X axis panel dragging traces back to Blender versions before 2.5,
where panels could be aligned horizontally. But for many years now
panels have been vertically aligned. Considering this, keeping the
X axis dragging around is a bit odd. It makes interaction confusing,
or at least more complicated. It also looks bad, since any part of
the panel outside the region is cropped.
Differential Revision: https://developer.blender.org/D9549
This reverts commit f39fbb3e60.
Code is not valid, `DefRNA.laststruct` does not always point to the
proper struct when defined from Python, need to be done differently.
The original code for viewlayer collection flag syncing across moves
from D9158 didn't consider the case where the collection could no longer
be found in its original view layer (moving a collections betwen scenes).
The fix is to just check if the collection starts in the same scene as
it will be moved to before trying to do the flag syncing. I thought about
this for a while and tried a couple other solutions, but I couldn't come
up with a proper way to support syncing the layer collection flags across
scenes without making too many changes.
Differential Revision: https://developer.blender.org/D9568
Root of the issue is that point caches are added to the object's list
on-demand, which often ends up with them being added only during
depsgraph evaluation, i.e. on COW objects.
This could result in having 'orig' data caches with invalid/unset stack
index at some points (e.g. when reading a file and applying
liboverrides), leading to discarding valid existing disk cache files.
Fact that one of those index is signed, and the other not, does not
help...
While this is very weak, fixing broken PointCache code is out of the
scope of a bug fix, so this patch merely:
* Simplifies and factorizes the code generating the 'extension' part of
caches filenames;
* Ensures `BKE_object_insert_ptcache` is called when needed so that we
always have a valid stack index to generate that filename extension.
This is only a bandaid, but it is simple and should be safe enough for
now.
Related to T82503.
Some RNA structs, like operators or keymaps, are not allowed to have ID
pointer properties. now this check will ignore those, and report an
error message in the console.
Related to T82597.
Remove `return` from for-loop which blocked the recalculation of driven
values when it found the first driver.
Reviewed By: sybren, sergey
Differential Revision: https://developer.blender.org/D9515
Previously, GeometrySets and GeometryComponents has reference
counters and could be shared. This commit changes it so that
only GeometryComponents are shared. A GeometrySet is a fairly
small type that is cheap to copy.
A lot of code simplifies when we can assume that GeometrySet
is cheap to copy.
Previously the return value of `ufopen` wasn't checked and if it failed,
`NULL` was passed into `fclose()` which resulted in a crash. This patch
avoids this by returning from `BLI_gzopen` when the file cannot be created.
Reviewed By: sebbas, iss
Differential Revision: https://developer.blender.org/D9576
is present
Caused by rB4212b6528afb.
'updateGLSLCurveMapping()' compares cacheIDs and in certain scenarios,
these are the same when they should not.
- whenever we had multiple viewports that are colormanaged with
curvemappings this worked right (cacheIDs were different)
- for example, this also worked right when the ImageEditor displays a
Render Result or a Compositor Viewer
- but it worked wrong when the Image Editor displays any other Image (or
no Image at all)
- it also worked right if there were multiple Image Editors [and one of
them displays a Render Result e.g]
Now why is this so?
For comparison, the curve mapping's pointer/address is used.
- update_glsl_display_processor frees the curve_mapping, see
BKE_curvemapping_free(global_glsl_state.curve_mapping)
- similar, update_glsl_display_processor creates a new curvemapping, see
BKE_curvemapping_copy(view_settings->curve_mapping)
- now for the situation that a viewport with curvemapping and a viewport
without curvemapping is present and you make changes to the curvemapping
the following happens:
-- curve_mapping_settings->cache_id is set once [to the memory address
of curvemapping before change]
-- change happens
-- viewport 1 frees curvemapping
-- viewport 2 duplicates using BKE_curvemapping_copy, but this one gets
the same address like before the change
-- this means we have different data on the same address with the same
cacheID...
Solution: to really make the cache ID unique we can combine the pointer
with its 'changed_timestamp' [which increases on every change].
Reviewers: jbakker
Maniphest Tasks: T82460
Differential Revision: https://developer.blender.org/D9559
Brecht and I decided to move the GeometrySet classes
to the global namespace for now. This way we can use
the same type in C and C++ and don't have to use
reinterpret_cast as often.
The issues was that Blender was trying to refresh the
splash screen region. However, opening the file browser
closed the splash screen and freed the region.
The fix is to simply not refresh the region.
Has been approved in T81817.
First detect the other selected object, then check it can be written to.
Otherwise the target object could be the first one found when
looping over objects which is random from the user perspective.
Move the type check to the operator, which also checks the data isn't
library data which was being ignored.
Move most functions into separate files.
File sequencer.c is reserved for alloc, free and duplicating functions.
There should be no functional changes.
Two problems were fixed. One, the code for dissolving vertices
left a face around if dissolving a vertex would leave less than
three vertices. Instead, the face should be deleted.
Two, with transformations like "rotate 180 degrees", this should
be no problem with exact, but the current transformation matrix
has very small non-zero entries where it shouldn't. Cleaning the
transformation matrix makes it more likely that user expectations
about coplanar faces will be fulfilled.
More than output for the modifier's node group is fine, because the
node group may be used in other situations, but the modifier will
not work if there is no geometry output socket.
It should not be possible to set the scene collection's color tag
through rna. Also adds a missing notifier for setting the collection
color tag from python.
After rB452a1c7b3838 there were still a few cases where the old
collection icon was used in the interface. Replace these with the new
filled collection icon.
Bypassing the macro that creates modifiers to allow the enum to be
referring to the Empty modifier, but the internal struct in the code to
be Nodes.
Also fix the name of the new created modifiers to be "Empty".
Fix was built with rBb458ea6b23381a9acb90dbbd73ced678e1d404c5.
Leave the internal DNA data struct as "Nodes", and only rename the
modifier and user interface to Empty.
See 4a2734a835 for the original take and the reasoning
for renaming from Nodes to Empty.
This diff remove "Combine Strings" and "Group Instance ID" nodes from the UI (but keep them in the source code to be able to bring them back if needed).
This is part of "Cleanup 1st Sprint Nodes" (https://developer.blender.org/T82370).
Differential Revision: https://developer.blender.org/D9558
This introduces a regression. Users need to re-create their modifiers
and set their values again. The NodeGroups are intact so all they need
is to create new "Empty" modifiers and set the node group.
---
Original problem: Eventually most modifiers will be node-based, so naming
this new modifier "Nodes" will get outdated pretty quickly.
Calling it "Empty" it's fairly descriptive, since the node tree simply connects
the modifier Input to an Output, without any effect.
There is a potential problem, that it could be associated with the
Empty object type. Like some sort of Hook.
This is the task T82700, and the design task T82537.
Differential Revision: https://developer.blender.org/D8660
This patch is the result of the GSoC 2020 "Editing Grease Pencil Strokes
Using Curves" project. It adds a submode to greasepencil edit mode that
allows for the transformation of greasepencil strokes using bezier
curves. More information about the project can be found
here: https://wiki.blender.org/wiki/User:Filedescriptor/GSoC_2020.
The overlap with the `Panel` flags that start with "PNL" was quite
confusing because wasn't clear which enum a flag was from. The
new names are a bit longer, but the clarity is worth it.
Instead to use the ID of the object, now the parameter is an Enum with Selected object or New.
If use selected mode, the first grease pencil object selected is used. If none of the selected objects is a grease pencil object, a new object is created.
Small cleanup changes to the original patch.
Differential Revision: https://developer.blender.org/D9529
LibOverrides only support a small sub-set of PointCache features for now
(one cannot add new caches, baking in memory is not supported...).
Part of first step of T82503: support disk cache in liboverrides.
This was done as some sort of safety, but should not actually be needed,
and including tags like `ID_RECALC_POINT_CACHE` e.g. makes usage of
point caches impossible with liboverrides (since it would systematically
invalidate all cache on file load).
In theory we should not have to tag anything here in fact, RNA accessors
are supposed to take care of it, but for now we keep the
`ID_RECALC_COPY_ON_WRITE` one.
Part of first step of T82503: support disk cache in liboverrides.
Note that due to convoluted layout of point caches in RNA (active one
also storing list of all available ones), we'll often have the
pointcache overrides rules twice. Should not be a huge problem,
practically speaking.
Part of first step of T82503: support disk cache in liboverrides.
We already were using one of earlier RC of the library, so there is no
expected big changes. Just making the update official, using official
version and stating it in the readme file.
Becomes rather annoying to duplicate them across C/C++ GCC/Clang sets,
almost as if the test should test both C and C++, and to do it for all
compilers.
Solves strict warning in the upstream of Ceres library.
This reverts commit 9d172f007e.
Got a second thought and remembered why it was not done in the first place.
The issue here is that the server needs to communicate codesign result back
and that must happen within the new protocol. So if the client talks old
protocol it is possible to receieve data from it, but is not possible to
communicate result back to it.
Image format code checked the file type against an enum except for
zero which is used when the format can't be detected.
Also add doc-strings to some of the image file type callbacks.
the function vec_roll_to_mat3_normalized() has a bug as described in T82455. This Differential is only for refactoring the code such that it becomes more clear what the function does and how the bug can be fixed. This differential is supposed to not introduce any functional changes.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9410
HDRI preview should have resolution dependent on dpi, viewport scale and HDRI gizmo size.
This patch uses a LOD to render a more round sphere.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9382
This would allow python script to access `lineWidth` uniform when drawing lines
without using `glLineWidth`.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9518
Standard deviation formula wasn't being applied correctly when selecting
R G B cases. Issue is there since Blender 2.64 as it was incorrectly
ported over from the previous compositor.
Reviewed By: Sergey Sharybin, Jeroen Bakker
Differential Revision: https://developer.blender.org/D9384
This patch adds an opacity slider to the wireframe overlay. The previous
wireframe in dense geometry scenes could be too dark and sometimes the
user just wants an impression of the geometry during modelling.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D7622
This commit moves some of the logic around so that the logic in
panel_activate_state is clearly separated by the state being activated.
There are fewer nested and redundant checks, and it's easier to see
the progression of interaction with the panel handler.
This callback made some sense before moving the file-type information
from a bit-flag to an enum: e142ae77ca
Since then, we can compare the type value directly.
Also replace loops over file types with IMB_file_type_from_{ibuf/ftype}.
This commit makes the property editor switch to the physics tab instead
of the modifier tab when selecting physics modifiers. Since the modifier
isn't visible then, it's confusing to change the expansion, so this commit
also disables the modifier expansion for these modifiers.
Differential Revision: https://developer.blender.org/D9544
Now that the Blender sync mechanism deletes nodes from the scene, we need to
ensure scene update is stopped before we do this.
Also add some more early out in scene geometry update to ensure we do not
continue working on incomplete geometry data, though that was not the cause of
this crash.
Two issues:
* Automatic deduplication of OpenVDB grid data was failing when Cycles had
already cleared the OpenVDB grid, causing an empty grid. Instead rely on
Blender return the same OpenVDB grid pointer when deduplication is possible.
* The volume bounds mesh was not properly cleared when the OpenVDB grid was
empty, causing a mismatch between mesh and voxel data.
The function vec_roll_to_mat3_normalized() basically has to handle 3 scenarios:
- When a bone is oriented along the negative Y axis
- When a bone is very close to the negative Y axis
- All other cases
The tests in the Differential make sure that all 3 situations are covered.
Reviewed By: sybren, mont29
Differential Revision: https://developer.blender.org/D9525
This implements a workaround for the issue that (for historical reasons)
the names of vertex groups are stored on the object while the actual vertex
group data is stored on the mesh.
The solution is to copy the vertex group names from the object into
the `MeshComponent` so that the information is not lost, when the
object cannot be accessed.
Previously, the execution function of a geometry node has three parameters.
Now it has only one. This makes it easier to pass more information to the
execution function, that might only be used by a few nodes, because we
don't have to add more parameters that are unused in most cases.
Only a single DEG operation node `POSE_SPLINE_IK_SOLVER` should
be added in this case [ see `build_splineik_pose`, same is already done
for overlapping IK in `build_ik_pose`]
ref T82347.
Reviewers: sybren
Maniphest Tasks: T82347
Differential Revision: https://developer.blender.org/D9471
* Support vertex weights to control density.
* O(n) performance instead of O(n^2).
* More stable when density weights are changed.
The vertex group has to be specified using an index for now.
This is a technical limitation that will resolved a bit later.
Objects can evaluate to a geometry set instead of a single ID (only point cloud
objects for now). In the depsgraph object iterator, those geometry components
are expanded into temporary objects.
It's important to note that instanced objects can also contain geometry
components. Therefore, they have to be split up into multiple objects
as well in some cases.
At a high level the iterator works like so:
```
for object in depsgraph:
for component in object:
yield object_from_component(component)
for dupli in make_duplis_list(object):
for component in dupli:
yield object_from_component(component)
```
DEG_iterator_objects_next has been cleaned up, to make this structure
a bit more apparent.
This changes the signature of the modifyPointCloud function.
I'm doing that instead of making a new callback, because it requires
changes to significantly fewer files. Eventually it would be good
combine modifyMesh, modifyHair, modifyPointCloud and modifyVolume
into one modifyGeometrySet.
I temporarily disabled the displacement only modifiers for point clouds.
Support can be added back a bit later. I assume those have not been
used anywhere anyway.
The output of point cloud modifiers can not only be another point cloud,
but also a mesh and/or some instances. I added a new geometry_set_eval
field to Object_Runtime. For point cloud objects, the final geometry is
now referenced by that pointer instead of data_eval. The data_eval field
is still initialized after modifier evaluation to make some other code happy.
The evaluated geometry set is not yet passed to the renderer, so a point
cloud is currently rendered empty.
This caused warnings when e.g. building the lite profile because NanoVDB was not disabled, but
OpenVDB was. This Fixes this by setting the "WITH_NANOVDB" flag too.
This node takes an object as input and outputs its location, rotation,
scale and geometry. Right now the loc/rot/scale are extracted from the
objects `obmat`. The geometry is just the mesh in the local space of the
source object.
We will likely need some more control over space transformations
using enums in the node, but those can be added a bit later.
The fundamental difference between object sockets and the
other existing data sockets is that an object is an ID data block.
Changing the value of an object socket also changes the depsgraph.
The modifier has to analyse the node tree to figure out which other
objects it depends on. Currently, this is done very simply by just
looping over all sockets and collecting the objects. In the future
this can be improved by also figuring out what components of
an object are needed.
Instead of passing object pointers around in the node tree, we actually
use a handle. This handle is just a number internally that identifies
a specific object. The conversion between handles and object pointers
is done using a map that is provided by the modifier.
