Node that extrudes vertices, edges and Faces. Uses the
corresponding bmesh operator.
I renamed D12108, which was previously named Mesh Extrude to Mesh Inset,
because that uses the bmesh inset operators.
NOTE: This requires an update of the attribute interpolation to work,
that is not yet in master.
Part of the GSOC 2021
Differential Revision: https://developer.blender.org/D12224
Node that extrudes vertices, edges and Faces. Uses the
corresponding bmesh operator.
I renamed D12108, which was previously named Mesh Extrude to Mesh Inset,
because that uses the bmesh inset operators.
NOTE: This requires an update of the attribute interpolation to work,
that is not yet in master.
Part of the GSOC 2021
After doing an import, the bounding box of the stroke was not calculated and any operation related to brushes (Sculpt, Weight Paint and Vertex Paint) was not working as expected because the bounding box of the stroke was wrong.
This problem was solved automatically after any edit operation, but must be solved in the import process.
This commit resolves these RNA warnings:
```
offset: "", WARN (bpy.rna): ...\source\blender\python\intern\bpy_rna.c:1505 pyrna_enum_to_py: current value '65536' matches no enum in 'FloatProperty', 'offset', 'subtype'
project_limit: "", WARN (bpy.rna): ...\source\blender\python\intern\bpy_rna.c:1505 pyrna_enum_to_py: current value '65536' matches no enum in 'FloatProperty', 'project_limit', 'subtype'
falloff_radius: "", WARN (bpy.rna): ...\source\blender\python\intern\bpy_rna.c:1505 pyrna_enum_to_py: current value '65567' matches no enum in 'FloatProperty', 'falloff_radius', 'subtype'
```
This will replace GLX with EGL for X11. GLEW does not support GLX and EGL
at the same time. Most distributions build GLEW with GLX support, so we
have to use the externally provided GLEW and build with EGL support.
This effectively sets WITH_SYSTEM_GLEW to OFF for all Linux configurations.
Differential Revision: https://developer.blender.org/D12034
In the graph editor, Mirror Keys by Value would convert the value to mirror
over, to account for different units for linear & rotational properties.
The conversion was done in the different direction, though, resulting in
values that were too large by a factor of (180/pi)^2.
This caused a blender load error on windows N,
given we do not use these codecs they can safely
be disabled.
This will fix T90200 once the new libraries are
in SVN
It was somewhat arbitrary to have this one pass enabled that adds a bit of
additional memory and render time overhead, even though it's not necessarily
more important than others.
Before this, all asset view templates showing the same asset library
would show the same assets, even if they should show different ID types.
That was a major limitation since the design did forsee that this
template can be put anywhere in the UI to display various sub-sets of
assets.
Initially I did the ID type filtering close to the asset-list reading,
because I wanted to optimize reading so that we would only actually read
asset information from disk of the ID type to be shown. But this will be
quite complex and I'm not sure if I'll get to work on this anytime soon.
So this commit moves the filtering to the template display level solving
this limitation.
Note: This also adds the code to filter by tags, together with the ID
type. But it's not actually used anywhere yet.
This iterator was introduced before `AssetHandle` existed, so it was
dealing with the file data directly. Now we want as little code as
possible to deal with the file data, all access should happen via the
`AssetHandle`.
This has been a huge pain to get working, for several reasons (new flags
needed, patching is now mandatory, etc.).
Further more, discovered that debian OIIO package is now silently
relying on OpenCV, without even proper handling of this dependency (at
least in the `-dev` package), so had to revert to force-build own OIIO
again on that distro for the time being.
Ref. T88438.
When `BLI_task_parallel_mempool` does not use threading, the
`userdata_chunk` is allocated locally simulating a TLS.
However `func_reduce` is not called so the original chunk is ignored.
`task_parallel_iterator_no_threads` is another function that doesn't call
`func_reduce`. It also ignores `userdata_chunk_local` in the main iterator.
The solution in these cases is not to create a `userdata_chunk_local`.
This fixes T90131
Differential Revision: https://developer.blender.org/D12067
We shipped the whole bin folder for llvm/clang
while we only needed clang-format, by shipping
just the bits we need we save about 700 megabytes
off our svn lib download.
The preview was always using frame 1, but maybe the object has changed and it's better create preview using the current frame.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D12018
Motion attributes expects mesh to have non-zero number of motion steps,
which was violated in the case when fluid mesh had motion blur disabled.
This is a bit of annoying fix, because of the order of updates. More
ideal solution would be to handle cached and fluid velocities in the
sync_mesh_motion() which ensures all the dependencies between settings.
Add overlay option to disable grid drawing.
Reuse drawing code from other editors (timeline editor)
Add argument `display_minor_lines` to function
`UI_view2d_draw_lines_x__discrete_frames_or_seconds`
This way minor line drawing can be disabled and so it doesn't cause
too much visual noise. Also spacing seems to be too fine, so VSE uses 3x
what is defined in preferences.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D11790
Snapping by default goes against convention, so this setting was
re-evaluated. Also snapping by default can conflict with new image
transform system, see T90156
There wasn't consensus, so disable snapping by default to follow
established convention.
ref T89665
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12054
Calculate frequency of time/frame label drawing, such that labels have
at least 10px margin and don't overlap.
Change timecode format:
- Use at least `mm:ss` format
- Don't display frames if all labels would end with +00
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D11792
The channel box selection was offset for grease pencil layers.
This is a proposed fix by @yann-lty
Before:
{F10227973}
After:
{F10227974}
Reviewed By: #grease_pencil, antoniov
Maniphest Tasks: T89952
Differential Revision: https://developer.blender.org/D11962
- Multi-dimensional boolean, int and float vector types are supported.
- A sequence of int's for the "size" is used to declare dimensions.
- Nested sequences are required for default arguments.
Now it's possible to define matrix properties, for e.g:
bpy.props.FloatVectorProperty(size=(4, 4), subtype='MATRIX')
Add array conversion functions that take dimension arguments.
- PyC_AsArray_Multi (version of PyC_AsArray).
- PyC_Tuple_PackArray_Multi_* (version of PyC_Tuple_Pack_*).
When viewing font files in the File Manager, this patch uses the font's
family and style names to show the same type of string shown to users
in operating system lists. For example "Book Antiqua Regular" instead
of "BKANT.ttf"
see D12020 for details and examples.
Differential Revision: https://developer.blender.org/D12020
Reviewed by Campbell Barton and Julian Eisel
WITH_CYCLES_DEBUG was used for rendering BVH debugging passes. But since we
mainly use Embree an OptiX now, this information is no longer important.
WITH_CYCLES_DEBUG_NAN will enable additional checks for NaNs and invalid values
in the kernel, for Cycles developers. Previously these asserts where enabled in
all debug builds, but this is too likely to crash Blender in scenes that render
fine regardless of the NaNs. So this is behind a CMake option now.
Fixes T90240
When using "Clear Asset" from the Asset Browser but with an asset
selected that is not stored in the current file, we can show a more
informative error message.
The viewer node in geometry node trees only supports geometry nodes.
This patch ensures that when ctrl shift clicking on a node, it will only
link to geometry sockets.
Differential Revision: https://developer.blender.org/D12055
This code was actually buggy (forcefully re-enabling excluded layers in some
cases).
Further more, it should not be needed now that layerCollection resync code
reuses as much as possible existing layers instead of deleting and
re-creating them all the time.
