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2021-10-26Cycles: changes to source code folders structureBrecht Van Lommel
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
2021-10-26Cleanup: compiler warningsBrecht Van Lommel
2021-10-26Geometry Nodes: remove reference to anonymous attributes in tooltipsJacques Lucke
This changes socket inspection for fields according to T91881. Differential Revision: https://developer.blender.org/D13006
2021-10-26Fix drop of dimensionless objects in 3DViewGermano Cavalcante
The matrix and location were not being calculated in this case.
2021-10-26UI: Use text highlight theme color for active tabPablo Vazquez
Currently, both inactive and active tabs are using the `Region Text` theme property. This patch makes it so active tabs use `Region Text Highlight`. Since this check is done in other places already but was simply missing in this case, I believe this was just an oversight and not a design decision. Top is master, bottom is this patch: {F11520838, size=full} This allows this kind of tab highlight, not possible before since all tabs would have white text. {F11520873, size=full} Reviewed By: #user_interface, Severin Differential Revision: https://developer.blender.org/D13003
2021-10-26Cycles: add additive AO support through Fast GI settingsBrecht Van Lommel
Add a Fast GI Method, either Replace for the existing behavior, or Add to add ambient occlusion like the old world settings. This replaces the old Ambient Occlusion settings in the world properties.
2021-10-26Cycles: restore Denoising Depth pass, when enabling Denoising Data passesBrecht Van Lommel
This is still useful in some cases even if not used by OpenImageDenoise. In the future this may be replaced with a more generic system to control render passes and filtering, but for now this just does what it did before.
2021-10-26Cycles: change Position render pass to be not antialiasedBrecht Van Lommel
Similar to the Depth, for compositing the interpolated values between a far and near object can be non-sensical.
2021-10-26Fix custom property editing with Python 3.10Campbell Barton
2021-10-26Cleanup: spelling in commentsCampbell Barton
2021-10-26BlenLib: Add JSON Serialization/Deserialization Abstraction Layer.Jeroen Bakker
Adds an abstraction layer to switch between serialization formats. Currently only supports JSON. The abstraction layer supports `String`, `Int`, `Array`, `Null`, `Boolean`, `Float` and `Object`. This feature is only CPP complaint. To write from a stream, the structure can be built by creating a value (any subclass of `blender::io::serialize::Value` can do, and pass it to the `serialize` method of a `blender::io::serialize::Formatter`. The formatter is abstract and there is one implementation for JSON (`JsonFormatter`). To read from a stream use the `deserialize` method of the formatter. {D12693} uses this abstraction layer to read/write asset indexes. Reviewed By: Severin, sybren Maniphest Tasks: T91430 Differential Revision: https://developer.blender.org/D12544
2021-10-26Geometry Nodes: don't log full fields when not necessaryJacques Lucke
Previously, the field on every socket was logged for later use. This had two main negative consequences: * Increased memory usage, because the fields may contain a lot of data under some circumstances (e.g. a Ray Cast field contains the target geometry). * Decreased performance, because anonymous attributes could not be removed from geometry automatically, because there were still fields that referenced them. Now most fields are not logged anymore. Only those that are viewed by a spreadsheet and constant fields. The required inputs of a field are still logged in string form to keep socket inspection working.
2021-10-26Animation UI: Make Ctrl+F use textbox instead of pop-upbird_d
Avoid blocking the UI when searching for animation channels with Ctrl+F. Instead of showing a single text input in a blocking popup, Ctrl+F now just focuses the search box above the channel list. It feels nicer to use and has the niceties that come from using that textbox, like searching per keystroke, compared to the old pop-up method. As the behaviour of the operator has changed considerably, this also changes the operator name from `anim.channels_find` to `anim.channels_select_filter` and updates the keymaps. Reviewed By: ChrisLend, sybren Differential Revision: https://developer.blender.org/D12146
2021-10-26CMake: expand instructions for accidental 'cmake' run in source dirSybren A. Stüvel
Our CMake setup refuses to run from the source directory (i.e. Blender does not support in-source builds). Instead, it shows instructions on how to clean up after an accidental `cmake` invocation. These instructions missed one directory that should also be removed (`CMakeFiles`), so that's been added to the message now. No functional changes to Blender or the build.
2021-10-26Geometry Nodes: support viewing field values in spreadsheetJacques Lucke
The viewer node has been expanded to have a field input next to the geometry input. When both are connected (by ctrl+shift clicking on a node) the spreadsheet will show the evaluated field on the geometry. The operator to link to the viewer has become a bit smarter. It automatically detects if it should link to the geometry or field input. In the future some more smartness could be added, such as automatically relinking the "right" geometry when viewing a field. Internally, there are two major changes: * Refactor of what happens when ctrl+shift clicking on a node to link to a viewer. The behavior of the geometry nodes viewer is a bit more complex than that of the compositor viewers. The behavior in compositing nodes should not have changed. Any change should be reported as a bug (and then we can decide if it's worse than before or if it needs fixing). * Evaluation, display and caching of fields in the spreadsheet editor. Differential Revision: https://developer.blender.org/D12938
2021-10-26GPencil: Fix(unreported) Dash modifier wrong logic.YimingWu
When the modifier iterates to an empty layer with no frame it will return, while the correct logic is to continue.
