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2022-11-13Merge branch 'blender-v3.4-release'Pratik Borhade
2022-11-13Fix T102187: Add knife tool in mesh panelblender-v3.4-releasePratik Borhade
Add knife tool option in mesh panel Reviewer: campbellbarton, JulienKaspar Differential Revision: https://developer.blender.org/D16395
2022-11-10Sculpt: Rename Show/Hide operators for consistencyJulien Kaspar
This is a minor naming update to make the box hide and show operators in sculpt mode follow current naming conventions. Reviewed by: Joseph Eagar Differential Revision: https://developer.blender.org/D16413 Ref D16413
2022-11-09Cleanup: formatCampbell Barton
2022-11-08GPencil: Make Sculpt Auto-masking Global and not by BrushAntonio Vazquez
The auto-masking was working by Brush and this was very inconvenient because it was necessary set the options by Brush, now the options are global and can be set at once. Also, the automa-masking now works with `and` logic and not with `or` as before. That means that a stroke must meet all the conditions of the masking. Added new Layer and Material options to masking the strokes using the same Layer/Material of the selected stroke. Before, only Active Layer and Active Material could be masked. The options of masking has been moved to the top-bar using the same design of Mesh Sculpt masking. As result of the changes above, the following props changed: Removed: `brush.gpencil_settings.use_automasking_strokes` `brush.gpencil_settings.use_automasking_layer` `brush.gpencil_settings.use_automasking_material` Added: `tool_settings.gpencil_sculpt.use_automasking_stroke` `tool_settings.gpencil_sculpt.use_automasking_layer_stroke` `tool_settings.gpencil_sculpt.use_automasking_material_stroke` `tool_settings.gpencil_sculpt.use_automasking_layer_active` `tool_settings.gpencil_sculpt.use_automasking_material_active` Reviewed by: Julien Kaspar, Matias Mendiola, Daniel Martinez Lara
2022-11-06UI: Sort items in Weight Locks menuPablo Vazquez
Reorder the items in the `Locks` menu: * Split into three groups: Lock, Unlock, Invert. * Use icon only in the first item of each group, following the HIG. Reviewed By: Severin Differential Revision: https://developer.blender.org/D16383
2022-10-19Curves sculptmode: fix missing mode and tool in Brush SpecialsPhilipp Oeser
For consistency with other brush based (paint) systems we should add these entries in the brushes context menu. For this, expose the brushes `ob_mode` to RNA and show this (along with the tool choice) to the appropriate menus. Differential Revision: https://developer.blender.org/D16287
2022-10-17Sculpt: Auto-masking UI improvementsPablo Vazquez
Add auto-masking as a popover in the header while in Sculpt mode, following the design in T101593. These properties were present in the Options panel (and popover), they have been removed from there. Moreover, this commit makes the auto-masking section in Brush settings match the new popover. In the future this popover can be used for other modes that support auto-masking such as Grease Pencil. See D16145 for details and screenshots. Reviewed By: JulienKaspar Differential Revision: https://developer.blender.org/D16145
2022-10-12Cleanup: use function style casts for C++, format & spellingCampbell Barton
2022-10-11Sculpt: Fix T101694: Change operator for unhide face setsPratik Borhade
In 22c3db72ca2f `SHOW_ALL` has been removed from `face_set_change_visibility`. Instead `SCULPT_OT_reveal_all` is now used for unhiding all face sets. Reviewed By: Joseph Eagar & Julian Kaspar Differential Revision: https://developer.blender.org/D16199 Ref D16199
2022-09-29Sculpt: Normal-based automasking modesJoseph Eagar
Two new normal-based automasking modes. The first mode, "brush", compares vertex normals with the initial normal at the beginning of the brush stroke. The second, "view", compares vertex normals with the view normal. If "occlusion" is on then rays will be shot from each vertex to test if it is occluded by other geometry (note: this can be very slow).\ Only geometry inside the sculpt mesh is considered. Each mode has an associated angular limit and a falloff. Reviewed by: Julien Kaspar and Jeroen Bakker Differential Revision: https://developer.blender.org/D15297 Ref D15297
2022-09-29Sculpt: New Cavity Automasking ModeJoseph Eagar