This approach has a couple of benefits. It protects us a bit from passing
around pointers that are not known to the modifier and therefore are
not in the depsgraph. Furthermore, the object pointer can change
while the handle stays the same. This is not important right now, but
is not unlikely to become useful in the future.
The API for how nodes access object pointers is not ideal yet and
will be improved in the future.
Add a new property `co_ui` to Keyframes, the modification of which will
apply to the keyframe itself as well as its Bézier handles.
Dragging the "Keyframe" slider in the properties panel now maintains the
deltas between the keyframe and its handles, just like moving the key in
the graph editor would.
Reviewed by @sybren in T81813.
This commits implements multiple changes:
* Adds a simple C API.
* Improves the ownership handling by introducing GeometryOwnershipType.
* Adds an InstancesComponent that stores positions and Object pointers.
This is more in line to other eyedropper usages throughout blender.
Affected operators:
- Sample Dyntopo detail
- Extract Face Set (as reported in T82615)
ref T82615
Maniphest Tasks: T82615
Differential Revision: https://developer.blender.org/D9531
Pass codesign errors (if any) from codesign buildbot server to the
buildbot worker, so that the latter one can abort build process if
the error happens. This solves issues when non-properly-notarized
DMG package gets uploaded to the buildbot website.
When creating an armature from the skin modifier, resulting bones would
always be flagged BONE_CONNECTED.
Those bones cannot be transformed (just rotated).
Now only flag bones that really have a parent BONE_CONNECTED.
Maniphest Tasks: T82624
Differential Revision: https://developer.blender.org/D9534
Issue exposed by rB4c7b1766a7f1.
Main idea is that non-memfile first undo step should check into previous
memfile and tag the ID it is editing as `future_changed`.
That way, when we go back and undo to the memfile, said IDs are properly
detected as changed and re-read from the memfile.
Otherwise, undo system sees them as unchanged, and just re-use the
current data instead.
Note that currently only Sculpt mode seems affected (probably because it
is storing the mode switch itself as a Sculpt undo step instead of a
memfile one), but similar action might be needed in some other cases
too.
Maniphest Tasks: T82388
Differential Revision: https://developer.blender.org/D9510
Pass codesign errors (if any) from codesign buildbot server to the
buildbot worker, so that the latter one can abort build process if
the error happens. This solves issues when non-properly-notarized
DMG package gets uploaded to the buildbot website.
When painting in the image editor on data images (Non-color, Raw) the
color mismatched between the sampled color and the actual effect that
the painting has on the image. The root cause is that the sampling is
color managed, but the painting still uses a fixed color management
pipeline with a lot of assumptions. Due to recent changes the drawing
of the image editor is color managed, but the painting isn't what made
these changes show up.
This patch is a work-a-round so that the sampled colors and the effect
the paint has on the texture matches. This isn't the correct solution
as that would be to migrate all the painting tools to use proper color
management.
Reviewed By: Pablo Dobarro
Differential Revision: https://developer.blender.org/D9411
There are two implementations of the Sample Color operation. One is used
by the paint texture and one by the image editor. The image editor
variant sampled from the ibuf directly, but the paint texture variant
was sampling from the screen front buffer. This can lead into incorrect
samples due to color pipeline.
This patch will use the image editor variant when sampling a color for
2d texture painting
Reviewed By: Pablo Dobarro
Differential Revision: https://developer.blender.org/D9408
Previously the header was a fixed size and assumed to be zeroed.
Now read in bytes up to `HEADER_SIZE`, pass the number or bytes
read to the callback which must not read past those bytes.
We haven't supported 32bit mac builds for a while so this should be safe to remove.
Reviewed By: #platform_macos, brecht
Differential Revision: https://developer.blender.org/D9489
Needed a better normal to for plane to offset into when there are
non in-plane edges between two beveled edges. It was using the vertex
normal, which is just wrong.
Differential Revision: https://developer.blender.org/D9508
These are generally only one or two word phrases and are not sentences.
This change slightly improves readability.
Note, the check when display labels:
```
Tip Label (only for buttons not already showing the label).
```
Could be improved here because there are a lot of false positives.
See https://developer.blender.org/D9499.
It's odd to include a C++ header (".hh") in C code, we should avoid that. All
of the Outliner code should be moved to C++, I don't expect this C header to
stay for long.
See https://developer.blender.org/D9499.
"View" leads to weird names like `TreeViewViewLayer` and after all they are
specific to what we call a "display mode", so "display" is more appropriate.
Also add, update and correct comments.
See https://developer.blender.org/D9499.
* Use C++17 nested namespaces.
* Use `_` suffix rather than prefix for private member variables.
Also: Simplify code visually in `tree_view.cc` with `using namespace`.
See https://developer.blender.org/D9499.
* Turn functions into member functions (makes API for a type more obvious &
local, allows implicitly sharing data through member variables, enables order
independend definition of functions, allows more natural language for
function names because of the obvious context).
* Prefer references over pointers for passing by reference (makes clear that
NULL is not a valid value and that the current scope is not the owner).
* Reduce indentation levels, use `continue` in loops to ensure preconditions
are met.
* Add asserts for sanity checks.
See https://developer.blender.org/D9499.
Also:
* Add `space_outliner/tree/common.cc` for functions shared between display
modes.
* I had to add a cast to `ListBaseWrapper` to make it work with ID lists.
* Cleanup: Remove internal `Tree` alias for `ListBase`. That was more confusing
than helpful.
See https://developer.blender.org/D9499.
* Add comments to explain the design ideas better.
* Follow code style guide for class layout.
* Avoid uninitialized value after construction (general good practice).
See https://developer.blender.org/D9499.
* Use `blender::Map` over `GHash`
* Use `blender::Vector` over allocated `ListBase *`
Benefits:
* Significantly reduces the amount of heap allocations in large trees (e.g.
from O(n) to O(log(n)), where n is number of objects).
* Higher type safety (no `void *`, virtually no casts).
* More optimized (e.g. small buffer optimization).
* More practicable, const-correct APIs with well-defined exception behavior.
Code generally becomes more readable (less lines of code, less boilerplate,
more logic-focused APIs because of greater language flexibility).
See https://developer.blender.org/D9499.
* Turn functions into member functions (makes API for a type more obvious &
local, allows implicitly sharing data through member variables, enables order
independend definition of functions, allows more natural language for
function names because of the obvious context).
* Move important variables to classes rather than passing around all the time
(shorter, more task-focused code, localizes important data names).
* Add helper class for adding object children sub-trees (smaller, more focused
units are easier to reason about, have higher coherence, better testability,
can manage own resources easily with RAII).
* Use C++ iterators over C-macros (arguably more readable, less macros is
generally preferred)
* Add doxygen groups (visually emphasizes the coherence of code sections,
provide place for higher level comments on sections).
* Prefer references over pointers for passing by reference (makes clear that
NULL is not a valid value and that the current scope is not the owner).
This introduces a new C++ abstraction "tree-display" (in this commit named
tree-view, renamed in a followup) to help constructing and managing the tree
for the different display types (View Layer, Scene, Blender file, etc.).
See https://developer.blender.org/D9499 for more context. Other developers
approved this rather significantly different design approach there.
----
Motivation
General problems with current design:
* The Outliner tree building code is messy and hard to follow.
* Hard-coded display mode checks are scattered over many places.
* Data is passed around in rather unsafe ways (e.g. lots of `void *`).
* There are no individually testable units.
* Data-structure use is inefficient.
The current Outliner code needs quite some untangling, the tree building seems
like a good place to start. This and the followup commits tackle that.
----
Design Idea
Idea is to have an abstract base class (`AbstractTreeDisplay`), and then
sub-classes with the implementation for each display type (e.g.
`TreeDisplayViewLayer`, `TreeDisplayDataAPI`, etc). The tree-display is kept
alive until tree-rebuild as runtime data of the space, so that further queries
based on the display type can be executed (e.g. "does the display support
selection syncing?", "does it support restriction toggle columns?", etc.).
New files are in a new `space_outliner/tree` sub-directory.
With the new design, display modes become proper units, making them more
maintainable, safer and testable. It should also be easier now to add new
display modes.
- scrolling would be restricted (usually, if the object to be renamed is
in view, this prevents scrolling away without finishing the rename
operation)
- renaming by typing and confirming with Enter was not possible (you
would have to escape, scroll to the object and use F2 again)
- other shortcuts like A and H are still active instead of being handled
as text input
Avoid all these issue by forcing the item into view using
outliner_show_active / outliner_scroll_view.
Maniphest Tasks: T82553
Differential Revision: https://developer.blender.org/D9521
Scrolling to an item after opening relevant parents can go wrong if said
parent e.g. the last in the list [as in: then the Outliner does not
scroll down all the way]
It stems from the fact that 'region->v2d.tot.ymin' is not up-to-date in
outliner_scroll_view after outliner_show_active opens up parents, 'tot'
will only update on a redraw.
Now calculate the trees height on the fly using
'outliner_tree_dimensions()'.
ref D9521
ref T82553
Maniphest Tasks: T82553
Differential Revision: https://developer.blender.org/D9523
Selection should be possible from the left gutter in object mode. When
in other modes the mode column displays icon buttons which should be
prioritized for selection only in those modes.
Introduced in rB2110af20f5e6.
While `tp_print` was deprecated, Python 3.8+ uses this for
'tp_vectorcall_offset' which wasn't stated in the comment from
efd71aad4f.
Instead of suppressing clang-tidy, use preprocessor a check since
this properly represents the difference between Python versions.
For blender we disable VCPKG to prevent it from picking
up the wrong libraries from VCPKG rather than our lib folder
some of the cycles tests needed this to link correctly.
reported by @alef on chat
The names of the parameters are based on those of those of the sockets, so they also need to be updated. This was forgotten about in the previous commit (rBa284e559b90e).
Ref T82561.
There were some changes to the NanoVDB API that broke the way Cycles was previously using it.
With these changes it compiles successfully again and also still compiles with the NanoVDB revision
that is currently part of the Blender dependencies. Ref T81454.
Some operations, like remapping and ID (Object) to another, can lead to
having the same object in more than one base.
While this is not a valid state, this is being taken care of by the
`BKE_layer_collection_sync` call, so the object-to-base GHash generation
itself should be resilient to such issue.
Note: another way to fix this would be to make remapping post-process
code check explicitely for such doublons, but I would rather avoid
adding even more 'specialized' code there, it already has to deal with
too many of those corner cases.
If a define of NOMINMAX was made before BLI_task.hh was included,
the compiler would emit a
warning C4005: 'NOMINMAX': macro redefinition
warning, to work around this only define it if it is not already
defined, and only undefine it if we were the ones that made the
define earlier.
For the `plane_depth` of type `PLACE_DEPTH_SURFACE` to take effect, a `snap_context` is needed.
But, even if a temporary `snap_context` was created for `plane_orient == PLACE_ORIENT_SURFACE`,
this context was not used for `plane_depth`.
So, use a temporary `snap_context` for `PLACE_DEPTH_SURFACE` (as it is done for `PLACE_ORIENT_SURFACE`).
Differential Revision: https://developer.blender.org/D9345
Differential Revision: https://developer.blender.org/D9435
The "type" sockets on shader nodes were renamed in rB31a620b9420cab to
avoid clashes with the `NodeType type` member from the Node base class,
but the OSL shader compilation was missing those changes.
Expand unit test for `BKE_fcurve_active_keyframe_index()` to test edge
cases better.
This also introduces a new test macro `EXPECT_BLI_ASSERT()`, which can be
used to test that an assertion fails successfully.
No functional changes to actual Blender code.
Add `IMB_ispic_type_from_memory` so we can detect the file format
of in-memory images.
This removes `is_a_filepath` callback and uses a magic check for
photo-shop files that's compatible with OIIO.
Even though OIIO doesn't support packed images, we can still use the
file magic for detecting the format.
This change allows D9500 (a fix for unpacking images),
to be implemented without a significant performance penalty,
although the actual performance cost would depend heavily on the
blend file.
Reviewed By: dfelinto, sergey
Ref D9517
Perform grease pencil rendering delayed in this case, as there are no render
buffers available for compositing. This keeps memory usage lower, but does
involve multiple depsgraph evaluation. This seems in line with the intent of
the save buffers feature, to use minimal memory.
The skin modifier did not output consistent results, causing failure to find
corresponding vertices across frames.
Remove unnecessary use of GSet, all we need is an array.
Previous code was flipping the bits on a 32-bit number and doing a zero extension to cast to 64-bit, so mark the constant as long to begin with.
This would also erase previously set bits in this part the flag.
forceinline attribute is only applicable for function which are
marked inline. Interestingly, it can be used for class methods
without explicit inline statement. But for functions it is another
story.
And remove Blender preference, which was expected to be set to match the system
preference for correct behavior. Instead just handle this automatically.
Differential Revision: https://developer.blender.org/D9402
This should not change any functionality.
After talking to Brecht, we agreed that it might be good
not to have a class called Geometry for now. In the future
we might want to use a Geometry class as base class for
meshes, curves, etc.
This commit renames the Geometry class to GeometrySet,
because it is essentially a container that can contain
multiple geometries of different types.
Make post-bake cleanup of the Bake Action operator optional, and disable
by default.
Previously Bake Action would do two things:
- Bake the Action
- Clean up the FCurves
It is now possible (and even the default) to only perform the baking
operation.
Reviewed By: #animation_rigging, looch, sybren
Maniphest Tasks: T82210
Differential Revision: https://developer.blender.org/D9453
Volumes using tricubic sampling were producing different results with NanoVDB compared
to dense textures. This fixes that by using the same tricubic sampling algorithm in both
cases. It also fixes some remaining offset issues and some minor things that broke OpenCL
kernel compilation on NVIDIA.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9491
Move the "Show Group Colors" toggle from a per-editor option to a single
user preference in the Animation preferences. The Grease Pencil
animation channel side panel allows picking a channel color; this now
shows a message when channel colors are disabled.
The old "Show Group Colors" toggle had to be set per editor, and was on
by default. This meant that disabling group colors would require an
action for every file, for every editor. It is very hard to select a
color that works both as bone color in the 3D Viewport (needs to be
bright there) as well as the channel list (needs to be dark there), most
animators turn channel list colors off.
Differential Revision: https://developer.blender.org/D9391
Remove `static int clear_scene_in_allseqs_fn(...)`. It was a utility
function for `BKE_sequencer_clear_scene_in_allseqs()`, which was removed
in c063813c30.
No functional changes.
This reverts commit 4987b7d347.
This introduced a slight change in curve direction at end-points
(while correct), it caused tests to fail.
Keep this change for 2.92, revert for 2.91.
The code was trying to ignore hidden geometry when doing boolean,
which is correct when used as a tool, but not when a modifier.
