Improve texture painting/uv editing performance when limited scale is active.
Cause of the slow down is that the image editor draws the image in maximum resolution,
but the 3d viewport uses the limited scale. The variation reuses the same GPU texture
and needed to be uploaded/scaled twice to the GPU.
This patch will adds texture slots that can hold the scaled down and the maximum
resolution image. This would allow better cache hits and reuse of existing caches.
Maximum resolution textures are reused for limited scale when they fit to reduce memory
and CPU footprint.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12388
This patch allows dropping material assets from material slot under the mouse
cursor. Before this change the material slot had to be hand-picked from the
properties panel.
For consistency it is chosen to do this in any shading mode as the tooltip shows
what is exactly going to happen during release.
The feature also works for other object types than Meshes as it uses the drawn surface on the
GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0
cards and are very responsive.
Reviewed By: fclem, Severin
Differential Revision: https://developer.blender.org/D12190
Caused by {rB3e4d720ae483}.
Before above commit, this had a different path handling and
RNA_path_from_ID_to_struct() was always used [which kind of took care of
this]. Now this is only used if ptr represents an ID itself, so we are
"loosing" part of the path.
This patch adds the path back on the member_id in
wm_context_member_from_ptr() for everthing related to space_data, so
WM_context_path_resolve_property_full() can construct a full path even
for these.
Maniphest Tasks: T91225
Differential Revision: https://developer.blender.org/D12418
In e6a1d488ab `deselect_all` property was removed from
`sequencer.select` operator but some keymap items were missed, which was
caught by tests by buildbot.
Operator combines more features and it wasn't very transparent which
properties are used in which feature and how they are used.
Features linked_time, side_of_frame and linked_handle are
isolated, logic moved into own function.
deselect_all property was removed as it practically equals to
!extend in all cases.
Functional change: Dragging existing selection will not change active
strip. Previously this could happen if click happened on strip that
wasn't active.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12320
Even if `snap_targets` `SeqCollection` is empty, there can be static
snap points defined, so don't condition snapping on non-zero target
count.
Differential Revision: https://developer.blender.org/D12400
This patch implements the generic slider from
`ed_draw.c` to the `GRAPH_OT_decimate` operator
This draws a useful UI and enables precision mode and stepping
Overshoot is disabled
The status message is moved to the workspace footer
Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9361
Ref: D9361
Caused by {rB5a9a16334c57}
Linking/appending an asset made from a collection containing certain
types of objects lacking bounding boxes (camera, light) would crash.
Add simple bbox check to prevent the crash.
Maniphest Tasks: T91236
Differential Revision: https://developer.blender.org/D12415
This is to be used when calling code already knows whether the 'made
local' linked ID should be copied, or can directly be converted to a
local one.
Currently unused , this is preparation for rewrite of append code.
This patch just changes the mouse cursor to a "stop sign" when dragging
to an unsupported location during Join or Split operations.
See D11396 for details and examples.
Differential Revision: https://developer.blender.org/D11396
Reviewed by Campbell Barton
Previously, the Point Instance node in geometry nodes could only instance
existing objects or collections. The reason was that large parts of Blender
worked under the assumption that objects are the main unit of instancing.
Now we also want to instance geometry within an object, so a slightly larger
refactor was necessary.
This should not affect files that do not use the new kind of instances.
The main change is a redefinition of what "instanced data" is. Now, an
instances is a cow-object + object-data (the geometry). This can be nicely
seen in `struct DupliObject`. This allows the same object to generate
multiple geometries of different types which can be instanced individually.
A nice side effect of this refactor is that having multiple geometry components
is not a special case in the depsgraph object iterator anymore, because those
components are integrated with the `DupliObject` system.
Unfortunately, different systems that work with instances in Blender (e.g.
render engines and exporters) often work under the assumption that objects are
the main unit of instancing. So those have to be updated as well to be able to
handle the new instances. This patch updates Cycles, EEVEE and other viewport
engines. Exporters have not been updated yet. Some minimal (not master-ready)
changes to update the obj and alembic exporters can be found in P2336 and P2335.
Different file formats may want to handle these new instances in different ways.
For users, the only thing that changed is that the Point Instance node now
has a geometry mode.
This also fixes T88454.
Differential Revision: https://developer.blender.org/D11841
Some GPU's have support for compute shaders, but don't support
GLSL 4.3. This resulted in compiler errors and crashes.
This issue could have been solved by supporting older GLSL languages but
that would have been a hassle to get it right. We already have a
fallback in place for GPU's that don't support compute shaders at all.
When rendering the test scene in T79190 which has only emissive surfaces a division by zero occurs. This is a simple patch to remove this.
Reviewed By: brecht
Maniphest Tasks: T79190
Differential Revision: https://developer.blender.org/D11682
This adds an option to use a capture of the entire main window as the
blend file preview thumbnail.
See D10492 for details and examples.
Differential Revision: https://developer.blender.org/D10492
Reviewed by Campbell Barton
Increase effective resolution of blend preview images from 128x128 to
256x256 for versions saved in the file system thumbnail cache.
See D10491 for details and examples.
Differential Revision: https://developer.blender.org/D10491
Reviewed by Campbell Barton
I remember when we originally decided on the Dimensions panel,
one of the reasons we combined time and image size properties in the same panel,
was simply because the 2.49 and previous UIs used fixed-size panels,
so we often put two categories of properties inside a panel, using two columns.
Now that we no longer do this, we could clarify and simplify some panels
by splitting them, such as the Output > Dimensions panel
{F6753690}
Reviewed By: brecht, pablovazquez
Differential Revision: https://developer.blender.org/D4440
The posterize node limits the number of colors per channel.
This is useful to generate masks or to generate stylized images
Both the tiled and full-frame implementation are included in this patch
{F10314012}
Reviewed By: manzanilla, jbakker
Differential Revision: https://developer.blender.org/D12304
Some operations can take a lot of time to execute and
any duplication should be avoided.
This patch implements a compile step that detects
operations with the same type, inputs and parameters that
produce the same result and merge them. Now operations
can generate a hash that represents their output result. They only
need to implement `hash_output_params` and hash any parameter
that affects the output result.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12341
Adds full frame implementation to Map Range, Map Value, Normal and
Normalize nodes. The other nodes in "Vector" sub-menu are submitted
separately.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12233
Adds full frame implementation to Anti-Aliasing, Defocus, Denoise,
Despeckle, Dilate/Erode, Directional Blur, Filter, Inpaint and
Vector Blur nodes. The other nodes in "Filter" sub-menu are
submitted separately.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12219
Screen area maintenance "Close" function allowed to be scripted.
See D12307 for usage example.
Differential Revision: https://developer.blender.org/D12307
Reviewed by Campbell Barton
Fixes the regression introduces in rB29f3af952725 . The subdivision modifier used to work on two point strokes with simple mode but not with catmul clark. Now it will work with simple mode and in case of catmull clark mode it will still use simple mode on these strokes.
Differential Revision: https://developer.blender.org/D12397
This changes the search for unprocessed faces to only search
from the previously found face. Local testing on 1.5 million
triangle meshes gives a 75x speedup
(of the code affected, which is the first half of the work).
The former code would traverse all faces of a mesh until a face was
found that had not been processed. This ended up being slow mainly
because it had to load face-data to determine the state of the flag.
Secondarily, the way it iterated and marked the mesh, it would end up
traversing all previously processed faces to find and unprocessed one.
The same optimization has been made for edge-group calculation.
Reviewed By: campbellbarton
Ref D12379
Support extracting identifiers RNA paths into fixed size buffer
since the maximum size of the identifier is known all cases.
- Add BLI_str_unescape_ex to support limiting the destination buffer.
- Add BLI_str_quoted_substr to copy values into a fixed size buffer.
Previously I thought I fixed this by reversing the face corner indices
in quads created by the curve to mesh node. But then we fixed a problem
with the transforms used in that node by inverting one of their
components, so the required direction also reversed. This commit
reverts rBcf28398471c84 and reverses the default direction of the
quadrilateral primitive so it's the same as the others.
Tests will be updated.
Allow the UDIM grid to be shown and adjusted when there are images
loaded in UV edit mode. Right now the grid feature disappears once an
image is loaded and many have found this to be confusing.
Based on community and artist feedback, there was support to change this
behavior[1]
This patch does the following:
- Allows the grid to be shown even when images are present
- The max allowable dimensions for the grid has been increased from
10x10 to 10x100 to match the underlying maximum UDIM range that blender
supports
Note: This should not affect other Image editor modes like Paint/Mask or
the Render Result viewer etc. Future work in this area is currently
documented in a dedicated design task[2]
[1] https://devtalk.blender.org/t/the-udim-tile-grid-design-and-feedback-thread/20136
[2] https://developer.blender.org/T90913
Differential Revision: https://developer.blender.org/D11860
- lower to warning (might be debatable, but this is not really
malfunctioning and e.g. constraints/modifiers dont spit out errors if
targets are not specified)
- clarify _what_ of the two actualy does not exist
ref. T91101
Maniphest Tasks: T91101
Differential Revision: https://developer.blender.org/D12389
Clearing the Parent Bone field in relations would result in something
like this:
```
add_relation(Bone Parent) - Could not find op_from
(ComponentKey(OBArmature, BONE))
add_relation(Bone Parent) - Failed, but op_to (ComponentKey(OBEmpty,
TRANSFORM)) was ok
ERROR (bke.object): /source/blender/blenkernel/intern\object.c:3330
ob_parbone: Object Empty with Bone parent: bone doesn't exist
```
Now skip creation of a depsgraph relation if the Parent Bone field is
empty (since this would be invalid anyways).
ref. T91101
Maniphest Tasks: T91101
Differential Revision: https://developer.blender.org/D12389
This patch fixes the issue described in T88411, that the text in frame nodes is only shown, when the node has a label. This has been caused by rB8f04ddbbc626, because `node_draw_frame_label` not only draws the label, but also all the other text. Therefore skipping it, when the label is empty, also skips drawing the other text.
This is fixed by moving the check for the empty label into `node_frame_draw_label`.
**Patch:** Frame nodes show text despite not having a label.
{F10286204, size = full}
**Same setup in master:**
{F10128099, size = full}
**Test file**
{F10128102}
Reviewed By: #user_interface, pablovazquez
Maniphest Tasks: T88411
Differential Revision: https://developer.blender.org/D11315
When joining two strokes in paint mode using the auto merge option, the join was very hard if the thickness was too different.
This patch adds a smooth to the join in order to get better transition.
Also fixed the problem to join existing strokes very far from actual stroke.
Some cleanup and rename of old code is included in order to make code more readable.
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D12362
- Split rna_path_token in two,
extracting bracket handling into it's own function.
- Only handle escape characters for quoted tokens.
Numbers were copied using BLI_str_unescape which is unnecessary.
- Extract text without without quotes,
use a return argument so the caller can tell if the token was quoted.
This avoids having to strip the tokens quotes afterwards.