Add new cavity automasking mode based on local mesh curvature. Cavity masking is a great way to quickly add detail in crevices and the like. It's meant to be used with the Paint brush in color attribute mode. It does work with other brushes but the results can be unpredictable. {F13131497} The old "dirty mask" operator has been replace with a new "mask from cavity" operator that shares the same code with cavity automasking. Differences from the sculpt-dev implementation: * It uses the word "cavity." When I first implemented this I wasn't aware this feature existed in other software (and other paint modes in Blender), and for reasons that escape me today I initially decided to call it a concave or concavity mask. * The cavity factor works a bit differently. It's no longer non-linear and functions as a simple scale around 0.5f. * Supports custom curves. * Supports blurring. Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton Differential Revision: https://developer.blender.org/D15122 Ref D15122
2022-09-28Geometry Nodes: viewport previewJacques Lucke
This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-10GPencil: Add new Set Start Point operator to context menuAntonio Vazquez
2022-09-10GPencil: New Set Start point operatorAntonio Vazquez
This operator allows to set the start point for any cyclic stroke. This is very handy to fit interpolation issues or use thickness modifier. Note: There is small change in this commit to fix a typo error in the name of the operator. Reviewed By: mendio, frogstomp Maniphest Tasks: T100827 Differential Revision: https://developer.blender.org/D15881
2022-09-05GPencil: Move Outline operator in menuAntonio Vazquez
Reviewed by: Matias Mendiola
2022-09-05GPencil: Move Scale Thickness option in menuAntonio Vazquez
The option is more logic in the Normalize group Reviewed by: Matias Mendiola
2022-09-02DRWManager: New implementation.Clément Foucault
This is a new implementation of the draw manager using modern rendering practices and GPU driven culling. This only ports features that are not considered deprecated or to be removed. The old DRW API is kept working along side this new one, and does not interfeer with it. However this needed some more hacking inside the draw_view_lib.glsl. At least the create info are well separated. The reviewer might start by looking at `draw_pass_test.cc` to see the API in usage. Important files are `draw_pass.hh`, `draw_command.hh`, `draw_command_shared.hh`. In a nutshell (for a developper used to old DRW API): - `DRWShadingGroups` are replaced by `Pass<T>::Sub`. - Contrary to DRWShadingGroups, all commands recorded inside a pass or sub-pass (even binds / push_constant / uniforms) will be executed in order. - All memory is managed per object (except for Sub-Pass which are managed by their parent pass) and not from draw manager pools. So passes "can" potentially be recorded once and submitted multiple time (but this is not really encouraged for now). The only implicit link is between resource lifetime and `ResourceHandles` - Sub passes can be any level deep. - IMPORTANT: All state propagate from sub pass to subpass. There is no state stack concept anymore. Ensure the correct render state is set before drawing anything using `Pass::state_set()`. - The drawcalls now needs a `ResourceHandle` instead of an `Object *`. This is to remove any implicit dependency between `Pass` and `Manager`. This was a huge problem in old implementation since the manager did not know what to pull from the object. Now it is explicitly requested by the engine. - The pases need to be submitted to a `draw::Manager` instance which can be retrieved using `DRW_manager_get()` (for now). Internally: - All object data are stored in contiguous storage buffers. Removing a lot of complexity in the pass submission. - Draw calls are sorted and visibility tested on GPU. Making more modern culling and better instancing usage possible in the future. - Unit Tests have been added for regression testing and avoid most API breakage. - `draw::View` now contains culling data for all objects in the scene allowing caching for multiple views. - Bounding box and sphere final setup is moved to GPU. - Some global resources locations have been hardcoded to reduce complexity. What is missing: - ~~Workaround for lack of gl_BaseInstanceARB.~~ Done - ~~Object Uniform Attributes.~~ Done (Not in this patch) - Workaround for hardware supporting a maximum of 8 SSBO. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D15817
2022-08-22Merge branch 'blender-v3.3-release'Bastien Montagne
Conflicts: release/scripts/startup/bl_ui/space_userpref.py