Added a "keep_hidden" argument to bmesh_boolean to distinguish the
two cases.
Also fixed a bug when the tool is used with hidden geometry that
is attached to unhidden geometry that is deleted by the operation.
The code was trying to ignore hidden geometry when doing boolean,
which is correct when used as a tool, but not when a modifier.
Added a "keep_hidden" argument to bmesh_boolean to distinguish the
two cases.
Also fixed a bug when the tool is used with hidden geometry that
is attached to unhidden geometry that is deleted by the operation.
The code for determining coplanar clusters had a bug where it would
miss some triangles. The fix for now is to just put triangles in
the cluster if their bounding boxes overlap. This works but maybe
makes clusters bigger then they have to be. I'll follow this commit
with work on making the CDT routine faster when using exact arithmetic.
Also removed a lot of unused code, and added some new intersect
performance tests.
When using a trackpad Zoom to Mouse Position would always zoom to center of canvas.
Differential Revision: https://developer.blender.org/D8683
Reviewed by Brecht Van Lommel
Ensure that Zoom does not crash on Mac Trackpad by checking for existence of Continuous Zoom timer.
Differential Revision: https://developer.blender.org/D8682
Reviewed by Julian Eisel
Stop with an error when the Clang-Tidy executable cannot be found.
Without this check, CMake will happily report "Found Clang-Tidy" but with
the fallback version (0, 0, 0), when `CLANG_TIDY_EXECUTABLE` points to a
non-existing executable.
Nicer appearance for the progress bar that is drawn over the application icon during long processes on macOS.
Differential Revision: https://developer.blender.org/D9398
Reviewed by Brecht Van Lommel
When using Optimal Display, some edges are not flagged `ME_EDGEDRAW` |
`ME_EDGERENDER`.
When the modifier is applied through the UI in the modifier stack this is
not an issue because the `modifyMesh` callback is run with
`MOD_APPLY_TO_BASE_MESH` (this will effectively turn of Optimal
Display).
When converting to mesh though, this will just get an evaluated mesh
(where the edge flags are still the same as with the subdivision
modifier).
Now ensure every edge is flagged to draw after conversion.
Maniphest Tasks: T81997
Differential Revision: https://developer.blender.org/D9331
Caused by rBb077de086e14.
Not entirely sure why this was rebuilding the tree prior to above
commit, but sending an ND_OB_SHADING notifier is appropriate (and also
what the Outliners listener listens to).
Maniphest Tasks: T82251
Differential Revision: https://developer.blender.org/D9396
This is caused by the TAA being reset after the init phase, leading to
1 sample being kept as valid when it is clearly not.
To fix this, we run the lookdev validation before TAA init.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D9452
This adds a Box option to the Text strip's style properties, plus related Box Margin value:
{F9208309}
When enabled the text is placed on top of a solid-filled rectangle of a chosen color, as shown below:
{F9208324}
When the box option is disabled the text strip works the same as it does now. When the box option is enabled the meaning of the Shadow option changes to provide a drop-shadow on the rectangle (and not on the text itself). The latter made more sense to me.
The box margin is specified as a fraction of the image width. The offset of the drop-down box shadow is fixed to a specific fraction of the image width as well.
I tested this feature on a movie of a couple of minutes containing dozens of text strips (all with box background), edge cases like multi-line strings and text overlapping the image edges.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D9468
Proxies are expected to be fast to read. Storing them in cache has
little to no effect on performance.
This change also allows to omit invalidation of cache when user switch
between proxies and original media.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9473
Variables renaned:
- cfra -> timeline_frame
- nr -> frame index
- cfra_over -> overlap_frame
Function seq_give_stripelem_index was renamed to seq_give_frame_index.
Use bool return type where possible instead of int (the return values from fluid object are already boolean instead of int).
Also removed several if guards in API functions. If one of the arguments is in fact invalid / nullptr (should not happen though), it better to catch them directly where they failed and not silently escape them.
Refactor material assignment code such that:
- `build_mat_map()` just returns the built map (instead of relying on
modifying a map passed as parameter),
- `LISTBASE_FOREACH` is used to loop over a `ListBase` (instead of a
hand-crafted for-loop),
- just `return` when not enough material slots can be created (instead
of setting a boolean to false, then doing some useless work, then
checking the boolean),
- reorder some code for clarity, and
- rename `mat_map` to `matname_to_material` so that the semantics are
clearer.
No functional changes.
So a keyframed e.g. location slider would stay yellow/green even if its
corresponding channel was removed.
Needs a appropriate notifier so the listeners (e.g.
buttons_area_listener, view3d_buttons_region_listener) would cause a
redraw.
Maniphest Tasks: T82364
Differential Revision: https://developer.blender.org/D9438
This fix makes sure new files save `wmWindow.global_areas` under a different
name, so old Blender versions don't recognize and 0-initialize it.
Since enabling global area writing (ef4aa42ea4), loading a file in old
Blender versions would cause `wmWindow.global_areas` to be read, because there
was already reading code for it and `ScrAreaMap` was in SDNA.
However the `ScrArea.global` of the global areas would be NULL, because it was
*not* in SDNA (`ScrGlobalAreaData` was excluded).
Now, issue is that the code assumes that areas in the global area-map have a
valid ScrArea.global pointer.
Think this was a mistake in rB5f6c45498c92. We should have cleared all this data
on reading, until the global area writing was enabled.
Differential Revision: https://developer.blender.org/D9442
Reviewed by: Brecht Van Lommel
accelerations
Caused by rB45dbc38a8b15.
Above commit would place parentheses surrounding a block until the next
operator was found.
For velocities and accelerations though, the '/' in 'm/s' or 'ft/s'
should not be considered an operator.
Maniphest Tasks: T82407
Differential Revision: https://developer.blender.org/D9467
When editbones were selected from the Outliner (and they were connected
to a parent) with the 'Sync Selection' option turned ON, they could not
get duplicated.
For duplication to work, the (connected) parent bone's tip also has to
be selected [which was not the case when selection is done from the
Outliner under above circumstances]. The reason being that
armature_duplicate_selected_exec ->
ED_armature_edit_sync_selection clears the BONE_ROOTSEL flag if the
parent bone's BONE_TIPSEL is not set.
Caused by rB71eb65328078 btw.
The correct "parent-tip-selection" would actually happen in activation
- `tree_element_active_ebone`
-- `tree_element_active_ebone__sel`
but for 'Sync Selection' this happens [also] in
- `outliner_sync_selection_from_outliner`
-- `outliner_select_sync_to_edit_bone`
which did not do the "flushing" to the parent bone's tip
Now use existing dedicated function for this.
ref. T82347
Reviewers: Zachman
Differential Revision: https://developer.blender.org/D9470
Using configue_file(..) would have avoided the breakage from
1daa3c3f0a, caused by buildinfo not properly escaping quotes.
Rely on CMake to escaping strings instead using configure_file().
Use common prefix as this collided with existing API's (eg BLI_voronoi).
Also expand some non-obvious abbreviations:
- 'g' -> 'generic'
- 'vl' -> 'variable_lacunarity'
- 'V' -> 'v3'
The draw face sets brush uses the poly center when used in meshes to increase
its precision when working in low poly geometry. For this to work with deformed
meshes, the deformed coordinates from the PBVH should be used instead.
Reviewed By: sergey
Maniphest Tasks: T81915
Differential Revision: https://developer.blender.org/D9424
BKE_mesh_free() seems to not free the meshes correctly, so using BKE_id_free() instead.
The looptri array was also not freed.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9426
Used the sampled cursor normal when available instead of the raycast face normal.
This makes the preview match the previous orientation of the cursor.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9460
"Camera Parent Lock" can be useful when rigging cameras, but it is not
intuitive, and has also generated a lot of confusion (bug reports).
This is because it breaks the fundamental parent <-> child relationship
conventions in Blender, and there is no indication that it's intended
without diving into the preferences.
This commit moves the setting to the object level, and exposes it in
the relations panel in the property editor. It is exposed for every
object type because any object type can be "View Locked" in the 3D view.
The property description is also updated to reflect this change and be
more specific without getting too long.
In the future this could become a more general feature of the transform
system, but for now it is limited to "Lock Camera to View".
Differential Revision: https://developer.blender.org/D9239
Commit rBf5080c82dd915db6c7b9dd68a52aaaccf2600137
accidentally remove the Shift modifier key from
the `AUTOCONSTRAINPLANE` shortcut.
Differential Revision: https://developer.blender.org/D9480
Since it is possible to have multiple draw callbacks, (some of which
use bgl and others gpu), check and force the reset of the drawing status
at the end of each callback.
Differential Revision: https://developer.blender.org/D9476
The two entries `TFM_MODAL_AUTOCONSTRAINT` and
`TFM_MODAL_AUTOCONSTRAINTPLANE` had the same name
displayed in the UI. The latter is now includes
"plane" in it's name.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D9474
This commit corrects the maximum resolution field in Fluid objects. The field should be set to the maximum possible resolution, i.e. it should not adjust with adaptive domains and stay constant all the time.
The reason for this is that this resolution value will be used to scale gravity. And this gravity should be constant for adaptive domains too.
It remains to be shown if this issue was the only reason for line-artifacts as seen in T74559.
Fixes 18 misspellings of 'predefined', 'Look Up', 'Lookup', and 'No One'.
Differential Revision: https://developer.blender.org/D9466
Reviewed by Hans Goudey
Map frame for cached raw images to strip input media frame range. This
means that static images or extended frame range of movies will only
generate one cache entry.
timeline_frame is stored in cache key as a reference - on what frame
was this entry created, so we don't have to reverse lookup frame range.
Since each media frame corresponds to one cache frame with same frame
index key, there is no need to invalidate raw cache when changing time
remapping properties like use_reverse_frames or strobe
No changes are needed for disk cache, since invalidating raw entry
assumes all data will be invalidated.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9462
This commit corrects the maximum resolution field in Fluid objects. The field should be set to the maximum possible resolution, i.e. it should not adjust with adaptive domains and stay constant all the time.
The reason for this is that this resolution value will be used to scale gravity. And this gravity should be constant for adaptive domains too.
It remains to be shown if this issue was the only reason for line-artifacts as seen in T74559.
Replace BKE_sequencer wirh SEQ_render or SEQ_proxy prefixes.
In cases where function is very generic, only SEQ prefix is used.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9439
Move functions closely related to rendering images and proxies into
render.c and proxy.c files. render.h and proxy.h are created for
functions used internally.
There should be no functional changes.
Keymaps have previously been exported with an encoding dependent
on the current system locale. This caused issues when the
keymap contained non-ASCII characters, for instance in a string
property for an operator.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D9449
Re-enables support for menus to have items without identifier or name that can be used to separate sections.
Differential Revision: https://developer.blender.org/D9463
Reviewed by Hans Goudey
This adds a new runtime flag for panels that is set during the entire
drag and animation operation. The flag is set recursively so that
sub-panels know to draw on top too.
Note that this also replaces most of the fixes in 1960b8a361 and
8e08d80e52 (D7462) with a more "built-in" solution.
These functions were not used elsewhere, and the handling for the panel
tabs should be kept local to this file where possible. Also remove
another unused function and removed an unecessary "_ex" function.
The current layout gave too little space for the full "Search" string inside
the button.
Fix this by making sure radio-buttons have their text center aligned by default
in pop-ups too, like they do anywhere else.
This does affect a few other cases, e.g. the "RGB"/"HSV"/"Hex" radio-toggles
for color pickers. But this should be fine, I don't think they were ever
intentionally using left-aligned text (while similar buttons outside of pop-ups
didn't).
Use "Rotation" in place of "Rot" for the rotation header text.
Cleanup various RNA titles and tooltips.
Differential Revision: https://developer.blender.org/D9457
This function for replacing a button pointer in button groups is
needed by the block update from old code, so it cannot be removed
like its layout equivalent.
Even after the last commit to fix this assert, it still fails in the
case where a button was added before there was a button group
added to the block. Another fix for this would be to always create
a button group in UI_block_begin, but this assert has no particular
purpose, so it's simpler to just remove it.
Set step in RNA property definition.
There was a hardcoded setting of a1 for this specific button, which
used to be the variable to store the step size of number buttons until
rBe6f0b60c2e91. hardcoded value is removed in rBe29206f86a5f.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9277
Use a more reliable method to check the availability of the flag than
compiler versions. Some compilers have different behaviors for
C and C++.
Reviewed By: campbellbarton, ChrisLend
Differential Revision: https://developer.blender.org/D9446
If the annotation draw operator is used, enable the annotations in the current area.
Before this change, some editors had the annotation flag set to OFF, but this could be solved with a versioning code, but this did not solve the root problem. The user can disable annotation visibility in the overlay or side panel, depending on the editor. If the user uses the annotation tool and this flag is OFF, the annotation is not visible, and this is not correct. With this patch, every time the user uses the tool, the annotation visibility flag is set to ON to ensure the annotation is visible.
This solves the problem of T82273, T79578 and T80294
Maniphest Tasks: T82273
Differential Revision: https://developer.blender.org/D9409
The NanoVDB sampling implementation behaves different from dense texture sampling, so this
adds a small offset to the voxel indices to correct for that.
Also removes the need to modify the sampling coordinates by moving all the necessary
transformations into the image transform. See also T81454.
This patch will apply the view transform when a movie clip is used as
camera background image. It does this by rendering the image in the
color buffer when it needs the view transform. For other images it uses
the overlay buffer.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7067
Issue was that the `tris_per_mat` are not created when the first batch is drawn
during select operator and then is not created when needed by the workbench pass
since they are not tracked by mesh_buffer_cache_create_requested.
This change will create the `tris_per_mat` just in case they are needed later.
Solution by Clément Foucault
Differential Revision: https://developer.blender.org/D9430
The issue is that the shaders are stolen from the original Geometry by
the temporary Geometry used to accumulate data, but the main thread
still needs them for syncing the attributes.
So make a copy of the shader array to preserve the data on the original
Geometry.
The issue was that the volume for the current frame
might not have been loaded already by the time the
modifier runs.
The solution is simply to make sure that the volume
is loaded. This is similar to the Volume Displace modifier.
Keymaps have previously been exported with an encoding dependent
on the current system locale. This caused issues when the
keymap contained non-ASCII characters, for instance in a string
property for an operator.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D9449
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.
The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.
The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.
Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various modified methods
on Nodes in favor of Node::is_modified which checks the sockets'
update flags status.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8544
When there was an active button in the "old" block from the last redraw,
this code tried to replace its pointer in the new block's button groups.
But in cases like the outliner or file browser, there are no groups
because the block doesn't use the layout system at all. This commit
just tweaks the assert to check whether there are any button groups.
