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2021-09-27Constraints: change default Stretch To rotation type to Swing.Alexander Gavrilov
As also explained in D6134, in most case of Stretch To usage in rigs, it is desirable to use swing rotation, either via the old method of pairing the constraint with Damped Track, or via the Swing rotation type introduced in 2.82. This is for instance true for all usages of the constraint in Rigify. The reason can be understood by realizing that unlike order- dependent euler rotations, swing is not biased to an axis, and isn't affected by gimbal lock effects at merely 90 degrees of rotation (it has only one singularity at 180 degrees). Thus it makes sense to change the default for newly created constraints to the Swing mode. This has no backward compatibility concerns except for old tutorials and rig generation scripts. Differential Revision: https://developer.blender.org/D12643
2021-09-27Cleanup: incorrect null check in asset libraryJacques Lucke
Found by clang tidy (P2439).
2021-09-27Cleanup: Asset catalogs, fix clang-tidy warningSybren A. Stüvel
Change `auto &catalog` to `const auto &catalog`. No functional changes.
2021-09-27Asset Catalogs: write catalogs to disk when saving the blend fileSybren A. Stüvel
The Asset Catalog Definition File is now saved whenever the blend file is saved. The location of the CDF depends on where the blend file is saved, and whether previously a CDF was already loaded, according to the following rules. The first matching rule wins: 1. Already loaded a CDF from disk? -> Always write to that file. 2. The directory containing the blend file has a `blender_assets.cats.txt` file? -> Merge with & write to that file. 3. The directory containing the blend file is part of an asset library, as per the user's preferences? -> Merge with & write to `${ASSET_LIBRARY_ROOT}/blender_assets.cats.txt` 4. Create a new file `blender_assets.cats.txt` next to the blend file.
2021-09-27BKE Preferences: find asset library containing a pathSybren A. Stüvel
Add `BKE_preferences_asset_library_containing_path(&U, some_path)` that finds the asset library that contains the given path. This is a simple linear search, returning the first asset library that matches. There is no smartness when it comes to nested asset libraries (like returning the library with the best-matching path), although this could be a useful feature to add later.
2021-09-27Fix T91691: Selecting "Remove unused slots" in Materials panel removes slots ↵Bastien Montagne
that are assigned to particle systems/hair. `BKE_object_material_slot_used` would only check obdata usages, but particle settings can also (weirdly enough) use objects' material slots. So now, as its name suggests, `BKE_object_material_slot_used` does take an object as parameter, and also checks for potential slot usage from psys in the object.
2021-09-27Assets: Additions/fixes to the catalog system in preparation for the UIJulian Eisel
* Fixes missing update of the catalog tree when adding catalogs. * Adds iterators for the catalogs, needed for UI code. * Store catalog ID in the catalog tree items, needed for UI code. * Other smaller API additions for the UI. * Improve comments and smaller cleanups. New functions are covered with unit tests. Differential Revision: https://developer.blender.org/D12618 Reviewed by: Sybren Stüvel
2021-09-27Geometry Nodes: add utility to process all instances separatelyJacques Lucke
This adds a new `GeometrySet::modify_geometry_sets` method that can be used to update each sub-geometry-set separately without making any instances real. Differential Revision: https://developer.blender.org/D12650
2021-09-27Cleanup: Move asset library remove function next to add functionJulian Eisel
Better to keep such related operations close together in code.
2021-09-27Fix T91711: Blender 3.0 - The Rain demo scene breaks (Proxy to Override auto ↵Bastien Montagne
conversion). Proxy conversion is a fairly particular case of liboverride creation, in which remapping all local usages of linked data probably makes more sense, rather than only doing so whitin the overridden 'group' of IDs.
2021-09-27Kernel: allow unregistering BKE callback functionsSybren A. Stüvel
Introduce `BKE_callback_remove()`, which undoes the effect of `BKE_callback_add()`. It also respects `funcstore->alloc` by freeing the removed `funcstore` when needed. This allows for shorter-lived objects in memory to unregister their callbacks at the end of their lifespan. `BKE_callback_global_finalize()` has been adjusted so that the responsibility "remove a callback" is given to one function only. Reviewed by: campbellbarton Differential Revision: https://developer.blender.org/D12625
2021-09-27Geometry Nodes: new Instance on Points nodeJacques Lucke
This adds a new Instance on Points node that is a replacement for the old Point Instance node. Contrary to the old node, it does not have a mode to instance objects or collections directly. Instead, the node has to be used with an Object/ Collection Info to achieve the same effect. Rotation and scale of the instances can be adjusted in the node directly or can be controlled with a field to get some variation between instances. The node supports placing different instances on different points. The user has control over which instance is placed on which point using an Instance Index input. If that functionality is used, the Instance Geometry has to contain multiple instances that can are instanced separately. Differential Revision: https://developer.blender.org/D12478
2021-09-25Cleanup: typos in code and comments.Kévin Dietrich
No functional changes.
