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2022-06-02Cleanup: remove "<pep8 compliant>" from headersCampbell Barton
It can be assumed that all scripts comply with basic pep8 formatting regarding white-space, indentation etc. Also remove note in best practices page & update `tests/python/pep8.py`. If we want to exclude some scripts from make format, this can be done by adding them to `ignore_files` in: source/tools/utils_maintenance/autopep8_format_paths.py Or using `# nopep8` for to ignore for individual lines. Ref T98554
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2021-03-06Cleanup: unused importsCampbell Barton
2021-03-06Cleanup: unused argumentsCampbell Barton
2020-06-19UI: Grease Pencil Modifier Drag and Drop, Layout ChangesHans Goudey
This patch implements the list panel system D7490 for grease pencil modifiers. It also moves their drawing to a callback in GpencilModifierTypeInfo in line with the extensible architecture refactoring goal T75724. This also adds the "set_error" function for grease pencil modifiers, which hadn't been copied from mesh modifiers yet. The implementation is basically exactly the same as for the modifier patch (9b099c86123fc82). Thanks to Matias Mendiola (mendio) for providing mockups for many of the layout changes. Differential Revision: https://developer.blender.org/D7978
2020-06-05UI: Drag and Drop Modifiers, Layout UpdatesHans Goudey
This patch implements the list panel system D7490 for modifiers. It also moves modifier drawing to a callback in ModifierTypeInfo in line with the extensible architecture refactoring goal T75724. This adds a PanelRegister callback and utilities for registering panels and subpanels. It also adds the callbacks for expansion saving and drag and drop reordering described in D7490. These utilities, callbacks, and other common UI elements shared between modifiers live in MOD_ui_common.c. Because modifier buttons are now in panels, we can make use of subpanels for organization. The UI layouts also use the single column layout style consistently used elsewhere in Blender. Additionally, the mode-setting buttons are aligned and ordered consistently with the outliner. However, the large number of UI changes in this patch may mean that additional polishing is required in master. Thanks to William Reynish (@billreynish) who did a fair amount of the layout work and to Julian Eisel (@Severin) for consistent help. Differential Revision: https://developer.blender.org/D7498
2020-05-29Modifiers: add invert vgroup weights options to operands of Mix modifier.D. O
Please note that vertices which are in a vgroup are not affected by this option (which means that affected vertices from 'selection' modes remain the same). Only the weights of selected vertices get inverted. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D7811
2020-05-26Modifiers: Add normalize weights option to vertex weight modifiersCody Winchester
Original patch by Cody Winchester (@CodyWinch), several fixes and cleanup by Bastien Montagne (@mont29). Differential revision: https://developer.blender.org/D7656
2020-05-13Simulation: Add modifier to access simulation dataJacques Lucke
For now the "Simulation" modifier only exists for point cloud objects, because we need this for the particle system. Right now, the modifier is doing nothing. There is a new `DEG_add_simulation_relation` function that is used by the modifier to make sure that the simulation is evaluated before the modifier is executed. Reviewers: brecht, sergey Differential Revision: https://developer.blender.org/D7549
2020-05-13Merge branch 'blender-v2.83-release'Pablo Dobarro
2020-05-13Fix T76306: Disable use creases when there is displacement dataPablo Dobarro
Use creases changes the limit surface, so the displacemente data is won't be correct if this option is modified without updating the displacement. Reviewed By: sergey Maniphest Tasks: T76306 Differential Revision: https://developer.blender.org/D7700
2020-05-11Cleanup: Add space line removed by errorAntonio Vazquez
2020-05-11GPencil: Replace material name with material pointer for Modifiers filterAntonio Vazquez
Before, the material name was used to filter the effect of the stroke, but after the last changes in the ID code, now it's not working. After talking with @severin, we agreed to replace the material name with a pointer. Also, this fix a design issue when the materials were linked. Related to T76594 Differential Revision: https://developer.blender.org/D7681 with some minor changes
2020-05-11GPencil: New Percentage parameter in Build modifierAntonio Vazquez
Add a factor to determine the percentage affected. This parameter is used to hide part of the stroke and to have a full control of how the points are displayed and not linked to current scene frame. {F8526502} {F8526511} Reviewed By: mendio, pepeland Differential Revision: https://developer.blender.org/D7682
2020-05-07Merge branch 'blender-v2.83-release'Philipp Oeser
2020-05-07Fix T75793: Mirror modifier UV flip only works on first UDIM TilePhilipp Oeser
Was flipping around the 0-1 range, now (optionally) flip around each tile. Also added this option for BMesh bmo_mirror. Reviewed By: campbellbarton Maniphest Tasks: T75793 Differential Revision: https://developer.blender.org/D7460
2020-04-30Multires: Subdivide Simple and Subdivide LinearPablo Dobarro
This introduces two alternative subdivision modes that generates displacement on the grids that look as Simple subdivisions but while using the Catmull-Clark subdivision type in the modifier. This way, Simple and Catmull-Clark subdivision can be combined when creating new levels if needed, for example, to sculpt hard surface objects. Subdivide simple smooths the sculpted data when creating a new subdivision level. Subdivide linear also preserves the sharpness in the sculpted data. Reviewed By: sergey Differential Revision: https://developer.blender.org/D7415
2020-04-30Multires: Unsubdivide and Rebuild SubdivisionsPablo Dobarro
This implements the main unsubdivide algorithm which rebuilds a base mesh and extracts the grid's data from a high resolution mesh. It includes the Rebuild Subdivisions operator, which generates all subdivision levels down to the level 0 base mesh. It supports: - Rebuilding an arbitrary number of levels (Unsubdivide) or as many levels as possible down to level 0 in a single step (Rebuild Subdivisions). - Rebuilding with already existing grids. - Meshes with n-gons and triangles - Meshes with more than 2 faces per edge - Base mesh made completely out of triangles - Meshes without poles - Meshes with multiple disconnected elements at the same subdivision level Reviewed By: sergey Differential Revision: https://developer.blender.org/D7372
2020-04-30Multires: Enable sculpting in all subdivision levelsPablo Dobarro
Return the correct sculpt level in BKE_multires_sculpt_level_get and enable the property in the UI Reviewed By: sergey Differential Revision: https://developer.blender.org/D7575
2020-04-28GPencil: Remove redundant Control word from UIAntonio Vazquez
2020-04-28Cleanup: trailing whitespaceJacques Lucke
2020-04-19Fix T75878: Modifiers disappearing from UIJulian Eisel
Typo in 4f9a56cbc4e8.
