is_indirectly_used`
being called twice. With this patch deleting is around 20% faster.
Example when deleting 10000 objects:
Current: 35.6s
This patch: 18.8s (updated, last rev 29.7s)
Reviewed By: campbellbarton
Ref D9857
If window is maximized when toggling fullscreen, go back to maximized when done.
Differential Revision: https://developer.blender.org/D10813
Reviewed by Harley Acheson
Changes made:
* Add OpenMP linker flags.
* Copy the libomp.dylib to `2.93/lib/libomp.dylib`.
* Change the `LC_LOAD_DYLIB` item such that
the lib is found at `bpy.so/../../Resources/2.93/lib/libomp.dylib`.
Installation is done by D10664.
Reviewed By: #platform_macos, brecht
Maniphest Tasks: T86579
Differential Revision: https://developer.blender.org/D10657
When the window is already maximized allow covering Windows Taskbar when toggling fullscreen.
Differential Revision: https://developer.blender.org/D10811
Reviewed by Harley Acheson
One can only resync, reset, delete etc. locl overrides, linked ones are
basically regular linked IDs and fully not editable.
Reported by Demeter from the Studio, thanks.
Although "Grid" may not be techincally correct since a grid could be 3D,
it was decided to rename the "Plane" primtive to "Grid". The primitive
node allows subdivisions, so the name is more consistent with the
operator in the 3D view.
Ref T86819
This commit includes a file subversion bump for the versioning.
Changing to a more informative 'Weight Paint' rather than 'WPaint'.
Differential Revision: https://developer.blender.org/D9905
Reviewed by Julian Eisel
Change `float to boolean` and `int32 to boolean` to return false for zero and negative values.
This aligns with how artists would expect these values to work. This is in contrast to what a coder would expect. It was determined on blender.chat that this was a better default. This means that a negative float value would give a boolean false.
Change `Color4f to boolean` to return false for zero and negative grayscale values.
Likewise, for color to boolean, to account for negative value colors, the grayscale value would be used for determining if a colour was false or not.
See {T86454}
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10685
Activation distance for multi input sockets had different length
dependend of dpi factor. That caused jumping when activation distance
became shorter than snapping distance.
Fixed by removing activation distance and using same function
which is used to evaluate snapping.
Reviewer: Dalai Felinto
Differential Revision: https://developer.blender.org/D10809
Add a basic OSL shader that shows how inputs
and outputs work and do some simple math with
them.
This template is a happy medium between the
templates we already ship, empty_shader is a
little too bare, and the other templates are
a little "too much" and you end up having to
delete a whole bunch of stuff.
a great starting point for some experimentation!
Differential Revision: https://developer.blender.org/D9933
reviewed by: brecht
The "Enable physics for:" text makes no semantic sense- i.e.
"Enable physics for Fluid". Additionally, the leading text is just not
necessary, this section is just as clear without it.
Differential Revision: https://developer.blender.org/D10537
This patch adds support for the remaining operations of the Vector Math
node within Geometry Nodes. While the operations are already available
in the UI, they hadn't been implemented, yet. With this patch the node
uses the implementation that was added for the Attribute Vector Math
node - similar to how it's handled with the Math node and Attribute
Math node.
Differential Revision: https://developer.blender.org/D10650
Warnings in tooltips were using inconsistent formatting, some in
parantheses, some not, some in caps, others not, some on new lines,
some not, etc.
This patch uses a consistent new line and no capitals for these cases.
Differential Revision: https://developer.blender.org/D9904
Now that we have `ATTR_DOMAIN_AUTO`, it makes sense to use it to skip
automatic domain interpolation. This can make code that depends on the
non-interpolated domain of the attribute a bit simpler.
Added support for compositor tests. Compositor tests can be added, executed and viewed in a similar way to cycles
and other render engines tests.
Running test:
`ctest -R compositor`
Updating test:
`BLENDER_TEST_UPDATE=1 ctest -R compositor`
Viewing test results:
typically saved under `build_folder/tests/compositor/report.html`
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6334
The calculation of the 2D point was wrong when using orthographic mode.
