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2020-12-17Merge branch 'master' into soc-2020-testing-frameworkssoc-2020-testing-frameworksHimanshi Kalra
2020-12-17Fix T83886: Particle instance modifier brokenPhilipp Oeser
Caused by Caused by rB83980506957c. Since above commit, the modifier was created with wrong initial values [amount was 0.0 and offset was 1.0 -- instead of the other way around]. Since there is no way to fix existing files in a reasonable way I guess, all we can do here is to make sure that from now on, the defaults are correct. Maniphest Tasks: T83886 Differential Revision: https://developer.blender.org/D9881
2020-12-17Geometry Nodes: Make random attribute node stableHans Goudey
Currently, the random attribute node doesn't work well for most workflows because for any change in the input data it outputs completely different results. This patch adds an implicit seed attribute input to the node, referred to by "id". The attribute is hashed for each element using the CPPType system's hash method, meaning the attribute can have any data type. Supporting any data type is also important so any attribute can be copied into the "id" attribute and used as a seed. The "id" attribute is an example of a "reserved name" attribute, meaning attributes with this name can be used implicitly by nodes like the random attribute node. Although it makes it a bit more difficult to dig deeper, using the name implicitly rather than exposing it as an input should make the system more accessible and predictable. Differential Revision: https://developer.blender.org/D9832
2020-12-17Geometry-Nodes: Point Distribute - Sockets RenamingDalai Felinto
The size of the nodes is not enough to give enough context to users what the sockets are about. Minimum Distance -> Distance Min Maximum Density -> Distance Min Note this does not handle doversion. That means users will have to manually.
2020-12-17Explicitly link X11 librariesSybren A. Stüvel
Fix X11 library underlinking, which was breaking Debian and Ubuntu packages. From Ubuntu Hirsute changelog: ``` blender (2.83.5+dfsg-4ubuntu1) hirsute; urgency=medium * Try to also link ghost library with x11, needed because of missing XConvertSelection symbol link (used in ghost static library). * Don't use gold, but switch to bfd linker that seems to be working better on ppc64el. -- Gianfranco Costamagna <locutusofborg@debian.org> Wed, 11 Nov 2020 14:17:29 +0100 ``` Reviewed by: sybren Differential Revision: https://developer.blender.org/D9617
2020-12-17Merge branch 'master' into soc-2020-testing-frameworksHimanshi Kalra
2020-12-17Disabling particle instance modifier testHimanshi Kalra
2020-12-17Updated frame end value for Build modifier, now shows non-empty mesh in ↵Himanshi Kalra
blend file
2020-12-17Fix T83875: Converting Proxy to override crashes blender.Bastien Montagne
Some weird proxies apparently can have a local collection instancing... Not sure this is even really valid for proxies, but in any case we cannot override that, just detect and properly cancel the operation then. Should be backported to 2.91.1 should we do it.
2020-12-17Geometry Nodes: add Attribute Color Ramp nodeJacques Lucke
Differential Revision: https://developer.blender.org/D9861 Ref T82585.
2020-12-17Fix asset data-block name button not showing up in custom repositoriesJulian Eisel
The Python syntax was wrong, as noted by Campbell in 0ae15e68c785.
2020-12-17Fix T83878: Crash right-clicking in Asset Browser with no asset activeJulian Eisel
Data of the File Browser context callback needs to be validated and return `CTX_RESULT_NO_DATA` if the context member is valid but not set in the current context.
2020-12-17Clean-up: Fix build warning with MSVCRay Molenkamp
Callback function was using int while update_render_passes_cb_t was using eNodeSocketDatatype leading to a build warning about different argument types with MSVC.
2020-12-17VSE: Fix crash when adding image stripRichard Antalik
Crash happens when using relative path to image in operator properties and checking image dimensions by loading image with `IMB_loadiffname()` Ensure path is absolute.
2020-12-17Fix T83869: Crash when creating Sequencer in new sceneRichard Antalik
Crash on null dereference in `SEQ_timeline_boundbox()`. This function was generalized in rB9e4a4c2e996c to work on arbitrary `seqbase`. Fixed by refactoring `SEQ_timeline_boundbox()` functions to return default sane values if `seqbase` is `NULL` Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D9878
2020-12-17Synchronize Wintab and Win32 time.Nicholas Rishel
Time is synchronized by the difference between the WT_PACKET receive time and the last received PACKET's pkTime. This is used to prevent Wintab packets from being prematurely expired.
2020-12-16Fix T83861: Snapping panel from shortcut dissapears after clickHans Goudey
This simple change sets the call_panel operator's "keep_open" property to True for the viewport snapping panel called with `ctrl-shift-tab`. There are quite a few settings in this panel, it often makes sense to change more than one of them at a time, especially because multiple snap elements can be active at the same time.