Differential Revision: https://developer.blender.org/D12016
The goal of this refactor is to improve resync of LayerCollections
hierarchy to match again Collection one.
Current code would destroy and re-create valid layers whenever a parent
collection would be removed, which leads to losing way too often
layer-related settings when editing collection hierarchies.
While this could be partially addressed from operators side, there was
no way to fix those issues from lower level, more generic ID management
code like ID remapping or library override resync processes.
The new code builds a shallow wrapper around existing (aka old) layers
hierarchy, does a set of checks to define the status of all existing
layers, and try to find the closest matching unused layer in cases where
layers and collections hierarchies do not match anymore.
The intent is to both re-use as much as possible existing layers, and
to pick the 'best' possible layer to re-use, following those heuristics:
* Prefer layers children of current one first (in old hierarchy), and only
use those from other higher-level hierarchies if no (grand-)child is found.
* Prefer to use closest layers available in the old hierarchy.
NOTE: The new code is about 12%-15% slower than the previous one, which is
expected given the increased complexity. Note that this would not be an
issue in practice if this code was not called way too often (needs to
be converted to lazy update instead, which is a long known TODO).
NOTE: The LayerCollectionResync code uses its own built-in version of
FIFO queue, as performances in this code is currently a critical point
(it can get called tens of thousands of times during a single (heavy)
ID management operation currently, in a production file e.g.).
Differential Revision: https://developer.blender.org/D12016
When deleting a node, links attached to that node are deleted, but if one
of those links was connected to a multi input socket, the indices of the
other links connected to it were not updated. This adds updates both in
the case of a normal delete as well as after a delete with reconnect.
Differential Revision: https://developer.blender.org/D11716
Followup to rB3834dc2f7b38 (where getting the proper particle system was
fixed for the Adjust Last Operation panel in the Properties Editor). But
since this operator can also be called from the 3DView, get a current
particle system there as well.
Without this, _all_ particle systems would be copied when executing from
the 3DView (which was never really intended [operator description uses
singular] -- it just happens to use `copy_particle_systems_to_object`
internally as well -- same as the `Copy Active/All to Selected Objects`
operators)).
ref. T83317
Maniphest Tasks: T83317
Differential Revision: https://developer.blender.org/D12033
Caused by {rB8cbff7093d65}.
Since above commit only one modifier would get calculated and the
displaylist boundingbox was calculated wrong.
Maniphest Tasks: T90154
Differential Revision: https://developer.blender.org/D12037
Expand camera effective region to a portion beyond image frame so strokes won't end right at the border.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12049
Recent own rBabf3ce811f6e prevented any LayerCollection update during
the whole liboverride resync process, for both performances and feature
reasons.
However that means that the various runtime caches like the Base GHash
are not cleared anymore during ID remapping process, so we need to call
`BKE_main_collection_sync_remap` instead of `BKE_main_collection_sync`
when we finally are ready for this update.
Reported by @eyecandy (Andy Goralczyk) from Blender studio, thanks!
This patch adds propper tooltips to the effect strips in the "Add" menu.
Note that not all effect strips are actually in the "Effect Strips"
submenu like color strips, text strips or transitions. For these types
of effect strips, a dediacted tooltip is especially useful.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D11714
While transforming a strip, draw the background semi-transparent
if it overlaps with another strip. It's convenient to see what's
underneath, especially with the upcoming Overwrite feature.
Thanks to @iss for the help and review.
Pass `-DLINKSTATIC=ON` to the OSL CMake, to ensure it statically links to
our libpng. Previously this was only applied on Windows, it's now on all
platforms.
Add three functions that trim characters from the front & end of a
`StringRef`. All functions return a new `StringRef` that references a
sub-string of the original `StringRef`.
- `trim(chars_to_remove)`: strips all characters from the start and end
that occur in `chars_to_remove`.
- `trim(char_to_remove)`: same, but with a single character to remove.
- `trim()`: remove leading & trailing whitespace, so same as
`trim(" \r\n\t")`
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12031
Runs tests based on blend files with minimum python interaction.
Developed as part of GSoC 2021 - Regression Testing of Geometry Nodes.
Earlier, tests were built from scratch by adding a modifier/operation
from the Python API.
Now, tests can also be created inside blender and are compared using
Python script.
Features: Automatically adding expected object if it doesn't exist.
This patch adds tests for the following Geometry Nodes category:
* Curves
* Geometry
* Mesh
* Points
The implemented UML diagram for refactoring of mesh test framework.
{F10225906}
Technical Changes:
SpecMeshTest: It adds the modifier/operation based on the Spec provided.
BlendFileTest: It applies already existing modifier/operation from the blend file.
Test folders hierarchy with tests. This folder should be extracted to `lib\tests\modeling`
{F10240651}
Note: The `geometry_nodes` folder might lie under another `geometry_nodes` folder while extracting, please double check. Use the inner-most one.
The hierarchy should be:
-`lib\tests\modeling\geometry_nodes\mesh`
-`lib\tests\modeling\geometry_nodes\points`
and so on.
* From `ctest` the tests should be run as `ctest -R geo_node -C [Configuration]` on Windows.
* Each single test can be run with its entire name e..g `ctest -R geo_node_geometry_join_geometry`.(just an example). Run `ctest -N -R geo_node` to see all tests.
* From blender, the tests can be run `blender -b path\to\blend\file --python path\to\geo_node_test.py`
Reviewed By: zazizizou, JacquesLucke
Differential Revision: https://developer.blender.org/D11611
Failure to return a list of the expected size & type wasn't
decrementing the value, leaking a reference.
Caused by 127b5423d6 a workaround for the
real error that was fixed f5e020a7a6.
This adds the operator name to the node label which is consistent with the shading nodes.
The vector node has `Vector` as a prefix.
The Attribute nodes already have a different coloured header.
The same label is used when collapsing nodes, this helps readability.
Reviewed By: pablovazquez
Differential Revision: https://developer.blender.org/D10749
Builtbot is switching over from json to yaml. Both
configuration files should be kept in sync for now.
The json file will be removed when everything works as expected.
Ths commit adds a new `IDNameLibMap` to `Main`, used during file reading
to quickly find already read linked IDs.
Without that, search would use string-based search over list of linked
data, which becomes extremely slow and inneficient in cases where a lot
of IDs are linked from a same library. See also {T89194}.
Extrem-usecase reported in T89194 is now about 4 times faster in linked
data reading (about 2 times faster for the whole .blend file loading).
More normal cases (like Sprites studio production files) have barely
measurable speed improvements, a few percents at best.
NOTE: `main_idmap` API was extended to support insertion and removal of
IDs from the mapping, avoids having to re-create the whole thing several
time during libraries expansion in readcode.
Differential Revision: https://developer.blender.org/D11757
Makes it so Render Layers node in the compositor is updated as soon
as Use Denoising is changed for the final render.
Differential Revision: https://developer.blender.org/D12010
This diff somewhat snowballed out of updating OIDN to 1.4.1 it had some
changes that allowed us to remove the arm hacks we had in place and
revert to using identical versions for a whole bunch of deps. But that
required an update to ISPC which needed a newer LLVM and if we're
updating LLVM we may as well update OSL, and when we update OSL, OIIO
may as well be dragged in soo......anyhow...