When there was an active button in the "old" block from the last redraw,
this code tried to replace its pointer in the new block's button groups.
But in cases like the outliner or file browser, there are no groups
because the block doesn't use the layout system at all. This commit
just tweaks the assert to check whether there are any button groups.
This simply makes the panel a bit nicer given how things are layed out--
the items with larger visual weight are grouped at the top.
Differential Revision: https://developer.blender.org/D9366
This enables self intersections in the sculpt trimming tools boolean operations.
This should fix wrong booleans results after using the operator to add new disconnected
geometry with the join mode.
Reviewed By: sergey
Maniphest Tasks: T81799
Differential Revision: https://developer.blender.org/D9423
The cloth brush fixed simulation areas are created using the initial_location variable in the
StrokeCache. This variable was not being updated by tiling symmetry, so all symmetry passes
were using the same simulation area location.
Reviewed By: sergey
Maniphest Tasks: T81842
Differential Revision: https://developer.blender.org/D9421
When extracting new objects from a mesh in sculpt mode, it makes sense to keep
the current symmetry options and settings in the new mesh. In previous versions symmetry
options were stored in the tool settings, so this bug was not that obvious.
This also preserves the remember settings in the new object, which is also the desired
behaviour.
Reviewed By: sergey, mont29
Differential Revision: https://developer.blender.org/D9417
If the new object contains the mask it always needs to be cleared before starting
sculpting on it.
This fix was also committed before in the mask extract operator.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9416
The strength of this brush needs to take alpha into account
Reviewed By: sergey
Maniphest Tasks: T82297
Differential Revision: https://developer.blender.org/D9419
The list of buttons in the button group needs to be updated to take into
account the old button inserted into the button list for the new block.
Differential Revision: https://developer.blender.org/D9428
What I thought was an "optimization" was really a bug. The "use search
for expansion" value needs to be set for every panel, even panels in
other tabs. Otherwise it won't be properly set when switching back to
a tab that was visited during search.
Differential Revision: https://developer.blender.org/D9427
Setting the button's step size like this wouldn't work anymore after
e6f0b60c2e, which is reported in T81794. Instead, the step size should be set
for the RNA property, as proposed in D9277. That will be committed separately
as bug fix.
Until it is decided whether to ship JACK with pre-compiled libraries,
search for the same in system directories.
Ref T79261
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9436
This avoids recomputing the BVH for geometries that do not have changes in topology but whose vertices are modified (like a simple character animation), and gives up to 40% speedup for BVH building.
This is only available for viewport renders at the moment.
Reviewed By: pmoursnv, brecht
Differential Revision: https://developer.blender.org/D9353
The tooltip implies that this option should be off per default instead
of on. Some talking with the animators at the studio and in the
animation module confirmed that this seems to be the most logical
default.
The links where added to the socket one after the other. However,
the virtual socket had a link limit of 1, so whenever a new link was
added, the previously added one was removed.
There is not really a reason for why the link limit should be 1 instead
of something higher. I'm setting it to the max value: `0xFFF`.
I'm also setting the `input_link_limit` to that value. Blender does not
need this currently, but addons might have input sockets that allow
more than one incident link.
Default backbuffers needs not to be bound with sRGB encoding
enabled. This works when using `GPU_framebuffer_restore` but
using `GPU_framebuffer_bind` would trigger the wrong behavior.
This fix T81969 UI turns whiteish when playing video sequence
based on a scene and moving in the image editor after saving
This patch allows the user to type a property name into the
Attribute node, which will then output the value of the property
for each individual object, allowing to e.g. customize shaders
by object without duplicating the shader.
In order to make supporting this easier for Eevee, it is necessary
to explicitly choose whether the attribute is varying or uniform
via a dropdown option of the Attribute node. The dropdown also
allows choosing whether instancing should be taken into account.
The Cycles design treats all attributes as one common namespace,
so the Blender interface converts the enum to a name prefix that
can't be entered using keyboard.
In Eevee, the attributes are provided to the shader via a UBO indexed
with resource_id, similar to the existing Object Info data. Unlike it,
however, it is necessary to maintain a separate buffer for every
requested combination of attributes.
This is done using a hash table with the attribute set as the key,
as it is expected that technically different but similar materials
may use the same set of attributes. In addition, in order to minimize
wasted memory, a sparse UBO pool is implemented, so that chunks that
don't contain any data don't have to be allocated.
The back-end Cycles code is already refactored and committed by Brecht.
Differential Revision: https://developer.blender.org/D2057
Uniform attributes require immediate access to the shader list
in object update code, so setting the field can't be deferred
to a background task. This required adding a parameter to the
clear method of Geometry.
Ref D2057
Add a new Alpha socket to the Attribute node that outputs the
fourth component of the attribute. Currently the only such
attribute is vertex color, but there may be more in the future.
If the attribute has no alpha channel, the expected value is 1.
The Cycles code is already refactored and committed by Brecht.
Ref D2057
Add code preserving scene's toolsettings accross undo.
IDPointers are dealt with special care, we try to keep existing ones for
some (like brushes) when possible.
Note that this covers ToolSettings, Brushes and Palettes currently.
I'm not especially happy about how this new code mixes with existing
'foreach_id' one, in particular in scene. But cannot think of a better,
more generic way to do it currently.
Maniphest Tasks: T71759
Differential Revision: https://developer.blender.org/D9311
This is essentially adding that new callback, and using it only for already
existing Scene's 3DCursor.
Note that the place where this is called has been moved again, after all
have been lib-linked, such that those callbacks may also work on ID pointers.
Maniphest Tasks: T71759
Differential Revision: https://developer.blender.org/D9237
Surface deform weight calculation assigned weights in a non-uniform
way that caused vertices to deform upon binding.
This was caused by the face-corner angle being used in
calculations which where squared & scaled.
Causing a triangle fan of many thin faces to have a much greater
influence compared to the same shape made from a single triangle.
Change the calculation of the weight so each face-corner is scaled
by it's angle.
Ensure that When checking "Hide in Viewport" option for a collection
that child objects are drawn grayed out for consistency with the
"Disable in Viewports" toggle.
For checking an object visibility in the viewport the flag
BASE_VISIBLE_VIEWLAYER should be used instead of BASE_VISIBLE_DEPSGRAPH
because the latter ignores viewport visibility.
Manifest Task: T77161
Differential Revision: https://developer.blender.org/D7904
This addition to the filters allows the user to enable the
outliner tree to restrict the listing to only Selectable objects.
Differential Revision: https://developer.blender.org/D7310
In some situations where two beveled edges were very close to in-line
but not quite straight, bevel would build a miter when it shouldn't.
The code that chose whether to use a miter at each vertex was slightly
incorrect.
For outer miters there is a check for 3 or more selected edges, but an
inner miter can still be useful with only two beveled edges at a vertex,
so we can't use that here. Instead I changed the check for in-line edges
to run before determining whether the angle is reflex or not. The logic
ends up a bit more straightforward as well. This doesn't completely
remove the rather strange looking triangle vertex meshes at each corner,
but it does make it stable when locations are slightly adjusted.
The only other place this `edges_angle_kind` function was used is for
profile=1.0 vertex meshes. I tested and made sure that still works well.
Differential Revision: https://developer.blender.org/D9420
WM_POINTERLEAVE occurs when the pen goes out of range or when a
hovering pen leaves the window's boundary. When leaving the window
boundary the xy position is invalid for some Wacom devices.
This change removes creation of GHOST_EventCursor during
WM_POINTERLEAVE events. This prevents unexpected jumping behavior
during continuous grab.
`WM_operator_properties_filesel()` allows C operators to set a display or sort
type for the File Browser to use. But the File Browser would always override
that because of an invalid `_is_set()` check. (The operators don't actually set
the value, they only set the property's default value.)
The only operator affected by this is "Recover Auto Save". It is supposed to
show a vertical list ordered chronologically. It used settings from the
previous File Browser usage before this patch.
Operators using the File Browser should generally use
`FILE_DEFAULTDISPLAY`/`FILE_SORT_DEFAULT` now, except if they have a reason not
to. See comments at their definition.
----
This makes it so operators that set a different display or sort type
don't change the sort or display type for the next File Browser operation.
So using "Recover Auto Save" entirely isolates display and sort type from other
operations.
Differential Revision: https://developer.blender.org/D8598
Reviewed by: Bastien Montagne
I think there wasn't actually any issue currently, but only by luck. We still
passed around and NULL-checked a pointer to freed memory (the file operator,
`SpaceFile.op`) which is easy to break and should be avoided.
Noticed while testing D8598.
This patch changes behavior of strip transform and crop feature.
Purpose of this change is to allow display arbitrary portion of input
image, simplify user interface and workflow.
Offset and Crop values in old files are converted in versioning.
Offset animation is also converted. Crop animation and animation of
crop or offset enable properties is not taken into account
Changes in behavior and interface:
- If image is added to timeline it is scaled to fit inside preview area
while maintaining aspect ratio. Image is centered. This is considered
as a baseline for further transformation.
- Scale and rotation was added, so it is possible to transform image at
it's original resolution.
- Crop will not affect image transformation (does not move image).
- Values of Crop and Transform Position are in pixels, these values are
corrected if preview is fraction of project resolution.
- Transform and Mirror panel has been removed and new Transform panel
and Crop panel is moved to Adjust panel. Mirror is now part of new
Transform panel.
Technical changes:
- Preprocessing stage must work on duplicated image, because original is
cached. Previously Crop and Offset could run at once and required only
one duplication of image. This is not the case with new algorithms, so
duplication on demand is implemented. Transformation can read original
image and will output new image that is safe to modify. It should be
possible to add crop step to transform algorithm, so that Crop won't
require previous duplication though.
- Use Crop and Use Translation checkboxes were removed. Individual
values are compared to default values to check if image needs to be
processed. In case of transform this will be done also if resolution of
source.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8393
This patch changes behavior of strip transform and crop feature.
Purpose of this change is to allow display arbitrary portion of input
image, simplify user interface and workflow.
Offset and Crop values in old files are converted in versioning.
Offset animation is also converted. Crop animation and animation of
crop or offset enable properties is not taken into account
Changes in behavior and interface:
- If image is added to timeline it is scaled to fit inside preview area
while maintaining aspect ratio. Image is centered. This is considered
as a baseline for further transformation.
- Scale and rotation was added, so it is possible to transform image at
it's original resolution.
- Crop will not affect image transformation (does not move image).
- Values of Crop and Transform Position are in pixels, these values are
corrected if preview is fraction of project resolution.
- Transform and Mirror panel has been removed and new Transform panel
and Crop panel is moved to Adjust panel. Mirror is now part of new
Transform panel.
Technical changes:
- Preprocessing stage must work on duplicated image, because original is
cached. Previously Crop and Offset could run at once and required only
one duplication of image. This is not the case with new algorithms, so
duplication on demand is implemented. Transformation can read original
image and will output new image that is safe to modify. It should be
possible to add crop step to transform algorithm, so that Crop won't
require previous duplication though.
- Use Crop and Use Translation checkboxes were removed. Individual
values are compared to default values to check if image needs to be
processed. In case of transform this will be done also if resolution of
source.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8393
The behavior of the incremental snap did not take into account the
relative dimensions of the window, which resulted in a different behavior
if the area height was greater than the width.
There should not be much user visible here (other than T73668 being addressed).
I added the writing code already for the initial implementation of workspaces,
but we decided to keep it disabled until the top-bar design is more clear. It
was never planned to keep this disabled for so long.
Fixes T73668.
Cycles defines some basic integer types since it cannot use the standard headers when
compiling with NVRTC. NanoVDB however only does this when the "__CUDACC_RTC__" define
is set and otherwise includes the standard "stdint.h" header which clashes with those typedefs.
So for compatibility do the same thing in the Cycles kernel headers. See also T81454.
This fixes critical bug with liboverride when soe add-ons add some
RNA ID Pointer properties.
ID pointers should **never** have ownership of their ID when defined
from python.
(As a reminder, RNA properties owning their ID pointers are extremely
rare even from C code, only embedded IDs (root node trees, master
collections) and the shape keys snowflakes are concerned.)
Add a comment to the declaration of the `BKE_object_where_is_calc...()`
functions to explain where the result of the calculation is stored.
No functional changes.
Consistently return `false` from `ED_object_parent_set()` when parenting
is not possible. Before, when parent and child were the same object, the
function would return `true` even though the parent-child relation was
not made.
Just returning `false` in the `parent == child` case would break the
parenting operator, as `false` stops its loop over all selected objects.
This tight coupling caused T82312. The loop now has its own check for
this, so that it properly continues, and the implementation of
`ED_object_parent_set()` is decoupled from its surrounding code.
No functional changes.
The issue was in `buildinfo.c`:
char build_c[xx]flags[] = BUILD_C[XX]FLAGS;
Non-escaped double-quotes were terminating the string early, and
causing the compile error. So use single-quotes.
This change removes the user-specific information from
macros like `__FILE__` and keeps it relative to top level
source or build (for generated files) directory.
It makes traces concise.
Added option `WITH_COMPILER_SHORT_FILE_MACRO` enabled by default.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D9386
This was added when Python was initially bundled so any problems
finding Python could be investigated.
Move this to use logging so we can show this information when needed.
Tests files are based on test from D8393
Test files should be in `lib\tests\sequence_editing`
These are files, I will add few more tests including animation test.
{F9155273}
Using generic tool to compare rendered vs reference image as other render engines.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9394
This reverts commit 6527a14cd2.
Some 3rd party scripts made use of this so scripts can work with
2.90 to 2.92, although eventually this can still be removed.
For the fast solver, there was an optimization carried over
from the non-collection case for empty meshes which did not
work in the chained boolean code for collection operands.
Removed that optimization in the collection case.
For the fast solver, there was an optimization carried over
from the non-collection case for empty meshes which did not
work in the chained boolean code for collection operands.
Removed that optimization in the collection case.
The code that decided to use a faster double version of plane
side testing forgot to take an absolute value, so half the time
the exact code was being used when it was unnecessary.
The code that decided to use a faster double version of plane
side testing forgot to take an absolute value, so half the time
the exact code was being used when it was unnecessary.
This node is similar to the subdivision surface modifier. It subdivides
the mesh component of a geometry. The options have the same meaning
as in the modifier.
Differential Revision: https://developer.blender.org/D9364
Naming based on supported geometry components only works in some cases.
For nodes that work with multiple data types, it's better to categorize
them based on their functionality.
This adds the boilerplate code for three nodes: "Create Attribute,"
"Random Attribute," and "Attribute Math." Combined, they should
be enough for the process of creating randomized "Rotation" and
"Scale" attributes on point clouds for instancing done later. The
implementation details are not resolved at this point, but this
starting point should make sense.