2020-12-16Fix T83856: Sculpt: anchored brushes with spherical falloff ignore topology ↵Philipp Oeser
automasking Anchored brushes with spherical falloff start off with zero radius, thus we have no pbvh nodes on the first brush step. This would prevent initializing the automasking cache [which only happens on the first brush step]. Maniphest Tasks: T83856 Differential Revision: https://developer.blender.org/D9873
2020-12-16Fix sequencer transform test failingRichard Antalik
This was casued by incorrect versioning keyframe conversion in recent commit 571362642201.
2020-12-16Allow vertex tools to operate on weight groups when armature is in object modeGaia Clary
Since a few versions (even before 2.79) we have an option that allows to restrict the vertex tools to operate only on deform groups. This was originally implemented for working with vertex groups for skeletal animation. In that case it is fortunate to have weight tools operate only on deforming vertext groups (vgroups assigned to bones) In previous versions of Blender (up to 2.79) we have been able to use this option in Mesh Edit mode regardless of the armature mode. The current implementation (since 2.80 as far as i know) enables this option only when the associated armature is in pose mode. this has a bad consequence: It is not at all intuitive that you have to put the armature into Pose mode before you can make use of the option in mesh edit mode. Besides this it is not even necessary in the case when the user wants to restrict the tool only to all pose bones. In that case the armature can safely be kept in Object mode. However, when the tool shall apply only to selected pose bones, then it actually makes sense to have the armature in pose mode (as it is implemented right now) I do not know why this feature has been restricted as described above. It must have got lost somewhere on the way to Blender 2.90 This patch fixes the issue as it allows to select the "restrict to pose bones" option when the armature is in any mode. I see no downsides of this change, actually this is a fix for a feature that once worked and apparently got forgotten in newer releases. Reviewed By: sybren, campbellbarton Differential Revision: https://developer.blender.org/D9658
2020-12-16VSE: Improve motion-picture workflowRichard Antalik
This commit resolves problem introduced in e1665c3d3190 - it was difficult to import media at their original resolution. This is done by using original resolution as reference for scale. All crop and strip transform values and their animation is converted form old files. To make both workflows easy to use, sequencer tool settings have been created with preset for preffered scaling method. This setting is in sequencer timeline header and add image or movie strip operator properties. Two new operators have been added: `sequencer.strip_transform_fit` operator with 3 options: Scale To Fit, Scale to Fill and Stretch To Fill. Operator can fail if strip image or video is not loaded currently, this case should be either sanitized or data loaded on demand. `sequencer.strip_transform_clear` operator with 4 options: Clear position, scale, rotation and all (previous 3 options combined). Reviewed By: sergey, fsiddi Differential Revision: https://developer.blender.org/D9582
2020-12-16Ghost/Linux: Avoid error print if special directory can't be determinedJulian Eisel
The function is supposed to fail gracefully if there is some error. That includes not being able to find `xdg-user-dir`. So don't let the error be printed to the console, it's misleading/annoying. From what I can tell we'll detect that problem fine and return NULL then.
2020-12-16Geometry Nodes: Add boolean attribute in utility functionHans Goudey
This follows up rBc484b54453e607, adding the boolean custom property data type in one more place that was missed.
2020-12-16Geometry Nodes: Boolean attribute typeHans Goudey
This adds a boolean attribute and custom data type, to be used in the point separate node. It also adds it as supported data types in the random attribute and attribute fill nodes. There are more clever ways of storing a boolean attribute that make more sense in certain situations-- sets, bitfields, and others, this commit keeps it simple, saving those changes for when there is a proper use case for them. In any case, we will still probably always want the idea of a boolean attribute. Differential Revision: https://developer.blender.org/D9818
2020-12-16Cleanup: Replace mempcpy with memcpyDalai Felinto
There is no need of using mempcpy here, memcpy is enough. Note: This also fix building in Windows which was broken since a7628ec22a.