This diff updates:
LLVM 9.0.0 (11.0.1 for mac/arm) -> 12.0.0
OIIO 2.1.15.0 -> 2.2.15.1
OSL 1.11.10.0 -> 1.11.14.1
winflex_bison 2.5.5-> 2.5.24 (ispc needed newer bison, windows only dep)
OIDN 1.4.0 -> 1.4.1
ISPC v1.14.1(random hash for mac/arm) -> v1.16.0
Flex 2.6.4 (ISPC needed newer Flex than available on CentOS 7)
and removes most of the "special arm/mac" versions. I think just ssl and
embree are left with special versions.
notable changes:
@LazyDodo included some clang headers in the linux/mac harvest which are
needed to start writing custom clang based tooling like D9465 these were
already shipping on windows, but not the other platforms.
[macOS] Change the `LC_ID_DYLIB` of OpenMP for {D11997}. This changes
where the executables look for dylibs.
Reviewed By: sebbas, LazyDodo
Differential Revision: https://developer.blender.org/D11748
This patch fixes occlusion function to handle one specific case (when an edge shares a point with triangle) better,especially when there's overlapping edges in this case.
Previously, this option was not exposed in the UI, only for the clip editor.
There were also multiple rna properties that did the same thing for each of the 2D editors.
There was also an issue where the property enum items were the same as the 3d view which didnt make much sense.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D12027
When using a pose slider it is possible to hide bones with the 'H' key.
Before this patch the screen didn't update, so you had to move the mouse 1 pixel to update.
This patch makes it so it updates right away
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D12024
Ref: D12024
Adds full frame implementation to this node operation.
No functional changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11627
Adds full frame implementation to this node operations.
No functional changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11749
Adds full frame implementation to this node operations.
No functional changes.
Includes a new operation method `init_data` used to initialize any data
needed after operations are linked and resolutions determined.
Once tiled implementation is removed `initExecution` may be renamed
to `init_rendering` and `init_data` to `init_execution`.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11944
This fixes a performance regression on Ampere cards, on specific scenes like
classroom. For cycles-x there is little difference, but this is still helpful
for LTS releases, and we need to upgrade at some point anyway.
This is an easy & safe, yet not-so-nice way to address the
LayerCollections vs. Collections hierarchy resync problem.
Currently this resync is enforced everytime something changes in the
Collections hierarchy, which is extremely inneficient, and can even
produce 'loss' of LayerCollection data during complex Collection
processes.
Current example is during Library Overrides resync process. New code:
* Makes resync significantly faster (between 10 and 15%).
* Fixes 'disappearing' layer collections settings on sub-collections'
layers.
NOTE: This is not a proper fix for the underlying issue. However,
implementing and testing the 'lazy update' solution as proposed by
{T73411} requires a significant amount of time (especially in testing
and tracking all places where code would need to ensure LayerCollections
are up-to-date), which is not possible currently.
Differential Revision: https://developer.blender.org/D11889
Mantflow only supports wavelet noise, thus the parameter with only one option is no longer useful.
Differential Revision: https://developer.blender.org/D6770
In the draw module, it's not easy to identify what its header is, and
where the shared functions are.
So move `draw_cache_extract_mesh_extractors.c` and
`draw_cache_extract_mesh_private.h` to the same folder as the extractors
and rename these files to make them more identifiable.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11991
Fix hold offset check causing missing snapping point when strip have
only still frames.
Fix effect strips of transformed strips causing snapping to prevoius
strip positions.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11948
Label for snapping current frame to strips was cut off and not very readable.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D11951
Cached OCIO processors were not freed, instead the color spaces were freed twice.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D12011
Fix for T85517
Bug: Couldn't type space while holding down the shift key in text spaces (e.g. when saving a file, changing the name of object).
Changes: Removing the key combination of Shift + space in `WM_event_is_ime_switch` method.
Reviewed By: harley, mont29
Maniphest Tasks: T85517
Differential Revision: https://developer.blender.org/D10452
Six years ago, Bug T44961 about unwanted spikes had me not do a loop
slide if the angle was too extreme, to avoid unwanted spikes.
The current bug showed that that angle was much too big, and limited
desired behavior in many cases. Changing the angle from 0.25 radians
to 0.0001 radians (about 0.006 degrees) still fixes the original bug
and seems very unlikely to be limiting desired behavior now.
The old modifier code, now just used for Fast, has code in it to
flip faces of arguments when their tranform's negativity differs
from the main object's transform's negativity.
I had neglected to put that logic in when I made the change that
skipped the round trip through BMesh.
Fixing this means that the results are more what the user expects
when some or all operands have negative scales.
This patch addresses the issue raised in T88340.
When entering a pose sliding operator bones would automatically get hidden.
While technically not a bug it was decided that it is too confusing.
Hiding with 'H' is still possible though, just won't happen automatically
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D11883
Ref: D11883
Abbreviations are harder to read and understand thus it is best to be direct.
For example without understanding and context it is hard to know exactly what "Len" means.
This change transitions libmv/osd tests to our
blender_add_test_executable macro that explicitly
takes the include directories as a parameter.
This is in preparation for future clean-up of
global include directories.
Differential Revision: https://developer.blender.org/D12012
Reviewed By: sergey
This improve the cloth modeling workflow by allowing you to weld only the
edges that are used for the sewing forces.
Reviewed By: mano-wii, weasel
Differential Revision: https://developer.blender.org/D10710
**Drawing Changes:**
- F-curve drawing for Stretch, Multiply, Length and Frame Number.
- Value drawing when no keyframes for Stretch, Length and Frame Numbers.
General view of the new drawing for each speed effect mode:
{F9796642, size=full}
Detail of the horizontal zero (blue) line in the new `Multiply` mode:
{F9798520, size=full}
Nice to have (but I don't know how):
- Auto adjusting of endframe when using Multiply or Boost.
Differential Revision: https://developer.blender.org/D6110
Addresses T76003. When using VR with Eevee and viewport denoising,
scene geometry could sometimes be occluded for one eye. Solution is
to use a separate GPUViewport/GPUOffscreen for each VR view instead
of reusing a single one for rendering.
Reviewed By: Julian Eisel, Clément Foucault
Differential Revision: http://developer.blender.org/D11858
The core problem is that the geometry nodes modifier sometimes support
"mapping" (i.e. it remembers which new vertices correspond to edit mode
vertices) and sometimes it does not, depending on what the nodes are doing.
Also see rB07ce9910f7cc.
The solution here is that the fallback case in `BKE_mesh_foreach_mapped_edge`
does not call the callback with "invalid" indices.
Differential Revision: https://developer.blender.org/D12007
This might change the rotation of some instances after a Curve to Points.
Unfortunately, there is not much we can do about that, the math before
was just wrong. The forward and up axis stayed the same though.
Differential Revision: https://developer.blender.org/D12006
The problem was that the modifier was reevaluated all the time, even
between showing the attribute search and clicking on the attribute
name. This freed the data referenced by attribute search. The real bug
here was that the dependency graph was tagged for update even
though nothing changed. This was because the spreadsheet thought
its active context has changed and it wanted to compute the new
value to be shown in the spreadsheet.
The reason for the bug was that I confused how the tree-path of a
node editor works. The second element in the tree path contains
the name of the group node in the root tree that we're in (instead
of the first element).
Differential Revision: https://developer.blender.org/D12009
When the new "need_ids" flag is false and the output type is not
one of the valid BMesh kinds, there is no need to propagate even
a dummy id to all of the faces.
Share functionality for single and multi-threaded edge-split tagging.
Remove logic that ensured vert & loop indices in bm_mesh_edges_sharp_tag
(missing from fd9fc809b7).