Also small cleanup in float3 variable.
Differential Revision: https://developer.blender.org/D10828
SocketReader was added as an easier to understand interface on top of
the NodeOperation. It was implemented as a base class of the
NodeOperation and adds an additional hierarchy level.
Ths change replaces the abstract class with a typedef. In the end we
want to remove the typedef but will wait for some new nodes before doing
so.
Generalize threading settings in proxy building and use them for encoding
and decoding in general. Check codec capabilities, prefer FF_THREAD_FRAME
threading over FF_THREAD_SLICE and automatic thread count over setting it
explicitly.
ffmpeg-codecs man page suggests that threads option is global and used by
codecs, that supports this option. Form some tests I have done, it seems that
`av_dict_set_int(&codec_opts, "threads", BLI_system_thread_count(), 0)`
has same effect as
```
pCodecCtx->thread_count = BLI_system_thread_count();
pCodecCtx->thread_type = FF_THREAD_FRAME;
```
Looking at `ff_frame_thread_encoder_init()` code, these cases are not
equivalent. It is probably safer to leave threading setup on libavcodec than
setting up each codec threading individually.
From what I have read all over the internet, frame multithreading should be
faster than slice multithreading. Slice multithreading is mainly used for low
latency streaming.
When running Blender with --debug-ffmpeg it complains about
`pCodecCtx->thread_count = BLI_system_thread_count()` that using thread count
above 16 is not recommended. Using too many threads can negatively affect image
quality, but I am not sure if this is the case for decoding as well - see
https://streaminglearningcenter.com/blogs/ffmpeg-command-threads-how-it-affects-quality-and-performance.html
This is fine for proxies but may be undesirable for final renders.
Number of threads is limited by image size, because of size of motion vectors,
so if it is possible let libavcodec determine optimal thread count.
Performance difference:
Proxy building: None
Playback speed: 2x better on 1920x1080 sample h264 file
Scrubbing: Hard to quantify, but it's much more responsive
Rendering speed: None on 1920x1080 sample h264 file, there is improvement with codecs that do support FF_THREAD_FRAME for encoding like MPNG
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10791
Split seeking section of `ffmpeg_fetchibuf()` function into multiple
smaller functions.
Conditional statements are moved to own funtions with human readable
names, so code flow is more clear.
To remove one branch of seeking, first frame is now decoded by
scanning, which will do only one iteration. So nothing has technically
changed.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D10638
This adds a Clamp node for Geometry Nodes Attributes.
Supports both Min-Max and Range clamp modes.
Float, Vector, Color and Int data types supported.
Reviewed By: HooglyBoogly, simonthommes
Differential Revision: https://developer.blender.org/D10526
As a rather premature optimization from rBbbe6d4492823, Object bounds
were only computed when either the Object or its Geometry were modified.
Prior to rB42198e9eb03b, this would work, as the Geometry was tagged as
modified if the Object's transform was also modified.
Since this tagging is not done anymore due to side effects, and since at
the time bounds are computed Objects were already processed and tag as
unmodified, the check on the modified status was always false.
For now remove this check, so the bounds are always unconditionally
updated. If this ever becomes a performance problem in large scenes with
motion blur, we will then try to find a way to nicely optimize it.
This would only affect BHV2 as OptiX and Embree handle object bounds
themselves.
When an addon has been removed, but its `.pyc` files are still there,
the Python module can still be loaded. However, because `__init__.py` is
missing, it becomes a namespace instead of a module, and its `__file__`
will be set to `None`. As a result, it's impossible to get the mtime
from the file (because there is none).
This should not influence any regularly uninstalled add-on, as that
would just remove the add-on's directory; I ran into the problem when
switching Git branches caused an add-on's Python files to disappear
while keeping the `__pycache__` directory around.
When rendering with cycles at some point the manifest is trimmed. This
leads to incomplete/corrupted metadata. This patch will make sure that
the manifest parser doesn't crash.