2020-12-16Fix T83851: Python: operator macros cause a crashPhilipp Oeser
Caused by rB7447eb7e7430. This is just a copy-paste error [previous LISTBASE_FOREACH substitution of marco loop in that file has a different starting point which is not appropriate here] Maniphest Tasks: T83851 Differential Revision: https://developer.blender.org/D9872
2020-12-16Geometry Nodes: Poisson disk point distribution node/methodDalai Felinto
This patch does two things: * Introduce a Seed to the random distribution method * Bring in a new distribution method for the point scattering node Patch Review: https://developer.blender.org/D9787 Note: This commit doesn't not handle doversion. Which means that users need to manually update their files that were using the Point Distribute node and reconnect inputs to the "Maximum Density" socket. Original patch by Sebastian Parborg, with changes to not rely on the cy libraries and overall cleanup. Patch review by Jacques Lucke, besides help with the new "heap" system that was required for this algorithm. Based on Cem Yuksel. 2015. Sample Elimination for Generating Poisson Disk Sample. Sets. Computer Graphics Forum 34, 2 (May 2015), 25-32 http://www.cemyuksel.com/research/sampleelimination/
2020-12-16Sculpt: Multires Displacement SmearPablo Dobarro
This tool implements smearing for multires displacement over the limit surface, similar to how smearing for colors and topology slide works. When used the displacement values of the vertices "slide" over the topology, creating the effect of smearing the surface detail. As the brush just modifies displacement values instead of coordinates, the total displacement of the affected area doesn't change. This means that this smearing effect can be used multiple times over the same area without generating any artifacts in the topology. When the brush is used with the pinch or expand smear modes, displacement differences are pushed into the same area, creating hard surface effects without pinching the topology. As any other brush that relies on the limit surface (like displacement erasers), this will work better after using apply base. Reviewed By: sergey, JulienKaspar, dbystedt Differential Revision: https://developer.blender.org/D9659
2020-12-16Cleanup: Remove unused crop field from RenderResult.Jeroen Bakker
The `crop` field was used by Blender Internal to do an overscan per tile and merge it back to the render result.
2020-12-16Asset Browser: For assets without preview, show type icon in sidebarJulian Eisel
Otherwise it would just show empty space where the icon is supposed to be. Unfortunately this icon is upscaled quite a bit and doesn't look too great. Would be good to improve but not a high priority.
2020-12-16Fix T83843: Crash in Asset Browser sidebar with geometry asset selectedJulian Eisel
No icon should be created if the preview doesn't exist.
2020-12-16BLI: remove implicit casts between some span typesJacques Lucke
Casting pointers from one type to another does change the value of the pointer in some cases. Therefore, casting a span that contains pointers of one type to a span that contains pointers of another type, is not generally safe. In practice, this issue mainly comes up when dealing with classes that have a vtable. There are some special cases that are still allowed. For example, adding const to the pointer does not change the address. Also, casting to a void pointer is fine. In cases where implicit conversion is disabled, but one is sure that the cast is valid, an explicit call of `span.cast<NewType>()` can be used.
2020-12-16Fix: Python warning in windows debug buildsRay Molenkamp
When doing a debug build on windows, blender will start with the following warning: "Unable to find the python binary, the multiprocessing module may not be functional!" The root cause for this issue is: for a debug build the python binary is called python_d.exe rather than just python.exe This change fixes BKE_appdir_program_python_search to look for the _d suffix for debug builds on windows Differential Revision: https://developer.blender.org/D9775 Reviewed by: Campbell Barton
2020-12-16LibOverride: Better handling of missing linked data during resync.Bastien Montagne
We do not generate overrides for missing data-blocks (aka placeholder ones) anymore, and properly delete the remaining old overrides of those during the resync process. This should prevent constant 'missing data-blocks' messages when opening blend files with overrides whose libraries have beed edited. Issue reported by @andy from Blender studio, thanks.
2020-12-16Fix T83801: UVEditor translation ignores "Pixel Coordinates" and aspectPhilipp Oeser
ratio Caused by rB4eda60c2d82d. T83801 reported not moving in pixel space, but even without that toggle above commit caused the translation to not take apsect ratio into account properly [a translation of 1 on the x axis for example on an image with non 1:1 aspect ration caused the UVs to not end up in the same place on the next 'tile'] Above commit removed 'removeAspectRatio()' [the counterpart of applyAspectRatio -- which does the pixel coord correction internally] from 'applyTranslation()'. This was also reported in T83352 [which was closed by rBf3b08af24c9f -- but that only solved the displax in header, not the actual transformation] Now bring back 'removeAspectRatio()'. Maniphest Tasks: T83801 Differential Revision: https://developer.blender.org/D9869
2020-12-16Fix T83547: UV Editor stitching preview is gone.Jeroen Bakker
Issue was related that the draw manager didn't invoked the draw handlers for image editors.
2020-12-16Fix exported keymaps loading in 2.91 and olderCampbell Barton
The generated keymaps used a keyword argument that doesn't exist in older Blender versions.
2020-12-16Fix 3D View is red when using stereoValdemar Lindberg
Fix T83415: 3D View is red when using stereo The red view was caused by SRGB not being enabled for an SRGB texture attached to the framebuffer. Currently, when configuring a framebuffer, the first texture attachment needs to be an SRGB format in order for the framebuffer to be binded with SRGB enabled. Thus, simply changing the SRGB texture attachment as the first texture attachment removes the red color in the view. Reviewed By: #eevee_viewport, jbakker Maniphest Tasks: T83415 Differential Revision: https://developer.blender.org/D9845
2020-12-16Fix T83557: Alpha blend + emissive colors renders white artifactsJeroen Bakker
Issue was that not all code paths were taken to determine if the GPU Texture was premultiplied or not. In this case the result was set to unpremultiplied what is incorrect. This fixes broken test case image alpha blend from image_colorspace.