Improves control over the XR reference space by using the stage ref
space (user-defined tracking bounds) instead of local ref space
(position at application launch), if available. Also adds an
"absolute tracking" session option to skip applying eye offsets that
are normally added for placing users exactly at landmarks.
By enabling absolute tracking, users can define the tracking origin
in a way that is not linked to the headset position. Instead, the
tracking values given by the XR runtime are left unadjusted and a
user can manually calibrate an "origin" landmark object to adjust to
their real world space.
Can be useful for applications that use external tracking systems
and those that primarily only need to use controllers and not the
headset (e.g. motion capture).
The absolute tracking option requires an update to the VR
Scene Inspection addon to be accessible by regular users.
Reviewed By: Julian Eisel
Differential Revision: http://developer.blender.org/D10946
This was added in 0b7f581397
but seems not to be needed as the assignment was never correct
since only one corner on either side of the smooth edge had the
vertex normal written to it.
Merge the sharp edge tagging into bm_mesh_loops_calc_normals,
this has the advantage that edge tagging can be performed as part of
walking over each vertices edges - instead of tagging in a separate loop.
Even though this will tag edges twice (once for each vertex),
the computation isn't heavy as it's only calculating a dot-product
between the two face users to compare the angle.
This change combined with 4ba06ad0a8
makes BM_loops_calc_normal_vcos around 5.68x faster,
with an overall speedup over 2.6x when transforming a high poly mesh.
(tested on a system with 32 cores).
Reviewed By: mont29
Ref D11970
Supported multi-threading for bm_mesh_loops_calc_normals.
This is done by operating on vertex-loops instead of face-loops.
Single threaded operation still loops over faces since iterating
over vertices adds some overhead in the case of custom-normals
as the order used for accessing loops must be the same as iterating
of a faces loops.
From isolated timing tests of bm_mesh_loops_calc_normals on high
poly models, this gives between 3.5x to 10x speedup,
with larger gains for meshes with custom-normals.
NOTE: this is part one of two patches for multi-threaded auto-smooth,
tagging edges as sharp is still single threaded.
Reviewed By: mont29
Ref D11928
Extract the slider gui implemented for the pose slide tools.
Generalise it so it can be used by other tools as well.
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9314
Ref: D9314
With this commit, node warnings added to nodes during evaluation
(not "Info" warnings) will also draw in the modifier. In the future
there could be a "search for this node" button as well.
Differential Revision: https://developer.blender.org/D11983
Because these handles are calculated lazily, we need to make sure they
are calculated before switching to a manually positioned mode.
I doubt it would ever be necessary, but theoretically this could happen
on a per-point level, to avoid calculating handles not in the selection.
**Changes:**
- New enums correspond to 4 modes: `Stretch`, `Multiply`, `Frame Number` and `Length`.
- "`Multiply Factor`" has been removed;
- Value corresponding to "`use as speed`" enabled is now the value appended to the `Multiply` enum;
- Value corresponding to "`use as speed`" disabled is now the value appended to the `Frame Number` enum;
- Value corresponding to "`Scale to Length`" enabled is now the value appended to the `Length` enum;
- Except `Stretch` each mode has now its respective control values.
Differential Revision: https://developer.blender.org/D11856
It's the case of Image or Movie Clip node when not selecting any
source or an empty one.
Render methods expect an output buffer with size, only render
operations with resolution.
When exiting editmode, customdata [and thus attributes] are copied from
**BMesh** to **Mesh** (in `BM_mesh_bm_to_me`).
When adding attributes, these were always added via
`CustomData_add_layer_named` only.
Instead (if we are in mesh editmode), we need to go through
`BM_data_layer_add_named` to properly update the **BMesh** (see
`update_data_blocks`) so we have stuff available to copy back to
**Mesh** when exiting editmode.
Same is done for removing (also going through BMesh).
This is now done, DomainInfo is updated to point to BMesh (instead of
Mesh) customdata when in editmode.
Maniphest Tasks: T90026
Differential Revision: https://developer.blender.org/D11998
This node takes a curve and a point selection and allows you to set the
specified (or all) points left/right or both handles to a given type.
Differential Revision: https://developer.blender.org/D11992
* Allow specifying a folder and automatically setting the proper executable
name depending on the operating system
* Use executables from configs for listing devices instead of a blender
command being available
On Windows, using `bpy.data.orphans_purge` with some arguments (eg: `do_recursive=True`) does not produce the expected results. This is due to arguments not being parsed correctly on this platform with the current code.
The proposed fix is based on how other functions with boolean attributes are exposed to the Python API.
Reviewed By: #python_api, mont29
Maniphest Tasks: T89733
Differential Revision: https://developer.blender.org/D11963
This was reported in T90026 for attributes, but was also true for:
- UVMaps
- Vertex Colors
- Sculpt Vertex Colors
- Face Maps
For Vertex groups and Shapekeys this was already done (in that their
remove poll would check if there is a vertex group or shapekey to begin
with), now make this consistent across all mentioned types.
Thx @vvv for the initial patch (where this was done for attributes only)
ref T90026
Reviewed By: HooglyBoogly
Maniphest Tasks: T90026
Differential Revision: https://developer.blender.org/D11990
I'm trying to move away from general files with lots of things in them,
and instead have many small & focused files. I find that easier to
work with since everything has clear responsibilities, even if there is
some minor overhead in managing all these files.
I also try to differentiate more clearly between public and internal
files. So source files and internal headers are in a `intern/`
sub-directory, public functions are in a number of headers one level
higher.
For convenience and to make this compatible with our existing general
headers in `editors/include`, I made the `ED_asset.h` there include all
these public headers.
This is of course a bit of an experiment, let's see how it works in
practice.
Also corrected the name of `ED_asset_can_make_single_from_context()`.
The `ibo.tris` extraction in multithread is currently only done if the
mesh has only 1 material.
Now we cache a map indicating the index of each polygon after sort and
thus allow the extraction of tris with materials in multithreaded.
As caching is a heavy operation and was already being performed in
multi-thread for triangle offsets, no significant improvements are
expected.
The benefit will be much greater when we can skip updating the cache
while transforming a geometry.
**Profiling:**
||master:|PATCH:
|---|---|---|
|large_mesh_editing_materials:|Average: 13.855380 FPS|Average: 15.525684 FPS
||rdata 9ms iter 36ms (frame 71ms)|rdata 9ms iter 29ms (frame 64ms)
|subdiv_mesh_final_only_materials:|Average: 28.113742 FPS|Average: 28.633599 FPS
||rdata 0ms iter 1ms (frame 36ms)|rdata 0ms iter 1ms (frame 35ms)
1.1x overall speedup
Differential Revision: https://developer.blender.org/D11445
This was an open TODO, I wanted to have code for translating asset
library references from and to enum values in a central place, and
access that in the same way from both the Asset Browser and the
Workspace RNA code.
* Adds own file for the related functions.
* Adds doxygen comments.
* Updates RNA callbacks to properly use these functions.
* Let these functions call each other, avoid duplicating logic.
Since recently it's possible to access assets from outside the
File/Asset Browser, via the asset view template. So we are slowly
moving away from file space specific code to dedicated asset system
code. I introduced `AssetLibraryReference` as a duplicate of
`FileSelectAssetLibraryUID`, with a plan to delete the latter in a
separate cleanup commit. That's exactly what this commit is.
This will cause Asset Browsers to open with the default "Current File"
Asset Library. We could avoid that, but it's a minor issue really.
