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2021-10-08Cleanup: Convert camelCase naming to snake_case in Compositortemp-compositor-cleanupsManuel Castilla
To follow the style guide.
2021-10-08Cleanup: Use `_` suffix for non-public members in Compositor Manuel Castilla
To follow the style guide.
2021-10-08Cleanup: Remove `this->` for `m_` prefixed members in CompositorManuel Castilla
The prefix is already explicit.
2021-10-08Cleanup: Remove unused includes in CompositorManuel Castilla
And move unneeded includes in frequently used headers to source files. Slightly reduces compilation time.
2021-10-07Fix Cycles random walk SSS differences between CPU and GPUBrecht Van Lommel
The Embree logic did not match the GPU.
2021-10-07Cleanup: remove unnecessary data from LocalIntersectionBrecht Van Lommel
2021-10-07Cleanup: Rename enum valuesHans Goudey
This makes the diff for adding a new version of the attribute transfer node slightly smaller.
2021-10-07Fix: Missing field markers for curve fillet node inputsHans Goudey
2021-10-07Nodes: Move texture nodes to C++Charlie Jolly
Move texture nodes to C++ and use new socket declaration Brick, Checker, Image, Magic and Wave Differential Revision: https://developer.blender.org/D12778
2021-10-07Fix screenshot editor showing status text in the editorCampbell Barton
This caused problems calling screenshot from menu-search which included the status text in the screenshot. Now the status text is shown in the global status bar for any operators called from a screen context.
2021-10-07Sequencer: 2D cursor for the preview & transformCampbell Barton
- Use 2D cursor in the preview space using shortcuts matching the UV editor and 3D view. - Add Cursor tool, cursor transform. - Support for cursor and bound-box pivot. - Add pivot pie menu.
2021-10-07User Interface: Remove the green background when inside a node groupDalai Felinto
The current background color and parent nodetrees is too distracting and noisy. It drastically affect the readability of the nested node-trees. Other techniques (better bread crumbs) can be used instead to indicate to users that they are inside a node group. --- The background drawing was introduced in 4638e5f99a9ba as part of the Python Nodes branch merge. This made its debut in Blender 2.67 (30/May/2021). At the time the color used for the background was a light gray. Over the years the color changed to the current dark green, aggravating the problem further. Before that, the (expanded) nodegroup already had the partially transparent background, mingling with the other nodes. The Python Nodes branch brought this concept with its changes, and would always draw up to two levels up in the background (the parent nodetree, and its parent nodetree). To read the original inspiration for all the changes introduced then: https://code.blender.org/2012/01/improving-node-group-interface-editing/ Differential Revision: https://developer.blender.org/D12780
2021-10-07Asset Catalogs: change rules for saving catalog definition filesSybren A. Stüvel
Change the rules for determining where to save a new catalog definition file (CDF). Old situation (T91681): if a `blender_assets.cats.txt` file already exists in the same directory as the blend file, write to that. If not, see if the blend file is contained in an asset library, and write to its top-level CDF. The new situation swaps the rules: first see if the blend file is contained in an asset library, and if so write to its top-level CDF. If not, write a CDF next to the blend file. As before, any pre-existing CDF is not just bluntly overwritten, but merged with the in-memory catalogs.
2021-10-07Cleanup: asset catalog tests, move teardown functionSybren A. Stüvel
Move `AssetCatalogTest::TearDown` close to the corresponding `SetUp` function, so that it's easier to find. No functional changes.
2021-10-07Fix sequencer preview poll functionCampbell Barton
sequencer_view_preview_poll returned true even when in the "Sequence" view. Now check the preview is visible, also check the region is expected type so preview actions aren't possible for mixed sequence/preview display.
2021-10-07Asset Browser: Move Asset Library selector to navigation barJulian Eisel
The menu to select the active Asset Library is now in the left bar (so called "Source List", although I'd prefer "Navigation-Bar"). This has some benefits: * All Asset Library navigation is in the left sidebar now, giving nice grouping and a top-to-bottom & left-to-right flow of the layout. The header is focused on view set-up now. * Catalogs are stored inside the asset library. Makes sense to have them right under that. * Less content in the header allows for less wide Asset Browsers without extensive scrolling. * This location gives more space to add options or operators for Asset Libraries. Main downside I see is that the side-bar needs to be opened to change libraries, which takes quite some space. In practice there shouldn't be need to do this often though.