This solved the issue when the manifest is trimmed at the start of a
hash. Eg '"Name":"'.
This commit adds a node with a "Map Range" operation for attributes
just like the non-attribute version of the node. However, unlike the
regular version of the node, it also supports operations on vectors.
Differential Revision: https://developer.blender.org/D10344
This adds a new RNA method `Action.flip_with_pose(ob)` to flip the
action channels that control a pose.
The rest-pose is used to properly flip the bones transformation.
This is useful as a way to flip actions used in pose libraries,
so the same action need not be included for each side.
Reviewed By: sybren
Ref D10781
Support a cache for fast RNA path look-ups for RNA-path + index.
Unlike a regular hash lookup, this supports using a single lookup
for the RNA path which is then used to fill an array of F-curves.
Reviewed By: sybren
Ref D10781
This function returns an array of keyed frames with rounding,
to avoid duplicates caused by subtle floating point difference.
Reviewed By: sybren
Ref D10781
The recent commit that changed the size (rB83df3545246aada) left out
a few changed. This patch also adjusts the positioning and UV scale of
the generated plane accordingly.
Differential Revision: https://developer.blender.org/D10822
Purely local IDs would not always be used as proper barriers when
generating override hierarchy data, leading to imporperly trying to
resync override IDs from other hierarchies, which would break/cause
issues in case they would be duplicate overrides of the same linked
data.
Reported by Pablo from Sprite team, thanks.
We do not want to re-generate auto-overrides until everything that
needed to be resynced has been resynced. Otherwise it's a waste of time
and guaranteed loss of some override properties.
Mistake in rB9947f2095610 earlier today.
This will allow retrieving the instance groups from multiple geometry
sets and avoiding needing vectors of vectors to store the results.
This is useful when retrieving instances from a multi-input socket
of geometries.
select
In 'Set/Replace' mode this is not a problem, but 'Extend' or 'Subtract'
modes were useless with the current behavior.
The problem here is that 'node.select' fires before 'node.select_box'
(which is fine) but deselects immediately on click.
This issue has come up before in other editors, see
{T70457}
{rB395dfff103e1}
{rBa8ea1ea1b7d5}
Now delay deselection in empty space to mouse release (same as done in
before mentioned report).
also related:
ref T57918
ref T63994
Maniphest Task: T86867
Differential Revision: https://developer.blender.org/D10801
Replacing a hard-coded font size with font style widget size so it can be set by user.
Differential Revision: https://developer.blender.org/D10819
Reviewed by Dalai Felinto
account
UV coords are scaled by aspects (see UVsToTransData). This also applies
for the Cursor in the UV Editor which also means that for display and
when the cursor coords are flushed (new 'recalcData_cursor_image' was
added for this), these need to be converted each time.
Maniphest Tasks: T86796
Differential Revision: https://developer.blender.org/D10817
This flags moving the cursor in the Image Editor T_2D_EDIT with the
following benefits:
- dissallowing e.g. Z constraints
- improving the header display:
-- it should not use scene units
-- now respects if we are moving in pixel coords or not
part of upcoming fix for T86796
ref D10817
When subscribing to name-changes through the API,
the event doesn't trigger if the object is renamed in the outliner.
Fixed by publishing the RNA changes.
Reviewed By: lichtwerk
Ref D10732
This was only happening without an active object.
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 geometry operators (introduced in
rB370d6e50252b) attribute domains depends on a context object. If this
isn't available, we just have to return `DummyRNA_NULL_items`.
Maniphest Tasks: T86921
Differential Revision: https://developer.blender.org/D10814
Revert "Point users to new location of "Show Group Colors" option",
commit rB6ed6741ee35930bf81fad9a5eb6bb17eea168725.
These deprecation hints were intended for one release only, and thus can
be removed now.
This patch renames two domains:
* `Polygon` -> `Face`
* `Corner` -> `Face Corner`
For the change from `polygon` to `face` I did a "deep rename" where I updated
all (most?) cases where we refere to the attribute domain in code as well.