This new variable was introduced with 7898089de3. We don't usually use
an `active` prefix variable. Plus, this makes the name match the one of
the Asset Browser active library variable, so we can use the
`rna_def_asset_library_reference_common()` helper for both.
This will cause Asset Views to open with the default "Current File"
Asset Library. We could avoid that, but it's a minor issue really.
Currently the wording is a bit unclear: it doesn't specify //what// the particles will be converted into. This clarifies it by stating what the particles will be converted into: they will either be converted to a mesh or the instances will be made real.
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D11795
Fix an incoherence between the Eevee Materials menu and the Cycles Materials menu :
Eevee :
{F10230448}
Cycles :
{F10230449}
Simply Fixed by replacing the Cycles UI code by the Eevee UI code.
Thanks to @Brainzman for helping me create this diff and translate
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D11979
Just add a check for whether the mesh has faces when retrieving an
attribute on the corner domain. In the future there could be an info
message in the node in this case, since maybe it's not intuitive.
Would previously pass a few properties that are available via the
asset-handle now. This asset-handle is also required for some of the
asset API, e.g. the temporary ID loading. This will probably be needed
before too long.
For this to work, the utility function needs to be callable without
context, which is only needed for a File Browser specific hack anyway
(doesn't apply to this usage of it).
While the asset-handle design is supposed to be temporary (see
35affaa971), I prefer keeping the fact that it's nothing but a file
entry pointer an implementation detail that is abstracted away. So this
introduces getters for the file data we typically access for
asset-handles.
Note that the current asset-handle design is temporary, see
35affaa971. I still prefer this to be const, as code outside the
asset-list/file-list code should never mess with the file data of an
asset.
The asset handle design is only temporary (see 35affaa971) and this
RNA property is only needed for internal, technical reasons of the asset
view template. So although not nice, at least make it clear in the RNA
property description that this should not be used.
Using const indexes and offsets helps to make the logic less sequential,
which is hopefully easier to understand and possibly easier to parallelize
in the future. Also order return arguments last.
If there were lots of selected objects without an existing rigid body,
we would add rigid bodies to them one by one.
This would be slow in python, now we instead do this as a batch
operation in C.
On my (Intel) MacBook it used to take 60 seconds and with this change it
takes about 0.3 seconds.
Reviewed By: Sebastian Parborg
Differential Revision: http://developer.blender.org/D11957
Remove the assumption of the pose library that Action groups are named
after the bones in the armature. Even though this assumption is correct
when the keys are created by Blender, action groups can be renamed. Keys
created by Python scripts can also use arbitrary group names.
Since there is more code in Blender making this assumption, and looping
over selected bones is also a common occurrence, this commit contains
some generic functionality to aid in this:
- `BKE_armature_find_selected_bones`: function that iterates over all
bones in an armature and calls a callback for each selected one. It
returns a struct with info about the selection states (all or no bones
selected).
- `BKE_armature_find_selected_bone_names(armature)` uses the above
function to return a set of selected bone names.
- `BKE_pose_find_fcurves_with_bones()` calls a callback for each FCurve
in an Action that targets a bone, also passing it the bone name.
Convert `pose_backup.c` (in C) to `pose_backup.cc` (in C++). This will
make future improvements easier. For now, it's the same code with just
some additional explicit casts (C++ doesn't allow implicitly casting
`void *`), `NULL` changed into `nullptr`, and some other simple changes.
No functional changes.
When done from the Properties Editor, the context's modifier should be
used (this is where the button is located), when done from elsewhere,
the active modifier is still the way to go (since the context modifier is
not available then)
Maniphest Tasks: T89982
Differential Revision: https://developer.blender.org/D11972
The node tagged polys normals dirty, but the function to calculate the
normals didn't clear the dirty flags for polys. Now clear the poly and
corner dirty normal flags.
The test forgot to set the new need_ids field, which luckily
exposed a bug in the C api for delaunay when that field is false.
Fixed the bug and the test, and added a test for the need_ids false
case.
Wording on the UI, slider consistency and material mask switches layout.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: http://developer.blender.org/D11839
Also use `const Curve *` instead of `const Object *`, since the
function works at a lower level than objects anyway.
And also remove another unused function. Since this section of code
for converting curves to meshes will likely be replaced, it's nicer to
see which parts actually remain used at this point.
Function signatures for snap callbacks used `const` incorrectly
which was hidden by casting function types.
This made it seem as if the input arguments wouldn't be change and
wouldn't be initialized.
Name return arguments with an `r_` prefix, order them last,
remove function casts and correct `const` usage.
When fixing issues, seeing operation results can be helpful for
detecting which operation went wrong.
This commit adds an option for exporting all operations results to
image files.
Exceptions are:
- Output operations: They are already exported or can be seen in UI.
- Constant operations: There are too many and is rarely useful.
They are exported to "<temp session folder>/COM_operations/"
with filenames "<operation class name>_<operation id>.png".
Only works on full frame execution mode.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11722
Adds full frame implementation to this node operation.
No functional changes.
2.4x faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11677
Adds full frame implementation to this node operations.
No functional changes.
2.3x faster than tiled fallback on average.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11686
Adds full frame implementation to this node operation.
No functional changes.
No performance changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11698
Adds full frame implementation to this node operation.
No functional changes.
No performances changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11750
Adds full frame implementation to this node operation.
No functional changes.
3x times faster than tiled fallback.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11635
Currently we mostly iterate buffer areas using x/y loops or through
utility methods extending from base classes.
To simplify code in simple operations this commit adds wrappers for
specifying buffer areas and their iterators for raw buffers with any
element stride:
- BufferRange: Specifies a range of contiguous buffer elements from a
given element index.
- BufferRangeIterator: Iterates elements in a BufferRange.
- BufferArea: Specifies a rectangle area of elements in a 2D buffer.
- BufferAreaIterator: Iterates elements in a BufferArea.
- BuffersIterator: Simultaneously iterates an area of elements in an
output buffer and any number of input buffers.
- BuffersIteratorBuilder: Helper for building BuffersIterator adding
buffers one by one.
For iterating areas coordinates it adds `XRange` and `YRange` methods
that return `IndexRange`.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11882
Although currently only the asset list code uses the asset library
reference wrapper, it can stand on its own and may be used in more
places in the future. So I prefer to give it its own source & header
file.
Also removed unused includes, added proper namespaces as per our C++
style guidelines, and removed an unnecessary TODO comment.
No operator or macro should be missing description. But if they do, then
they should use NULL pointer, and not an empty string.
This behavior was already enforced (through an assert) for operators,
previous commit made it the same for macros.
Code dealing with macro operators missing description field was slightly
different than the one from Operator registration.
This lead to invalid memory accesses in some python introspection cases
like the i18n messages extraction code in `bl_i18n_utils` module.
The code used `Spline::LookupResult` in a way that referred to evaluated
points and control points interchangeably. That didn't affect the logic,
but the code became harder to read. Instead, introduce a local struct
to contain the data in a more obvious way.
Some uses of delaunay_2d_calc don't need to know the original verts,
edges, and faces that correspond to output elements.
This change adds a "need_ids" value to the CDT input spec, default true,
which tracks the input ids only when true.
The python api mathutils.geometry.delaunay_2d_cdt gets an optional
final bool argument that is the value of need_ids. If the argument
is not supplied, it is true by default, so this won't break old uses
of the API.
On a sample text test, not tracking ids save about 30% of the runtime.
For most inputs the difference will not be so dramatic: it only really
kicks in if there are a lot of holes.