2020-12-16Geometry Nodes: rename node to Attribute RandomizeJacques Lucke
Previously, the node was called Random Attribute. For consistency reasons, we move the "Attribute" part of the name to the front.
2020-12-16BLI: add new InplacePriorityQueue data structureJacques Lucke
This data structure adds priority queue functionality to an existing array. The underlying array is not changed. Instead, the priority queue maintains indices into the original array. Changing priorities of elements dynamically is supported, but the priority queue has to be informed of such changes. This data structure is needed for D9787.
2020-12-16Fix possible crash with custom (add-on defined) iconsEric Cosky
This change is a simple null check on the ID provided to icon_set_image() which appears to be a legitimate value for the ID when used by some addins (discovered with PowerSave shortly after syncing to main). Differential Revision: https://developer.blender.org/D9866 Reviewed by: Julian Eisel
2020-12-16UI: Indicate asset data-blocks with an icon in Outliners & search menusJulian Eisel
It's useful to easily see which data-blocks are assets and which not. So just like we usually show the library linking/override icons, we show the asset icon there (these are mutually exclusive data-block states). Uses the `'MAT_SPHERE_SKY` icon, which wasn't used before (except by an add-on!) and is sorta fitting, but not quite. We should either change this one or add an own asset icon. Meanwhile this isn't too bad :) Also adds an internal macro to check if a data-block is an asset, consistent to how we do it for libraries and library overrides.
2020-12-16Assets: Add operator & button to regenerate the automatic previewJulian Eisel
This makes it possible to trigger a refresh of the data-block preview, available next to the preview in the Asset Browser sidebar. The previews get easily outdated and automatically refreshing it all the time is not an option because it would be a consistently running, quite expensive process. So a button to cause a refresh should be reasonable. This button can also be used to switch back from a custom preview to a generated one. Although that may not be clear, and we should probably think of a way to explain that better. Addresses T82719.
2020-12-16Asset Browser UI: Changes to the sidebar layoutJulian Eisel
The current layout wasn't great at all, and it was planned to polish this. This does a first round of improvements, some more tweaking may follow. * Place name button at the top, with no panel and no leading label. * Add "Preview" panel, people may not want to see the preview all the time, it's already visible in the file list. * Move button to browse for a custom preview to the right of the preview, as icon-only. We have a similar layout in other places (UI-lists, matcaps). * Don't make the details panel a sub-panel. Looked weird because the parent doesn't have a header. * Add info icon to "No asset selected", looks a bit friendlier. * Minor cleanups in the UI script. Based on designs and feedback by William Reynish.
2020-12-16Assets UI: Tweak position of the "Add Asset Library" icon-button in PreferencesJulian Eisel
It's weird to have a button that adds a new item at the bottom be placed at the top. So rather move it below the list of custom asset library paths.
2020-12-16Asset Browser: Allow renaming asset data-blocks from the sidebar directlyJulian Eisel
This is something we wanted to support doing. It's confusing if users see the name but it's always grayed out. So be convenient and avoid the confusion.
2020-12-16Cleanup: Rename Asset Browser context member from "active_id" to "id"Julian Eisel
This is the same name we use elsewhere for the focused/active ID context member, so this should follow it.
2020-12-16Steam Release: Script creation of Steam build filesNathan Letwory
Script tool for automation of Steam build files for tasks like {T77348} This script automates creation of the Steam files: download of the archives, extraction of the archives, preparation of the build scripts (VDF files), actual building of the Steam game files. Requirements ============ * MacOS machine - Tested on Catalina 10.15.6. Extracting contents from the DMG archive did not work Windows nor on Linux using 7-zip. All DMG archives tested failed to be extracted. As such only MacOS is known to work. * Steam SDK downloaded from SteamWorks - The `steamcmd` is used to generate the Steam game files. The path to the `steamcmd` is what is actually needed. * SteamWorks credentials - Needed to log in using `steamcmd`. * Login to SteamWorks with the `steamcmd` from the command-line at least once - Needded to ensure the user is properly logged in. On a new machine the user will have to go through two-factor authentication. * App ID and Depot IDs - Needed to create the VDF files. * Python 3.x - 3.7 was tested. * Base URL - for downloading the archives. Reviewed By: Jeroen Bakker Differential Revision: https://developer.blender.org/D8429
2020-12-16Revert "Steam Release: Script creation of Steam build files"Jeroen Bakker
This reverts commit 1a375d6eceed4c17f92fd90699645856e0951530.