2022-08-22I18n: disambiguate a few translationsDamien Picard
- Keying (keyframe insertion) - Roughness (particle children) - New image, collection, text (in menus) - Parents (particles) - Wrap (text) - Light (add menu) - Empty (volume add menu) - Empty (empty add menu) - Cycles (f-curve modifier) - Drag (workspace tool type) - Power (light intensity) - Power (math nodes) This last change also moves all math operations in nodes to the ID_nodetree context. It's needed only for some operations, but we can't be more granular here. Also... - Fix context extraction for interpolation mode headers in F-Curves and GPencil interpolation operator - Enable new translation: "Slot %d" in image editor - Fix an English message in the node editor: "Replace the input image's alpha channels by..." -> channel Ref. T43295 Reviewed By: mont29 Differential Revision: https://developer.blender.org/D15694
2022-08-18GPencil: New operator to convert strokes to perimeter.Antonio Vazquez
This operator converts any stroke of gpencil with a center line into a stroke with the perimeter. It's possible to assign the active material, keep current or create a new material for all perimeters. The conversion is only done for strokes with a material using `Stroke`. Only `Fill` strokes are not converted. Known issues: As the perimter has not boolean implementation, some perimeters can be overlaped. This could be solved in the future when a new 2D boolean library will be developed. Reviewed By: mendio, pepeland, frogstomp Differential Revision: https://developer.blender.org/D15664
2022-08-16Merge branch 'blender-v3.3-release'Bastien Montagne
2022-08-16LibOverride: Refactor of menu entries in the View3D.Bastien Montagne
Move override creation into their own menu, add entries for reset and clear operations.
2022-08-11Cleanup: doxy parameters, use static set instead of tupleCampbell Barton
2022-08-10Realtime Compositor: Add evaluator and engineOmar Emara
This patch adds the core realtime compositor evaluator as well as a compositor draw engine powered by the evaluator that operates in the viewport. The realtime compositor is a new GPU accelerated compositor that will be used to power the viewport compositor imminently as well as the existing compositor in the future. This patch only adds the evaluator and engine as an experimental feature, the implementation of the nodes themselves will be committed separately. See T99210. Differential Revision: https://developer.blender.org/D15206 Reviewed By: Clement Foucault
2022-07-26GPencil: Small UI change in overlay for consistencyAntonio Vazquez
To keep consistency is better add the word `Inactive` for `Fade Layers` and `Fade Objects` to keep the same naming used in other areas of the overlay panel. Reviewed by: Matias Mendiola
2022-07-26Fix T99984: Small GPencil overlay UI bugs in Edit ModeAntonio Vazquez
This commit fixes the opacity for curves hiding the option. Actually, the curve points and handles drawing is using the same code that mesh curves and the opacity is not supported. While this feature will be added for mesh curves and gpencil, now it's better to hide this option. Reviewed: Matias Mendiola Note: The handle problem reported in this task was fixed in a separated commit: 203e7ba3320e7ed978ec094efa0c1b22137fb12a
2022-07-21Cleanup: formatCampbell Barton
2022-07-19Curves: Hide snapping menu in curves sculpt modeHans Goudey
The menu/popover doesn't affect anything in the mode, and precision operations that would use snapping are meant for edit mode anyway.
2022-07-08Hair Curves: The new curves object is now availableDalai Felinto
This commit doesn't implement any new feature but makes the new curves object type no longer experimental. Documentation: * https://docs.blender.org/manual/en/3.3/modeling/curves/primitives.html#empty-hair * https://docs.blender.org/manual/en/3.3/sculpt_paint/curves_sculpting/introduction.html Note: This also makes the Selection Paint tool available. This tool should have been moved out of the "New Curves Tool" flag when we got the selection drawing to work. Differential Revision: https://developer.blender.org/D15402
2022-07-07LibOverride: Make fully editable when creating an experimental user setting.Bastien Montagne
This is temporary to investigate which behavior should be kept when creating an override hierarchy if there are no cherry-picked data defined: make all overrides user-editable, or not. This removes the 'make override - fully editable' menu entries.