Regression introduced in {rBbfa3dc91b754}.
`ID_RECALC_GEOMETRY` should tag all operations of the `GEOMETRY`
component and not just the operation of node `GEOMETRY_EVAL_INIT`.
This node implements shortening each spline in the curve based on
either a length from the start of each spline, or a factor of the
total length of each spline, similar to the "Start & End Mapping"
panel of curve properties.
For Bezier curves, the first and last control points are adjusted
to maintain the shape of the curve, but NURB splines are currently
implicitly converted to poly splines.
The node is implemented to avoid copying where possible, so it outputs
a changed version of the input curve rather than a new one.
Differential Revision: https://developer.blender.org/D11901
After rB3b6ee8cee708 by @HooglyBoogly vertex groups were moved
to mesh data, and versioning code was provided to upgrade old
files. However, it fails to consider the case of linked duplicates
having different name lists, and dependent on the object order
can cause some of the names to be lost. This can even be all of
them, if there is a duplicate without any names, which can be
easily created by lazy Python code.
To fix this, change the code to use the longest available name list.
Differential Revision: https://developer.blender.org/D11958
Using part of a patch from Erik Abrahamsson, this replaces the
use of linked lists for original id tracking by Sets.
I had thought that the lists were unlikely to grow to more than
a few elements, but when the mesh has a lot of holes (whose
original ids go *outside* the hole, and therefore, most of the
mesh), this assumption can be very wrong.
On a Text regression test, the time went from 11.67s to 0.16s
with this fix. I also tested to make sure that Boolean didn't
slow down with this, and found it actually had a very slight speedup.
Using Sets exposed a dependency on the ordering of the items
in the id lists, luckily caught by a mesh intersect regression test,
so fixed that.
Scaling down images could create images with a width or height of zero.
Clamp at 1 to prevent a crash, also add an assert to scaling functions.
Ref D11956
`split_multicam` used split operator, where if more strips than
multicam were selected, all would be split, which is undesirable.
Add `Sequence.split()` RNA API function. to split individual strips.
Function accepts `frame` and `split_method arguments`. Returns right
strip after splitting.
In case when strip being split have effects, these will be split too, so
no invalid state should be created.
Selection is not handled, this is by design up to user.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11926
This will help enable development on optimizations to the perimeter
calculation here. Using C++ data structures like Array can make the
code easier to read as well.
Longer term, this can help improve integration with attributes
and possibly the new curve code (since strokes and curves are
quite similar in theory).
Differential Revision: https://developer.blender.org/D11941
We need to be more strict about trying to retrieve a list of vertex group
names from objects now, as only three object types support them.
This commit adds a check for vertex group support in a few places, the
data transfer operator/modifier, copying vertex groups to selected
objects, and the vertex group remove and clear functions.
Differential Revision: https://developer.blender.org/D11947
When a vertex group is used to limit the influence of the modifier
to a subset of vertices, binding data for vertices with zero weight
is not needed. This wastes memory, disk space and CPU cycles.
If the vertex group contents is known to be final and constant,
it is reasonable to optimize by only storing data group vertices.
This has to be an option in case the group can change.
Supporting this requires adding a vertex index field and spliting
the vertex count into mesh and bind variants, but both happen to
fit in available padding. The old numverts field is renamed to the
new bound vertex count field to maintain the array length invariant.
Versioning is used to initialize the other new fields.
If a file with sparse binding is opened in an old blender version,
it is corrupted into a non-sparse bind with vertex count mismatch,
preventing the modifier from working until rebind.
Differential Revision: https://developer.blender.org/D11924
`POINT_CACHE_RESET` pointed to `GEOMETRY_EVAL_INIT` while
`GEOMETRY_EVAL_INIT` pointed to `POINT_CACHE_RESET`.
Now `POINT_CACHE_RESET` points to the same nodes pointed to by
`GEOMETRY_EVAL_INIT` thus avoiding the dependency cycle.
The crash happens because `GPU_offscreen_create` is called with `err_out` `NULL`.
This patch proposes a solution within the `GPU_offscreen_create` itself
and raises an error report in the interface if a menu is called with
dimensions beyond what is supported.
Ref T89782
Maniphest Tasks: T89782
Differential Revision: https://developer.blender.org/D11927
The `action_preview_render()` function used to just render, but now it
also temporarily applies the pose. Its comment is now updated for this.
No functional changes.
Replaces current ID Mask node Anti-Aliasing operation by SMAA
operations with default settings as proposed by Jeroen Bakker.
SMAA produces smoother edges.
Reviewed By: manzanilla
Differential Revision: https://developer.blender.org/D11881
In driver editor, vertically flip the value debug lines to align
them with the timeline header values. This makes it easier to read
the values. Also set the line width explicitly, which was incorrect
in some cases.
Differential Revision: https://developer.blender.org/D8877
This move was already prepared with 788d380460 and 26b098c04f. The
template is quite big already, better to give it its own file. Plus it
could use some C++ features like RAII and maybe some more object
oriented code. I plan further refactoring there.
It turns out `BKE_mesh_copy_parameters` can be called while other
tools are running calculations, which meant that it was called at the
same time as `armature_deform_coords_impl`. Beause of that, we
shouldn't do any freeing (of the old vertex group names) there.
Since the materials are copied in the "for_eval" version anyway,
it seems to make sense to copy the vertex group name list there also.
Fixes T89877, and also the failing `deform_modifiers` test.
Differential Revision: https://developer.blender.org/D11936
The new Asset Browser-based pose library is partially implemented in an
add-on. This commit enables the add-on by default, as the old pose
library was built-in and thus always enabled.
The ability to disable the add-on is there mostly for cases where
people/studios want to use their own custom pose library.
Correct cases where the X-axis of the bone (in pose space) aligns with
the pose-space Y or Z-axis. In these cases the decomposition of the
matrix fails, and a negative scale of the X-axis turns into a 180°
rotation around the Y-axis. An extra -1 scale to the X and Z axes of the
resulting matrix seems to fix things.
The asset view UI template is a mini-version of the Asset Browser that
can be placed in regular layouts, regions or popups. At this point it's
made specifically for placement in vertical layouts, it can be made more
flexible in the future.
Generally the way this is implemented will likely change a lot still as
the asset system evolves.
The Pose Library add-on will use the asset view to display pose
libraries in the 3D View sidebar.
References:
* https://developer.blender.org/T86139
* https://code.blender.org/2021/06/asset-browser-project-update/#what-are-we-building
* https://code.blender.org/2021/05/pose-library-v2-0/#use-from-3d-viewport
Notes:
* Important limitation: Due to the early & WIP implementation of the
asset list, all asset views showing the same library will show the
same assets. That is despite the ID type filter option the template
provides. The first asset view created will determine what's visible.
Of course this should be made to work eventually.
* The template supports passing an activate and a drag operator name.
The former is called when an asset is clicked on (e.g. to apply the
asset) the latter when dragging (e.g. to .blend a pose asset). If no
drag operator is set, regular asset drag & drop will be executed.
* The template returns the properties for both operators (see example
below).
* The argument list for using the template is quite long, but we can't
avoid that currently. The UI list design requires that we pass a
number of RNA or custom properties to work with, that for the Pose
Libraries should be registered at the Pose Library add-on level, not
in core Blender.
* Idea is that Python scripts or add-ons that want to use the asset view
can register custom properties, to hold data like the list of assets,
and the active asset index. Maybe that will change in future and we
can manage these internally.