In contrast with the read-only "normal" attribute on the face domain,
this node gives normalized values for every mesh domain, including
edges and corners. This is preferrable since it's much more predictable
to work with.
The implementation is a little more complicated than I would like,
but could be improved with const access to lazy calculation of normals
on meshes, which is something I've been planning to work on anyway.
Needed for studio sprite-fright frozen branch.
Also do not overwrite branch for git sub-modules when it is defined, and
fallback to `master` branch in case specified branch is not found in a
specific sub-repository.
Adding a mirror modifier in edit-mode crashed.
Freeing meshes that hold a shallow copy happens in multiple places
while calculating modifiers, making it impractical to clear the
edit-mode pointer before freeing the mesh (as done in
BKE_editmesh_free_derived_caches).
Add a struct member to the edit-mesh struct so evaluated copies
don't free the edit-mesh contents.
No longer free the edit-mesh pointer while in edit-mode since this
isn't reliable to keep the object in edit-mode while freeing it's
edit-mesh data.
Users who want to exit edit-mode should do so explicitly.
Caused by 6d2f9b1dfa.
Freeing the edit-mesh pointer wasn't free the edit-mesh data it's self.
Unlinking from the outliner or through the Python API leaked memory.
This didn't often cause leaks in practice since ED_editors_exit
exits edit-mode for all objects.
Now freeing mesh data frees the edit-mode data as well,
this matches the behavior of other object types that support edit-mode.
The new API introduced in rB1e69a25043120c provides a shorted, more
flexibly way to declare node socket inputs and outputs. This commit
updates all geometry nodes to use the `NodeSocketBuilder` API, except
the four nodes that need `SOCK_HIDE_VALUE` or `SOCK_MULTI_INPUT`.
Differential Revisions: D12377, D12376, D12374, D12373, D12372
Failure to calculate normals caused an assertion since face
tessellation was being calculated with invalid normals.
In practice the rip-drag action would recalculate normals anyway,
however mesh tessellation should always be performed with valid normals.
This commit fixes the custom property edit operator for the the case of
editing group properties. Currently this isn't supported very well, the
data is converted to a string, but the operator shouldn't fail anyway.
This allows editing properties created like this:
C.object['abuse'] = {'parent' : ['child1', 'child2']}
These changes reflect some issues with the design of the operator.
Requiring guessing the type of the data does not work well at all, and
makes code more complicated. In the future this operator can be updated
to use a type drop-down.
Differential Revision: https://developer.blender.org/D12364
Since recently it's possible to query the active file (as object, not
just the name), but it's quite useful for scripting to have access to
all selected files.
This introduces `bpy.context.selected_files`, returning a list of file
objects representing files in the File Browser.
There were requests to be able to track the file selection in the File
Browser. Just using the file name for that wouldn't if the file browser
has the recursive display enabled. File names could be duplicated then.
So expose the entire path relative to the currently displayed directory.
Use BLI_str_quoted_substr_range instead of in-line
quote extraction to resolve:
- Bone names containing quotes caused flip to fail.
- Missing NULL check if a matching quote could not be found.
This is a similar funciton to BLI_str_quoted_substrN
that extracts the range of the quoted string
instead of allocating a new string un-escaped string.
Assigning a new value to an IDProperty with the Python API would free
the entire contents of the existing property, which unfortunately
happened to include the UI data. The fix is to extract the UI data from
the existing property before freeing its contents. An alternative
would be adding another argument to `IDP_FreePropertyContent_ex`, but
this solution is clearer and doesn't increase complexity elsewhere.
When the same stroke was used as a driver variable, this could make this
stroke already tagged as built in the course of building driver
variables (via `build_gpencil`), but then important stuff from
`build_object_data_geometry_datablock` could be missed later on (because
both of these funtions use `checkIsBuiltAndTag`). Most importantly,
setting up operations such as GEOMETRY_EVAL would be skipped entirely.
`build_object_data_geometry_datablock` seems to cover greasepencil just
fine (does the same as `build_gpencil` and more). Proposed solution is to
remove `build_gpencil` entirely. In `build_id` it would then also call
`build_object_data_geometry_datablock` for `ID_GD` IDs. Now the covered
types that _call_ `build_object_data_geometry_datablock` match exactly
to what is covered _inside_ `build_object_data_geometry_datablock`.
Think this "duplication" of functionality was just overseen in
rB66da2f537ae8 [`build_gpencil` existed long before and said commit made
greasepencil a real object with geometry and such].
thx @JacquesLucke for additional input!
Maniphest Tasks: T88433
Differential Revision: https://developer.blender.org/D12324
All props of annotations are not animatable by design and opacity must be equal.
As the opacity is reused by gpencil objects, a new prop has been created in order to use different props for annotations and GP objects.
Image Editor
When changing to another texture paint slot, the texture displayed in
the viewport changes accordingly (as well as the image displayed
in the Image Editor).
When changing the active texture in the Node Editor though, only the
texture displayed in the viewport changes.
This was mentioned in T88788 and I am not 100% sure this is desired in
all scenarios (or at all), it should be seen in tandem of D11497. This
change makes it so that the Image Editor changes to the image we changed
to in the Node Editor (keeping them in sync).
If this is not desired in all cases, this could be made an option.
ref T88788
ref D11496
ref D11497
Maniphest Tasks: T88788
Differential Revision: https://developer.blender.org/D11498
active paint slot
When changing to another texture paint slot, the texture displayed in
the viewport changes accordingly (as well as the image displayed
in the Image Editor).
When changing the active texture in the Node Editor though, only the
texture displayed in the viewport changes.
This _can_ be confusing because you can end up painting on a texture
that you are not looking at in the viewport (so you dont have any
feedback whatsoever). Not 100% sure this is desired in all scenarios,
but this change makes it so that the active paint slot changes to the
one that uses the texture we chaged to in the Node Editor (keeping them
in sync).
If this is not desired in all cases, this could be made an option.
ref T88788
ref D11496
Maniphest Tasks: T88788
Differential Revision: https://developer.blender.org/D11497
Caused by {rBf3bf87e5887c}.
When using a GPencil Time Offset Modifier, the bGPDlayer>actframe can be
NULL. This can be determined though, but above optimization commit
skipped getting the active frame in this case entirely (with the
intention to only get it if framenumbers did not match).
Now also call BKE_gpencil_layer_frame_get() if actframe is NULL in order
to fetch a valid one if present.
Maniphest Tasks: T91060
Differential Revision: https://developer.blender.org/D12355
Run into it when was re-working tiles in the Cycles X project.
Make sure the storage of highlighted tiles is emptied when the
render is finished or cancelled).
The error is only possible to happen if the engine did not do
something correct, but is still good to deal with such situations
more gracefully.
Steps to reproduce:
- enable Extended Asset Browser
- open a regular File Browser
gives:
"rna_uiItemR: property not found: FileSelectParams.asset_category"
Now do proper poll.
Differential Revision: https://developer.blender.org/D12350
When the object display type was set to wireframe or boundbox the depth
buffer wasn't updated resulting in not visible weightpaint overlay.
Thanks to Demeter Dzadik for mentioning it.
Support axis constraints for the measure tool.
Press X, Y or Z to restrict the dimension to that axis,
it's also possible to toggle between orientations matching transform.
Reviewed By: campbellbarton
Ref D10872
This commit fixes editing the value of a list of strings custom property
with the "Custom Property Edit" operator. This sort of custom property
isn't very well supported in general, but editing the values should
work properly anyway.
Differential Revision: https://developer.blender.org/D12348
Use context members instead of not working well or failing due to:
- Missing "path" functions (in the case of edit-bones).
- Paths containing names (in the case of sequence-strips or pose-bones).
While technically correct it's not useful for shortcuts or
menu items to lookup data by name.
Only append RNA_path_from_ID_to_struct to context attributes if those
paths resolve to ID types.
Also simplify creating RNA paths by adding utility functions:
- WM_context_path_resolve_property_full
- WM_context_path_resolve_full
Part of fix for T90723.
Selection was already accessible but not active.
Add utility functions:
- ANIM_nla_context_track to access the active track,
following the convention of ANIM_nla_context_strip.
- ANIM_nla_context_*_ptr versions of these functions,
needed to for creating context members to access the ID pointer.
Part of fix for T90723.
Math implemented in 929d7597b3 was incorrect, but also inconsistent
with previous behavior.
`SEQ_SPEED_STRETCH` should change length only when right handle is
moved. This is now documented in code.
API function `move_to_meta` should move strips without changing context
data like `MetaStack` that tells UI which meta strip should be
displayed and operated upon.
`SEQ_time_update_sequence` relied on `MetaStack` to update meta strip
content length. Instead of changing function `SEQ_time_update_sequence`,
use function `SEQ_time_update_meta_strip_range` directly. This is
because caller would have to be aware of parent meta strip that needs
update anyway.
This is an alternative to context.scene.sequence_editor.active_strip
which could be verbose, especially with additional None checks.
Part of fix for T90723, extracted from D12297.
Previously, built-in nodes had to implement "socket templates"
(`bNodeSocketTemplate`) to tell Blender which sockets they have.
It was nice that this was declarative, but this approach was way
too rigid and was cumbersome to use in many cases.
This commit starts to move us away from this rigid structure
by letting nodes implement a function that declares the sockets
the node has. Right now this is used as a direct replacement
of the "socket template" approach to keep the refactor smaller.
It's just a bit easier to read and write.
In the future we want to support more complex features like
dynamic numbers of sockets and type inferencing. Those features
will be easier to build on this new approach.
This new approach can live side by side with `bNodeSocketTemplate`
for a while. That makes it easier to update nodes one by one.
Note: In `bNodeSocketTemplate` socket identifiers were made
unique automatically. In this new approach, one has to specify
unique identifiers manually (unless the name is unique already).
Differential Revision: https://developer.blender.org/D12335
Now if the frame does not exist in destination layer, the frame type of merge layer is used.
For existing frames in destination layer, the existing type is not changed.
This node takes a curve geometry input and creates a filled mesh at Z=0
using a constrained Delaunay triangulation algorithm. Because of the
choice of algorithm, the results should be higher quality than the
filling for 2D curve objects.
This commit adds an initial fairly simple version of the node, but more
features may be added in the future, like transferring attributes when
necessary, or an index attribute input to break up the calculations
into smaller chunks to improve performance.
Differential Revision: https://developer.blender.org/D11846
This mesh primitive enhances the Cube mesh primitive and allows the
creation of a cuboid with a configurable size and number of vertices
in all 3 directions. The Cube primitive is now similar to the Grid
primitive except that it works in 3 dimensions.
Previously it was possible to create a cube and scale it arbitrarily
along each axis. You could also subdivide the mesh, but the number of
subdivisions was equal along all axes. This meant that making the basic
frame for something like modular buildings wasn't trivial.
Inspired by tutorials and files for modular building creation.
The cuboid is created as a `Mesh` so that large meshes with millions of
faces are created quickly. Though edge calculation could be faster if
implemented here, edges are calculated using `BKE_mesh_calc_edges`
to reduce complexity, and in hopes that they may be calculated lazily
for `Mesh` in the future like vertex normals.