2021-10-26Cleanup: LibQuery: Rename `BKE_LIB_FOREACHID_PROCESS` to ↵Bastien Montagne
`BKE_LIB_FOREACHID_PROCESS_IDSUPER`. More in-line name with the rest of that macro-based API, especially since this will be extended in the future.
2021-10-26Cleanup: `else` after `continue`.Bastien Montagne
2021-10-26Fix crash in liboverride/pointcache handling code after recent changes.Bastien Montagne
In some cases code would try to access NULL pointer. Reported by @dfelinto, thanks.
2021-10-26Cleanup: forgot to remove empty line in previous commit.Bastien Montagne
2021-10-26Cleanup: build warnings.Bastien Montagne
`NULL` instead of `nullptr` in cpp code, and `else` statements after returns.
2021-10-26Cleanup: Remove unused parameterPeter Kim
2021-10-26Cleanup: Improve description for XR absolute trackingPeter Kim
2021-10-26XR: Only show ref space warnings in debug-xr modePeter Kim
This avoids spamming the console for users who have not set up a tracking space/boundary for their headsets.
2021-10-26XR: Fix potential crash when toggling sessionPeter Kim
2021-10-26XR: Versioning for session draw flags, base scalePeter Kim
2021-10-26XR: View adjustments for variable viewer scalePeter Kim
This adjusts some calculations and visibility flags for XR viewports in order to account for a possible scale factor in the XR view matrix. This scale factor can be introduced via the XR session settings base scale, which allows a viewer to begin their session at a specific reference scale, or the XR session state navigation scale, which allows a viewer to adjust their scale relative to the reference scale during the session. Reviewed by Severin as part of D11501, but requested to be committed separately.
2021-10-26XR Controller Support Step 5: NavigationPeter Kim
Adds navigation transforms (pose, scale) to the XR session state that will be applied to the viewer/controller poses. By manipulating these values, a viewer can move through the VR viewport without the need to physically walk through it. Add-ons can access these transforms via Python (XrSessionState.navigation_location/rotation/scale) to use with custom operators. Also adds 3 new VR navigation operators that will be exposed to users as default actions in the VR Scene Inspection add-on. While all three of these operators have custom properties that can greatly influence their behaviors, for now these properties will not be accessible by users from the UI. However, other add-ons can still set these custom properties if they desire. 1). Raycast-based teleport Moves the user to a location pointed at on a mesh object. The result can optionally be constrained to specific axes, for example to achieve "elevation snapping" behavior by constraining to the Z-axis. In addition, one can specify an interpolation factor and offset. Credit to KISKA for the elevation snapping concept. 2). "Grab" navigation Moves the user through the viewport by pressing inputs on one or two held controllers and applying deltas to the navigation matrix based on the displacement of these controllers. When inputs on both controllers are pressed at the same time (bimanual interaction), the user can scale themselves relative to the scene based on the distance between the controllers. Also supports locks for location, rotation, and scale. 3). Fly navigation Navigates the viewport by pressing a button and moving/turning relative to navigation space or the VR viewer or controller. Via the operator's properties, one can select from a variety of these modes as well as specify the min/max speed and whether to lock elevation. Reviewed By: Severin Differential Revision: https://developer.blender.org/D11501
2021-10-26UI: Change node editor grid into a dot gridHans Goudey
This patch makes the background grid of the node editor a grid of dots instead of lines. This makes the background look a bit more subtle and reduces visual complexity. The dots are meant to provide a reference when panning and zooming. Based on the design of @pablovazquez, and a patch originally authored by @fabian_schempp. The "Grid Levels" controls how many levels of dots are drawn. As the editor zooms in, the higher levels of dots fade in, making them closer together visually. The zoom factor at which each grid starts and ends fading in is controllable in the code, and could be tweaked further in the future. The new default value is 7, out of a range from 0 to 9. Differential Revision: https://developer.blender.org/D10345
2021-10-26Sequencer: Expose preview transform operators in menuAaron Carlisle
The also moves all the image operators into one menu. The goal here is to expose the operators in the UI so they work with the operator search and to make the UI consistent. Reviewed By: ISS Differential Revision: https://developer.blender.org/D12808
2021-10-26Cleanup: Clang formatAaron Carlisle
2021-10-26View3D Snap Cursor: don't limit the number of statesGermano Cavalcante
The benefit of a flat array in this case is small and limiting, so use a linklist.
2021-10-26View3D Snap Cursor: sanitize and increase the maximum amount of statesGermano Cavalcante
3 is a small amount as each viewport creates a gizmo that creates its own state Now if the state is not created, the gizmos use the last state.