As an example, the pose library add-on uses it like this:
```
activate_op_props, drag_op_props = layout.template_asset_view(
"pose_assets",
workspace,
"active_asset_library",
wm,
"pose_assets",
workspace,
"active_pose_asset_index",
filter_id_types={"filter_action"},
activate_operator="poselib.apply_pose_asset",
drag_operator="poselib.blend_pose_asset",
)
drag_op_props.release_confirm = True
drag_op_props.flipped = wm.poselib_flipped
activate_op_props.flipped = wm.poselib_flipped
```
So far all UI lists had to be defined in Python, this makes it possible
to define them in C as well. Note that there is a whole bunch of special
handling for the Python API that isn't there for C. I think most
importantly custom properties support, which currently can't be added
for C defined UI lists.
The upcoming asset view UI template will use this, which needs to be
defined in C.
Adds a new file `interface_template_list.cc`, which at this point is
mostly a dummy to have a place for the `ED_uilisttypes_ui()` definition.
I plan a separate cleanup to move the UI-list template to that file.
This button type shows a preview image above centered text, similar to
the File Browser files in Thumbnail Display Mode or the default Asset
Browser display. In fact we may want to port these over to use the new
button type at some point.
Will be used by the asset view UI template that will be added in a
following commit. That is basically a mini version of the Asset Browser
that can be displayed elsewhere in the UI.
If a text button is activated that is not in view (i.e. scrolled away),
the scrolling will now be adjusted to have it in view (with some
small additional margin). While entering text, the view may also be
updated should the button move out of view, for whatever reason. For the
most part, this feature shouldn't be needed and won't kick in, except
when a clicked on text button is partially out of view or very close to
the region edge. It's however quite important for the previously
committed feature, that is, pressing Ctrl+F to start searching in a UI
list. The end of the list where the scroll button appears may not be in
view. Plus while filtering the number of visible items changes so the
scrolling has to be updated to keep the search button visible.
Note that I disabled the auto-scrolling for when the text button spawned
an additional popup, like for search-box buttons. That is because
current code assumes the button to have a fixed position while the popup
is open. There is no code to update the popup position together with the
button/scrolling.
I also think that the logic added here could be used in more places,
e.g. for the "ensure file in view" logic the File Browser does.
Adds an operator invoked by default with Ctrl+F that while hovering a UI
list, opens the search field of the list and enables text input for it.
With this commit the search button may actually be out of view after
Ctrl+F still. The following commit adds auto-scroll to solve that.
A downside is that in the Properties, there also is Ctrl+F to start
the editor-wide search. That's not unusual in Blender though (e.g.
scolling with the mouse over a UI list also scrolls the list, not the
region).
Makes it possible to create tooltips for UI list rows, which can be
filled in .py scripts, similar to how they can extend other menus. This
is used by the (to be committed) Pose Library add-on to display pose
operations (selecting bones of a pose, blending a pose, etc).
It's important that the Python scripts check if the UI list is the
correct one by checking the list ID.
For this to work, a new `bpy.context.ui_list` can be checked. For
example, the Pose Library add-on does the following check:
```
def is_pose_asset_view() -> bool:
# Important: Must check context first, or the menu is added for every kind of list.
list = getattr(context, "ui_list", None)
if not list or list.bl_idname != "UI_UL_asset_view" or list.list_id != "pose_assets":
return False
if not context.asset_handle:
return False
return True
```
Add improved arrow key walk navigation in grid layout UI List templates.
Pressing up or down walks the active item to the adjacent row in that
direction, while left and right walk through the items along the columns
wrapping at the rows.
Note from Julian:
In combination with the following commit, this has the important
limitation that the list's custom activate operator won't be called when
"walking over" an item that is scrolled out of the list. That is because
we don't actually create any buttons for those that could be used for
the handling logic. For our purposes of the pose libraries that should
be fine since the asset view list is always made big enough to display
all items. Solving this might be difficult, we don't properly support
nesting boxes with proper scrolling in regular layouts. It's all just
hacked a bit for UI-lists to work. Overlaps quite a bit with T86149.
Differential Revision: https://developer.blender.org/D11063
For pose libraries, we need to be able to apply a pose whenever
activating (clicking) an item in the Pose Library asset view and blend
it by dragging (press & move). And since we want to allow Python scripts
to define what happens at least when activating an asset (so they can
define for example a custom "Apply" operator for preset assets), it
makes sense to just let them pass an operator name to the asset view
template. The template will be introduced in a following commit.
This new layout type is meant for the upcoming asset view UI template.
With it it is possible to show big asset previews with their names in a
responsive grid layout.
Notes:
* The layout is only available for C defined UI lists. We could expose
it to Python, but I think there are still some scrolling issues to be
fixed first. (The asset view template doesn't use scrolling for the UI
list.)
* I'd consider this a more usable version of the existing `GRID` layout
type. We may remove that in favor of the new one in future.
This is more of a first-pass refactor for the UI list template. More
improvements could be done, but that's better done separately. Main
purpose of this is to make the UI list code more manageable and ready
for the asset view template.
No functional changes for users.
* Split the huge template function into more manageable functions, with
clear names and a few structs with high coherency.
* Move runtime data management to the template code, with a free
callback called from BKE. This is UI data and should be managed at
that level.
* Replace boolean arguments with bit-flags (easily extendable and more
readable from the caller).
* Allow passing custom-data to the UI list for callbacks to access.
* Make list grip button for resizing optional.
* Put logic for generating the internal UI list identifier (stored in
.blends) into function. This is a quite important bit and a later
commit adds a related function. Good to have a clear API for this.
* Improve naming, comments, etc.
As part of further cleanups I'd like to move this to an own file.
When generating a preview image for a pose, temporarily apply it to the
armature. Contrary to the usual pose application, this ignores the
selected bones and always applies the entire pose.
Introduce new pose library, based on the Asset Browser. Contrary to the
old pose library (in `editors/armature/pose_lib.c`), which stored an
entire library of poses in an `Action`, in the new library each pose is
its own `Action` datablock. This is done for compatibility with the
asset browser, and also to make it easier to attach preview images,
share datablocks, etc. Furthermore, it opens the door to having
animation snippets in the pose library as well.
This commit contains the C code for the pose library; in order to fully
use it, an addon is required as well (which will be committed shortly).
Add function `BKE_pose_apply_action_blend()`, which blends a given
Action into current pose. The Action is evaluated at a specified frame,
and the result is applied to the armature's pose.
A blend factor can be given to blend between the current pose and the
one in the Action. Quaternions are interpolated with SLERP; it is
assumed that their FCurves are consecutively stored in the Action.
This function will be used in the upcoming new Pose Library.
New function `BKE_pose_apply_action_all_bones()`, which will be
necessary for the upcoming pose library v2.0.
This renames the function `BKE_pose_apply_action` to
`BKE_pose_apply_action_selected_bones`, to reflect that it only works on
selected bones, to contrast it to the new function.
Add operator 'Open Blend File' to the Asset Browser. This operator:
- starts a new Blender process,
- opens the blend file containing the asset,
- monitors the new Blender process, and when it stops,
- reloads the assets to show any changes made.
This is an editor-level abstraction for the `BLO_library_temp_xxx()`
API for temporary loading of data-blocks from another Blend file. It
abstracts away the asset specific code, like asset file-path handling
and local asset data-block handling.
Main use-case for this is applying assets as presets that are based on
data-blocks, like poses. Such preset assets are an important part of the
asset system design, so such an abstraction will likely find more usage
in the future.