See the differential revision for more information.
Differential Revision: https://developer.blender.org/D11810
This commit allows setting the number of vertices in either direction
to 1, so that the primitive grid node will create a line instead of a
grid. To avoid confusion the soft limits of the input sockets are not
changed, so this is purely an increase in flexibility for when it is
helpful.
Differential Revision: https://developer.blender.org/D11772
The outer edges created om the circle mesh primitive node
weren't marked with the flags that makes them show in wireframe
mode.
Differential Revision: https://developer.blender.org/D12152
This still doesn't really work, but it solves a fundamental problem
with the order I was adding destruct calls for intermediate values.
The current problem is that the variables that a function depends
on (its inputs) are not added first, so basically a problem with the
traversal of the field network.
This function was documented to return the length but returned an
error value for WIN32. While this doesn't cause any bugs at the moment,
it could cause problems in the future.
Oversight in 5496d8cd36.
Besides helping to avoid buffer overflow errors this reduces complexity
of BLI_str_utf32_as_utf8 which needed a special loop for the last 6
characters to avoid writing past the buffer bounds.
Also add BLI_str_utf8_from_unicode_len which only returns the length.
This was added in b24712a9ca
but is no longer needed as of efc129bc82.
Further, this wasn't reliable as it could fail on linked library data
which has a different base directory.
Assert when blend file relative paths are passed to BLF
(matching imbuf file loading).
The default float IDProperty min value rB8b9a3b94fc148d19 for when there
is no UI data was FLT_MIN instead of -FLT_MAX, which meant that animated
custom property values couldn't be less than zero unless they had their
UI data values edited previously.
That's a mistake I won't make again! Also change the int minimums from
-INT_MAX to INT_MIN to sanitize the whole situation.
This patch just clamps and rounds node contents and socket locations
so they don't appear to jiggle around when you move them. This issue
happens because node sizing and positioning are in floats while text
content must be pixel-aligned.
See D11684 for more details and comparisons.
Differential Revision: https://developer.blender.org/D11684
Reviewed by Julian Eisel
The overlay was drawn twice on top of each other making it hard to see,
hard to theme, and making it more prominent in the wrong areas (before
frame 0, not even start frame). The comment in the code was also wrong
since it said "frame one" but it was 0.
Checked with the Animation module team that it's better to use start/end
frame range instead of frame 0.
There is a TODO note to de-duplicate this section eventually so I left it there.
This fix is currently done for Grease Pencil and Mask modes, but it should
also be fixed for the regular Dopesheet mode (in line 244 if anyone wants to do it).
The storage of IDProperty UI data (min, max, default value, etc) is
quite complicated. For every property, retrieving a single one of these
values involves three string lookups. First for the "_RNA_UI" group
property, then another for a group with the property's name, then for
the data value name. Not only is this inefficient, it's hard to reason
about, unintuitive, and not at all self-explanatory.
This commit replaces that system with a UI data struct directly in the
IDProperty. If it's not used, the only cost is of a NULL pointer. Beyond
storing the description, name, and RNA subtype, derived structs are used
to store type specific UI data like min and max.
Note that this means that addons using (abusing) the `_RNA_UI` custom
property will have to be changed. A few places in the addons repository
will be changed after this commit with D9919.
**Before**
Before, first the _RNA_UI subgroup is retrieved the _RNA_UI group,
then the subgroup for the original property, then specific UI data
is accessed like any other IDProperty.
```
prop = rna_idprop_ui_prop_get(idproperties_owner, "prop_name", create=True)
prop["min"] = 1.0
```
**After**
After, the `id_properties_ui` function for RNA structs returns a python
object specifically for managing an IDProperty's UI data.
```
ui_data = idproperties_owner.id_properties_ui("prop_name")
ui_data.update(min=1.0)
```
In addition to `update`, there are now other functions:
- `as_dict`: Returns a dictionary of the property's UI data.
- `clear`: Removes the property's UI data.
- `update_from`: Copy UI data between properties,
even if they have different owners.
Differential Revision: https://developer.blender.org/D9697
Reason was that the notifier did not set the NS_VIEW3D_SHADING
subtype, which the VR view listens for for a shading update.
In the case of "toggle xray", a notifier was absent altogether.
Add mode to overwrite strips on overlap instead of resolving overlap.
When overlap is created, 3 things can happen:
- On partial overlap, handles of overlapped strip are moved
- On complete overlap with smaller strip, overlapped strip is split
- On complete overlap with larger strip, overlapped strip is removed
This mode can be enabled in header.
Reviewed By: fsiddi, mano-wii
Differential Revision: https://developer.blender.org/D11805
Caused by {rB1a81d268a19f}.
This caused e.g. ALT-clicking the 'Link' button to not propagate to
other selected objects (same as the 'Copy To Selected' context menu
entry).
If these are not unique across IDs, checks in ui_selectcontext_begin()
or copy_to_selected_button() could fail.
Now offset by ID pointer.
thx @JacquesLucke for clarification on the POINTER_* macros (and why
not to use them)!
Maniphest Tasks: T90907
Differential Revision: https://developer.blender.org/D12321
This reverts 151eed752b. Originally thought it was necessary to
initialize selected/active indices to -1 to prevent out-of-bounds
list access, but this is not needed since null checks are already
performed after obtaining list members via BLI_findlink().
In addition, leaving indices zero-initialized facilitates use of the
Python API, for example when displaying action map information in a
UI list.
Various changes to reduce risk of out of bounds errors in utf8 seeking.
- Remove BLI_str_prev_char_utf8
This function could potentially scan past the beginning of a string.
Use BLI_str_find_prev_char_utf8 instead which takes a limiting
string start argument.
- Swap arguments for BLI_str_find_prev_char_utf8 so the stepping
argument is first and the limiting argument is last.
This matches BLI_str_find_next_char_utf8.
- Change behavior of these functions to return it the start or end
pointers instead of NULL, which complicated use of these functions
to calculate offsets.
Callers that need to check if the limits were reached can compare
the return value with the start/end pointers.
- Return 'const char *' from these functions
so they don't remove const from the input arguments.
Add an option to the mask modifier to use the vertex weights to generate
smooth in between geometry, instead of just deleting non complete faces.
This can be used to make all sorts of smooth dissolve animations
directly with geometry, which are usually hacked together with shaders.
It also allows for implicit function plotting using geometry nodes and
boolean like operations on non manifold geometry with the proximity
modifier.
Reviewed By: campbellbarton
Ref D10979
These buttons were in Meshes but not for Grease Pencil. This patch add them in order to keep consistency.
Reviewed By: HooglyBoogly
Maniphest Tasks: T90973
Differential Revision: https://developer.blender.org/D12328
Change Area Move snapping locations to even 12ths, rather than current
eights and thirds, so snap distances are consistent sizes. Also adds
snapping at minimum and maximum locations.
see D11938 for details and illustrations.
Differential Revision: https://developer.blender.org/D11938
Reviewed by Hans Goudey
Solution similar to the one seen in {rBb94ab93dfb82}.
The idea is to find the window and region under the cursor to use in the
operator.
Reviewed By: brecht
Maniphest Tasks: T90817
Differential Revision: https://developer.blender.org/D12310
Is used for platforms for which we do not have native implementation,
such as MIPS, for example.
It is possible to test locking implementation on local computer by
defining `ATOMIC_FORCE_USE_FALLBACK` in the atomic_ops_unix.h file.
Run full regression suit with the locking implementation on amd64
Linux platform and all tests passed.
Having non-optimal but working implementation for odd-ball platforms
seems to be a better choice than failing the build entirely.
Differential Revision: https://developer.blender.org/D12313
Should be no visible change on user side.
Preparing for render parts removal as part of Cycles X project.
Differential Revision: https://developer.blender.org/D12317
I think there are the following issues with {rB5fa6cdb77a98}:
- if we introduce a PROP_UNIT_TIME_ABSOLUTE unit, shouldnt it be visible
to RNA as well?
- seems like a double entry sneaked into that commit?
This is in preparation to use this for render time limit in cycles-x.
ref. T90701
Maniphest Tasks: T90701
Differential Revision: https://developer.blender.org/D12315
The inset tool requires moving the cursor towards the center of the
selection, making it nearly impossible to use the inset tool
when the view was aligned with the vertical handle.
Use custom settings for VIEW3D_GGT_tool_generic_handle_free
to make it draw hollow, as large as the scale tool.
Resolves T87991.
Before, distances from each component were handled in the same loop,
making it more complicated to add support for more component types
in the future (and probably hurting performance by dealing with two
BVH trees at the same time, though I didn't test that).
Now each component is handled in a separate function, so that adding
support for another component type is much simpler.
Remove redundant code for drawing text strings that contain only ASCII.
See D12293 for much more detail.
Differential Revision: https://developer.blender.org/D12293
Reviewed by Campbell Barton
The /Zc:inline flag is by default off in the MSVC
compiler however when you build with msbuild it adds
it to the build flags on its own.
Ninja however does not decide on its own to add
flags you didn't ask for and was building without
this flag.
This change explicitly adds the compiler flag so
msbuild and ninja builds are once more building
with the same build flags leading to smaller .obj
files when building with ninja and lightening the
workload for the linker.
This flag is available starting MSVC 2013 update 2
so does not need to be guarded with version checks.
The code assumed that when a node group is is at the highest
level in the node editor, then it is embedded into another data
block and can't be referenced by other node groups. This is true
for shader and compositor nodes, but not for geometry nodes.
We now use a for_each function with callback to iterate through all sequences in the scene.
This has the benefit that we now only loop over the sequences in the scene once.
Before we would loop over them twice and allocate memory to store temporary data.
The allocation of temporary data lead to unintentional memory leaks if the code used returns to exit out of the iteration loop.
The new for_each callback method doesn't allocate any temporary data and only iterates though all sequences once.
Reviewed By: Richard Antalik, Bastien Montagne
Differential Revision: http://developer.blender.org/D12278
Previously when loading an thumbnails for an asset the whole file was
read. Reason this was done was perhaps a future idea to load
all thumbnails inside a blendfile in a single go. This was never implemented
and currently unneeded disk and cpu cycles was spend with finding out what
preview to load.
This patch adds an early break when the thumbnail that the caller is
interested in has been found. This improves the thumbnail extraction
when looking into large files.
Reviewed By: mont29
Maniphest Tasks: T90908
Differential Revision: https://developer.blender.org/D12312
Enables all currently documented OpenXR controller profile
extensions (Reverb G2, Vive Cosmos, Huawei Controller) in order to
support bindings for more VR hardware.
This is necessary because, if these extensions are not enabled, the
OpenXR runtime will return an error when creating a binding with one
of these profiles.
Does not bring about any changes for users at the moment, since
default controller actions have not yet been exposed to users (will
be addressed with D10944, D10948, and D11271).