While Cycles already supports using both CPU and GPU at the same time, there
currently is a large problem with it: Since the CPU grabs one tile per thread,
at the end of the render the GPU runs out of new work but the CPU still needs
quite some time to finish its current times.
Having smaller tiles helps somewhat, but especially OpenCL rendering tends to
lose performance with smaller tiles.
Therefore, this commit adds support for tile stealing: When a GPU device runs
out of new tiles, it can signal the CPU to release one of its tiles.
This way, at the end of the render, the GPU quickly finishes the remaining
tiles instead of having to wait for the CPU.
Thanks to AMD for sponsoring this work!
Differential Revision: https://developer.blender.org/D9324
Previously Wintab was handled by saving the most recent tablet pressure and tilt information and deferred appending tablet infromation to Windows mouse events. This caused synchronization issues evident at the beginning and ending of strokes where pressure and tilt were either ahead or behind in time from mouse button up or down events. This also dicarded swaths of data which resulted in blockly grease pencil lines most apparent when a context switch resulted in several coalesced mouse events.
This patch changes the behavior of Wintab to instead rely entirely on Wintab information for pressure, tilt, position, and button input.
Wintab has several design decisions and conventions which complicate relying soley on it's input while retaining current workflows reliant on non-API behavior. For example, many device optionally allow the user to map barrel buttons to non-mouse actions. These mappings may or may not modify the intended behavior when touching the stylus down, such as scroll vs alt mappings. This behavior is not exposed in the Wintab API, but Wintab will continue updating button state sans this necessary context.
To work around the problem, this refactor synchronizations tablet input to Windows mouse down and up events, this captures events which should result in pen input while allowing events such as pen scrolling. Until a Windows mouse down event fires Wintab input is left unprocessed; when a Windows up event occurs Wintab is processed until a corresponding button up event is found.
Wintab allows for either button state or changes to be reported, but not both. An earlier refactor tried to use button changes to let state to be managed by Wintab. This was replaced when it was found that button change events were unreliable at corner cases such as switching windows. It was also found that with Wacom drivers Wintab peek functions would modify events in the queue causing errant and loss of button events.
For the latter stated reason this patch opts to read all Wintab events into a queue as they arrive, removing events as they become stale. This was chosen over using Wintab peek functions due to the afformentioned issue. As a bonus this seems to work better as it prevents the queue in Wintab from filling, thus neither a flood of events need to be handled when Wintab processing begins and a Wintab implementation need not be trusted to overwrite old events in it's queue.
Maniphest Tasks: T75566
Differential Revision: https://developer.blender.org/D7840
event to the button down location as this should be a more accurate point
of contact than the last mouse move event.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
events until one is found. This prevents errant cursor moves that occur
before the Wintab button event is reported. We need to skip these events
because if no button event exists, we generate one assuming it will either
arrive later in the Wintab queue or that the button was from a non-Wintab
device. For the case that this was generated by a non-wintab device, such
as buttons mapped to mouse on the tablet pad, these cursor move events can
significantly move the cursor from the intended click position.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
the issue with Wintab button events are more significant than simply
setting what buttons should receive button up/down events during context
initialization.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
handling mouse input. This Wintab to mouse synchronization issues, and
likely prevents queue exhaustion for some Wintab implmenetations.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
window intitialization can specify whether it will be visible regardless
of whether it is yet visible.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
Button events now include tabletdata, so move is unnecessary.
Generate mouse button events when the system has an event but Wintab did not find a correlated event.
Only filter mouse button events, not Win32 Pointer events.
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
Maniphest Tasks: T75566
Differential Revision: https://developer.blender.org/D7404
This introduces a new operator to edit the detail size of constant
detail mode in dyntopo. The way this operator works and the
functionality it provides is similar to the "Voxel size edit" operator
for the voxel remesher.
It also includes a sample mode. When pressing Ctrl, the detail size
will be sampled from the surface under the cursor, updating the
preview in real time. This allows quick resolution changes without
using the operator multiple times.
The operator is set to Shift + D, replacing the old way to change
the constant detail size of dyntopo. Shift + R will remain available to
be enabled when the voxel remesher works with dyntopo. Deciding
if both detail sizes can be unified needs a separate discussion as the
new dyntopo can work with detail sizes in parts of the mesh that can
easily crash the remesher.
The structure of these operators is similar, but the data they control,
ranges, drawing and setup functions are completely different, making it
hard to merge them into one.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9355
Global automasking options are usually turned on/off for quick
adjustments both in brushes and filters, so it is convenient to have them
in a pie menu.
This uses the Alt + A shortcut.
Reviewed By: dbystedt, HooglyBoogly
Differential Revision: https://developer.blender.org/D9282
This adds an option to orientate the trimming shape using the surface
normal instead of the view when lasso trim is used.
Reviewed By: dbystedt, sergey
Differential Revision: https://developer.blender.org/D9231
Theoretically the modifier's properties could be changed or removed by
Python, so it may be useful to have errors printed and added to the
modifier in that case.
I kept the check as a separate step from the `compute_geometry`
pass because the object is needed to set the modifier error message.
But it could easily be moved there in the future.
If we add the "name" label manually with uiItemR, we can use the socket
identifier instead of the name for the IDProperty name. This will also
allow us more flexibility in how to draw the settings in the future, and
removes the empty _RNA_UI proprety that was drawn before.
Caused Victor.blend from the cloud to crash with ASan. Four floats are
fetched from the stack, but the buffer was only three wide.
Caused by 042143440d. Issue was probably harmless since the fourth
element wasn't actually touched.
Ensure parenting an object to itself is seen as error, by returning
`false`.
This error was introduced as part of a supposed-to-be-non-functional
cleanup rBb8d4a2aff8069dd7d6fb91ad0d9427eed489b68f.
Non-memfile undo steps never properly initialized the flag allowing to
re-use old Main data during undo/redo. This lead to doing a complete
full re-reading of data when undoing/redoing mode switches e.g.
Note that current undo system is supposed to support any kind of mode
switch across those steps, however this needs to be properly deeply
tested, so only comitting this to master. It would be way too risky for
2.91 release.
This adds support for treating multiple undo steps as a single step
from the user perspective.
This is needed for outliner mode switching and `object.switch_object`
operator which change active object and mode in a single action.
For edit/pose modes clicking in the mode-column would include other
selected objects (besides the active object), causing other objects to
remain in the mode even though Control wasn't held.
Also replace `ED_object_mode_generic_exit(...)` on all objects with a
single call to `ED_object_mode_set(...)` so switching modes will only
exit the current mode, leaving objects in other modes unchanged.
Basic support for velocity updates with the APIC method.
This commit adds APIC to the already existing dropdown menu for the simulation method. The APIC plugin within Mantaflow has been updated to the latest version.
This commit uses an enum to access expansion for specific panels for
each modifier, constraint, etc. Even though these values are quite simple,
this can help make the code more explicit when the ui_expand_flag is
accessed directly. Also update comments about this bitfield to make
them consistent.
Caused by my own cleanup commit rBa308607a5334. Just a simple copy-paste
error. Here the difference between `curve` and `editnurb` makes quite a bit
of difference.
Don't use the current mouse position at the time the event is handled, but
rather the position at the time of the event. This should make e.g. brush
stroke paths more accurate.
In addition, this may solve issues with other software that does mouse
position smoothing. Ref T82143.
Use of the current mouse position was added in 12b642062c as part of a
large commit that also made continuous grab work. But it appears to still
work getting the mouse position from the event.
The system for exposing property settings like min, max, default, subtype,
etc. for ID properties is quite convoluted currently, so I won't give a
full description here, but this commit creates the tree of ID properties
needed to store that information. This means that property subtypes like
"angle" or "XYZ" will affect the display in the modifier.
Limitations:
- The _RNA_UI property is displayed in the modifier. This may require a
modification to uiDefAutoButsRNA to fix.
- IDProperties must have unique names, but node sockets don't have
that limitation. This can be solved by adding a "UI name" field to
IDProperties.
This one was a bit more tricky, because the file loading is
mixed with versioning code and because collections are
embedded into scenes.
All tests that passed before, still pass.
The issue stems from the fact that scene arrays are not cleared when rendering is done. This was not really an issue before the introduction of the ownership system (rB429afe0c626a) as the id_map would recreate scene data arrays based on their new content. However, now that the id_maps do not have access to the scene data anymore the arrays are never created.
Another related issue is that the BlenderSync instance is never freed when the persistent data option is activated.
To fix this, we delete nodes created by the id_maps in their destructors, and delete the BlenderSync instance before creating a new one, so the id_maps destructors are actually called.
Reviewed By: brecht
Maniphest Tasks: T82129
Differential Revision: https://developer.blender.org/D9378
Allow Trackpad Ctrl-Pan to cycle enum values. Also allows cycling in more button types.
Differential Revision: https://developer.blender.org/D8535
Reviewed by Brecht Van Lommel
Changes NanoVDB to be a standalone dependency that is independent of the OpenVDB one.
It works by downloading the "feature/nanovdb" branch of OpenVDB, but using the NanoVDB
CMake in the "nanovdb" subdirectory. Since it is header-only, only the install target is used.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9383
When using a trackpad Zoom to Mouse Position would always zoom to center of canvas.
Differential Revision: https://developer.blender.org/D8683
Reviewed by Brecht Van Lommel
Allow project to build without definition of optional UI_PROP_DECORATE.
Differential Revision: https://developer.blender.org/D8370
Reviewed by Julian Eisel
Rather than just printing a message and falling back to the CPU. For render
farms it's better to avoid a potentially slow render on the CPU if the intent
was to render on the GPU.
Ref T82193, D9086
We can't use that for now, because the original mesh might be freed
before the new copied mesh. When the original mesh is freed, the shared
layers will be freed as well.
This can probably be improved in the future, so that we can actually
share attribute arrays between meshes. An approach similar to how
geometries and components are shared should work as well.
A geometry now contains zero or more geometry components.
A geometry component is a subclass off GeometryComponent.
Currently, there is a MeshComponent and PointCloudComponent.
A geometry contains at most one component of each type.
Individual components can be shared between multiple geometries
to avoid unnecessary copies. For that, each component has a user
count that determines when the component will be freed and whether
it is mutable.
Code working with geometries can either work with the components
directly, or use the utility functions on the geometry that cover the
most common operations.
In the future, additional component types can be added. For example,
we'll probably need components for curves and volumes.
Furthermore, something like an InstancesComponent can be added,
which contains points with attributes and references a geometry/object/collection
that is instanced on all the points.
Relabel the Playback Synchronisation menu so that it's clear:
- what does happen (instead of describing what does //not// happen), and
- that the synchronisation options don't just affect audio.
The changes are:
- Change label from "Audio" to "Sync"
- Change the labels of the sync enum:
- No Sync → Play Every Frame
- Frame Dropping stays the same
- AV-sync → Sync to Audio
The "Audio" label has moved one option down, as that option does
actually relate to audio.
Reviewed By: looch, Severin, HooglyBoogly, campbellbarton
Differential Revision: https://developer.blender.org/D9269
Now the behaviors are consistent for blend, image and text files:
- If the file is not writable, will report it.
- If the file is new (without a path), save as will be used.
- If the file was deleted, will try to recreate it.
Ref D6755
Some subtypes never made it to all neccessary places when they were
introduced. This was throwing warnings when accessing such a properties
subtype from python.
The sub_type enums were also defined in 4 different places:
- RNA_types.h 'PropertySubType'
- rna_rna.c 'rna_enum_property_subtype_items'
- rna_rna.c 'subtype_items'
- bpy_props.c as multiple enums
This patch syncs the definitions across all places so that they are the
same everywhere. It also looks redundant to define these twice in
rna_rna.c, now just use 'rna_enum_property_subtype_items' there (and get
rid off 'subtype_items').
Also moved 'POWER' & 'TEMPERATURE' to number enum in bpy_props (these
were defined in the array enum).
Fixes T82167.
Maniphest Tasks: T82167
Differential Revision: https://developer.blender.org/D9371
Wasnt checking the symmetrized 'grab_delta_symmetry' so result could
flip around.
Maniphest Tasks: T82188
Differential Revision: https://developer.blender.org/D9373
The alpha of the first layer was always used
here since introduction in rBee4453f08369 and was not updated when
customdata support for alpha was added.
Now also use the interpolated alpha.
thx @brecht noticing!
ref T81914
Reviewers: brecht, mont29
Maniphest Tasks: T81914
Differential Revision: https://developer.blender.org/D9358
When the combined alpha [the 'tmp' variable having the mixfactor applied
already] - reached zero it was handled like a no-op (for the alpha as
well) and just copied the first color.
So e.g mixing 255/255/255/255 with 0/0/0/0 with a factor of 1.0 gave
alpha of 255, which looks wrong.
cases where tmp gets zero:
src1 alpha:0 src2 alpha:whatever mixfactor 0.0
src1 alpha:whatever src2 alpha:0 mixfactor 1.0
src1 alpha:0 src2 alpha:0 mixfactor whatever
Now set alpha to zero in that case.
ref T81914
Maniphest Tasks: T81914
Differential Revision: https://developer.blender.org/D9357
`sys.executable` is documented to be a Python interpreter or None.
This was set to Blender's executable which caused the multiprocessing
module to spawn new instances of Blender instead of Python on WIN32.
See issue described in D7815.
Deprecate 'bpy.app.binary_path_python' & warn when using.
Blender's executable remains accessible via `bpy.app.binary_path`.
Modified 04c5471cee, setting `sys.executable` instead of using
Py_SetProgramName, which is needed for a bundled Python installation.
Ensure that Zoom does not crash on Mac Trackpad by checking for existence of Continuous Zoom timer.
Differential Revision: https://developer.blender.org/D8682
Reviewed by Julian Eisel
Add "Selection to" as prefix for those menu items that move the selected
keyframes to something, for both the Key → Snap menu and the Shift+S pie
menu.
No functional changes.
This was missed in rB477d983c2e8ab298cbf638d5aadd77fad9c2f677
Differential Revision: https://developer.blender.org/D9304
When outliner datablocks are selected, switch to the corresponding tab
for that datablock in properties editors. Only properties editors
that share an edge with the outliner will change tabs.
Additionally, when modifiers, constraints, and shader effects are
selected from the outliner, the panel will be expanded in all properties
editors.
Part of T77408
Manifest Task: https://developer.blender.org/T63991
Differential Revision: https://developer.blender.org/D8638
Improved calculation of checkbox width to include line width preference.
Differential Revision: https://developer.blender.org/D9025
Reviewed by Hans Goudey
Various changes to some labels and descriptions to be more accurate, clear, or less confusing.