2021-09-24Geometry Nodes: Random Value NodeJohnny Matthews
This node replaces the deprecated Attribute Randomize node, populating a vector, float, integer or boolean field with random values. Vector, float, and integer have min/max settings, which are also field aware. The boolean type has a probability value for controlling what portion of the output should be true. All four types have a field seed input which is implicitly driven by the index, otherwise, all values would be the same "random" value. The Random Float node is now deprecated like other nodes, since it is redundant with this node. Differential Revision: https://developer.blender.org/D12603
2021-09-24Geometry Nodes: String to Curves NodeErik Abrahamsson
This commit adds a node that generates a text paragraph as curve instances. The inputs on the node control the overall shape of the paragraph, and other nodes can be used to move the individual instances afterwards. To output more than one line, the "Special Characters" node can be used. The node outputs instances instead of real geometry so that it doesn't have to duplicate work for every character afterwards. This is much more efficient, because all of the curve evaluation and nodes like fill curve don't have to repeat the same calculation for every instance of the same character. In the future, the instances component will support attributes, and the node can output attribute fields like "Word Index" and "Line Index". Differential Revision: https://developer.blender.org/D11522
2021-09-24Geometry Nodes: Special string characters nodeErik Abrahamsson
This patch adds a new node called "Special Characters" with two string outputs: "Line Break" and "Tab". This is necessary because the newline character cannot be easily typed with a keyboard, but is necessary for the string to curve node. Differential Revision: https://developer.blender.org/D12620
2021-09-24Fix T91240: Object duplication was duplicating its action twice.Bastien Montagne
Weird that this was not reported before, this was creating a lot of extra actions everytime...
2021-09-24Asset Catalogs: write catalogs sorted by path & UUIDSybren A. Stüvel
When writing asset catalog definition files, order the catalogs by (path, UUID). This ensures that every write produces the same file, playing nice with versioning / synchronisation systems.
2021-09-24Asset Catalogs: fix trailing slash test caseSybren A. Stüvel
The "path with trailing slash" test catalog was using the same path as another catalog, which meant it was ignored after doing the path cleanup. It's now different in the test file in SVN, so it'll actually show up in the test.
2021-09-24LibOverride: Deprecate Proxies: Add auto-conversion on file load.Bastien Montagne
This commit also add an experimental userPreferences to prevent proxies conversions on file load, and reporting for amount of coverted proxies (and possible issues). Note that potentially linked proxies from other libraries are not hamdled here (this feature seems to be broken anyway in master currently?).
2021-09-24LibOverride: Add utils to convert all proxies to overrides.Bastien Montagne
2021-09-24Geometry Nodes: new Distribute Points on Faces nodeJacques Lucke
This adds a replacement for the deprecated Point Distribute node. Arguments for the name change can be found in T91155. Descriptions of the sockets are available in D12536. Thanks to Jarrett Johnson for the initial patch! Differential Revision: https://developer.blender.org/D12536
2021-09-24Fix: incorrect socket shape for noise texture inputJacques Lucke
2021-09-24Cleanup: asset catalogs, fix clang-tidy warningSybren A. Stüvel
Remove unnecessary call to `std::string::c_str()`. No functional changes.
2021-09-24Hair Info Length AttributeJeroen Bakker
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair. Reviewed By: #eevee_viewport, brecht Differential Revision: https://developer.blender.org/D10481
2021-09-24Cleanup: spelling in commentsCampbell Barton
2021-09-23Geometry Nodes: Initial socket visualization for fields.Jacques Lucke
This implements the update logic for the vizualization of which sockets pass data or constants directly, and which pass functions. The socket shapes may still have to be updated. That should be done separately, because it might be a bit more involved, because socket shapes are currently linked to keyframe shapes. Currently the circle and diamond shapes are used with the following meanings: - Input Sockets: - Circle: Required to be a single value. - Diamond: This input supports fields. - Output Sockets: - Circle: This output is a single value. - Diamond: This output may be a field. Connecting a field to a circle input socket is an error, since a field cannot be converted to a single value. If the socket shape is a diamond with a dot in the middle, it means it is currently a single value, but could be a field. In addition to socket shapes, the intention is to draw node links differently based on the field status. However, the exact method for conveying that isn't decided yet. Differential Revision: https://developer.blender.org/D12584
2021-09-23Fix D12533: Simplify curve object to mesh conversionHans Goudey
This patch simplifies the curve object to mesh conversion used by the object convert operator and exporters. The existing code had a convoluted model of ownership, and did quite a bit of unnecessary work. It also assumed that curve objects always evaluated to a mesh, which is not the case anymore. Now the code checks if the object it receives is evaluated. If so, it can simply return a copy of the evaluated mesh (or convert the evaluated curve wire edges to a mesh if there was no evaluated mesh). If the object isn't evaluated, it uses a temporary copy of the object with modifiers removed to create the mesh in the same way. This follows up on the recent changes to curve evaluation, namely that the result is always either a mesh or a wire curve. Differential Revision: https://developer.blender.org/D12533
2021-09-23Geometry Nodes: remove old method to iterate over attributesJacques Lucke
The previous commit added a new method to the same in a better way.