2020-04-19GPencil: Add Texture modifierCody Winchester
This patch aims to add a new modifier for grease pencil objects that gives more control over the strokes texture UVs. There are 3 modes. 1 Control the stroke texture UVs alone 2 Control the fill texture UVs alone 3 Control both the fill and stroke texture UVs For the stroke texture UVs there are 2 options for fitting the texture to the stroke. 1 The texture uvs are kept a consistent length how it currently is set by default. 2 The uvs are normalized to fit the length of the stroke regardless of how long or short it gets allowing the texture to fit the length of the stroke. There are then 2 controls to scale up and down the uvs and an offset value that allows moving the texture along the stroke. For the fill texture UVs it includes all of the transformational controls. Location offset, scale, and rotation. Reviewed By: antoniov, mendio Differential Revision: https://developer.blender.org/D7439
2020-04-19Fix T75878: Modifiers disappearing from UIJulian Eisel
Typo in 4f9a56cbc4e8.
2020-04-14Add Complex Solidify option for thickness per faceHenrik Dick
Add an option to solidify complex which will make faces which have thickness controlled by vertex weights flat/even, and parallel to their original face. For each face it uses the minimal weight assigned to its vertices to control the thickness. This will help users for example in architecture or basic CAD design by finally making solidify work there at all if altering thickness is needed. Differential Revision: https://developer.blender.org/D7340 Reviewed and minor cleanups by Batien Montagne (@mont29).
2020-04-14Improve Solidify/Bevel Modifier cooperationHenrik Dick
Adds a slider to solidify which allows the user to add bevel weight on the outside or remove bevel weight from the inside. Also includes a very small improvment for working with subsurface modifier where the rim edge in complex solidify will now also have a chance to get a crease if there is only two adjacent edges. Differential Revision: https://developer.blender.org/D7334 Reviewing and minor cleanups: Bastien Montagne (@mont29).
2020-04-13Fix T75032: New complex solidify algorithm handles poorly merging threshold ↵Henrik Dick
of small geometry details. * Implemented the algortihm that would merge vertices to the weighted center between them. * Exposed the merge threshold to the user. The new default tolerance is 0.0001 (versionning code ensures that previous default value remains in use to avoid any change in existing files). Review and minor changes/cleanups from Bastien Montagne (@mont29).
2020-04-10Modifiers: Add Bone option for Texture Mask ObjectCody Winchester
This patch adds the option to use an armature bone in place of an object for texture mask coordinates. This affects the 3 vertex weight modifiers, the displace modifier, the warp modifier, and the wave modifier. With minor changes from Bastien Montagne (@mont29). Differential Revision: https://developer.blender.org/D7348
2020-04-02GPencil: Cleanup typo error for hardnessAntonio Vazquez
The variable cannot be names because it was already renamed.