Originally mentioned that absolute tracking was disabled, which is
wrong because absolute tracking (skipping application of eye offsets)
is always available, although it may not give the expected result of
persistent tracking origins across sessions if the stage space is
unavailable (hence the need for a warning).
Now, the warning makes no mention of absolute tracking, instead
informing the user that the local space fallback will be used and
that they should define tracking bounds via the XR runtime if they
wish to use the stage space.
Add null check for runtime data since it could already have been
freed via wm_xr_exit() (called on file read) prior to the session
exit callback.
Also, fix potential memory leak by freeing session data in
wm_xr_runtime_data_free() instead of session exit callback.
This fixes two memory leaks related to XR action maps.
1. Freeing of action maps needs to be moved from wm_xr_exit() to
wm_xr_runtime_data_free() since the runtime may have already been
freed when calling wm_xr_exit().
2. Action bindings for action map items were not being freed. This
was mistakenly left out of e844e9e8f3 since the patch needed to be
updated after d3d4be1db3.
This fixes a mistake in the XrActionMaps RNA struct declaration.
Originally, the XrActionMaps struct SDNA was set as wmXrData to get
access to wmXrRuntimeData. However, this doesn't give a valid pointer
and the XrSessionState RNA pointer needs to be passed instead.
Since XrSessionState itself does not have SDNA, it is necessary to
pass the XrSessionState pointer to the XrActionMaps struct functions
(new(), new_from_actionmap(), ...) instead of simply using
RNA_def_struct_sdna().
Having settings such as "extend" saved between executions causes
keymaps that don't include this setting to remember the value
between execution.
No longer store this setting for selection operations & remove
redundant values from the key-maps, see: T90275.
Remove BLI_str_utf8_as_unicode_and_size and
BLI_str_utf8_as_unicode_and_size_safe.
Use BLI_str_utf8_as_unicode_step instead since it takes
a buffer bounds argument to prevent buffer over-reading.
There were multiple utf8 functions which treated
errors slightly differently.
Split BLI_str_utf8_as_unicode_step into two functions.
- BLI_str_utf8_as_unicode_step_or_error returns error value
when decoding fails and doesn't step.
- BLI_str_utf8_as_unicode_step always steps forward at least one
returning the byte value without decoding
(needed to display some latin1 file-paths).
Font drawing uses BLI_str_utf8_as_unicode_step and no longer
check for error values.
Use video format for export instead of image sequence. Settings are same
as defined in h264_in_MP4 preset.
Sound default is AAC with 256kbit bitrate.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D7916
Instead of passing separate booleans for whether to store the locations
and distances, check if the spans are empty. And instead of passing a
separate boolean for whether there is valid tree data, pass a pointer
to the data.
The comment for data_eval mentions that it should contain a mesh for
curve objects, however with geometry nodes, objects can evaluate to
curves as well (though they are only containers for the `CurveEval`.
That is a larger issue, but with the upcoming geometry instancing patch
the situation changes, so this commit does not correct that. I also hope
to remove this code in favor of the new curve to mesh code soon.
Instead, just check the evaluated data type in this case, which prevents
the crash, though it is hacky.
- New operator property to toggle edge panning in the keymap:
This is disabled by default to avoid edge-panning in cases where it
gets distracting, such as adding a new node. Only the explicit
translate operator(s) (GKEY or drag) have this enabled now.
- Restore the initial view rect on edge pan cancel:
The initial view rect is now stored in the edge pan operator data.
When an operator with edge panning is cancelled it can now call the
`UI_view2d_edge_pan_cancel` function to restore the original View2D
rect.
- Less delay in node editor scrolling:
Delay is useful when scrolling through long lists, such as in the
outliner, but makes node scrolling feel sluggish and unresponsive.
The lower scroll speed here makes a faster response the better option.
- Zoom influence feature:
Somewhat slower scrolling in UI-space when zoomed out. With the 0.5
zoom influence factor nodes behave as if zoom factor is halved,
otherwise it gets too fast when zoomed out. Previously scrolling would
always be constant-speed in UI space, now it's half-way between UI
space and node (view) space.
Before this patch attempting to remove a particle modifier programmatically
through Python would fail, because it deleted the modifier associated with
the currently active particle system instead of the one passed as an argument
to `bpy.types.ObjectModifiers.remove()`.
This fix adds an additional argument for the particle system to
`object_remove_particle_system`. This allows to specify which particle system
and its associated modifier shall be removed. In case of
`particle_system_remove_exec` it will remain the currently active particle
system, whereas `object_remove_particle_system` passes the particle system
of the modifier. Hence, the correct modifier will be removed.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D12234
The idea is to only allocate pixel storage only when there is an actual
data to be written to them.
This moves the code forward a better support of high-res rendering when
pixel storage is not allocated until render engine is ready to provide
pixel data.
Is expected to be no functional changes for neither users no external
engines. The only difference is that the motion and depth passes will
be displayed as transparent for until render engine provides any tile
result (at which point the pixels will be allocated and initialized to
infinite depth).
Differential Revision: https://developer.blender.org/D12195
This overlay was intended to identify the active objects in modes
like Sculpt Mode, where you don't have any extra visual indication
of what is the current and target object when switching directly
between them.
After having flash on mode transfer on the transfer mode operator,
the visual information this overlays provides is redundant. It is
still available in case some users want to use it like a way of
focusing on the active object.
Reviewed By: JulienKaspar, JacquesLucke
Differential Revision: https://developer.blender.org/D12303
We need to separate the flag telling duplicate code to not handle
remapping to new IDs etc., from the one telling the code that we are
currently duplicating a 'root' ID (i.e. not a dependency of another
duplicated ID).
This whole duplicate code/logic is still fairly unsatisfying, think it
will need further refactor, or maybe even re-design, at some point...
Add a string length argument to BLI_str_utf8_as_unicode_step to prevent
reading past the buffer bounds or the intended range since some callers
of this function take a string length to operate on part of the string.
Font drawing for example didn't respect the length argument,
potentially causing a buffer over-read with multi-byte characters
that could read past the end of the string.
The following command would read 5 bytes past the end of the input.
`BLF_draw(font_id, (char[]){252}, 1);`
In practice strings are typically null terminated so this didn't crash
reading past buffer bounds.
Nevertheless, this wasn't correct and could cause bugs in the future.
Clamping by the length now has the same behavior as a null byte.
Add test to ensure this is working as intended.
Prior to rBb8ecdbcd964a normals were stored both in
DeviceScene.tri_vnormal and the float3 attributes buffer. However, the
normals in `DeviceScene.tri_vnormal` might have be transformed to world
space if the object's transformation was applied, while the data in the
float3 attributes buffer were not. This caused shading issues in cases
where the objects did have transformation applied, as the math expects
the normals to be in object space.
To fix this, convert the normals to object space if necessary before
applying the normal map.
Reviewed By: brecht
Maniphest Tasks: T90854
Differential Revision: https://developer.blender.org/D12294
Simplify logic of speed effect frame calculation by using discrete math
where possible. Only `SEQ_SPEED_MULTIPLY` mode with animation requires
frame map to be built. Frame map building was simplified by removing
unused branches.
Functional change: Animating strip in negative range will reverse playback.
I assume this was limitation of previous system, where each frame map item
was limited to be within correct frame range. Now frame map can contain
values that point beyond usable range and they are limited by
`seq_speed_effect_target_frame_get`. This way it is possible to control
playback rate in both directions.
Mostly fixes T89120 apart from offset handling.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11939
Prefetch needs to avoid rendering scene strips, because
- Rendering in background needs own dependency graph, which fails to
initialize from evaluated data.
- This locks UI and can make it unresponsive for long time periods.
In T88237 prefetch failed to avoid scene strip, because of effect strip
was attached to scene strip.
Ensure, that no effect that is attached to scene strip either directly
or indirectly would be rendered.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D11247
When splitting strips, first they are duplicated and then offsets
adjusted. This can fail on cross transitions, because some strips don't
overlap with split frame.
All strips, that relate to each other must be duplicated to ensure
correct relations after splitting, so solution is to delete non
overlapping strips from left or right side respectively.
Since cross transition don't have to overlap with source strips,
splitting such strips would lead to effect being deleted, which
could cause crash when iterating over strips in python. Therefore
splitting of such strips is now forbidden and will generate error.
Splitting of transition will also generate error solely because such
operation is illogical.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D12121
When all strips are selected and overlap is caused, this causes VSE to
hang in infinite loop, because such situation should never happen.
To prevent infinite loop, ensure, that strip overlap is not tested
against single overlapping strip itself.
Prevent overlap that can not be handled because of issue described above
by moving overlapping strip between channels.
Reviewed By: campbellbarton
Differential Revision: D12209
`CurveMapping.evaluate` function expectes `CurveMapping` to be
initialized, while this wasn't documented.
I don't see any reason for not initializing `CurveMapping` on demand.
Initialization was added in rBf16047c2df1e8be56bf76524f9eb1fa5ecde2176
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12145
Changes the threshold comparison from absolute to relative.
Removes threshold for MLoopCol comparison.
Adds a compare relative threshold function.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12273
`MeshBufferCache` is a struct representing a list of buffers.
As such, `GPUIndexBuf **tris_per_mat` is out of place as it does not
represent one of the buffers in the list.
In fact this member should be close to `GPUBatch **surface_per_mat` as
they are related.
The code for dependencies between buffer and batch had to be reworked
as it relies on the member's position.
Differential Revision: https://developer.blender.org/D12227
When using a Cryptomatte node and selecting 2 views in Multi-View,
its output values are doubled. When selecting 3 tripled and so on.
This causes incorrect compositing results for all the views.
The node creates an input operation for each rendered cryptomatte
pass. In Multi-View, passes are rendered for each view but compositor
is executed per view and should only create operations for those
corresponding to the current view being executed. Otherwise duplicated
operations add up later in cryptomatte operation.
Reviewed By: jbakker
Maniphest Tasks: T89998
Differential Revision: https://developer.blender.org/D12216
Adds full frame implementation to Channel Key, Chroma Key, Color Key,
Color Spill, Cryptomatte, Difference Key, Distance Key, Keying,
Keying Screen and Luminance Key nodes. The other nodes
in "Matte" sub-menu are submitted separately.
No functional changes.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12220
Adds full frame implementation to these nodes operations.
When enabling "extend bounds" node option, tiled implementation
result is slightly different because it's using `TranslateOperation`
with bilinear sampling for centering.
Full frame always uses nearest to don't lose image quality.
It has the disadvantage of causing image jiggling on backdrop
when switching size values as it's not pixel perfect.
This is fixed by rounding to even.
No functional changes.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12167
Adds full frame implementation to "Displace", "Crop", "Flip",
"Plane Track Deform", "Corner Pin", "Movie Distortion",
"Lens Distortion" and "Map UV" nodes.
The other nodes in "Distort" sub-menu are implemented
separately in other commits.
No functional changes.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12166
Adds full frame implementation to "Rotate", "Transform" and
"Stabilize2D" nodes.
To avoid sampling twice when concatenating scale and rotate
operations, a `TransformOperation` is implemented with all
the functionality.