The change from `corner` to `face corner` is only a ui change. I did not see
a real need to update all code the code for that. It does not seem to improve
the code, more on the contrary.
Ref T86818.
Differential Revision: https://developer.blender.org/D10803
CacheFile writing code would not write generic ID data (call for it has
been missing since the initial commit, rB61050f75b13e).
While potentially affecting other areas (mostly CustomProperties/IDProperties),
this was a critical failure for liboverrides. Also added some workaround
code to allow opening broken files (though the override of the CacheFile
data-block will be lost).
This makes the buttons drawn on nodes for unconnected string and color
sockets draw with the correct 40% ratio for the label split rather than
the old 50% ratio not used elsewhere in Blender anymore. The benefit is
a cleaner look, because the button edges line up better with others, and
a bit more space to type in attribute names.
rBa8a92cd15a52 was adding external libraries includes to `INC`, which is
reserved to internal project includes.
`INC` does not allow duplicates, and when using system libs both PugiXML
and Haru headers are under the same path.
We would not add the "object line art" enum to the operator enum list,
if there were no active object in the scene.
This would make it impossible to call this operator from python code as
the enum would we hidden when we were not in a viewport context.
Always make the operator available, having no active object is not a
strict requirement for the operator to work, so expose it always.
Without `calc_object_remap` turned off in the conversion to and from
BMesh for the primitive nodes, the `CD_ORIGINDEX` custom data layer
has incorrect values. By using a different function to do the conversions,
we can avoid this problem.
Thanks to Jacques for finding the fix here.
Differential Revision: https://developer.blender.org/D10805
This error was produced because now it is possible to have several Lattice modifiers and the Bake was removing the lattice data of all modifiers.
Now the data is only recalculated and removed for the current modifier.
Also some cleanup of comments.
This patch adds support to export and import grease pencil in several formats.
Inlude:
* Export SVG
* Export PDF (always from camera view)
* Import SVG
The import and export only support solid colors and not gradients or textures.
Requires libharu and pugixml.
For importing SVG, the NanoSVG lib is used, but this does not require installation (just a .h file embedded in the project folder)
Example of PDF export: https://youtu.be/BMm0KeMJsI4
Reviewed By: #grease_pencil, HooglyBoogly
Maniphest Tasks: T83190, T79875, T83191, T83192
Differential Revision: https://developer.blender.org/D10482
Added a condition to the poll so that it ignores drag and drop on the button. The Paste Name operator is just not implemented. Doesn't work for shading nodes either.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10769
Add missing call to ED_node_tag_update_nodetree which solves the missing update on initial drag.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10769
Move Palettes type with other weird, not-really-data ID types (like
PaintCurves and Brushes), higher in the process.
Those preset-like types may use a lot of other ID types, but should only
be used by UI-related (and Scene, for tool settings) types.
Move Brushes type with other weird, not-really-data ID types (like
Palette and Brushes), higher in the process.
Those preset-like types may use a lot of other ID types, but should only
be used by UI-related (and Scene, for tool settings) types.
Move PaintCurve type with other weird, not-really-data ID types (like
Palette and Brushes), higher in the process.
Those preset-like types may use a lot of other ID types, but should only
be used by UI-related (and Scene, for tool settings) types.
Move `OB_GR` processing just after scenes, and before objects.
This is much more sensible in general, and fixes glitches in auto-resync
process of library overrides in particular.
Using the button context for operators is useful for other cases as well (where
the operator isn't the button operator itself). For example we'll need this for
the asset view UI template, where there will be additional operators that
should be able to act on button context.
Currently the procedural will add an entry to the cache for every frame
even if the data only changes seldomly. This means that in some cases we
will have duplicate data accross frames.
The cached data is now stored separately from the time information, and
an index is used to retrieve it based on time. This decoupling allows
for multiple frames to point to the same data.
To check if two arrays are the same, we compute their keys using the
Alembic library's routines (which is based on murmur3), and tell the
cache to reuse the last data if the keys match.