2021-09-23Geometry Nodes: simplify looping over attributes in geometry setJacques Lucke
This adds three new methods: * `InstancesComponent::foreach_reference_as_geometry(...)` * `GeometrySet::attribute_foreach(...)` * `GeometrySet::gather_attributes_for_propagation(...)` The goal is that these iteration primitives can be used in places where we use more specialized iterators currently. Differential Revision: https://developer.blender.org/D12613
2021-09-23UUID: place C++ code in correct namespaceSybren A. Stüvel
Put the `bUUID` class in the `blender` namespace, instead of the `blender::bke` namespace. As a result, some C++ code now correctly uses the C++ class, where previously it would use the C struct and use implicit casting where necessary. As a result, support for initializer lists had to be explicitly coded and in another place an explicit `::bUUID` was necessary to avoid ambiguity.
2021-09-23Cleanup: asset catalogs, correct assertion messageSybren A. Stüvel
There is no such thing as a "relative path" when it comes to asset catalog paths (they're always absolute). No functional changes.
2021-09-23Asset Catalogs: explicit version number in catalog definition filesSybren A. Stüvel
Declare the current format used for asset catalog definition files as version 1, and write that to the files. Files without that version number will be rejected. This makes it much easier to move to different versions later, with the opportunity to do versioning on file load. The version is not associated with any version of Blender, but a separate integer that's simply incremented when a non-backward-compatible change happens.
2021-09-23Assets: add Asset Catalog systemSybren A. Stüvel
Catalogs work like directories on disk (without hard-/symlinks), in that an asset is only contained in one catalog. See T90066 for design considerations. #### Known Limitations Only a single catalog definition file (CDF), is supported, at `${ASSET_LIBRARY_ROOT}/blender_assets.cats.txt`. In the future this is to be expanded to support arbitrary CDFs (like one per blend file, one per subdirectory, etc.). The current implementation is based on the asset browser, which in practice means that the asset browser owns the `AssetCatalogService` instance for the selected asset library. In the future these instances will be accessible via a less UI-bound asset system. The UI is still very rudimentary, only showing the catalog ID for the currently selected asset. Most notably, the loaded catalogs are not shown yet. The UI is being implemented and will be merged soon. #### Catalog Identifiers Catalogs are internally identified by UUID. In older designs this was a human-readable name, which has the problem that it has to be kept in sync with its semantics (so when renaming a catalog from X to Y, the UUID can be kept the same). Since UUIDs don't communicate any human-readable information, the mapping from catalog UUID to its path (stored in the Catalog Definition File, CDF) is critical for understanding which asset is stored in which human-readable catalog. To make this less critical, and to allow manual data reconstruction after a CDF is lost/corrupted, each catalog also has a "simple name" that's stored along with the UUID. This is also stored on each asset, next to the catalog UUID. #### Writing to Disk Before saving asset catalogs to disk, the to-be-overwritten file gets inspected. Any new catalogs that are found thre are loaded to memory before writing the catalogs back to disk: - Changed catalog path: in-memory data wins - Catalogs deleted on disk: they are recreated based on in-memory data - Catalogs deleted in memory: deleted on disk as well - New catalogs on disk: are loaded and thus survive the overwriting #### Tree Design This implements the initial tree structure to load catalogs into. See T90608, and the basic design in T90066. Reviewed By: Severin Maniphest Tasks: T91552 Differential Revision: https://developer.blender.org/D12589
2021-09-23Cleanup: spelling in commentsCampbell Barton
2021-09-23Geometry Nodes: add utility to print an attribute id.Jacques Lucke
2021-09-23Cleanup: Silence unused var warning in release builds.Bastien Montagne
2021-09-23Add missing GPencil `IDTYPE_FLAGS_APPEND_IS_REUSABLE` flag.Bastien Montagne
Forgot that one in rB794c2828af60. Noted by Antonio Vazquez (@antoniov), thanks.