Adds the following to `bpy.types.FileSelectEntry`:
* `id_type`: The data-block type the file represenets, if any.
* `local_id`: The local data-block it represents, if any (assets only).
And the following to `bpy.types.AssetHandle`:
* `local_id`: The local data-block the asset represents, if any.
This kind of information and the references are important for asset related
operators and UIs. They will be used by upcoming Pose Library features.
Implements a basic, WIP version of the asset list. This is needed to
give the asset view UI template asset reading and displaying
functionality.
See:
* Asset System: Data Storage, Reading & UI Access - https://developer.blender.org/T88184
Especially the asset list internals should change. It uses the
File/Asset Browser's `FileList` API, which isn't really meant for access
from outside the File Browser. But as explained in T88184, it does a lot
of the stuff we currently need, so we (Sybren Stüvel and I) decided to
go this route for now. Work on a file-list rewrite which integrates well
with the asset system started in the `asset-system-filelist` branch.
Further includes:
* Operator to reload the asset list.
* New `bpy.types.AssetHandle.get_full_library_path()` function, which
gets the full path of the asset via the asset-list.
* Changes to preview loading to prevent the preview loading job to run
eternally for asset views. File Browsers have this issue too, but
should be fixed separately.
It's useful to know where an asset is stored in, before this there was no way
to tell this. This could probably be displayed nicer in the UI but we're
currently unsure how. But at least the information is there now.
With temporary I mean that this is not intended to be part of the
eventual asset system design. For that we are planning to have an
`AssetRepresentation` instead, see T87235. Once the `AssetList` is
implemented (see T88184), that would be the owner of the asset
representations.
However for the upcoming asset system, asset browser, asset view and
pose library commits we need some kind of asset handle to pass around.
That is what this commit introduces.
Idea is a handle to wrap the `FileDirEntry` representing the asset, and
an API to access its data (currently very small, will be extended in
further commits). So the fact that an asset is currently a file
internally is abstracted away. However: We have to expose it as file in
the Python API, because we can't return the asset-handle directly there,
for reasons explained in the code. So the active asset file is exposed
as `bpy.context.asset_file_handle`.
For the Asset Browser, this returns the active asset library of the
Asset Browser, otherwise it returns the one active in the workspace.
This gives simple access to the active asset library from UI code and
Python scripts. For example the upcoming Pose Library add-on uses this,
as well as the upcoming asset view template.
This per-workspace active asset library will be used by the asset views
later. Note that Asset Browsers have their own active asset library,
overriding the one from the workspace.
As part of this the `FileSelectAssetLibraryUID` type gets replaced by
`AssetLibraryReference` which is on the asset level now, not the
File/Asset Browser level. But some more work is needed to complete that,
which is better done in a separate commit.
This also moves the asset library from/to enum-value logic from RNA to
the editor asset level, which will later be used by the asset view.
Update vertex weights between simulation steps if they have changed.
This allows for animated vertex weights in the cloth sim.
Reviewed By: Sebastian Parborg
Differential Revision: http://developer.blender.org/D11640
The `__enter__` function of the `bpy.data.libraries.load` context manager
was storing a pointer to a stack-allocated variable, which was subsequently
used in the `__exit__` function, causing a crash. This is now fixed.
Thanks @Severin for the patch.
If text strips have the same start frame but are stacked on top of each
other in different channels the order in which they are written in the
.rst file was random before.
Reviewed By: Richard Antalik
Differential Revision: https://developer.blender.org/D11903
Mainly naming (also droping the `layer_collection` in favor of just
`layer` for internal code, this is clear enough and much shorter). Add
proper parent/child identifiers, `r_` prefix for parameters also used as
return values, etc.
Also made some parameters const.
The original refactor for vertex groups (3b6ee8cee7)
forgot to bump the minimum file requirement.
I'm also bumping the subversion to 12 so everyone can switch to a
working subversion number.
Differential Revision: https://developer.blender.org/D11931
This makes node trees with long links that cross other nodes easier to work with.
Dimmed links will be ignored by various modal operators like cut and reroute insertion.
Differential Revision: https://developer.blender.org/D11813
We were manually setting the compiler flags
for C++17 support for this previously. CMake
can do this for us in a uniform way without
having to worry about compiler specifics.
Setting these flags manually somehow brought
out some unwanted behaviour (CMake switching
back to C++14) in the nightly CMake builds.
Unsure if that's a CMake bug or planned
new behaviour for future version, but best
to play it safe.
These flags are supported since CMake 3.1
so should not break anything.
Reviewed by: Campbell Barton
Differential Revision: https://developer.blender.org/D11891
This logic is from the curve sundivide node, used to add points with
proper handles in between two existing points. However, the same logic
is used for trimming of Bezier splines, and possibly interactive point
insertion in the future, so it's helpful as a general utility.
The logic is converted to depend on a bezier spline instead of being
static. A temporary segment spline can be used for the latter use case.
This patch is a direct port of the Weld modifier that moves the
common code to the geometry module.
I had made another version of a Merge by Distance Modifier (D10888), with an own implementation,
but I found that the original modifiers algorithm gives finer results.
Differential Revision: https://developer.blender.org/D12019
This patch adds a Remesh Voxel node (compared to Remesh Blocks)
The node uses the BKE function for voxel remeshing used in the modifier as well.
Part of the GSOC 2021
Differential Revision: https://developer.blender.org/D11907
This patch adds a Remesh Blocks node (compared to Remesh Voxel)
It internaly moves the remesh algorithm,
used in all modes of the Remesh modifier except the Voxel mode to blender kernel
and shares that code with the modifier.
Differential Revision: https://developer.blender.org/D11905
initially working node
added factor as slot
Merge branch 'master' into gsoc-2021-porting-modifiers-to-nodes-decimate
# Conflicts:
# source/blender/blenkernel/BKE_node.h
# source/blender/blenkernel/intern/node.cc
# source/blender/nodes/CMakeLists.txt
# source/blender/nodes/NOD_geometry.h
# source/blender/nodes/NOD_static_types.h
Split decimate into three different nodes.
Set default values for dissolve node
removed decimate node and reformatting
Merge branch 'master' into soc-2021-porting-modifiers-to-nodes-decimate
# Conflicts:
# source/blender/blenkernel/BKE_node.h
# source/blender/nodes/CMakeLists.txt
merged with master and cleanup
Differential Revision: https://developer.blender.org/D11791
solidify_extrude_generaly working.
- working with data from node
- added basic support for input data
moved solidify to Blender Kernel
makeing node and modifier working with solidify kernel version.
- added offset and boundary data enums for nonmanifold mode.
- selection for simple
make selection work for complex mode
rebaseing and cleanup
Differential Revision: https://developer.blender.org/D11575
solidify_extrude_generaly working.
- working with data from node
- added basic support for input data
moved solidify to Blender Kernel
makeing node and modifier working with solidify kernel version.
- added offset and boundary data enums for nonmanifold mode.
- selection for simple
make selection work for complex mode
rebaseing and cleanup
Differential Revision: https://developer.blender.org/D11575
solidify_extrude_generaly working.
- working with data from node
- added basic support for input data
moved solidify to Blender Kernel
makeing node and modifier working with solidify kernel version.
- added offset and boundary data enums for nonmanifold mode.
- selection for simple
make selection work for complex mode
rebaseing and cleanup
Differential Revision: https://developer.blender.org/D11575
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