The nodes have no functional changes.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12165
Current sampling methods have off by one issues on full frame:
- Bilinear sampling do not fully sample bottom and left image border,
creating edges.
- Single elem buffers are not sampled at all when they should be
at least on the borders to smooth edges.
- EWA filtering is partially implemented on `ReadBufferOperation`, it
needs to be moved to `MemoryBuffer` on full frame.
In order to not affect tiled implementation, this commit creates
specific sampling methods for full frame needs.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12164
Adds full frame implementation to all nodes in "Converter" sub-menu
except "ID Mask" which is implemented separately.
No functional changes.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12095
Solves an error in the principled diffuse BSDF, where it was not correctly
rejecting directions outside the hemisphere.
Differential Revision: https://developer.blender.org/D12283
Authored by Henrik Dick (weasel)
Reviewed By YimingWu (NicksBest), Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12284
selected pass
Caused by {rBebaa3fcedd23}.
Seems this above commit assumed an ImageUser's multi_index is only used
for Multiview/Stereo? This is not the case, multi_index also stores the
index for layer/pass combination.
If we call both BKE_image_multilayer_index and BKE_image_multiview_index
(even though this is not appropriate/needed for multilayer images?), we
might end up overwriting multi_index again.
note: looking at this I was also wondering why we update the ImageUser
in image-buffer-aquiring funnctions [and not from the UI, e.g.
template_image_layers, but that is a whole different story I guess, see
comment in T90772 as well]
note2: this could also use a utility function (this is not the only
place where this is done), this is fo a cleanup commit.
Maniphest Tasks: T90772
Differential Revision: https://developer.blender.org/D12267
This was working differently in 2.79, tried tracking this down and it
seems this was wrong since the 2.8 beginning in {rB7907dfc40018}.
This would not only crash without an active scene camera, but would also
result in different tracks from different camera's constraints could not
be selected.
So select id depends on corresponding camera, remove the dependency on
scene camera completely.
Maniphest Tasks: T90651
Differential Revision: https://developer.blender.org/D12230
Remove `font_kerning_style` from `space_userpref.py` since this is no
longer valid.
See more details in D12276
Differential Revision: https://developer.blender.org/D12276
Reviewed by Campbell Barton
Compressing blendfiles can help save a lot of disk space, but the slowdown
while loading and saving is a major annoyance.
Currently Blender uses Zlib (aka gzip aka Deflate) for compression, but there
are now several more modern algorithms that outperform it in every way.
In this patch, I decided for Zstandard aka Zstd for several reasons:
- It is widely supported, both in other programs and libraries as well as in
general-purpose compression utilities on Unix
- It is extremely flexible - spanning several orders of magnitude of
compression speeds depending on the level setting.
- It is pretty much on the Pareto frontier for all of its configurations
(meaning that no other algorithm is both faster and more efficient).
One downside of course is that older versions of Blender will not be able to
read these files, but one can always just re-save them without compression or
decompress the file manually with an external tool.
The implementation here saves additional metadata into the compressed file in
order to allow for efficient seeking when loading. This is standard-compliant
and will be ignored by other tools that support Zstd.
If the metadata is not present (e.g. because you manually compressed a .blend
file with another tool), Blender will fall back to sequential reading.
Saving is multithreaded to improve performance. Loading is currently not
multithreaded since it's not easy to predict the access patterns of the
loading code when seeking is supported.
In the future, we might want to look into making this more predictable or
disabling seeking for the main .blend file, which would then allow for
multiple background threads that decompress data ahead of time.
The compression level was chosen to get sizes comparable to previous versions
at much higher speeds. In the future, this could be exposed as an option.
Reviewed By: campbellbarton, brecht, mont29
Differential Revision: https://developer.blender.org/D5799
Instead of handling mmap, compression etc. all directly in readfile.c, refactor
the code to use a generic FileReader.
This makes it easier to add new compression methods or similar, and allows to
reuse the logic in other places (e.g. thumbnail reading).
Reviewed By: campbellbarton, brecht, mont29
Differential Revision: https://developer.blender.org/D5799
With the ongoing transition to C++ files, Windows build
breaks often because of designated initializers.
Now we have two compilers to catch the MSVC build error on.
Reviewed By: #platform_macos, brecht, campbellbarton
Differential Revision: https://developer.blender.org/D11940
Optimization of font kerning by only caching kerning values after a
pair is encountered. Also saves unscaled values so they don't have to
be rebuilt between font size changes.
See D12274 for more details and speed comparison.
Differential Revision: https://developer.blender.org/D12274
Reviewed by Campbell Barton
Updates sphinx and the theme to the latest version along with any of their dependencies.
Note that we will be sticking to sphinx 4.1.1 until sphinx 4.2 for the same reasons listed in:
https://developer.blender.org/rBM8334
This adds a setting to enable data caching, and another one to set the
maximum cache size in megabytes.
When caching is enabled we load the data for the entire animation in
memory, as we already do, however, if the data exceeds the memory limit,
render is aborted.
When caching is disabled, we simply load the data for the current frame
in memory.
Ref D10197
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11163
The multi-function network system was able to compose multiple
multi-functions into a new one and to evaluate that efficiently.
This functionality was heavily used by the particle nodes prototype
a year ago. However, since then we only used multi-functions
without the need to compose them in geometry nodes.
The upcoming "fields" in geometry nodes will need a way to
compose multi-functions again. Unfortunately, the code removed
in this commit was not ideal for this different kind of function
composition. I've been working on an alternative that will be added
separately when it becomes needed.
I've had to update all the function nodes, because their interface
depended on the multi-function network data structure a bit.
The actual multi-function implementations are still the same though.
As subdivision objects are first class citizens in Alembic, to
differentiate them with non-subdivided polygon meshes, the Alembic
Procedural automatically sets up subdivision properties on the generated
Cycles Mesh.
However, for real-time playback subdivision is far too slow, so this
modifies the detection of a MeshSeqCache modifier used to activate the
procedural to allow for a Subsurf modifier right after the cache one. If
present, the procedural will tag the object for subdivision, if absent, the
object will be treated as a regular mesh.
This is a temporary measure for until subdivision surface settings are part
of the Mesh datablock (see T68891).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11162
Several pure runtime data in this ID type were not properly cleared by
write/read processes.
Note that the initial undo step (the one leading back to initial read
file state) is still forcing re-load of image, for some reasons.
Common investigation together with Jeroen Bakker (@jbakker), thanks. See
also D12242.
This was partially broken with {rBde9ea94fc6f}.
The `Frame Step` and `Second Step` snapping options were working as if
they were `Nearest Frame` and `Nearest Second` respectively in the
`Dope Sheet` and `NLA` editors.
In the `Graph Editor` the problem was more serious:
"Second Step: ... The keyframe itself moves along as though in snapping
were active at all, while its handles 'stay behind' until it reaches
the next second boundary, at which point the teleport handles to
'catch up'".
The snapping code for these modes was spread across the transform
mode code and `recalcData` of each data type. Therefore, create a
unified snapping code for these options so that all issues are fixed in
one place.
Differetial Revision: https://developer.blender.org/D12241
`td2d->loc`, `td2d->loc2d`, `td->loc` and `td->iloc` were not being
initialized as is done with the other conversion types.
This avoids problems with transform modes becoming incompatible.
This avoids problems with incompatible transform modes that could
result in a crash.
This was not really useful, and added estra useless steps in case and ID
should not actually be written.
Further more, it prevented clearing the usercount on write, which can be
cause a false positive 'chanhged' detection in undo/redo case.
This patch exposes the Cycles Alembic Procedural through the MeshSequenceCache
modifier in order to use and test it from Blender.
To enable it, one has to switch the render feature set to experimental and
activate the Procedural in the modifier. An Alembic Procedural is then
created for each CacheFile from Blender set to use the Procedural, and each
Blender object having a MeshSequenceCache modifier is added to list of objects
of the right procedural.
The procedural's parameters derive from the CacheFile's properties which are
already exposed in the UI through the modifier, although more Cycles specific
options might be added in the future.
As there is currently no cache controls and since we load all the data at the
beginning of the render session, the procedural is only available during
viewport renders at the moment. When an Alembic procedural is rendered, data
from the archive are not read on the Blender side.
If a Cycles render is not active and the CacheFile is set to use the Cycles Procedural,
bounding boxes are used to display the objects in the scene as a signal that the
objects are not processed by Blender anymore. This is standard in other DCCs.
However this does not reduce the memory usage from Blender as the Alembic data
was already loaded either during an import or during a .blend file read.
This is mostly a hack to test the Cycles Alembic procedural until we have a
better Blender side mechanism for letting renderers load their own geometry,
which will be based on import and export settings on Collections (T68933).
Ref T79174, D3089
Reviewed By: brecht, sybren
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D10197
The current behavior of the Alembic importer is to only create a
`MeshSequenceCache` modifier or a `Transform Cache` constraint to imported
objects if they have some animated properties.
Since static objects do not have a cache reader, when reloading files those
objects are not updated. Currently, the only way to properly reload a file
because of this is to reimport it.
This adds an option to the importer to always add a cache reader, even if
there is no animated data, to ensure that all objects coming from Alembic
archive are linked to them and updated properly upon reloads.
Reviewed by: brecht, sybren
Ref D10197.
Simplification of BLF code after removal of kerning modes.
See D12262 for more details.
Differential Revision: https://developer.blender.org/D12262
Reviewed by Campbell Barton
This patch removes the "Kerning Style" option for UI widget font
drawing and uses only the current default of "Fitted", since the other
option of "Unfitted" is just the result of truncation errors.
see D12231 for much more information.
Differential Revision: https://developer.blender.org/D12231
Reviewed by Campbell Barton
The main reason for this is to speed up updates by avoid unnecessary
copies as the Generated coordinates are a copy of the vertices.
Creating this attribute may become optional in the future, with UI
parameters to select which attribute to use from the Alembic archive as
reference.
This modifies the attribute lookup to use object coordinates if no
generated coordinates are found on the geometry.
This is useful to avoid creating and copying this attribute, thus saving
a bit of time and memory.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D12238
Vertex normals are needed for normals maps and therefore are packed and send
to the device alongside the other float3 attributes. However, we already pack
and send vertex normals through `DeviceScene.tri_vnormal`.
This removes the packing of vertex normals from the attributes buffer, and
reuses `tri_vnormal` in the kernel for normals lookup for normal maps, which
reduces memory usage a bit, and speeds up device updates.
This also fixes potential missing normals updates following rB12a06292af86,
since the need for vertex normals for normals maps was overlooked.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D12237
Followup to previous commit, rBfffe219bdb8drBfffe219bdb8d
Again this is only for sake of sane ID/overrides managment for now,
the nodetrees themselves are not overridable from user PoV yet.
This reverts rB6899dbef77cd and makes the pointer explicitely
processable by override & diffing code.
Previous changes & fixes have fixed the 'driver-workaround' case afaict.
Note that this only enables proper generic handling of overrides and
their ID pointers, no node property is actually overridable currently.