2021-09-23Fix default surface resolution U/V mis-matchCampbell Barton
The resolution for surfaces was 12 for U, 4 for V, where both should have been set to 4. Regression in 9a076dd95a01135ea50f9ccc675668db9f2155f4
2021-09-23Cleanup: spelling in commentsCampbell Barton
2021-09-22Initial implementation of local ID re-use when appending.Bastien Montagne
This commit adds to ID struct a new optional 'weak reference' to a linked ID (in the form of a blend file library path and full ID name). This can then be used on next append to try to find a matching local ID instead of re-making the linked data local again. Ref. T90545 NOTE: ID re-use will be disabled for regular append for the time being (3.0 release), and only used for assets. Therefore, this commit should not change anything user-wise. Differential Revision: https://developer.blender.org/D12545
2021-09-22Cleanup: make formatDalai Felinto
2021-09-22Geometry Nodes: Curve Fillet Nodedilithjay
This node can be used to fillet splines at control points to create a circular arc. The implementation roughly follows T89227's design. The node works in two main modes: Bezier and Poly * Bezier: Creates a circular arc at vertices by changing handle lengths (applicable only for Bezier splines). * Poly: Creates a circular arc by creating vertices (as many as defined by the Count fields input) along the arc (applicable for all spline types). In both modes, the radius of the created arc is defined by the Radius fields input. The Limit Radius attribute can be enabled to prevent overlapping when the defined radius exceeds the maximum possible radius for a given point. Reviewed By: Hans Goudey Differential Revision: https://developer.blender.org/D12115
2021-09-22Cleanup: spelling in commentsCampbell Barton
2021-09-22Geometry Nodes: Curve Parameter NodeHans Goudey
This commit adds a field input node that outputs the fraction of the total length of the spline on each control point. This is useful for anything that involves varying a value depending on how far along the spline it is. It also works when evaluated on the spline domain, where it outputs the fraction of the total length of all of the splines at the start. The operation isn't as well defined for NURB splines for the reasons noted in the code comment. That can be said explicitly in the docs. Differential Revision: https://developer.blender.org/D12548
2021-09-21Geometry Nodes: Fill instances separately in the curve fill nodeHans Goudey
With this commit, each referenced instance data will be converted to a geometry instances and processed separately. This should result in a large speedup when the instances component has many insances referring to the same data. This change can act as a blueprint for other nodes that need to implement similar behavior. It adds some helper functions on the instances component to make that easier. Thanks to Erik Abrahamsson for a proof of concept patch. Differential Revision: https://developer.blender.org/D12572
2021-09-21Geometry Nodes: String manipulation nodesErik Abrahamsson
This patch adds four new nodes to a new "Text" category: - String Length: Outputs length of a string - String Substring: Outputs part of a string - Value to String: Converts a value to a string - String Join: Concatenates multiple strings with a delimiter The initial use case of these nodes is the upcoming string to curve node. However, they could also be used to calculate dynamic attribute names, or with string attributes in the future. Differential Revision: https://developer.blender.org/D12532
2021-09-21Geometry Nodes: Curve tangent nodeHans Goudey
This node outputs the direction vector, or tangent of a curve at every control point. For poly splines this is simply the evaluated tangents, so it all works very simply. For Bezier splines it uses the tangent at the evaluated point corresponding to each control point, and NURBS are interpereted as poly splines built from their control points. Internally the node is called "Input Tangent" to simplify using it for mesh tangents as well in the future like the "Normal" node. Differential Revision: https://developer.blender.org/D12581
2021-09-21Cleanup: Move curve to mesh node implementation to blenkernelHans Goudey
I plan to use this for curve object data conversion to mesh in D12533, and possibly for the implicit curve to mesh conversion in the curve and text object modifier stack in the future. Differential Revision: https://developer.blender.org/D12585
2021-09-21GPencil: Curvature support for length modifierHenrik Dick (weasel)
Extend the stroke following an approximated circluar/helical curve. This can be used as an effect for lineart or on its own as helix generator. Reviewed By: Sebastian Parborg (zeddb), Hans Goudey (HooglyBoogly), YimingWu (NicksBest), Antonio Vazquez (antoniov), Henrik Dick (weasel) Differential Revision: https://developer.blender.org/D11668 # 请为您的变更输入提交说明。以 '#' 开始的行将被忽略,而一个空的提交 # 说明将会终止提交。 # # 位于分支 master # 您的分支与上游分支 'origin/master' 一致。 # # 要提交的变更: # 修改: source/blender/blenkernel/BKE_gpencil_geom.h # 修改: source/blender/blenkernel/intern/gpencil_geom.cc # 修改: source/blender/gpencil_modifiers/intern/MOD_gpencillength.c # 修改: source/blender/makesdna/DNA_gpencil_modifier_defaults.h # 修改: source/blender/makesdna/DNA_gpencil_modifier_types.h # 修改: source/blender/makesrna/intern/rna_gpencil_modifier.c #