2021-10-07Cleanup: clang-tidyCampbell Barton
2021-10-07Fix wrong tile size calculated in CyclesSergey Sharybin
Was causing extra overscan pixels, and was confusing multiple workers check after fix T91994.
2021-10-07Cleanup: make formatDalai Felinto
2021-10-07Fix Cycles long start on scene without volumesSergey Sharybin
The state template iteration had difficult time dealing with 0-sized arrays, causing iteration for until integer overflows.
2021-10-07Asset Browser: Rework layout & behavior of catalog tree-viewJulian Eisel
This reworks how tree rows are constructed in the layout and how they behave in return. * To open or collapse a row, the triangle/chevron icon has to be clicked now. The previous behavior of allowing to do it on the entire row, but only if the item was active already, was just too unusual and felt weird. * Reduce margin between chevron icon and the row label. * Indent child items without chevron some more, otherwise they feel like a row on the same level as their parent, just without chevron. * Fix renaming button taking entire row width. Respect indentation now. * Fix double-clicking to rename toggling collapsed state on each click. Some hacks/special-handling was needed so tree-rows always highlight while the mouse is hovering them, even if the mouse is actually hovering another button inside the row.
2021-10-07Fix proxy to override code being called on undos.Bastien Montagne
2021-10-07Fix T91994: Cycles crash when rendering on multiple devicesSergey Sharybin
The overscan change from D12599 lacked proper handling of window when slicing buffer for multiple devices.
2021-10-07Revert commit, turns out this isn't a bug?Joseph Eagar
2021-10-07UI: Fix alignment of buttons in Grease Pencil tool settingsPablo Vazquez
Small fix reviewed on blender.chat by the Grease Pencil team.
2021-10-07Fix mask expand not properly supportingJoseph Eagar
both inverse and keep mask modes being on at the same time.
2021-10-07Fix T91670: Strip text position is incorrectRichard Antalik
Use `sseq->timeline_overlay.flag` instead of `sseq->flag`. Caused oversight in 7cb65e45814d.
2021-10-07Cleanup: Move VSE disk cache code into own fileRichard Antalik
No functional changes.
2021-10-07Cleanup: VSE iterator semanticsRichard Antalik
Use `BLI_gset_ensure_p_ex()` instead of `BLI_gset_insert()` after checking `BLI_gset_lookup()`.
2021-10-07Fix T91972: Meta changes length when adding stripRichard Antalik
`SequencesMeta.new_movie()` API function caused meta strip to change length. Similar issue has been fixed in transform code by checking if `MetaStack` exists. `MetaStack` is not used when changing data in python. Provide `seqbase` to `SEQ_time_update_sequence()` so the function can check if change happens inside of meta strip. This patch also merges `seq_time_update_sequence_bounds()` into `SEQ_time_update_sequence()`. This is because same issue applies for both functions and it is confusing to have more time update functions.re if this will lead anywhere. Reviewed By: sergey Differential Revision: https://developer.blender.org/D12763
2021-10-07Fix VSE pan property text printingRichard Antalik
Move text into separate label.
2021-10-06Cycles: fully decouple triangle and curve primitive storage from BVH2Brecht Van Lommel
Previously the storage here was optimized to avoid indirections in BVH2 traversal. This helps improve performance a bit, but makes performance and memory usage of Embree and OptiX BVHs a bit worse also. It also adds code complexity in other parts of the code. Now decouple triangle and curve primitive storage from BVH2. * Reduced peak memory usage on all devices * Bit better performance for OptiX and Embree * Bit worse performance for CUDA * Simplified code: ** Intersection.prim/object now matches ShaderData.prim/object ** No more offset manipulation for mesh displacement before a BVH is built ** Remove primitive packing code and flags for Embree and OptiX ** Curve segments are now stored in a KernelCurve struct * Also happens to fix a bug in baking with incorrect prim/object Fixes T91968, T91770, T91902 Differential Revision: https://developer.blender.org/D12766
2021-10-06Build: search for hipcc in HIP_ROOT_DIR/binBrecht Van Lommel
2021-10-06Fix logic error when trying to find hovered itemJulian Eisel
Was just comparing this item's and the parent item's names. But if an item has no parents, only its own name has to match for the check to return true. Make sure that the number of parents also matches.
2021-10-06Fix T91987: Linking overrides does not apply overrides rules.Bastien Montagne
Just a matter of calling `BKE_lib_override_library_main_update` in `library_link_end`.
2021-10-06BMain: Add utils to check if a Main is empty or not.Bastien Montagne
Mostly intended for debug code (asserts).