2020-03-31Add Voxel Mode to the Remesh modifierPablo Dobarro
This adds the Voxel Mode to the current remesh modifier. It works exactly the same way as the voxel remesh operator and uses the same properties to control the remeshing. We can exand this with more options in the future (fix poles, reprojection...) Reviewed By: brecht Differential Revision: https://developer.blender.org/D7292
2020-03-27Surface Deform modifier: add vertex group and strength control.Cody Winchester
This commit aims to add functionality to the surface deform modifier that gives more control and allows it to work better with the modifier stack. * Maintains compatibility with older files. The default settings keep it so that the whole object is bound and vertex coordinates get overwritten as the modifier currently does. * Turns the deformations from an absolute vertex coordinate overwrite into an additive offset from the vertex location before the modifier to the resulting bound deformation. This gives the ability to control the strength of the deformation and mix the deformation of the modifier with the modifier stack that comes before it. * Also adds in a vertex group with the invert option. This is applied after the bind deformation is added. So the whole object is still bound to target, and the vertex group filters afterwards what parts get affected. I experimented with a version to only binds the geometry weighted to the vertex group, but that would break compatibility with old files. I may bring it in later as a separate option/mode for the surface deform. With several fixes from @mont29. Reviewed By: mont29 Differencial Revision: https://developer.blender.org/D6894
2020-03-27Solidify modifier: add option to assign shell & rim geometry to selected ↵Cody Winchester
vertex groups. This commit gives the solidify modifier the ability to assign the newly created shell and rim geometries to selected vertex groups. This expands the procedural control over the modifier stack by letting users apply modifiers to the shell geometry without affecting the original geometry. This will be especially helpful for NPR users that use solidify to create backface culling lines on their characters giving them the ability to add displace noise and other effects. Differential Revision: https://developer.blender.org/D6903
2020-03-27Warp modifier: add bone from and bone to options when using armature objectsCody Winchester
This commit adds the option to use armature bones for the From and To targets when using armature objects. The changes are based on the UV Warp modifier. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6820
2020-03-24Add invert mapping option to proximity weight edit modifier, and some cleanup.Bastien Montagne
2020-03-24Modifiers: Vertex Weight Edit add invert curve falloff optionCody Winchester
This commit adds the option to invert the resulting weights of the falloff curve. There is a workflow used by some to convert a texture mask into vertex weights by using a custom curve and inverting the points. This allows the same effect with a single click, and gives the modifier more procedural functionality. With minor UI tweaks by @mont29. Differential Revision: https://developer.blender.org/D6899
2020-03-21GPencil: New Hardeness mode for Opacity modifierAntonio Vazquez
Add new option to change the stroke hardeness. This option works at stroke level, not at point level. Also replaced the "Both" name mode by "Stroke and Fill". Differential Revision: https://developer.blender.org/D7195
2020-03-20Multires: Disallow changing mode and quality after subdivisionSergey Sharybin
Avoids possible final object shape destruction since those options defines how displacement is applied and propagated.
2020-03-13GPencil: Join Tint and Vertex Color modifierAntonio Vazquez
Both are doing almost the same and can be merged. This reduce complexity for user and less code to maintain. Reviewed By: mendio, pepeland, fclem Differential Revision: https://developer.blender.org/D7134
2020-03-12GPencil: Change Build modifier UI layout for Influence FiltersAntonio Vazquez
The layer filter was not following the standard layout
2020-03-12Ocean: add new spectra modes to the ocean modifierPhil Stopford
This extends the ocean modifier to add new spectra (Pierson-Moskowitz, Jonswap, TMA). These models are very different to the Phillips spectrum. They are intended for more established, large area, oceans and/or shallow water situations.
2020-03-10Modifiers: Corrective Smooth modifier, new Scale parameterLucas Veber
When scaling the root bone of a rig to apply a global scale, the corrective smooth modifier results in wrong deformation due to incorrect scaling. The delta calculations are not taking into account any scale value. To fix it, a scale property is added to the modifier, allowing to set manually the scale value for the deltas by simply multiplying the vectors by this value. There is a similar implementation in Maya's Delta Mush deformer. This property can be for example driven by the scale of the root bone of the rig, to dynamically update when the animator scale this bone. Reviewed By: brecht, sybren Differential Revision: https://developer.blender.org/D6622
2020-03-09GPencil: Refactor of Draw Engine, Vertex Paint and all internal functionsAntonio Vazquez
This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes. Also, a huge code cleanup has been done at all levels. Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development. Differential Revision: https://developer.blender.org/D6293
2020-03-03Modifiers: Wave add invert vgroup optionBastien Montagne
Adds the invert vgroup option to the Wave modifier. Differential Revision: https://developer.blender.org/D6893
2020-02-27UI: Clarify Laplacian DeformAaron Carlisle
- Match UI Style - Clarify that the vertex group is different then other modifiers
2020-02-18Modifiers: UVWarp modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the UVWarp modifier. Adds a flag and char padding to the DNA. Differential Revision: https://developer.blender.org/D6841
2020-02-18Modifiers: Bevel modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the Bevel modifier. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6845
2020-02-18Modifiers: Explode modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the Explode modifier. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6844
2020-02-18Modifiers: Laplacian Deform modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the Laplacian Deform modifier. Differential Revision: https://developer.blender.org/D6843
2020-02-18Modifiers: Laplacian Smooth modifier add invert vgroup optionCody Winchester
Adds the invert vgroup option to the Laplacian Smooth modifier. Differential Revision: https://developer.blender.org/D6842
2020-02-15Modifiers: Add option to directly specify a 2D transform for UVWarpLukas Stockner
Currently the only option is to warp based on the transform of other objects, which is inconvenient if you want to e.g. control it through a driver - you need to set up a dummy object and go through that, which is clunky and should be unneccessary. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6690