Differential Revision: https://developer.blender.org/D8394
Reviewed by Hans Goudey
Change the sequence of characters shown on the 'Color Grid' generated image.
Differential Revision: https://developer.blender.org/D8603
Reviewed by Hans Goudey
Move popover down a very slight amount to fix clipping of its arrow tip.
Differential Revision: https://developer.blender.org/D9030
Reviewed by Julian Eisel
This reverts commit 2ddecfffc3.
The correct fix is to compile with -fno-strict-aliasing on
release/relwithdebinfo builds also.
See the last commit/ {D9372}.
Maniphest Task T81077
The old code was added in {rBbaa4a9c7d4dd}
While the hotfix committed in {rB2ddecfffc3d3a3a1db4ae45e8665ca} fixed
the id_management test, the correct reason was found at
https://bugs.llvm.org/show_bug.cgi?id=47984
This matches the behavior on Linux.
Now it's possible to trace a sequence of images and not just a single one
When the trace is for more than one image, a bacth job is started to process all frames.
Note: All trace data is generated by Potrace library.
Differential revision: https://developer.blender.org/D9316
The execute callback of a geometry node gets more domain specific
types as parameters now: GeoNodeInputs and GeoNodeOutputs.
Those types are also aware of what node is being executed and can
provide better error messages when they are used incorrectly.
The existing code for this was incomplete. Each instance can now have a set
of attributes stored separately from geometry attributes. Geometry attributes
take precedence over instance attributes.
Ref D2057
This avoids OpenCL inlining heavy volume interpolation code once for every
data type, which could cause a performance regression when we add a float4
data type in the next commit.
Ref D2057
We already had the ability to bake fcurves but no way to convert the
baked result back without using python. This patch adds and operator
that is available now next to the bake operator in the drop down menu,
Reviewed By: Sybren
Differential Revision: http://developer.blender.org/D6379
Not sure why Collection was the only ID for which depsgraph building did
not check for potential recursion?
Reviewed By: sergey
Maniphest Tasks: T82149
Differential Revision: https://developer.blender.org/D9365
Previously, only predefined and limited set of intrinsics combinations
could have been refined. This was caused by a bundle adjustment library
used in the early days of the solver.
Now it is possible to fully customize which intrinsics are to be refined
during camera solving. Internally solver supports per-parameter settings
but in the interface they are grouped as following:
* Focal length
* Optical center
* Radial distortion coefficients (which includes k1, k2, k3, k4)
* Tangential distortion coefficients (which includes p1, p2)
Differential Revision: https://developer.blender.org/D9294
Historically the refine options had a hardcoded list of possibilities.
This was caused by an old bundle adjustment code which did not support
all possible combinations.
Now the bundle adjuster is based on Ceres solver, allowing to refine
anything in any combination.
Introduced recently in 09139e41ed.
While this worked in the cases it was used, '--threads' for example
was failing to parse the number when it's pass was set to 0.
Increase the enum values to start at 1 &
add asserts so this wont happen again.
Avoid passing the pass argument to BLI_argsAdd, instead set this
once for each group of passes.
This means we can add new passes without having to bump the arguments
to BLI_argsAdd.
This function from 2017 came with a comment: "TODO Nuke this once its
only user has been correctly converted to use generic IDmanagement"
Since it is unused after rB91462fbb31ba, now is time to remove it.
Differential Revision: https://developer.blender.org/D9368
`sys.executable` is documented to be a Python interpreter or None.
This was set to Blender's executable which caused the multiprocessing
module to spawn new instances of Blender instead of Python on WIN32.
See issue described in D7815.
Deprecate 'bpy.app.binary_path_python' & warn when using.
Blender's executable remains accessible via `bpy.app.binary_path`.
Moves the Text Editor 'Resolve Conflict' button closer to data-block selector and with 'Question' icon.
Differential Revision: https://developer.blender.org/D9266
Reviewed by Hans Goudey
ASAN reported a use after free in after rB15d78ea85b602c. This commit
removed a reassignment of the `data` variable here that was actually
required because it may have been freed earlier in the function. This
sort of error would be avoided if the same variable wasn't reused for
different purposes.
The new option to filter the layers used by the Fill tool was not using the boundary strokes. The problem was the layers were skipped and any boundary stroke was not used.
Now, the layer is not skipped, but the strokes that are not boundary are skipped.
wiki.blender.org/wiki/Tools/Git#Tips has been updated.
A follow up to
lists.blender.org/pipermail/bf-committers/2020-October/050698.html
will be sent after commit.
Reviewed By: brecht, campbellbarton
Differential Revision: https://developer.blender.org/D9234
The logic of `BKE_sculpt_update_object_for_edit` was not correct. such
low-level functions should typically never preform depsgraph evaluation
themselves, they should be able to rely on getting a fully evaluated
depsgraph and just get needed data from there.
Supporting that required fixing other broken code higher in the
callstack, namely:
* `ED_object_sculptmode_enter_ex` was freeing evaluated data, for no
valid reason it would seem.
* `sculpt_undosys_step_decode` was ensuring an evaluated depsgraph
**before** calling `ED_object_mode_generic_exit`, which would
invalidate a lot of evaluated data.
Note that it is fairly difficult to track down all code paths leading to
`BKE_sculpt_update_object_for_edit`, so there may be still cases where
this gets called with improperly evaluated depsgraph.
Reviewed By: sergey
Maniphest Tasks: T81854
Differential Revision: https://developer.blender.org/D9270
When selecting multiple layers, the redo operator might not correctly
update the pose data. To make sure it is in a good state we have to
ensure that the pose data is good.
Reviewed By: Bastien
Differential Revision: http://developer.blender.org/D9354
The simple subdivision as a type only causes issues like no-continuous
normals across edges, inability to reliably switch the type and things
like this.
The new subdivision operators supports wider variety of how to add
details to the model, which are more powerful than a single one-time
decision on the subdivision type.
The versioning code is adjusting topology converter to specify all
edges as infinitely sharp. The reason for this (instead of using
settings.is_simple) is because in a longer term the simple subdivision
will be removed from Subsurf modifier as well, and will be replaced
with more efficient bmesh-based modifier.
This is finished up version of D8436.
Differential Revision: https://developer.blender.org/D9350
Sub-systems that use directories from BKE_appdir needed to be
initialized after parsing '--env-system-datafiles'.
This meant the animation player needed to call IMB_init it's self.
Avoid this complication by having a pass that can be used to setup
the environment before Blender's resources are accessed.
This reverts the workaround from 9ea345d1cf
The first is a "Point Distribute" node, which takes a mesh and outputs a
pointcloud, scattering points randomly on the surface based on the input
density. The distribution algorithm is extremely basic at this point, and
doesn't take into account an attribute weight at each vertex.
The second node is a "Point Instance" node, which is mainly a placeholder
until the engineering design for how to work with instancing in geometry
nodes is decided. For now it just runs the same code that the convert
pointcloud to mesh operator uses.
This adds another set of the same mesh functions but for pointclouds.
There are probably better ways to generalize this functionality, but that
may have to be rethought in the future anyway if we want to store
multiple of each type. And anyway it's handy to have a specific set of
"pointcloud" functions available in the node implementations.
Improved user experience by using viewport focal length
to calculate the new camera distance.
Also resizing the border to the same aspect ratio as
the window will help not zooming in more than expected.
Ref D9341
This encapsulates Node socket members behind a set of specific methods;
as such it is no longer possible to directly access Node class members
from exporters and parts of Cycles.
The methods are defined via the NODE_SOCKET_API macros in `graph/
node.h`, and are for getting or setting a specific socket's value, as
well as querying or modifying the state of its update flag.
The setters will check whether the value has changed and tag the socket
as modified appropriately. This will let us know how a Node has changed
and what to update, which is the first concrete step toward a more
granular scene update system.
Since the setters will tag the Node sockets as modified when passed
different data, this patch also removes the various `modified` methods
on Nodes in favor of `Node::is_modified` which checks the sockets'
update flags status.
Reviewed By: brecht
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D8544
This studio light preset is designed for color painting tasks. As color
are multiplied on top of the current studio light/matcap, this should be
as white as possible and with very soft speculars to avoid color
distorsion while showing the volume of the mesh.
Reviewed By: jbakker, JulienKaspar
Differential Revision: https://developer.blender.org/D8209
This uses the code from the rewritten boolean modifier from 2.91 as a node.
The implementation is about as minimal as it can get, since for now the use
case of this node is mostly to test multiple geometry outputs and inputs.
The boolean code requires a BMesh, so the node converts the input meshes
to BMesh, so the bmesh is added as a dependency to the nodes module.
The settings can only be set via Python currently. The matching between properties
and group inputs is based on the socket identifier (which is e.g. `Input_5`).
Maybe we'll have to use a different matching strategy in the future, will see.
The properties are not used yet, but can already be accessed with Python
using `modifier.settings['setting name']`.
The plan is to use id properties to store the parameters that the modifier
passes into the geometry node group.
For Customdata layer copying, interpolation with the mixfactor is only
done for certain mix modes, now set the UI inactive if the mixfactor is
not in use.
Namely, the modes are the "Above / Below Threshold" which are only used
for flags, colors and normals and mixing is not supported in these cases.
Spotted while looking into T81914.
Differential Revision: https://developer.blender.org/D9327
Group inputs are not yet exposed in the modifier. For now I just added
a simple float setting that will be passed to every float input of the group.
Inputs of other types have some default value.
Draw the handles for the active keyframe only when the interpolation type
is set to Bézier. This now matches the behaviour of handles of regular
(non-active) keyframes.
Activate an FCurve only on selecting, and not on deselecting a keyframe
or a handle.
Reviewed By: HooglyBoogly, Severin, looch, #animation_rigging
Differential Revision: https://developer.blender.org/D9328
Code was assuming frustrum planes are symmetrical which is not the case
for shifting. This lead to a shrinking region if shift was negative (and
a growing region if shift was positive)
So instead of only keeping track of plane on one side (and mirroring
over in code) get the actual planes after shifting and use these
instead.
This code corrects this for ortho and perspective cameras, it does not
touch panoramic cameras.
Reviewed By: brecht
Maniphest Tasks: T69911
Differential Revision: https://developer.blender.org/D9342
This patch improves the single core performance of the lattice deform.
1. Prefetching deform vert during initialization. This data is constant for
each innerloop. This reduces the complexity of the inner loop what makes
more CPU resources free for other optimizations.
2. Prefetching the Lattice instance. It was constant. Although performance
wise this isn't noticeable it is always good to free some space in the
branch prediction tables.
3. Remove branching in all loops by not exiting when the effect of the loop
isn't there. The checks in the inner loops detected if this loop didn't
have any effect on the final result and then continue to the next loop.
This made the branch prediction unpredictable and a lot of mis
predictions were done. For smaller inner loops it is always better
to remove unpredictable if statements by using branchless code patterns.
4. Use SSE2 instruction when available.
This gives 50% performance increase measured on a
Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz with GCC 9.3.
Also check other compilers.
Before:
```
performance_no_dvert_10000 (4 ms)
performance_no_dvert_100000 (30 ms)
performance_no_dvert_1000000 (268 ms)
performance_no_dvert_10000000 (2637 ms)
```
After:
```
performance_no_dvert_10000 (3 ms)
performance_no_dvert_100000 (21 ms)
performance_no_dvert_1000000 (180 ms)
performance_no_dvert_10000000 (1756 ms)
```
Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D9087
This looks like a optimizer bug where it makes wrong assumptions.
The code inside lib_id_delete:264 on rBafd13710b897cc1c11b
`for (id = last_remapped_id->next; id; id = id->next) {..}`
is not executed in release/relwithdebinfo builds.
This can be "fixed" by several ways:
- Adding a line that prints the `last_remapped_id->name` right before
the said for-loop starts.
- Turning off optimization for the whole function `id_delete`:
`#pragma clang optimize off/on` Ray Molenkamp
- Marking `last_remapped_id` volatile. Julian Eisel
- Marking `tagged_deleted_ids` volatile. But it adds a warning when
calling `BLI_addtail`: discards volatile qualifier. Discovered by
accident.
Fix T81077
Reviewed By: mont29
Maniphest Tasks: T81077
Differential Revision: https://developer.blender.org/D9315
Set property split in the higher level panel functions so that it carries
over to buttons added after. Also discard the redundant "Symmetry"
to make sure there is enough space for the checkbox label.
The now redundant "X" checkbox is removed since it's also present in the
Symmetry panel above. The Topology Mirror is moved into the Symmetry
panel also.
This was needed because `Mesh.use_x_mirror` has recently been turned into
different functionality, and its old functionality now lives under
`Mesh.use_mirror_vertex_group_x`. Something went wrong in the UI in This
transition.
Differential Revision: https://developer.blender.org/D9287
Intern definitions are moved to sequencer/intern/sequencer.h
BKE_sequencer.h was also cleaned up a bit to make sure that functions
and structs are in correct category.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9259
Recursion happens in case when scene strip point to it's own scene
indirectly by using SEQ_SCENE_STRIPS option.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9264
It is possible to create scene strips pointing to each other. This is
sanitized when rendering, but in dependency graph such setup will cause
infinite loop.
This patch fixes loop in dependency graph, but same problem exists in
audaspace
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9262
Main DB and it's structs can point to different address after undoing.
In this case problem was that bmain was not updated. Same fix was
done for scene as well.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9240
When using local area, all nodes need to build their constraints first
before activating them for simulation. THis ensures that nodes get their
structural constraints from the initial location of each symmetry pass.
Reviewed By: sergey
Maniphest Tasks: T81904
Differential Revision: https://developer.blender.org/D9303
The plane deformation falloff was introduced in the first version of the
cloth brush, but due to the lack of all the new features and fixes in the
solver it was causing a lot of artifacts for deformation brushes. In
order to avoid that, the cloth brush was always using radial falloff for
the grab brush.
Now the plane falloff is properly implemented using the deformation
constraints.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9320
This adds a tool property for sculpt line gesture tools (line and
project) to limits its effect to the segment of the gesture instead of
using the infinite line to bisect the mesh in two parts.
To achieve that, the line gesture now has two extra side planes that can
be enabled/disabled for getting the nodes from the PBVH and to test the
vertices.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9307
This adds an operation mode to the Face Set Edit tool which deletes the
geometry of a Face Set by clicking on it.
The operator also checks for the mesh having a single Face Set to avoid
deleting the entire object by accident.
This is also disabled for Multires to avoid modifying the limit surface
without control (it is not an important limitation as base meshes for
multires are usually final, but maybe it can be supported in the future).
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8938
This commit contains some improvements to this function to make this
function more purposeful and readable.
- Split updating information of the old button to a new function.