This can drastically reduce memory usage at the cost of more processing
time, although processing time is only increased if the topology may
change.
In order to update the BVH when only the transformations are changing,
we would tag the Object's Geometry as modified. However, when
displacement is used, and the vertices were not themselves modified,
this would cause us to redo the displacement on already displaced
vertices.
To fix this, use a specific update flag for detecting and notifying that
transformations were modified.
Regression caused by rBbbe6d44928235cd4a5cfbeaf1a1de78ed861bb92.
Make sure we have valid links and link pointers using
'ntreeUpdateTree()'.
Maniphest Tasks: T86314
Differential Revision: https://developer.blender.org/D10793
The problem happened when the selection only allowed "single_islands"
(only vertices are selected, no edges or faces).
The result of `is_zero_v3(v->no)` was erroneously being compared to `0.0f`
This commit corrects the wrong condition and optimizes it by adding a
earlier return when the islands don't need to be calculated.
(It also improves the code's readability by joining some variables in the
`struct TransIslandData`).
This adds a `BLI_assert_unreachable()` macro, that should be used instead
of `BLI_assert(false)` in many places.
* `BLI_assert_unreachable` provides more information than `BLI_assert(false)`
to people reading the code.
* `BLI_assert_unreachable` will print an error to `stderr` in a release build.
This makes it more likely that we will get bug reports when the assumptions
of a developer were wrong.
Differential Revision: https://developer.blender.org/D10780
- Use constexpr for better readability.
- Split in functions per backend.
- Split work scheduler global struct in smaller structs.
- Replaced std::vector with blender::Vector.
- Removed threading defines in COM_defines.h
Linked data should only be duplicated if relevant `eDupli_ID_Flags` flag
is set (`USER_DUP_LINKED_ID`), this is being taken care of by generic
`BKE_id_copy_for_duplicate` function, but for some reasons (?)
`BKE_object_duplicate` was directly using `BKE_id_copy` for itself...
Note that this had especially bad consequences when duplicating
overrides of collections...
It makes more sense to avoid mixing the primitives with other mesh
operations. We considered adding a "Mesh" prefix to the names too,
but decided to prioritize improvements to the node search menu instead,
and only consider that if there is an overlapping prefix name for
another data type.
The crash is caused by an out of bound access in the kernel due to
missing data update when a Volume's voxel data changes. Although the
previous bounding mesh is cleared, the Volume Node was not tagged as
modified, and therefore never rebuilt.
To fix this, tag the Geometries (not just Volumes, to be more robust) as
modified in Geometry.clear().
Regression caused by rBbbe6d44928235cd4a5cfbeaf1a1de78ed861bb92.
Crash occurs at `assert(builder->index_len < builder->max_index_len)`.
Non-bezier nurbs were being created with abnormal values causing the
causing edge count in the draw manager to be incorrect.
This commit also deduplicates and adds descriptions to the code.
Thanks @PratikPB2123 for pointing out where the error is.
Currently viewers and previews only display node trees that have at least one node with fixed resolution size. When all inputs are generated, nothing is displayed in most cases (RGB Node is displayed as a single pixel on previews). By generated I mean inputs not having resolution on their own, they create content dynamically given an output resolution.
This patch adds support for those cases by using an appropriate preferred resolution on Viewers/Previews which propagates to generated inputs as output resolution. Now:
- Viewers will display generated inputs with scene render resolution.
- Previews will display them with scene aspect ratio.
This is consistent with final render result and respects relative space.
The benefit for the user is being able to compose images without any input source. For example for creating mask images or simple backgrounds.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D10611
The goal of this patch is to remove the boilerplate code required to get
a string property that maps to an allocated char pointer in dna.
Previously, one to to provide three callbacks, all of which are not necessary
anymore for a simple string property.
Currently, when an empty string is assigned, the `set` function will always
allocate it as well, instead of assigning `NULL` to the pointer. Some structs
might support `NULL` while others don't, so this is the safer option for now.