2022-07-07Curves: Add sculpt selection overlayHans Goudey
This commit adds visualization to the selection in curves sculpt mode. Previously it was only possible to see the selection when it was connected to a material. In order to obstruct the users vision as little as possible, the selected areas of the curve are left as is, but a dark overlay is drawn over unselected areas. To make it work, the overlay requests the selection attribute and then ensures that the evaluation is complete for curves. Then it retrieves the evaluated selection GPU texture and passes that to the shader. This reuses the existing generic attribute extraction system because there currently wouldn't be any benefits to dealing with selection separately, and because it avoids duplication of the logic that extracts attributes from curves and evaluates them if necessary. Differential Revision: https://developer.blender.org/D15219
2022-07-01Sculpt Curves: UI tweaks and shortcutDalai Felinto
* Minimum Distance -> Distance Mix * Max Count -> Count Max * Shift + A for selection grow This follows better the names we have in geometry nodes in the Distribute Points node when using the Poisson Disk method (Distance Min, Distance Max). The shortcut for the selection grow is the same we use in mesh sculpt for the Expand Mask operator (which behaves a bit similar).
2022-06-30Curves: New tools for curves sculpt mode.Jacques Lucke
This commit contains various new features for curves sculpt mode that have been developed in parallel. * Selection: * Operator to select points/curves randomly. * Operator to select endpoints of curves. * Operator to grow/shrink an existing selection. * New Brushes: * Pinch: Moves points towards the brush center. * Smooth: Makes individual curves straight without changing the root or tip position. * Puff: Makes curves stand up, aligning them with the surface normal. * Density: Add or remove curves to achieve a certain density defined by a minimum distance value. * Slide: Move root points on the surface. Differential Revision: https://developer.blender.org/D15134
2022-06-30Transform Snap: nearest face snap mode, snapping options, refactoring.jon denning
This commit adds a new face nearest snapping mode, adds new snapping options, and (lightly) refactors code around snapping. The new face nearest snapping mode will snap transformed geometry to the nearest surface in world space. In contrast, the original face snapping mode uses projection (raycasting) to snap source to target geometry. Face snapping therefore only works with what is visible, while nearest face snapping can snap geometry to occluded parts of the scene. This new mode is critical for retopology work, where some of the target mesh might be occluded (ex: sliding an edge loop that wraps around the backside of target mesh). The nearest face snapping mode has two options: "Snap to Same Target" and "Face Nearest Steps". When the Snap to Same Object option is enabled, the selected source geometry will stay near the target that it is nearest before editing started, which prevents the source geometry from snapping to other targets. The Face Nearest Steps divides the overall transformation for each vertex into n smaller transformations, then applies those n transformations with surface snapping interlacing each step. This steps option handles transformations that cross U-shaped targets better. The new snapping options allow the artist to better control which target objects (objects to which the edited geometry is snapped) are considered when snapping. In particular, the only option for filtering target objects was a "Project onto Self", which allowed the currently edited mesh to be considered as a target. Now, the artist can choose any combination of the following to be considered as a target: the active object, any edited object that isn't active (see note below), any non- edited object. Additionally, the artist has another snapping option to exclude objects that are not selectable as potential targets. The Snapping Options dropdown has been lightly reorganized to allow for the additional options. Included in this patch: - Snap target selection is more controllable for artist with additional snapping options. - Renamed a few of the snap-related functions to better reflect what they actually do now. For example, `applySnapping` implies that this handles the snapping, while `applyProject` implies something entirely different is done there. However, better names would be `applySnappingAsGroup` and `applySnappingIndividual`, respectively, where `applySnappingIndividual` previously only does Face snapping. - Added an initial coordinate parameter to snapping functions so that the nearest target before transforming can be determined(for "Snap to Same Object"), and so the transformation can be broken into smaller steps (for "Face Nearest Steps"). - Separated the BVH Tree getter code from mesh/edit mesh to its own function to reduce code duplication. - Added icon for nearest face snapping. - The original "Project onto Self" was actually not correct! This option should be called "Project onto Active" instead, but that only matters when editing multiple meshes at the same time. This patch makes this change in the UI. Reviewed By: Campbell Barton, Germano Cavalcante Differential Revision: https://developer.blender.org/D14591
2022-06-23Cleanup: Clang tidyHans Goudey
Mainly duplicate includes and else after return.