- Remove some 7 year old code disabled with `#if 0`.
- Add comments explaining some of the less obvious aspects.
Differential Revision: https://developer.blender.org/D9117
The previous fix forgot the case where there is an intermediate
edge and everything isn't in one plane.
Differential Revision: https://developer.blender.org/D9336
Approximately 141 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D8392
Reviewed by Julian Eisel
The versioning code to default to old booleans for old files was
faulty because really old files had a 'solver' field (later removed,
but then added back for new booleans).
The versioning code to default to old booleans for old files was
faulty because really old files had a 'solver' field (later removed,
but then added back for new booleans).
This commit uses continue in loops and returning early to reduce
indentation in long functions, only where this results in a significant
improvement. Also includes a few LISTBASE_FOREACH macros.
Changing language could sometimes leave File Browser System list showing incorrect text until restart.
Differential Revision: https://developer.blender.org/D9323
Reviewed by Brecht Van Lommel
The operator was using a secondary python operator to ask parameters before running, but this can be done in invoke.
Differential Revision: https://developer.blender.org/D9330
Don't allocate a new buffer for refitting meshes, but update the existing one.
It's not clear from the API docs if this is required, but it appears to solve
the issue and should be more efficient.
Activate an FCurve only on selecting, and not on deselecting a keyframe
or a handle.
Reviewed By: HooglyBoogly, Severin, looch, #animation_rigging
Differential Revision: https://developer.blender.org/D9328
Avoid accessing mesh emitter and hair at the same time. This is not ideal for
performance, but once we have a dedicated hair object this will resolve itself.
Differential Revision: https://developer.blender.org/D9322
Draw the handles for the active keyframe only when the interpolation type
is set to Bézier. This now matches the behaviour of handles of regular
(non-active) keyframes.
We might not want to have all those nodes in a final version.
Some of them have been added with particle nodes in mind.
However, to test the evaluation system it is useful to have a
couple of nodes available.
Those nodes should "just" work, because their implementation
is reused from the particle nodes project.
This adds support for nodes that have a multi-function implementation.
That includes various function nodes like Math, Combine Vector, ...
Furthermore, there is support for implicit conversions now. So it should
work when one connects e.g. a float to an integer and vice versa.
Caused by rB7878adf49cff.
When getting the stroke location via raycast in ortho view, the above
commit flipped the condition of the check to perform adjustments on the
rays start/end. This would thus happen (even though it shouldnt),
resulting in wrong depth and stroke location.
Now just flip the condition back, so adjustments only happen when
clipping is OFF.
Maniphest Tasks: T81934
Differential Revision: https://developer.blender.org/D9318
These two functions "snode_notify" and "ED_node_tag_update_id" appear to
be mostly duplicates. However, there is already a case for each type of
built-in node tree, so it makes sense to add one for the geometry node
tree as well. This doesn't solve the update issues for changing number
in buttons, that must be handled somewhere else.
GPencil: Change Interpolate shortcut to Ctrl+E
Before the shortcut was Ctrl+Alt+E, but it's more logic remove the Alt.
This was missed in rBee49ce482a797a5937829de497abd69bcd1edb48
GPencil: Change Interpolate shortcut to Ctrl+E
Before the shortcut was Ctrl+Alt+E, but it's more logic remove the Alt.
This was missed in rBee49ce482a797a5937829de497abd69bcd1edb48
This regression was caused by rB57de5686048f which disabled srgb
transform after the python callback.
The right thing to do is to only rebind the framebuffer once to
reset the no-srgb override.
For objects with shared data, it makes sense to show the mode icon for
every object sharing the same data if one of them is in edit mode.
This also disables the "extend" functionality in this case, because
being in edit mode for multiple objects with the same data isn't
supported.
Differential Revision: https://developer.blender.org/D9273
There was a weird bug in the API where a value of 0 gave a mask value of
1. I am not sure why this is but the current code works as desirable.
This was missed in rB6faa765af8954948de3cec75a2261a5aa139b4e5
There was a weird bug in the API where a value of 0 gave a mask value of
1. I am not sure why this is but the current code works as desirable.
This was missed in rB6faa765af8954948de3cec75a2261a5aa139b4e5
Move the checks for whether to draw the button to the beginning of the
function and return early. Also use a shorthand variable for ob_active.
Committing to 2.91 as a patch for an upcoming bug fix depends on these
changes.
Differential Revision: https://developer.blender.org/D9272
The solo mode was skipping the layer creation data and the loop of masks expect to have all layers in the array or the loop crash.
The solution is just create the layer array data for the layer, but don't draw any stroke.
This adds a property to the grab that masks vertices based on its
original normal and grab delta. When used on thin meshes, it allows to
grab the silhouette from one side of the object without affecting the
shape of the other side.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9205
Paint and smear tools are only implemented for regular mesh PBVH,
meaning they are not supported by the dynamic topology and multires
sculpting.
These tools are to be ignored for an unsupported sculpt modes, regardless
of state of user preferences.
Reviewed By: sergey
Maniphest Tasks: T81932
Differential Revision: https://developer.blender.org/D9308
This adds a layer of abstraction between the code calling callbacks
on sockets and the implementation of those callbacks.
This abstraction layer allows some sockets to not implement all
callbacks when those can be derived from some other callback.
The new parameter allows to define if after cutting the stroke the cap of the cut side will be set as flat.
Before, the cap shape of the cut side always was equal to the original stroke, and in some situations, the rounded cap was visible.
Note: If the angle of the join is very extreme, it's still possible to view some sections of the cut stroke.,
All tools planned for 2.91 now have icons, so this option can be
removed.
Reviewed By: dfelinto, Severin
Differential Revision: https://developer.blender.org/D9299
From the backtrace it looks like in some cases file save (which triggers
a general override updates) is done before other code has a chance to
re-generate pose data, leading to rna accessing freed memory.
I was never able to reproduce that here, so this is a tentative fix in
master, if it proves to be working for the studio it will be
cherry-picked into 2.91 release branch later.
This is still very basic and does quite a few unnecessary computations.
Also the error handling is quite weak currently, so when invalid things are
connected, it will probably just crash.
Also the interface that individual nodes have to implement will have to change,
but the current solution is a good starting point.
Only the triangulate node is implemented for now.
It was rather a huge chunk of code, which started to become
more harder to maintain with the transition to OpenSubdiv based
implementation. Because of this transition, the compatibility was
also rather on a poor side.
Remove compatibility support for pre-2.50.9 multires.
Ref T77107
Reviewed By: brecht, mont29
Differential Revision: https://developer.blender.org/D9238
Historically the result of the keying node was violating alpha
pre-multiplication rules in Blender: it was simply overriding
the alpha channel of input.
This change makes it so keying node mixes alpha into the input,
which solves the following issues:
- The result is properly pre-multiplied, no need in separate
alpha-convert node anymore.
- Allows to more easily stack keying nodes.
This usecase was never really investigated, but since previously
alpha is always overwritten it was never possible to easily stack
nodes. Now it is at something to be tried.
Unfortunately, this breaks compatibility with existing files, where
alpha-convert node is to be manually removed.
From implementation side this is done as a dedicated operation since
there was no ready-to-use operation. Maybe in the future it might
be replaced with some sort of vector math node.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9211
`imb_gpu_get_data` could reuse `data_rect` when it was already in used (double alloc).
making the first use leak. This was detected after enabling OpenGL Texture
Limit.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9280
This avoids accidents using user-preferences in the main BLF API,
which could cause preferences to be used unintentionally
(such as stamping into renders or creating generated images).
As well as uses of BLF when preferences aren't loaded
such as animation playback.
Selecting an F-Curve handle caused an assertion as well as treating
the key-frame as inactive.
Allow active the keyframe to be active when it's handle is selected,
as is done with bezier curves.
These changes should result in more readable and undestandable code,
especially where while loops were use instead of for loops. They are
not comprehensive, and I skipped wherever the change was not obvious.
In practice, there are only a limited number of operations we need to
use repeat such as navigation, stepping operations that cycle states
and text input.
Now we don't need to disable repeat explicitly when a modal operator
uses checks for a key being held as was needed for 17cb2a6da0.
Repeat is now included in exported keymaps.
Use versioning so existing exported keymaps are loaded properly.
This was caused by unprotected drawing callbacks.
As of 2.91, we require that all python callbacks used for
drawing needs to be safeguarded by `GPU_bgl_end()` to end the
state tracking override.
This was caused by unprotected drawing callbacks.
From 2.91, we now require that all python callbacks used for
drawing needs to be safeguarded by `GPU_bgl_end()` to end the
state tracking override.
This avoid strange discrepency between the general purpose variant and
the specialized glass variant which did not have a way to turn
multi-scatter off.
This patch helps the case of intricate reflections where the
ray does not travel far before intersecting the geometry.
In these cases there could be false negative exclusion of the ray
caused by the backface rejection threshold.
The artifact manifested as lines of different values caused by faillure to
trace the depth buffer correctly.
Adding a ad-hoc value to the step size to mitigate the issue.
Outliners listener (outliner_main_region_listener) needs ND_PARENT
notifier to redraw, the parenting operator only spawned ND_TRANSFORM
(which doesnt do a redraw).
Maniphest Tasks: T81896
Differential Revision: https://developer.blender.org/D9295
nothing
Caused by rB6faa765af895.
Since above commit, we have to use paint.mask_box_gesture instead now.
Maniphest Tasks: T81926
Differential Revision: https://developer.blender.org/D9300
shapekeys/modifiers
This was failing for all mask filters (sharpen, grow, invert, clear,
shrink, contrast, smooth) and mask gestures (box, lasso).
Also have to recalc shading, use SCULPT_tag_update_overlays for this.
ref D8956
Maniphest Tasks: T81929
Differential Revision: https://developer.blender.org/D9302
This improves performance in scene synchronization when there are many
mesh, hair and volume objects. Sync time speedups in benchmarks:
barbershop 5.2x
bmw 1.3x
fishycat 1.5x
koro 1.0x
sponza 3.0x
victor 1.4x
wdas_cloud 0.9x
Implementation by Nicolas Lelong, and Jagannadhan Ravi (AMD).
Differential Revision: https://developer.blender.org/D9258
Line gesture use always the right side of the line as active (the area
of the mesh that is going to be modified) by default.
This adds the ability to change the active side when the line gesture is
active by pressing the F key.
This allows more freedom to position the line after starting the
gestures, as it won't be required to cancel the operation or undo if the
line was used in the wrong direction.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9301
Line gesture use always the right side of the line as active (the area
of the mesh that is going to be modified) by default.
This adds the ability to change the active side when the line gesture is
active by pressing the F key.
This allows more freedom to position the line after starting the
gestures, as it won't be required to cancel the operation or undo if the
line was used in the wrong direction.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9301
The new preset I made for 2.91 is way more controllable with lower
strength values and does not have the accumulate bug, but until the
brush management is in place to ship multiple versions of the brush,
probably most people expect something closer to the old version to be
the default.
Reviewed By: sergey
Maniphest Tasks: T81901
Differential Revision: https://developer.blender.org/D9289
Swaps the order of the '+' and '-' button in the File Browser file name field,
so that '-' comes first.
For increasing or decreasing a value it makes more sense to have decreasing
first, increasing last. Consistent to how you press on the left side of a
number button for decrease, and right to increase.
However this is inconsistent in another way: Usually we have a '+' button
before a '-' button, but that refers to adding and removing items, not
increasing or decreasing. The icons are also placed in their own buttons then,
making them look more separate.
So the UI Team agreed on accepting that trade-off, see today's meeting notes:
https://devtalk.blender.org/t/2020-10-21-ui-team-upcoming/15849
For some reason the layout code doesn't center the search button properly. Add
a blank icon button to add some padding, dynamically resized as the region size
changes. This is quite finicky and not at all perfect. But it makes the search
button look far less off-place.
The pin button should be next to the data-path, which is what it belongs to.
Note that this makes the placement of the search button in the header look
quite off. That is because it's centered to the absolute header width, not the
width of the main region (which is smaller because of the tab region on the
left).
Technically it's correct that way, visually it looks wrong. This will be
addressed in a followup commit.
When the stroke was not flat, the bounding box projected could not be right and the strokes could not be painted or sculpted.
Now, the 2D bounding box is calculated using the extremes of the 2D bounding box and not the original 3D min and max values.
In order to prevent the panel code from using the type after it is freed,
the field needs to be set to NULL. This needs to be done recursively
for subpanels as well as top-level panels.
Those two features are not directly related and one might be activated
in master earlier than the other.
WITH_PARTICLE_NODES was removed, because we continue the project
under the name "Geometry Nodes".
Until it is decided whether to work on, or ignore these
warning, disable them. See T78535
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9281
Currently render passes in the draw manager (eevee) must be predefined
in the render result. This patch would ask the render engine for the
render passes it needs, and create these as a preparation step during
rendering. This allows any draw engine to define more complex render
passes setup.
Render passes can only be added before the call to `RE_engine_begin_result`.
`RE_engine_begin_result` makes a full copy of the render passes. During
rendering the render engines renders to the duplicated passes.
`RE_engine_end_result` syncs the data back to the original render passes,
but only if the passes existed in the original render result.
Currently we work-around this issue by registering the passes in
`render_result_new`. This is legacy blender internal structure and should
be avoided.
With upcoming projects (AOV/Cryptomatte) it becomes a bit of a mess as we
are extending legacy code to support new features. This patch allows us to
let each draw engine register their own render passes at render time
(similar to cycles and other render engines). In the future we could get
rid of legacy render passes registration in render_result_new.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9088
Replace ED_transform_snap_object_context_create with
ED_view3d_give_base_under_cursor & ED_view3d_autodist_simple so object
visibility is respected and non-geometry objects can be supported.
Ref D9255
Fixes error in determining 3DView Overlay Line Height. Do not base on current default font height.
Differential Revision: https://developer.blender.org/D9288
Reviewed by Campbell Barton
17cb2a6da0 missed a break statement after a nested switch,
while it didn't cause a bug nesting switch doesn't read well
and is prone to errors like this.
Split modal-keymap checks into their own branch to avoid this happening,
also use matching event checks for all gesture operators.
Being able to adjust the distance between fluid and obstacles comes in handy when trying to achieve a fluid motion over inclined obstacles.
Depending on the slope of such obstacles, already small adjustments of this value can help when particles stick to obstacle surfaces (i.e. make particles not stick to obstacles).
This adds support for snapping for line gesture tool. It is implemented
in the modal keymap as Snap, which is a toggle (similar to how snapping
in the transform operator works).
