Age | Commit message (Collapse) | Author |
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Adds a new operator to automatically rotate UV Islands into alignment.
Modes:
* Auto (All edges)
* Geometry (V direction will point in geometry direction) [1]
* Edge (Rotate until selected edge is in V direction)
Also adds uv_sync_selection support to UV Randomize Transform.
Resolves: T78399
Differential Revision: https://developer.blender.org/D15820
[1] Listed as "World" in Task description.
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The per-keymap user preferences messages were not extracted. This goes
through the keymap preferences RNA, as well as Python files for UI.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15871
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When saving, the default file name is "untitled" regardless of
selected language. This can be translated, like many graphical
applications do.
This applies to:
- blend file
- alembic file
- collada file
- obj file
- usd file
- rendered image
- grease pencil export
- subtitles export
- other Python exports through ExportHelper
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15868
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Reviewed by: Matias Mendiola
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The option is more logic in the Normalize group
Reviewed by: Matias Mendiola
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Replacement of our Hebrew font, which has bad variable weight default.
See D15846 for more details.
Differential Revision: https://developer.blender.org/D15846
Reviewed by Brecht Van Lommel
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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
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Since rB6269d66da, creating formats no longer depends solely on the
shader, but now depends on the dimensions used to fill the VBOs.
This allows 3D shaders to work flawlessly when assigned dimensions are
2D.
So there's no real benefit to us having shaders that are limited to 2D
use anymore.
This limitation makes it difficult to implement other builtin shaders
as they indirectly require a 2D version.
So this commit removes the 2D versions of the builtin sahders used in
Python , renames the string enums but keeps the old enums working for
backward compatibility.
(This brings parts of the changes reviewed in D15836).
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With the new `attrs_info_get` method, we can get information about
the attributes used in a `GPUShader` and thus have more freedom in the
automatic creation of `GPUVertFormat`s
Reviewed By: fclem, campbellbarton
Differential Revision: https://developer.blender.org/D15764
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The new factor allows to apply the current brush size to the
external stroke perimeter conversion done in draw mode.
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This patch moves material indices from the mesh `MPoly` struct to a
generic integer attribute. The builtin material index was already
exposed in geometry nodes, but this makes it a "proper" attribute
accessible with Python and visible in the "Attributes" panel.
The goals of the refactor are code simplification and memory and
performance improvements, mainly because the attribute doesn't have
to be stored and processed if there are no materials. However, until
4.0, material indices will still be read and written in the old
format, meaning there may be a temporary increase in memory usage.
Further notes:
* Completely removing the `MPoly.mat_nr` after 4.0 may require
changes to DNA or introducing a new `MPoly` type.
* Geometry nodes regression tests didn't look at material indices,
so the change reveals a bug in the realize instances node that I fixed.
* Access to material indices from the RNA `MeshPolygon` type is slower
with this patch. The `material_index` attribute can be used instead.
* Cycles is changed to read from the attribute instead.
* BMesh isn't changed in this patch. Theoretically it could be though,
to save 2 bytes per face when less than two materials are used.
* Eventually we could use a 16 bit integer attribute type instead.
Ref T95967
Differential Revision: https://developer.blender.org/D15675
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Add new features for upcoming Blender 3.3 and also missing 3.2 notes, which were not merged to master.
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This patch is a response to T92588 and is implemented
as a Function/Shader node.
This node has support for Float, Vector and Color data types.
For Vector it supports uniform and non-uniform mixing.
For Color it now has the option to remove factor clamping.
It replaces the Mix RGB for Shader and Geometry node trees.
As discussed in T96219, this patch converts existing nodes
in .blend files. The old node is still available in the
Python API but hidden from the menus.
Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht
Maniphest Tasks: T92588
Differential Revision: https://developer.blender.org/D13749
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When allocating new `CustomData` layers, often we do redundant
initialization of arrays. For example, it's common that values are
allocated, set to their default value, and then set to some other
value. This is wasteful, and it negates the benefits of optimizations
to the allocator like D15082. There are two reasons for this. The
first is array-of-structs storage that makes it annoying to initialize
values manually, and the second is confusing options in the Custom Data
API. This patch addresses the latter.
The `CustomData` "alloc type" options are rearranged. Now, besides
the options that use existing layers, there are two remaining:
* `CD_SET_DEFAULT` sets the default value.
* Usually zeroes, but for colors this is white (how it was before).
* Should be used when you add the layer but don't set all values.
* `CD_CONSTRUCT` refers to the "default construct" C++ term.
* Only necessary or defined for non-trivial types like vertex groups.
* Doesn't do anything for trivial types like `int` or `float3`.
* Should be used every other time, when all values will be set.
The attribute API's `AttributeInit` types are updated as well.
To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and
`CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional
changes yet. Follow-up commits will change to avoid initializing
new layers where the correctness is clear.
Differential Revision: https://developer.blender.org/D15617
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- PALETTE_OT_color_add: crashed without a brush.
- SCREEN_OT_actionzone: crashed without a window.
- PREFERENCES_OT_studiolight_show: exception when opening prefs failed.
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Those strings were at least partly disambiguated:
- Area
- Zone
- Measurement
- Ease
- BBone Ease In / Out
- Back
- Camera BG image depth
- GP interpolate sequence
- Edge Crease
- Theme
- Jitter
- Brush
- GPencil
- Lens distorsion compositing node
- Cineon color management
- Black
- Gamma
- White
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15791
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Translate:
- new group socket names
- default names Input and Output
- on connecting a link from another node
- new geometry nodes input and output socket names
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15763
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The info provided by add-ons is very valuable to users, yet it wasn’t translatable yet.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15747
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This new option converts the stroke to outline perimeter as soon as is drawn.
If no alternative material is set, the actual material is used.
The algorithm is similar to the new operator in D15664
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D15738
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Maniphest Tasks: T86484
Differential Revision: https://developer.blender.org/D15778
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Return faces instead of face indices from bmesh_linked_uv_islands
since BMesh indices aren't reliable when geometry is added/removed,
where the faces will still be valid.
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Also correct doc-string syntax.
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Implement a new operator to randomize the scale, rotation and offset
of selected UV islands.
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This makes workspaces more translatable:
- New Workspace menu
- header
- preset menus
- preset entries
- workspace names upon factory file template load
- new workspace name upon workspace addition
To properly translate those names, an extraction function for
workspace names from app templates was added as well.
(Do not do anything when loading a user-saved file!)
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15727
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Conflicts:
release/scripts/startup/bl_ui/space_userpref.py
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While the current situation sort of works, a proper translation cannot
be achieved in every language. Separate messages for each lighting
type.
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Add missing labels, and also add tooltips.
Unfortunately there is no way currently to extract two messages from a
single 'function' call, so unless those type of macros become very
widely used, would keep it as manual tagging.
Also disambiguate `case` in text context, pretty sure English is one of
the very rare languages to use this word for character case too.
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