Embedded IDs (root nodetrees, master collection, etc.) pointer itself is
not editable, but their content may be overridden.
LibOverride code is supposed to know how to handle those embedded IDs.
This should be a no-change commit for now, but is required to enable
initial basic support of nodetrees in library override.
NOTE: Proper full support of liboverrides in nodes is yet to be designed
(has UX unresolved issues, since we likely do not want to expose/make
overridable ALL settings of ALL nodes).
This code checks whether an ID pointer property of an override does not
match its linked reference when it is expected to do so.
This is a goiod indication that a resync is needed.
Previous code would falsy detect overrides of IDs referencing themselves
as needing a resync, when this is not effectively the case.
Caused by {rBbbb1936411a5}.
When adding strips via the new SEQ_add_XXX_strip functions, the
`Editing->seqbasep` pointer was passed around.
Following in `seq_add_generic_update` this `seqbasep` pointer was used
to ensure a unique name.
But `seqbasep` is the pointer to the current list of seq's being edited
(**which can be limited to the ones within a meta strip**).
We need unique names across all strips though (since these are used for
RNA paths, FCurves as reported), so now use the scene's `Editing-
>seqbase` (**which is the list of the top-most sequences**) instead.
Unfortunately this might have screwed files to a borked state, not sure
if this could easily be fixed...
Maniphest Tasks: T90737
Differential Revision: https://developer.blender.org/D12256
Master multiplied the weight paint on top of the rendered image. This
reduced readability.
This patch removes the multiplication for weight painting and adds a
hint of the geometry below the overlay.
Reviewed By: Mets, pablodp606, campbellbarton
Maniphest Tasks: T73434
Differential Revision: https://developer.blender.org/D12170
Removes the artificial requirement that UDIM tile sets start at 1001.
Blender was already capable of handling sparse tile sets (non-contiguous
tiles) so the restriction around starting at 1001 was unnecessary in
general.
This required fixing a few UDIM-related python bugs around manually
updating the `tile_number` field on images as well. See the differential
for details. No script changes are necessary but they will now work,
correctly, in many more cases.
Differential Revision: https://developer.blender.org/D11859
Lowers tile splitting limit so models with extremely dense mesh
portions could still have reasonable performance while for more
common cases the performance impact should be minimal.
Reviewed By: Sebastian Parborg (zeddb), Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12236
When using wireframe opacity, the paint overlay needs to be drawn
before the wireframes in order to alpha blend correctly.
Sculpt overlays were also affected by this, so this commit refactors
this part of the code in case other overlays needs to be added in
the future.
Reviewed By: Mets
Differential Revision: https://developer.blender.org/D12235
There was an unreported bug that switch direction would not switch the order of the vertex group weights. This caused join to do it wrong as well.
Changed to use `BLI_array_reverse` function here to reverse both the normal points and the weights, therefore simplifying the code.
Differential Revision: https://developer.blender.org/D12251
`frame_current_final()` should be used to access the Scene time after
remapping, which also matches how the particles system handles time.
Reviewed By: brecht
Maniphest Tasks: T77307
Differential Revision: https://developer.blender.org/D12239
Standard attributes are not added to the attributes requests when
shaders only have displacement. This is because nodes are only
considering the case when the surface socket is connected.
To support this, added `Shader.has_surface_link()` which checks for both
cases (`has_surface` and `has_displacement`) and replaces all checks on
`Shader.has_surface`.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D12240
This patch adds the missing ability to keep the vertex groups when converting to a grease pencil object. This is increadible useful to create rigged grease pencil objects which move together with rigged meshes.
Differential Revision: https://developer.blender.org/D12249
Reuse existing enums instead of expanding them since it bloats the binary.
The icons enum for example contains over 900 items and was being
expanded 17 times (once for each function that takes an icon argument).
Similar with the event type enum which contains over 200 items and was
duplicated 7 times.
makesrna.c now matches enum definitions from declarations in
RNA_enum_items.h, using their identifiers when found.
The overall space saving on my system is 776kb
(tested with a stripped release build).
Reviewed By: brecht
Ref D12245
This was not working like elsewhere in both NLA and Graph Editor
(meaning that when snapping was already enabled, {key Ctrl} during
transform did not disable it).
Now use getAnimEdit_SnapMode() for this in NLA and GE as well.
Maniphest Tasks: T87173
Differential Revision: https://developer.blender.org/D12244
When adding a range of tiles, the operator could incorrectly calculate
the end_tile. It would not account for the start_tile itself and the
IMA_UDIM_MAX value was 1 too small. This is most noticeable when
attempting to fill the entire supported range of tiles.
Differential Revision: https://developer.blender.org/D11857
Bug caused by integer overflow in ffmpeg_generic_seek_workaround().
Function max_ii() was used to limit int_64tvalue.
After fixing the issue there was another issue, where near-infinite loop
was caused by requested_pos being very large and stream being cut in a
way, that it was missing keyframe at beginning.
This was fixed by checking if we are reading beyond file content.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D11888
Refactor and improve waveform drawing.
Drawing now can use line strips to draw waveforms instead of only
triangle strips. This makes us able to properly visualize thin waveforms
as they would not be visible before. We now also draw the RMS value of
the waveform.
The waveform drawing is now also properly aligned to the screen pixels
to avoid flickering when transforming the strip.
Reviewed By: Richard Antalik
Differential Revision: https://developer.blender.org/D11184
The duration and start time for audio strips were not correctly read in
audaspace.
Some video files have a "lead in" section of audio that plays before the
video starts playing back. Before this patch, we would play this lead in
audio at the same time as the video started and thus the audio would not
be in sync anymore.
Now the lead in audio is cut off and the duration should be correctly
calculated with this in mind.
If the audio starts after the video, the audio strip is shifted to
account for this, but it will also lead to cut off audio which might not
be wanted. However we don't have a simple way to solve this at this
point.
Differential Revision: http://developer.blender.org/D11917
The seek pts was not correctly calculated.
In addition to that we were not seeking in the video pts time base.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11921
The video duration was not read correctly from the video file.
It would use the global duration of the file which does in some cases
not line up with the actual duration of the video stream.
Now we take the video stream duration and start time into account when
calculating the strip duration.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11920
If the add strip operator errored out, we wouldn't free custom data allocated
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11919
Before we didn't encode the audio up until the current frame.
This lead to us not encoding the last video frame of audio.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11918
We didn't flush audio after encoding finished which lead to audio
packets being lost.
In addition to this the audio timestamps were wrong because we
incremented the current audio time before using it.
Reviewed By: Richard Antalik
Differential Revision: http://developer.blender.org/D11916
Replaces the boolean option with enum menus for consistency
with the subdivision modifier (rB66151b5de3ff,rB3d3b6d94e6e).
Adds all UV interpolation options.
Original patch by Eitan. Updated by Himanshi Kalra <calra>.
{F9883204}
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D10417
Add color data type comparison for meshes, adding it as
part of comparing meshes with geometry nodes applied.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12192
blf_kerning_cache_new was performing many unnecessary hash lookups,
calling blf_glyph_search 32768 times. Use a lookup table to reduce this
to the number of ASCII characters (128 calls).
This addresses reduced visibility of scenes (as displayed in the VR
headset) that can result from the 8-bit color depth format currently
used for XR swapchain images.
By switching to a swapchain format with higher color depth (RGB10_A2,
RGBA16, RGBA16F) for supported runtimes, visibility in VR should be
noticeably improved.
However, current limitations are lack of support for these higher
color depth formats by some XR runtimes, especially for OpenGL.
Also important to note that GPU_offscreen_create() now explicitly
takes in the texture format (eGPUTextureFormat) instead of a
"high_bitdepth" boolean.
Reviewed By: Julian Eisel, Clément Foucault
Differential Revision: http://developer.blender.org/D9842
This patch turns off the preloading of ascii glyphs and instead caches
each glyph the first time it is actually used.
See D12215 for much more detail.
Differential Revision: https://developer.blender.org/D12215
Reviewed by Campbell Barton
This patch makes some non-functional changes to BLF code. Some size
defines added, comments changed, simplification of macro
BLF_KERNING_VARS.
See D12200 for more details.
Differential Revision: https://developer.blender.org/D12200
Reviewed by Campbell Barton
Some of the enum options in the context menu operations are not
supported for all element types.
`TSE_SEQUENCE`, for example, only supports the `Select` option.
So, populate the enum list dynamically depending on the type.
Also add some calls that were missing for the `TSE_SEQUENCE` type.
(`WM_event_add_notifier` and `ED_undo_push`).
There was already some code for that, but it was broken, and proper
resync was completely missing.
There might still be more resync needed in library linking operators
though.
Add a debug-only check regarding consistency of the cache (mapping from
objects to their bases) for a given ViewLayer.
Issues can happen otherwise when some code does remapping of objects,
and forgets to call `BKE_main_collection_sync_remap()` (which clears
those caches) instead of `BKE_main_collection_sync()`.
channel names
Working with multiple strips keyframes was unneccessarily difficult in
Animation Editors (since some anim channels could not be distinguished).
Namely `Crop` and `Transform` are nested structs (nested under
`Sequence`), so these were just displaying the raw struct name.
Also strip modifiers did not have their strip name in their channel
names. Now include the strip name for these.
before
{F10277439}
after
{F10277441}
Maniphest Tasks: T90595
Differential Revision: https://developer.blender.org/D12193
While trying to get Blender 2.93.x LTS to build fine on all release architectures in Debian, I noticed that the misleading use of "mips" as integer variable caused problems when compiling on mips64el. The patch should fix the issue.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12194
This reverts commit 41e6509818.
This broke "CubeMaskFirst" test.
Any value even slightly outside the [-1.0..1.0] range
caused the result to be nan, which can happen when calculating
the dot-product between two unit length vectors.
When in NLA tweak mode, the action unlink button in the Dopesheet /
Action Editor should be a mere shortcut to exiting tweak mode [nothing
else].
Instead, it was also clearing the action fully, not returning to the
previous edited action before going into tweak mode.
Now dont "flush" by clearing the action, instead exit tweakmode, clear
the scenes SCE_NLA_EDIT_ON flag (if this isnt done some NLA operators
like pushdown were not immediately available because their poll checked
this flag) and send appropriate notifier to have everything update nicely.
Part of T87681 (Bug 4/5/6).
Maniphest Tasks: T87681
Differential Revision: https://developer.blender.org/D11052
Animation indicators as well as decorators for properties were not
updating correctly in the following cases:
- NLA pushdown (this was reported in T87681)
- NLA enter/exit tweakmode
- Outliner unlinking/setting action
These actions all send a ND_NLA_ACTCHANGE notifier which the Properties
Editor was not listening to [which is now added].
part of T87681.
Maniphest Tasks: T87681
Differential Revision: https://developer.blender.org/D11040
This change reduces the GPU context switches when drawing keyframes.
In the previous situation the keyframe blocks and keyframe keys were
drawn per channel. With this patch first all the keyframe blocks are
drawn for all channels and after that the keyframe keys are collected
for all channels and send to the GPU in a single draw call.