Right now it snaps the angle of the line to 15 degree increments, which
is defined in code. This should be easy to expose in the UI in the future
if we need to.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D9115
This patch adds a modal key to move the selection box/lasso/line while
drawing it. It also sets "repeat": False on the animation playback key
to prevent accidental playback if the spacebar is released after the
mouse button.
Reviewed By: #user_interface, pablovazquez, Severin
Differential Revision: https://developer.blender.org/D9227
This patch fix most self intersection comming from reflection rays.
We regenerate the ray if it goes below the shading normal (should be the
geometric normal but we have no access to it here).
Also add the same precision based bias we use for contact shadows.
This fix T81105 Eevee SSR quality regression in 2.91 alpha
SCULPT_tilt_apply_to_normal expects a normal, and offset was already
scaled by radius. The funcion returns a normalized vector, so the
strength of the brush was changed.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9275
This patch adds icons for the multires displacement
eraser tool in sculpt mode
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D9286
This patch adds icons for line gesture tools
Line mask and line project
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D9285
In comments made by a tester on rB17b89f6dacba007bf, it seems that baking
of the spray maps would be useful. This commit adds that capability. Both
the spray map and its inverse are baked out in this change, for maximum
convenience and to avoid assuming what the user wants.
Differential Revision: https://developer.blender.org/D8470
Shorten name of 'Inverse Cursor Color' to 'Inverse Color' so that it does not overflow its popover.
Differential Revision: https://developer.blender.org/D9274
Reviewed by Brecht Van Lommel
With D8234 a new drawing method for UV/Image editor was introduced. For debugging
reasons we left the old drawing method in the code base. This patch will remove
the old drawing method.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9011
Caused by rBaafd71a8a160.
In the process of CustomData Correction, we need to make sure we also
have matching layer names [as was done before above commit], otherwise
this will create layers with default names, applying
(mesh_customdatacorrect_apply and friends) will fail then.
Maniphest Tasks: T81865
Differential Revision: https://developer.blender.org/D9278
The alpha out socket output the average transmittance, not the alpha.
This patch will convert the transmittance to alpha.
Found during research of T80919; Issue introduced when `Closure.opacity` was migrated to `Closure.transmittance`.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9010
Use the newly introduced packed intrinsics, which allows to remove
code which was initializing parameters block based on distortion
model type.
Now such initialization is done by a particular implementation of
a distortion model.
Differential Revision: https://developer.blender.org/D9192
This is a common class which can be used in all sort of minimization
problems which needs camera intrinsics as a parameter block.
Currently unused, but will replace a lot of hard-coded logic in the
bundle adjustment code.
This fixes the crash and the assert, but undo is done in multiple steps
Reviewed By: campbellbarton
Maniphest Tasks: T81076
Differential Revision: https://developer.blender.org/D9256
Version reported by package manager is not always satisfying (on Debian
testing currently e.g. `llvm-dev` is reported as `9.0`, when exact one
is actually `9.0.1`, this break CMake build of Blender then).
Just use version reported by `llvm-config` instead, when using
distribution packages.
The design for how we approach the "Everything Nodes" project
has changed. We will focus on a different part of the project initially.
While future me will likely refer back to some of the code I remove here,
there is no point in keeping this code around in master currently.
It would just confuse other developers working on the project.
This does not remove the simulation modifier and data block. Those are
just cleaned up, so that the boilerplate code can be reused in the future.
This changes how the simplify volumes setting works. Before, it only
affeted viewport rendering. This was an issue, because all internal
computations would still have to happen on the high resolution volumes.
With this patch, the simplify setting already affects file loading and
procedural generation of volumes.
Rendering does not have to care about the simplify option anymore,
it just gets the correct simplified version from the depsgraph.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9176
When creating the boundary edit data, the loop can stop because a new
vertex was found further from the boundary than the brush radius or
because all vertices of the mesh were already processed. In this second
case, the max_propagation_step was not set, so the code that laters
calculates the falloff was not working, preventing the mesh from
deforming.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9215
This adds a smooth deformation type to the boundary brush, which smooths
the boundary and has a regular falloff towards the inside of the mesh.
For smoothing, only vertices parallel to the boundary are taken into
account, creating this effect.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9204
Now that sculpt mask and face sets can also be drawn without using the
PBVH, these operators need these extra updates when the data changes.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8956
Previously the base displacement for solving the constraints was always
using 0.5, which may introduce artifacts when multiple constraints of
different types are computed for the same vertex. This introduces a
factor that reduces the base displacement of the solver, reducing the
artifacts.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9202
Menus with categories gain a dividing line and omit the title.
Differential Revision: https://developer.blender.org/D5135
Reviewed by Brecht Van Lommel
Slight adjustments to widths, and adds gaps below titles, of 'Viewport Gizmos' and 'Object Types Visibility' popovers.
Differential Revision: https://developer.blender.org/D9257
Reviewed by Pablo Vazquez
Corrects incorrect usages of the fragment 'apart of' when 'a part of' was required.
Differential Revision: https://developer.blender.org/D9245
Reviewed by Campbell Barton
Corrects incorrect usages of the word 'loose' when 'lose' was required.
Differential Revision: https://developer.blender.org/D9243
Reviewed by Campbell Barton
Only build avx/avx2 unit tests if supported by the compiler and
WITH_CYCLES_NATIVE_ONLY is off, otherwise the appropriate compiler flags
are not available.
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
Although the `ELEM` macro wraps logic into parentheses, it's not intended to be
used that way. Unexpanded macros should still follow regular coding style for
readability and for tools parsing the code (it confused clang-format for
example).
This is a stricter version of the change made in
{rBbb872b25f219d1a9bc2446228b6dc}
Cmake must never look into Frameworks when the system
library guards (`without_system_libs_begin`/`without_system_libs_end`)
are present.
OpenAL didn't follow this and OpenAL.framework in Xcode would be used.
The Cmake's `FindOpenAL.cmake` looks for both library (in this case,
the .framework file), and include dir.
Precompiled libraries don't contain the former. So `find_package`
cannot be used, or it becomes the hack that {rBb2c707747da9} removed.
So hardcode the include dir path, and other variables.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9267
Issue introduced in rB4f616c93f7cb.
Issue here is that the the `StrokeCache` `mirror_symmetry_pass` is still
in its previous state when entering
`wpaint_do_symmetrical_brush_actions`.
For the initial stroke this means that the (wrong) cache
`mirror_symmetry_pass` ends up in SculptBrushTest `mirror_symmetry_pass`
as well and thus the clipping test in `sculpt_brush_test_clipping` will
fail.
[ This one flips the coords to test against clipping according to (now
wrong) `mirror_symmetry_pass` ]
Solution seems simple: just ensure we start of with a
`mirror_symmetry_pass` of zero in `wpaint_do_symmetrical_brush_actions`
for the initial stroke.
Same thing is done for vertex paint as well.
Maniphest Tasks: T81484
Differential Revision: https://developer.blender.org/D9268
Add "Selection to" as prefix for those menu items that move the selected
keyframes to something, for both the Key → Snap menu and the Shift+S pie
menu.
No functional changes.
There would be eigen alignment issues with the custom libmv vector
class when compiling with AVX optimizations. This would lead to
segfaults.
Simply use the std::vector base class as suggested by the old TODO in
the class header.
Reviewed By: Sergey
Differential Revision: http://developer.blender.org/D8968
This modifier is the opposite of the recently added Mesh to Volume modifier.
It converts the "surface" of a volume into a mesh. The "surface" is defined
by a threshold value. All voxels with a density higher than the threshold
are considered to be inside the volume, while all others will be outside.
By default, the resolution of the generated mesh depends on the voxel
size of the volume grid. The resolution can be customized. It should be
noted that a lower resolution might not make this modifier faster. This
is because we have to downsample the openvdb grid, which isn't a cheap
operation.
Converting a mesh to a volume and then back to a mesh is possible,
but it does require two separate mesh objects for now.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9141
Related to T81199. When saving a rendered image with transparency (RGBA)
to a 3 channel PNG image the emissive colors were not exported. This
change adds the emissive colors to the written file.
NOTE: this does not fix the limitation of writing emissive colors to a 4
channel PNG file as the file format does not support this.
Fixed a couple of typos in comments in CMakeLists.txt and GNUmakefile
Reviewed By: #platforms_builds_tests, mont29
Differential Revision: https://developer.blender.org/D9261
Issue caused by {9582797d4b50} in b2.90. The surface per material used
an index buffer owned by the batch. These index buffers are created at
the same time the surface tris index buffer was created. When a material
per batch buffer was invalidated it used the surface tris index buffer
rendering all materials on all surfaces making the last draw command
render succeed.
This patch stores the surface tris per material in the cache so they can
be reused. There is also no need to use the `saved_elem_ranges` anymore as they are
now part of the cache.
The ugly bit of the implementation is that in `extract_tris_finish` the
MeshBufferCache is retrieved. But as this part was already documented as
a hack and it is something that is only used for final meshes. Other
solutions would impact performance or made the fix not condensed
(passing parameters that shouldn't be used).
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9136
Field time_base of video stream must be set for some containers,
otherwise avformat_write_header() will set it to default values.
Rendered file in such case won't be played at desired frame rate.
See init_muxer() in mux.c in ffpmeg sources.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9213
rB78a5895c96 introduced a "use after scope" warning, where a buffer
from a lower scope was used later. The solution is to only use one
variable and store whether to use it more explicitely with a bool.
The code for Bevel's percent (and absolute) modes were pretty bogus.
It assumed, like the rest of the modes, that the offset lines are
parallel to the beveled edge. Which is not true for these modes,
though it accidentally works sometimes if the legs are equilength.
Also the clamping code for those modes was completey wrong.
It is too hard to really fix the clamping code for absolute mode,
but it is a little better now. Percent mode clamping is fixed.
A general refactor / fix commit that should clear out the issues that have been reported on external forces and moving effectors (e.g. T79537, T81660, T80088).
Setting this type is required to prevent fluid particles from being treated like physics particles. The actual fix for this was made in rB11a8a6d0e6b5.
Scale widths of popovers and dialogs with Text Style font point changes.
Differential Revision: https://developer.blender.org/D9132
Reviewed by Hans Goudey
The "active_pose_bone" context variable isn't accessed from
`buttons_context`, it uses `screen_context` instead. This means
it can't account for pinning in the property editor.
Using "pose_bone" context variable first means the property
editor context will be used and the pinning will work.
Differential Revision: https://developer.blender.org/D9242
Code could call CustomData_get_layer_index_n with a negative index (if
no active and/or render UV layers are found). This would assert since
rBe86785c51445.
Spotted while looking into T81398.
Differential Revision: https://developer.blender.org/D9212
Caused by rBe65c78cd43aa.
Since above commit, only geometry and lights received the update,
previous to this check an instancer would receive that is well (in case
of 'is_updated_shading').
Now check for an instancer (checking OB_DUPLI via ob.is_instancer()) and
do an update then as well.
Reviewers: brecht
Maniphest Tasks: T81729
Differential Revision: https://developer.blender.org/D9222
This was caused by canceling operator if strip has more than 0 inputs.
Logic should be reversed - cancel only if strip has 0 inputs.
BKE_sequencer_render_loop_check() arguments had to be sanitized because
seq_effect_find_selected() can set seq1,2,3 to NULL
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9197
- Expand the "Type" toggle at the top. This is consistent with other
modifiers where there is a "Type" option at the top. It conveys the
property's importance and makes it faster to switch it.
- Expand the "Delimit" option vertically so the text isn't squashed.
There isn't enough space on one line for this, and is has to be
expanded because more than one option can be selected. This is also
consistent with how "multi-select" enums are often displayed, like
the 3D view snapping settings.
| Before | After |
| {F9000996} | {F9000985} |
This patch implements panel expansion saving and resetting for property
search. While search is active, the panel expansion is based on whether
or not it has a search result. When the search finishes, the panel
expansion returns to its state before the search started. However, any
panels interacted with during the search won't reset their expansion.
This requires adding a new runtime flag for panels to store whether to
use search result status as expansion. It also requires better handling
for animation when panel expansion changes with another new runtime flag.
`UI_panel_is_closed` gets the search-dependent expansion, but it is
intentionally not used to access expansion in every case-- sometimes it's
necessary to use `PNL_CLOSED` directly.
Differential Revision: https://developer.blender.org/D8984
Add operator to snap the 2D Cursor value to selected keyframes. This is
doing almost the same as the "Cursor to Selected" operator, except that
it doesn't affect the current frame, just the Y-coordinate (the value)
of the 2D cursor.
The "snap cursor" operators are added to the Key → Snap menu and to the
Snap pie menu. This means that these menus are now extended in meaning,
to not only mean "snap the selected keyframes to the cursor", but also
for some options "snap the cursor to selected keyframes".
This fixes T76596.
Split up `GRAPH_OT_frame_jump` exec function and added some local variables
to give names to the cryptic `ked.f1`, `ked.f2`, and `ked.i1`.
No functional changes.
Remove sculpt/paint checks in getTransformOrientation_ex
This code goes back a long time (early 2.5x). I couldn't find any
reason why sculpt/paint checks were being made.
This makes the following changes:
- When in object mode, the object must be selected.
Since this function typically operates on the selected items.
- When in paint/particle modes, the objects matrix is always
used regardless of selection, since object selection can't be
controlled in these modes.
- When there is no active object, the first selected object is no
longer used as it's quite an arbitrary decision & not something
done elsewhere with objects in Blender.
Basically first letter of (most) words is to be capitalized.
These settings (Noodle curving and Grid levels) had this wrong since
their first commit (2011 and 2020 respectively).
Remove the code that synchronises selection state of shader node animation
channels. This code is only used in a few cases where selection of these
animation channels is changed, and then potentially does the wrong thing
and disallows selection of animation channels altogether.
This removal is meant to be a temporary situation, to unblock animation
channel selection. See T74159 for the overall effort to improve selection
sync.
This lets add-on authors avoid false positive leaks when exiting.
In particular GPUShaders's although it applies to any PyObject that
stores memory allocated by guarded-alloc.
While this does add overhead on exit, on my system it's
under 1/100th of a second with all addons enabled.
See: T71362
TBB includes Windows.h which defines a min/max macro
leading to issues when you want to use std::min and
std::max.
This change prevents Windows.h from defining them
sidestepping the issue.
Needed after d1b3439b80. Think the error only happened with fresh builds,
where dna_type_offsets.h didn't already exist.
We have to do the same in other places too, see 8594cdb456.
The `outliner.item_rename` operator needs to decide if it should rename the
active or the hovered item. Previously it checked if the event is a press
event, which is a hacky way of doing this and limit how the operator can be
used in the keymap.
Now use a operator option to let this be controlled on the keymap level.
Doesn't change any default behavior.
2020-10-15 21:31:43 +02:00
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