2021-10-06Fix compilation error with MSVCSergey Sharybin
MSVC does not support variable size array definition. Use maximum possible stack, similar to the GPU case. Not expected to have user-measurable difference.
2021-10-06Asset Browser: Show catalog add & delete icons on mouse hover (only)Julian Eisel
Now the icons to add or delete catalogs are only shown when mouse hovering a catalog item in the tree. This is convenient for quick creation of catalogs, and doesn't require activating a catalog to edit it first. Determining if a tree item is hovered isn't trivial actually. The UI tree-view code has to find the matching tree-row button in the previous layout to do so, since the new layout isn't calculated yet.
2021-10-06Fix possibly wrong matching of tree-view item buttonsJulian Eisel
The UI code to ensure consistent button state over redraws was just comparing the name of the item, ignoring the parent names. So with multiple items of the same name, there might have been glitches (didn't see any myself though). There's a leftover to-do though, we don't check yet if the matched buttons are actually from the same tree. Added TODO comment.
2021-10-06Asset Browser: Always show icon to add catalog next to "All" itemJulian Eisel
Feedback was that it's unclear sometimes how to add a new item and that some people expect a button to add a new item next to the "All" item.
2021-10-06Pass correct array size to BKE_object_material_remap_calcJacob Lewallen
This was patch D12460 from jlewallen and fixes T91339 and T90818.
2021-10-06Fix T91922: Cycles artifacts with high volume nested levelSergey Sharybin
Make volume stack allocated conditionally, potentially based on the actual nested level of objects in the scene. Currently the nested level is estimated by number of volume objects. This is a non-expensive check which is probably enough in practice to get almost perfect memory usage and performance. The conditional allocation is a bit tricky. For the CPU we declare and define maximum possible volume stack, because there are only that many integrator states on the CPU. On the GPU we declare outer SoA to have all volume stack elements, but only allocate actually needed ones. The actually used volume stack size is passed as a pre-processor, which seems to be easiest and fastest for the GPU state copy. There seems to be no speed regression in the demo files on RTX6000. Note that scenes with high nested level of volume will now be slower but correct. Differential Revision: https://developer.blender.org/D12759
2021-10-06Gizmo: remove wmGizmoGroup.use_fallback_keymapCampbell Barton
This ended up being a copy of: `toolsettings->workspace_tool_type == SCE_WORKSPACE_TOOL_FALLBACK` requiring boiler plate assignment in gizmos refresh callbacks. Remove this struct member and check `toolsettings->workspace_tool_type` directly, since so far there has been no advantage in gizmo-groups being able to control this themselves.
2021-10-06Keymap: ignore the fallback keymap when "Active Tool" is setCampbell Barton
Resolve regression in c9d9bfa84ad5cb985e3feccffa702b2f3cc2adf8, which added support for tools to be tagged as using a fallback too. In these cases the "Active Tool" setting was ignored and the fallback tool would be used (the spin tool would box select for example).
2021-10-06Assets: Support Renaming Catalogs in the UIJulian Eisel
Catalogs can now be renamed by double clicking them in the Asset Browser. This is mostly done through the tree-view API, the asset specific code is very little. There is some polish left to be done here, e.g. the double click currently also collapses/uncollapses and activates the clicked item. And the rename button takes the full width of the row. But addressing these is better done as part of some other behavioral changes that are planned anyway.
2021-10-06Tests: include device type in benchmark graph labelsBrecht Van Lommel
2021-10-06Build: add ccache support for CUDA kernels on LinuxBrecht Van Lommel
2021-10-06Cleanup: don't detect duplicate intersections in EmbreeBrecht Van Lommel
It's unclear why this code was added in the first place, but it seems unnecessary, it can be restored if we find this breaks something. The Embree docs mention that the same primitive may be hit multiple times, but my understanding is that about e.g. curves where both the frontside and backside may be hit. However those hits would be at different distances. The context for this change is that we want to add an optimization where we can immediately update throughput for transparent shadows instead of recording intersections, and avoid duplicate would require extra work. However there is an Embree example that does something similar without worrying about duplicate hits either.
2021-10-06Cleanup: Improve readability & comments in UI tree-view headerJulian Eisel
2021-10-06UI: Draw tree-views (e.g. asset catalogs) in a boxJulian Eisel
Makes things look more appealing visually. Plus it's a way to visually group the tree rows together, which can be important if there are more widgets surrounding the tree.