This was left over from when these scripts were loaded as modules,
where their names needed to be compatible with Pythons module naming.
Version patch existing files so text with register enabled
without a `.py` extension wont start executing on startup.
Resolves T89532.
This supported calculating normals for MPoly array which was copied to
an MFace aligned array.
Remove the functions entirely since MFace use is being phased out and
these function isn't used anywhere.
Use BKE_mesh_calc_normals instead of
BKE_mesh_calc_normals_mapping_simple for curve modifier calculation.
This only made sense for derived-mesh which is no longer used.
Remove the 'only_face_normals' argument.
- BKE_mesh_calc_normals_poly for polygon normals.
- BKE_mesh_calc_normals_poly_and_vertex for poly and vertex normals.
Order arguments logically:
- Pair array and length arguments.
- Position normal array arguments (to be filled) last.
Optimize mesh normal calculation.
- Remove the intermediate `lnors_weighted` array, accumulate directly
into the normal array using a spin-lock for thread safety.
- Remove single threaded iteration over loops
(normal calculation is now fully multi-threaded).
- Remove stack array (alloca) for pre-calculating edge-directions.
Summary of Performance Characteristics:
- The largest gains are for single high poly meshes, with isolated
normal-calculation benchmarks of meshes over ~1.5 million showing
2x+ speedup, ~25 million polygons are ~2.85x faster.
- Single lower poly meshes (250k polys) can be ~2x slower.
Since these meshes aren't normally a bottleneck,
and this problem isn't noticeable on large scenes,
we considered the performance trade-off reasonable.
- The performance difference reduces with larger scenes,
tests with production files from "Sprite Fight" showing
the same or slightly better overall performance.
NOTE: tested on a AMD Ryzen TR 3970X 32-Core.
For more details & benchmarking scripts, see the patch description.
Reviewed By: mont29
Ref D11993
The poll for unlinking calls `nla_panel_context` without providing an
adt pointer, and there is a check for this pointer in
`nla_panel_context` leading to never returning true if it is not
provided. (this is fine if there are tracks already, poll would succeed
in this case, `nla_panel_context` goes a different code path then)
Same call to `nla_panel_context` is also done in the beginning of the
corresponding unlink exec function (but this time providing the pointer
because it is used later), so it makes sense to do the same thing in the
poll function. Equal check is also done in the panel poll function, so
now these are all in sync.
Part of T87681.
Maniphest Tasks: T87681
Differential Revision: https://developer.blender.org/D11041
Was reported for a file which does not have an active track set in
AnimData even though it was in strip twek mode (but this was accessed in
is_nlatrack_evaluatable()).
Root cause for this is not totally clear, but I assume the situation is
described as part T87681 (and is fixed in D11052).
This patch here just prevents the crash for files that are already in the
borked state.
Reviewers: sybren
Maniphest Tasks: T89805
Differential Revision: https://developer.blender.org/D12085
Clearing the parent from the UI using the X (or from python) clears the
`parsubstr` and set `partype` back to `PAROBJECT`.
Using the Clear Parent operator would leave the `parsubstr` (and thus
`parent_bone`) untouched even though this operator claims to "clear
parenting relationship completely" (it also removes parent deform
modifiers for example).
So now, also clear `parsubstr` and set back to `PAROBJECT` [which is
default].
Maniphest Tasks: T88498
Differential Revision: https://developer.blender.org/D11503
Add Apply Constraint, Duplicate Constraint, and Copy To Selected
operators, and include them in a menu similar to the menu for modifiers.
The shortcuts in the extras menu are also matched to modifiers.
All the here added operators are intended to work exactly like the
analogous ones for modifiers. That means the apply operator should apply
a constraint as if it was first in the list, just like modifiers do. I
have added the same warning message as for modifiers when that happens.
The decision to use this approach of appling the constraint as if it was
first, was made for consistency with modifiers. People are already used
to how it works there. Is also provides more intricate control over the
applied transforms, then just applying all constraints up to that one.
Apply all constraints is already kinda implemented in Bake Animation.
Reviewed By: HooglyBoogly, sybren, #user_interface
Differential Revision: https://developer.blender.org/D10914
During the processing of a continuous drag event, other mouse move
events may be in the queue waiting to be processed.
But when a mouse wrapping happens, these waiting mouse move events
become out of date as they report a mouse position prior to wrapping.
The current code ignores these events by comparing their `timestamp` to
the time recorded in the last mouse wrapping.
The bug happens because the computed value in
`mach_absolute_time() * 1e-9` for some reason is incompatible with the
value of `[event timestamp]`.
Since macOS 10.6, we have a new way to get the amount of time the
system has been awake. `[[NSProcessInfo processInfo] systemUptime]`.
Using this updated method fixed the problem.
Differential Revision: https://developer.blender.org/D12202
Clearing the window was done in wm_file_read_post which was deferred.
This was needed as it left the context in an invalid state
where the window was set but the screen wasn't.
Crashing when setting up keymaps that attempted to access the
scene from the window in the property update function.
Regression in 497bc4d199
Add RNA_struct_type_find_property_no_base for use in the rare situations
when this isn't desired.
Resolves T90617, where sequence strip sub-types weren't detecting
properties that exist in the base "Sequence" types.
- Remove old comment for editors with weak syntax highlighting.
- Remove disabled code to initialize Blender with a file path.
- Remove file name references to function names since these
were outdated, modern development environments can look up this info.
Resolve order of initialization error reading startup file,
support postponing running wm_file_read_post until Blender
has been initialized.
Deferring updates allows duplicate initialization
to be removed from WM_init.
Reviewed By: mont29
Ref D12184
Makesdna fails to detect issues in 32 bit code that can
only be resolved by adding a padding pointer.
We never noticed since we ourselves no longer build for
32 bit, but debian's 32 bit builds got bitten by this
A rather extensive explanation on why this is alignment
requirement is there can be found in this comment:
https://developer.blender.org/D9389#233034
Differential Revision: https://developer.blender.org/D12188
Reviewed by: sergey, campbellbarton
Some of the dna structs were not properly
aligned for 32 bit builds causing issues
for some of the 32 platforms Debian builds
for.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D9389
The loading of a font size or style renders bitmaps of the characters
0-255 and stores them in a cache. But glyphs 128-255 in this cache are
not accessible. What used to be ansi high-bit characters are now multi-
byte UTF-8 sequences.
Therefore this patch reduces the glyph_ascii_table size to 128 and
only caches characters 32-127, the visible portion of ASCII, which
greatly reduces the time to load a font.
See D12189 for more details.
Differential Revision: https://developer.blender.org/D12189
Reviewed by Campbell Barton
Before this commit rendering material icons the floor will is hidden.
This reduces the readability of reflective/refractive materials.
check patch for additional screenshots and notes.
This patch will switch the floor material that uses ray visibility tricks to render a floor for reflective rays.
Eevee uses screen space reflections that makes this a different problem. There is nothing else drawn in
the scene in screen space so we need a different trick. Using math we convert a reflective ray to UV space
and generate a world that projects a checker pattern to infinity.
As now the floor is in the world it is being reflected via
a cubemap. As the film is transparent the background (including the floor isn't rendered)
In the future when Eevee supports vulkan raytracing we can re-evaluate and perhaps remove this
approximation.
We tried lightprobes but that wasn't able to do the trick.
Using the compositor would lead to more memory usage (render layers and intermediate buffers) and slower performance.
Solution has been validated with Simon
Reviewed By: sybren, Severin
Differential Revision: https://developer.blender.org/D11988
To improve the presentation of nodes in the node editor. Recognize the
following metadata from the OSL specification:
* [[ string label = "UI Label" ]]
* [[ string widget = "checkBox" ]]
* [[ string widget = "boolean" ]]
Ref T89741
Differential Revision: https://developer.blender.org/D12074
Idea for 3.0 is to disable all functionality that isn't well polished
and focus on those parts first. Starting with poses.
* Adds a new experimental option "Extended Asset Browser", replacing
"Asset Browser".
* Unlike the previous option, this isn't enabled by default anymore.
This didn't work well in practice and caused plenty of confusion.
* "Mark as Asset" and "Clear Asset" are hidden if the option is
disabled.
* Same for the category selection in the Asset Browser.
* Always show display the "Only Assets" option in the File Browser while
browing inside .blend files. That way you can hide data-blocks that
are not pose assets.
* The Asset Library setup UI in the Preferences is always visible now,
it's needed for pose library access.
Addresses T90181, T90180 and T90300.
Differential Revision: https://developer.blender.org/D12120
ID data-blocks that could be accessed from Python and weren't freed
using BKE_id_free_ex did not release the Python reference count.
Add BKE_libblock_free_data_py function to clear the Python reference
in this case.
Add asserts to ensure no Python reference is held in situations
when ID's are copied for internal use (not exposed through the RNA API),
to ensure these kinds of leaks don't go by unnoticed again.
Using high quality normals for vertex offset when set
for higher precision offsets.
This was only used for calculating even-offset.
Reviewed By: campbellbarton
Ref D12176
This is a slight refactoring of the Win32 IME code to remove the use of
Language IDs, which is now strongly deprecated. Instead this uses the
new recommended Locale Names, ie ISO-639-1 2-letter abbreviated names
like "en" for English rather than ID 0x09.
See D12143 for more details.
Differential Revision: https://developer.blender.org/D12143
Reviewed by Ray Molenkamp
bounding boxes
These are namely 'LIGHT', 'CAMERA', 'EMPTY', 'SPEAKER' and 'LIGHTPROBE'.
Note that Empties are included here despite the fact that they have
instancing capabilities ('Display As' can be 'Bounds' for example which
then displays all instanced geometry with boundingboxes -- this however
is not meant to work with the 'Bounds' checkbox and the display bounds
type, these are only affective for the object itself, not its instances)
Issue came up in T88443.
Maniphest Tasks: T88443
Differential Revision: https://developer.blender.org/D11344
Adds full frame implementation to "Composite", "File Output" and
"Split Viewer" nodes.
The other nodes in "Output" submenu are implemented separately.
No functional changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12091
Adds full frame implementation to "Alpha Over",
"Hue Saturation Value", "Invert", "Tonemap" and "ZCombine" nodes.
The other nodes in "Color" submenu are implemented separately.
No functional changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12092
It was only affecting tiled fallback on full frame mode. If tiles from a
constant operation were multi-thread initialized, its buffer
was inflated multiple times.
Adds full frame implementation to "Bokeh Image" node, "Track Position"
node, `SetVectorOperation` and `MovieClipAttribute`.
The other nodes in "Input" submenu are implemented separately.
`MovieClipAttribute` needs resolution to calculate its constant value, it can't be constant folded,
which requires it to be a `ConstantOperation`. Now `ConstantOperation` contemplate this case
and any operation that is always constant without depending on inputs should implement it.
If in the future an operation needs to get an input constant element during
`determineResolution` it must first determine its input resolution.