Differential Revision: https://developer.blender.org/D10773
There were multiple cases that could lead to problems like moving meta
strip into itself or into it's children meta strips.
Print error string to console when invalid action is requested.
Cycles, Eevee, OSL, Geo, Attribute
Based on outdated refract patch D6619 by @cubic_sloth
`refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages.
Adding these functions provides Blender shader artists access to these standard functions.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10622
Currently, when a taper object is specified, the radius of the spline is
ignored. This patch adds a new option to control how the taper object
affect the effective radius of the spline. The option allow three modes
of operation:
- Override: The old method. The radius of the spline is ignored and
overridden.
- Multiply: The radius of the spline is multiplied by the taper radius.
- Add: The radius of the spline is added to the taper radius.
Ref D10779
Sorting of links on multi-input sockets where not recalculated after
using the knife operator. Added call to resort function before
cutting operator finishes.
Reviewer: Jacques Lucke
Differential Revision: https://developer.blender.org/D10783
- Rename:
`BKE_gpencil_object_material_get_index_name`, to
`BKE_gpencil_object_material_index_get_by_name`
Matching `BKE_gpencil_layer_get_by_name`.
- Move logic to ensure named materials into a new function:
`BKE_gpencil_object_material_ensure_by_name`
No need for a module to define a single panel, since this is an
object panel it can be included with other object panels.
If centralizing line-art properties is needed in the future,
this can be done in a `*_common` module.
In this case both the mirror object and object itself moving in time may
change the geometry and must be checked.
Differential Revision: https://developer.blender.org/D10757
In some multi-functions (such as a simple add function), the virtual method
call overhead to access array elements adds significant overhead. For these
simple functions it makes sense to generate optimized versions for different
types of virtual arrays. This is done by giving the compiler all the information
it needs to devirtualize virtual arrays.
In my benchmark this speeds up processing a lot of data with small function 2-3x.
This devirtualization should not be done for larger functions, because it increases
compile time and binary size, while providing a negilible performance benefit.
Following some discussion among the geometry nodes team, it was decided
that keeping the primitive nodes simpler and requiring a separate
transform node to move the generated geometry from the origin would
be better.
- It's more consistent with the current general idea of "building
block nodes"
- It makes more sense for the future when it will be possible to
use instancing to control the transforms.
- It reduces UI clutter when the controls are not necessary.
Although it works well in most cases, the algorithm to detect if a point
is within the limits of the camera does not work well in othographic mode.
This commit also adds the option `V3D_PROJ_TEST_CLIP_FAR` (currently unused).
Differential Revision: https://developer.blender.org/D10771
The issue was caused by the prefetch code having LOCK_MOVIECLIP lock
acquired while reading frames from the movie files. The need of the
lock was coming from the fact that `clip->anim` can not be accessed
from multiple threads, so that was guarded by a lock. The side effect
of this lock was that the main thread (from which drawing is happening)
did not have any chance passing through it in the cache code because
the prefetch happens so quickly.
The solution is to create a local copy of the clip with its own
anim handler, so that read can happen without such lock.
The prefetch is slower by an absolute number in seconds (within 10%
in tests here), but it is interactive now.
Re-adds a legacy document icon for macOS 10.14 Mojave that is
consistent with the system generated document icon on macOS 11
Big Sur. It uses the old-style document sheet icon, but includes the
file extension underneath the Blender icon (unlike the previous
legacy document icon that was removed in D10267).
Adds the missing description for the exported type identifier.
Finder now correctly displays “Blender File” instead of “data”
for Blender files.
Differential Revision: https://developer.blender.org/D10746
The root of the issue was caused by the PredictMarkerPosition()
always returning false when tracking backwards. This was making
it so tracker always had to run brute initialization, which is
an expensive operation.
From own timing here:
- Tracking forward takes 0.667637 seconds
- Tracking backward used to take 2.591856 seconds
- Tracking backward now takes 0.827724 seconds
This is a very nice speedup, although the tracking backwards is
still somewhat slower. Will be investigated further as part of
a regular development.