2021-10-26Geometry Nodes: Optimise Voronoi texture nodeCharlie Jolly
This patch improves performance by only assigning or calculating data for connected sockets. It is recommended that artists use the lowest dimensions setting for noise based textures. E.g. Use 2D instead of 3D where possible. Using a scoped timer and single thread on 256,000 points. Smooth F1 3D : Debug build Timer 'Optimised' took 9.39991 s Timer 'Normal' took 16.1531 s This optimisation is only for GN and not shaders. Differential Revision: https://developer.blender.org/D12985
2021-10-26UI: Don't use colons at the end of property labelsAaron Carlisle
This was a 2.7x design, now with property split we omit the colon.
2021-10-25UI: Make the mesh to volume node slightly narrowerHans Goudey
Also use consistent UI names for properties that are similar between that node and the points to volume node (which happen to be shorter, allowing the node to be narrower).
2021-10-25Cleanup: Remove unused functions, make functions staticHans Goudey
2021-10-25Cleanup: silence warningsGermano Cavalcante
``` warning: assignment discards ‘const’ qualifier from pointer target warning: declaration of ‘co’ shadows a parameter ```
2021-10-25Asset Browser: apply search filter to tags as wellSybren A. Stüvel
The search bar in the asset browser now also matches on asset tags. - Matching is done on entire tags, so searching for "redder" will not show assets tagged with "red". - All assets are shown that have at least one matching tag. So searching for "red green" will show all assets with either "red" or "green" tags (or both, of course). - Searching is case-insensitive. - Only assets from the active catalog are shown; if all assets should be searched through, users can select the "All" catalog. Manifest Task: T82679
2021-10-25UI: Improve layout of custom property edit panelHans Goudey
This patch makes the layout of the custom property panel more coherent with the rest of the property editor interface, makes it less busy, allows more space for the buttons for the actual properties, and simplifies editing values of unsupported property types or long arrays. - Remove the box around each property. - Use an non-embossed X icon for deleting. - Use an "edit" icon instead of the text for the meta-data edit operator. The "gear" icon used for editing isn't ideal here. - Increase the max array length for drawing the values directly to 8. - Add an "Edit Property Value" operator for dictionaries or longer arrays. - Replace the "Library Override" text with an icon. - Use a proper split factor, the same as the rest of the UI. Differential Revision: https://developer.blender.org/D12805
2021-10-25Assets: Snapping with visual feedback while draggingGermano Cavalcante
The drag and drop feature of objects in 3D View has been modified to include: - Snap the object being dragged. - Visual feedback through a box and the placement tool grid. Maniphest Tasks: T90198 Differential Revision: https://developer.blender.org/D12912
2021-10-25Drag Drop: allow customizable drawingGermano Cavalcante
2021-10-25UI Drag Drop: allow customizable drawingGermano Cavalcante
No functional changes. This commit adds 3 callbacks for `wmDropBox` which allow custom drawing without affecting the internal dropbox API. Differential Revision: https://developer.blender.org/D12948
2021-10-25Cleanup: silence warning in recent commitPablo Vazquez
Thanks to Dr. Sybren for pointing it out!
2021-10-25Fix T87627: Asset Browser Search Bar not workingSybren A. Stüvel
The asset browser search bar was filtering on the filename containing the asset, and not the asset name. This is now fixed.
2021-10-25Cleanup: refactor filelist filter functionsSybren A. Stüvel
Perform a few cleanups: - Add documentation to explain what returned bools mean. - Early returns so that flow is clearer and some checks on `is_filtered` are no longer necessary. - Split up `is_filtered_file` and `is_filtered_id_file`, so that they can reuse common code, and such that the different filter checks they perform can be separated from each other. The latter is done not only to reduce code duplication, but also as preparation to fix the asset browser filtering. For that, it helps when the "filter by file name" and "filter by file type" parts are separate. No functional changes. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D12991
2021-10-25UI: Use flat colors for NLA strip drawingPablo Vazquez
The NLA editor is in need of a design overhaul, hopefully for 3.1 or 3.2. This should be a project on itself, however, the worst offender currently is the use of gradients on strips. Something that can be fixed easily. {F11390293, size=full, loop, autoplay} A simple replace of `UI_draw_roundbox_shade_x` for `UI_draw_roundbox_4fv` brings strips in line with how other areas are drawn. This patch also: * Remove embossed lines around active action channel. * Highlight the strip while being moved. This patch does not include any theme changes. This will be tackled separately. Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D12968
2021-10-25Fix T92466: Crash snapping to text objects with XRay shadingGermano Cavalcante
Should have been addressed along with {rB6cff1d648030}
2021-10-25Geometry Nodes: Add "Fill Caps" option to curve to mesh nodeHans Goudey
This adds an option to fill the ends of the generated mesh for each spline combination with an N-gon. The resulting mesh is manifold, so it can be used for operations like Boolean. Differential Revision: https://developer.blender.org/D12982
2021-10-25Fix T92361: Zooming nodes clips text labelsCampbell Barton
While c7d94a7827a5be9343eea22a9638bb059f185206 exposed this bug, this was caused by text widths being calculated without taking the zoom level into account since drawing at a smaller size is often wider than the width of the larger text scaled by the zoom.