2022-06-16Fix T98904: GPencil sculpt brushes break after you delete a brushAntonio Vazquez
There were two problems here: 1) Console warnings due to brush was None. 2) It was impossible to recreate a brush. This patch fixes both issues and it is now possible to recreate any brush. Differential Revision: https://developer.blender.org/D15213 Reviewed by: @dflelinto
2022-06-02Cleanup: Simplify curves toolbar drawing logicHans Goudey
Use `elif` to clarify that only one case happens.
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
2022-05-31Curves: Add soft selection in sculpt modeHans Goudey
This commit adds a float selection to curve control points or curves, a sculpt tool to paint the selection, and uses the selection influence in the existing sculpt brushes. The selection is the inverse of the "mask" from mesh sculpt mode currently. That change is described in more detail here: T97903 Since some sculpt tools are really "per curve" tools, they use the average point selection of all of their points. The delete brush considers a curve selected if any of its points have a non-zero selection. There is a new option to choose the selection domain, which affects how painting the selection works. You can also turn the selection off by clicking on the active domain. Sculpt brushes can be faster when the selection is small, because finding selected curves or points is generally faster than the existing brush intersection and distance checks. The main limitation currently is that we can't see the selection in the viewport by default. For now, to see the selection one has to add a simple material to the curves object as shown in the differential revision. And one has to switch to Material Preview in the 3d view. Differential Revision: https://developer.blender.org/D14934
2022-05-23Cleanup: formattingAaron Carlisle
2022-05-20LibOverride: Add option to Hierarchy Creation to get all data user-editable ↵Bastien Montagne
by default. Avoids having to manually enable data-blocks for user-edition when you do not care about what should be edited by whom. Similar to default behavior before introduction of system overrides (aka non-user-editable overrides).
2022-05-18Cleanup: remove unused variables, redundant assignmentsCampbell Barton
2022-05-12Cleanup: formatCampbell Barton
2022-05-11Curves: Adjust sculpt mode UI layoutsHans Goudey
This patch adjusts the UI layouts for the tool header and the tool properties in sculpt mode in a few ways. The goals are to better group related settings, keep fundamental settings easily accessible, fix the availability of some options, and make better use of space. 1. Remove ID template in tool header 2. Rename "Add Amount" to "Count" for add brush 3. Add "use pressure" toggles to radius and strength sliders 4. Move strength falloff to a popover 5. Move many "Add" brush settings to popover called "Curve Shape" 6. Move two "Grow/Shrink" options to a popover called "Scaling" 7. Don't display "Falloff" panel in properties when it has no effect See the differential revision for screenshots and more reasoning. Differential Revision: https://developer.blender.org/D14922
2022-05-11Mesh: Add Auto Smooth option to Shade Smooth operatorPablo Vazquez
Add a property to the **Shade Smooth** operator to quickly enable the Mesh `use_auto_smooth` option. The `Angle` property is exposed in the **Adjust Last Operation** panel to make it easy to tweak on multiple objects without having to go to the Properties editor. The operator is exposed in the `Object` menu and `Object Context Menu`. === Demo === {F13066173, size=full} Regarding the implementation, there are multiple ways to go about this (like making a whole new operator altogether), but I think a property is the cleanest/simplest. I imagine there are simpler ways to achieve this without duplicating the `use_auto_smooth` property in the operator itself (getting it from the Mesh props?), but I couldn't find other operators doing something similar. Reviewed By: #modeling, mont29 Differential Revision: https://developer.blender.org/D14894
2022-05-10Curves: Interpolate point count in add brushHans Goudey
This commit adds an option to interpolate the number of control points in new curves based on the count in neighboring existing curves. The idea is to provide a more automatic default than manually controlling the number of points in a curve, so users don't have to think about the resolution quite as much. Internally, some utilities for creating new curves are extracted to a new header file. These can be used for the various nodes and operators that create new curves. The top-bar UI will be adjusted in a separate patch, probably moving all of the settings that affect the size and shape of the new curves into a popover. Differential Revision: https://developer.blender.org/D14877
2022-05-09Merge branch 'blender-v3.2-release'Bastien Montagne
2022-05-09Fix T97915: Regression: Blender doesn't translate viewpoint menu items.Bastien Montagne
Another mistake in rBdb3f5ae48aca.
2022-05-06Cleanup: Trailing white-spaceDalai Felinto