The nodes have no functional changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12090
Adds full frame implementation to this node operations.
No functional changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11751
Adds full frame implementation to this node operation.
No functional changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11634
Adds full frame implementation to this node operation.
No functional changes.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D11694
Empties can only instance a collection, instancing on "Vertices" or
"Faces" does not make sense for empties, make that clear in the UI.
ref D11348
Maniphest Tasks: T88443
Differential Revision: https://developer.blender.org/D11349
Basically, only meshes, empties and pointclouds support direct
instancing atm., no need to have the panel for other types.
note: prior to rB2eca054e14b1, collection instancing was possible on all
types (but that was removed in said commit)
note2: for empties, rna_Object_instance_type_itemf should also be
tweaked so we dont get "Vertices" and "Faces" options, but that can be
done in a separate commit
Maniphest Tasks: T88443
Differential Revision: https://developer.blender.org/D11348
Added the comparison of non-generic attributes with generic
attributes in the same loop to avoid issues with different
order in layer->types of the two meshes.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12149
Caused by {rB37570a73170e}.
Above commit wasnt taking into account that at this point the link could
still be NULL.
Maniphest Tasks: T90564
Differential Revision: https://developer.blender.org/D12180
Right clicking would spawn the context menu under the cursor, but some
operators would actually act on the active asset/file which wasn't
the one clicked on.
When multiple files are selected and one of them is right-clicked on,
selection is not changed to allow operations on multiple files. E.g.
deletion.
This makes the File/Asset Browser match the Outliner (in behavior, not
implementation).
For the right-click selection keymap:
* The context menu still only spawns on W.
* Bonus: Right click now does something, it actually selects files!
I could have done additional changes here to avoid this, but it seems
like a good addition.
This is also a better alternative to rB5edfde58fe60, which didn't work
properly either. Using rename from the context menu would only work if
the clicked on file was also active...
Differential Revision: https://developer.blender.org/D12065
Reviewed by: Campbell Barton
When blender starts and the mouse is over a file/asset browser it
crashes. This is because blender wants to highlight a file, but the
layout isn't initialized yet.
Blender forbids property changes in .draw() methods. But they weren't
caught after a call to .template_list() with a custom list type.
Support nested calls that disallow writes.
Caused by {rBe3faef686d38}.
Error was getting the preview [which wasnt there yet]
These only appeared once the material tab in the Properties Editor was
used (since this ensured a valid preview icon).
Above commit changed behavior for RNA icon getter (this does not create
data anymore), so ensure the preview by hand here.
Maniphest Tasks: T89284
Differential Revision: https://developer.blender.org/D12178
This was really missing there (some COW tags behavior was also
documented in some code using them, like in `sound.c`, but not in their
definition).
Ref. T88555.
Change the dylib folder relative to `Blender` executable to be
the same as before rB652fbc200500497a67bd11d18b786587ba34e3d9 and same
as bpy.so : `@loader_path/../Resources/${BLENDER_VERSION}/lib`
The crash occurred calling because mesh_get_eval_final in edit-mode
freed all derived mesh data without tagging the object for updating.
However meshes in edit-mode weren't meant to be used as knife-project
source-data, adding support for multi object edit-mode caused this.
This makes texture sockets have a label by default. This can be changed
by adding the SOCK_HIDE_LABEL flag to the socket. With this change the
switch node now shows the labels "True" and "False" like for the other
types of sockets.
To be consistent with the image editors and 3D viewport
the cursor location can be changed from the sidebar.
This was missing from the clip editor, but support has been added in this commit.
Previously, the only way to precisely set the cursor was
to call the set cursor operator then use the redo panel to adjust the value.
To be consistent with all other editors the annotation
layers pannel should be placed in a "View Tab".
In my next commit, this tab will be expanded to include other options.
The 2D cursor should be visible in both mask and uv edit modes.
This was likely and oversight when splitting the image editor
into the UV and Image editors
* Revert back to OpenMP 9.0.1 due to bug causing cloth physics test to fail.
* Skip flex build on macOS to avoid link error, only reason we build this is
due to old flex version on Linux CentOS 7.
* Fix PNG cmake argument that expects lowercase on instead of ON.
Ref T90507, T88438
Pass `FileListReadJob` to the `read_job_fn` callback, instead of exploding
the struct into its individual fields, passing those as parameters, and
marking a bunch of those as unused again.
No functional changes.
Caused by fix for T90256 and a misunderstanding in D11928.
Don't skip tagging edges when the auto-smooth angle is 180 degrees
since this skips topology checks which are needed for properly
calculating edge loop normals.
Caused by 4f64fa4f86.
Was a bad backport from the Cycles X branch: the fact that CPU and GPU
has different reset code paths was not taken into account.
`bpy.ops.font.text_insert(text="multiple characters")` wasn't working.
When the text is selected does not correctly insert multiple characters.
- When the text was selected from left to right,
the cursor only move one position next to the selected text.
- When the text is selected from right to left,
a part of the selected text remain.
Ref D12161
- Remove check for screens being None as this would raise an error.
- Replace loop over `area.spaces` with `area.spaces.active`.
- Loop over grease pencil data directly instead of accessing
through the scenes objects.
- Split versioning into functions.
- Use `update_factory_startup_*` prefix for function names
as this isn't versioning existing files.
This commit makes the display options for mask only show in the header for the clip and image editors.
Prior to this change they would display in the header for the clip editor and in the sidebar for the image editors.
This commit does two things, first it removes the proportional editing tool settings.
This is not accessible code and is has not been used since the grease pencil/annotations changes in 2.8.
Second, this patch reorders the if statements so that the display options are always shown on the rightside.
Reviewed By: antoniov
Differential Revision: https://developer.blender.org/D12163
This seems to be really old code from 2.4 or earlier.
I was unable to find when it was removed gitk and git blame both couldnt find anything.
However, it is safe to say that this code is long gone.
Fix poll_message_set API documentation to consistent with Python style
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D12150
This adds support to compile the html python api docs from the command line by running `make doc_py` matching support between windows and unix.
This patch also makes it so the compiler is not needed if you set the `blender_bin` variable, this affects icon generation as well.
In the future, I want to move away from generating the build output in the build directory but that can come in a later change.
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D12144
This is a backport of recent development in the Cycles X branch.
Fixes possible dead-lock in viewport rendering when exiting at an
exact bad moment (couldn't reproduce in master branch, but in the
cycles-x branch it was happening every now and then).
Differential Revision: https://developer.blender.org/D12154
Makes it consistent with the guidelines and the Cycles X branch, and
allows to backport fix for the viewport update from the branch. Will
cause a merge conflict, which should be simple accept-ours in the
branch.
The library has some modifications and it has been included in a diff.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12142
(Some minor changes done in the patch)
In the `FileList` struct, rename the `AssetLibraryReference
*asset_library` field to `asset_library_ref` -- it's a description of
which asset library is used, and not the asset library itself.
This is to make space for a future `AssetLibrary *asset_library` field,
which will point to an actual asset library struct/class.
No functional changes.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D12151
This corrects code that's currently disabled, see `USE_NURBS` define.
The name passed to `BKE_curve_add` was overwritten,
bypassing uniqueness and utf8 encoding checks.
Longer names would cause a buffer overrun as the length of the source
data was passed to `BLI_strncpy` instead of the destination.
Reviewed By: sybren
Ref D12125
This caused Cycles texture_space_mesh_modifier and panorama_dicing tests to
randomly fail.
The issue was introduced with D11377, due to a missing dependency. Now ensure
we first copy the texture space parameters, and only then use or recompute then.
In general it seems like this dependency should have already been there, since
parameter evaluation includes animation and drivers, and geometry evaluation
may depend on that (even if you would not typically animate e.g. an autosmooth
angle).
Thanks Campbell for tracking this one down.
Although the relevant structs (wmXrRuntime/XrActionMap/
XrActionMapItem) are zero-allocated, the selected and active action
map indices need to be initialized to -1 to prevent potential
out-of-bounds list access.
Just like the "Select by Material" node, this node outputs a
boolean attribute for control points that have a matching handle
type. By default left and right handles are considered, but it's
possible to only check one side with the toggle in the node.
Differential Revision: https://developer.blender.org/D12135
Some mesh primitives created using geometry nodes use loops to create
vertices and accumulates positions/angles in FP variables. This allows
rounding errors to accumulate and can introduce significant errors.
To minimize changes from original implementation, variables allowing
errors to accumulate are replaced by: delta * index. Affected Mesh
Primitives nodes are Line, Grid, Cylinder, Circle, Cone, and UV-Sphere.
Differential Revision: https://developer.blender.org/D12136
Assigning a mesh seems to do its own parameter copying, which
means we need to manual copy its vertex groups here, which was
just overlooked in rB3b6ee8cee708.
Differential Revision: https://developer.blender.org/D12110
Generic attributes CD_PROP_* comparison is added in customdata_compare
Checks for built-in as well as user created attributes.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12137
The Xcode IDE can also benefit from the options:
- WINDOWS_USE_VISUAL_STUDIO_SOURCE_FOLDERS
- WINDOWS_USE_VISUAL_STUDIO_PROJECT_FOLDERS
So add suport to these options and also renames them as they are no
longer limited to just Windows and Visual Studio.
Reviewed By: brecht, ankitm
Differential Revision: https://developer.blender.org/D12132
Practice shows that when combining actions and direct animation
it is usually best to combine location, rotation and scale
separately, which is implemented by the Split Channels modes
recently introduced in D9469 for Copy Transforms. This completes
the same set of 6 choices for the Action Constraint.
The default for new constraints is changed to the newly
added Before Original (Split Channels) mode.
The original patch is motivated by Loic Pinsard, who created
an addon that does the equivalent of this feature by splitting
the action into two, separating location and rotation+scale.
Differential Revision: https://developer.blender.org/D7547
The exception to automatically pin vertices of grid corners also
has to take into account that the vertex is in a boundary.
Reviewed By: JacquesLucke
Maniphest Tasks: T90235
Differential Revision: https://developer.blender.org/D12044
The active geometry element are usually updated by the cursor drawing
code (as they are needed for the cursor preview) and when an sculpt
operator starts. For brushes, this was not happening. This was making
brushes rely by default on the last cursor drawing update, which can
be incorrect if the mouse moved after starting the stroke without
hovering the active geometry.
Reviewed By: JacquesLucke
Maniphest Tasks: T90236
Differential Revision: https://developer.blender.org/D12045
@@ -240,6 +245,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
description="Feature set to use for rendering",
items=enum_feature_set,
default='SUPPORTED',
update=update_render_engine,
)
shading_system:BoolProperty(
name="Open Shading Language",
@@ -402,7 +408,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
adaptive_threshold:FloatProperty(
name="Adaptive Sampling Threshold",
description="Noise level step to stop sampling at, lower values reduce noise the cost of render time. Zero for automatic setting based on number of AA samples",
description="Noise level step to stop sampling at, lower values reduce noise at the cost of render time. Zero for automatic setting based on number of AA samples",
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