Code rebuilding/ensuring the sanity of the collection hierarchy was not
checking for a same collection being child of the same parent multiple
times.
This was already prevented to happen in code adding collections to other
collections, but not for the remapping case.
In collection/viewlayer synchronization code, in some cases, there are
extra unused view layer collections left in old list after all needed
ones have been moved to the new list.
Found while working on T86741.
Previously, different Random Float nodes would generate different values
depending on where they are in the node group hierarchy. This can be useful,
but should definitely not be the default behavior, because it is very inconsistent
with other nodes.
Previously, the signature of a `MultiFunction` was always embedded into the function.
There are two issues with that. First, `MFSignature` is relatively large, because it contains
multiple strings and vectors. Secondly, constructing it can add overhead that should not
be necessary, because often the same signature can be reused.
The solution is to only keep a pointer to a signature in `MultiFunction` that is set during
construction. Child classes are responsible for making sure that the signature lives
long enough. In most cases, the signature is either embedded into the child class or
it is allocated statically (and is only created once).
Added a first test case for review. This will be the base for future test cases.
The current API is sufficient for what is expected for such a low level API.
One concern is that you need to trigger a save in order to update the library overrides
structure. Not expected from TD/Dev point of view.
Test cases are very important when implementing restrictive mode as it is a second evaluation mode that
has impact on the (current) permissive mode.
Reviewed By: Sebastián Barschkis, Bastien Montagne
Differential Revision: https://developer.blender.org/D10747
The impact of translations on UI performances is neglectable, and this
gives better handling of some odd cases where original language of an
add-on is not English.
Currently 3 of the printf lines use the format specifier "%lu" for data
of type size_t instead of "%zu". While this works, this creates compiler
warnings.
This diff fixes those warnings by using the correct format specifier.
Tested using MSVC, but should be correct on any compliant compiler.
Reviewed By: Sebastian Parborg
Differential Revision: http://developer.blender.org/D10761
- Use `use_` prefix for boolean properties.
- Use `_all` instead of `_everything`,
following existing conventions and the properties UI text.
- Use `object_instances` instead of old term `dupli` / `duplication`.
- Use `clip_plane` instead of `clipping_boundaries`,
matching the RegionView3D property naming.
When a function is executed for many elements (e.g. per point) it is often the case
that some parameters are different for every element and other parameters are
the same (there are some more less common cases). To simplify writing such
functions one can use a "virtual array". This is a data structure that has a value
for every index, but might not be stored as an actual array internally. Instead, it
might be just a single value or is computed on the fly. There are various tradeoffs
involved when using this data structure which are mentioned in `BLI_virtual_array.hh`.
It is called "virtual", because it uses inheritance and virtual methods.
Furthermore, there is a new virtual vector array data structure, which is an array
of vectors. Both these types have corresponding generic variants, which can be used
when the data type is not known at compile time. This is typically the case when
building a somewhat generic execution system. The function system used these virtual
data structures before, but now they are more versatile.
I've done this refactor in preparation for the attribute processor and other features of
geometry nodes. I moved the typed virtual arrays to blenlib, so that they can be used
independent of the function system.
One open question for me is whether all the generic data structures (and `CPPType`)
should be moved to blenlib as well. They are well isolated and don't really contain
any business logic. That can be done later if necessary.
We cannot use `std::variant` yet, because not all of the compilers
we support have a working version of it yet. For now, I just replaced
it with multiple `std::option` which is good enough, because currently
`CellValue` is only used for the cells that are actually drawn in
the spreadsheet.
When the movie wasn't found, uninitialized values would be used for
the original width/height.
Also use int instead of float as the image size is stored as an int.
SetWindowPos must be called after SetWindowLongPtr in order to see changes to window frame style.
Differential Revision: https://developer.blender.org/D10756
Reviewed by Ray Molenkamp
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
2021-02-23 11:45:02 +01:00
2268 changed files with 102708 additions and 40989 deletions
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