Age | Commit message (Collapse) | Author |
|
Patch implements better way to control playback speed than it is
possible to do with speed effect. Speed factor property can be set in
Time panel.
There are 2 layers of control:
Option to retime movie to match scene FPS rate.
Custom speed factor to control playback rate.
Since playback rate is strip property, it is now possible to manipulate
strip as normal one even if it is retimed.
To facilitate manipulation, some functions need to consider speed factor
and apply necessary corrections to strip offset or strip start. These
corrections may need to be float numbers, so start and offsets must be
float as well.
Sound strips now use speed factor instead of pitch. This means, that
strips will change length to match usable length. In addition, it is
possible to group movie and sound strip and change speed of meta strip.
|
|
Winding order of grid quads was backwards.
|
|
|
|
The camera frame (used for selection) was drawn outside the near
clipping plane in those cases.
This has been an issue before as seen in the following commits:
- rB6e7e6832e87
- rB33d322873e6
- rB4f9451c0442
Remaining issue was that the code which ensure the frame isn't behind
the near clipping plane was not taking into account the camera could be
scaled (in Z).
A caller of `BKE_camera_view_frame_ex` (namely
`OVERLAY_camera_cache_populate`) applies scale (also on the depth) which
does not play well with the way `BKE_camera_view_frame_ex` did it.
Now take Z scale into account.
Ref D15178
|
|
objects change
The `DEG_OB_COMP_TRANSFORM` and `DEG_OB_COMP_GEOMETRY` relations between
the **Domain** object and the **Flow**, **Effector** and **Force Field** objects
are added in the `updateDepsgraph` callback of the Fluid modifier, more
specifically in `DEG_add_collision_relations`.
The node linked to these components is the `POINT_CACHE` whose assigned
function is `BKE_ptcache_object_reset`.
So include the `eModifierType_Fluid` modifier in outdated cache checks.
Reviewed By: sergey, zeddb
Maniphest Tasks: T84369
Differential Revision: https://developer.blender.org/D15210
|
|
Winding order of grid quads was backwards.
|
|
|
|
The issue was that the "radius" lookup below fails, because there is no
curve data. Arguably, it should be possible to add attributes even when
there is no data. However, the rules for that are a bit loose currently.
A simple fix is to just not run the conversion code when there is nothing
to convert.
|
|
As described in T98943, this commit adds a node that can
evaluate a field on a separate domain in a larger field context.
This is potentially useful in many cases, to avoid relying on
a separate capture attribute node, which can make it easier
to build reusable fields that don't need geometry inputs.
Internally, the node just evaluates the input field in the larger
field context and then uses the generic domain interpolation,
so the code is simple. One future optimization might be using
the input selection to only evaluate part of the input field, but
then the selection has to be interpolated as well, and that might
not always be worth it.
Differential Revision: https://developer.blender.org/D15289
|
|
Currently when converting from the legacy curve type to the new type,
which happens during evaluation of every legacy curve object, the
`CurveEval` type is used as an intermediate step. This involves
copying all data twice, and allocating a bunch of temporary arrays.
It's also another use of `CurveEval` that has to be removed before
we remove the type.
The main user difference besides the subtlety described below
will be improved performance.
**Invalid Handles and Types**
One important note is that there are two cases (that I know of)
where handles and handle types can be invalid in the old curve
type. The first is animation, where animated handle positions don't
necessary respect the types. The second is control points with a
single aligned handle that didn't necessarily align with the other.
In master (partially on purpose) the code corrects the first situation
(which caused T98965). But it doesn't correct the second situation.
It's trivial to correct for the second case with this patch (because of the
eager calculation decided on in D14464), but this patch makes the choice
not to correct for //either//.
Though not correcting the handle types puts curves in an invalid state,
it also adds flexibility by allowing that option. Users must understand
that any deformation may correct invalid handles.
Fixes T98965
Differential Revision: https://developer.blender.org/D15290
|
|
This node takes a point count,a vector field, and float field and creates
a pointcloud with n points at the positions indicated in the vector
field with the radii specified in the float field.The node is placed in
the "Point" menu.
Differential Revision: https://developer.blender.org/D13920
Maniphest Task: https://developer.blender.org/T93044
|
|
The vertex group indices stored in the weights need to be accounted for
when the vertex group list on the mesh changes.
|
|
|
|
Mistake in 54182e4925de4ee. The dirty flag was always cleared,
but we only want to clear it after translating a mesh if it normals
were already non-dirty.
|
|
It was looking up the last modifier in the stack, ignoring visibility, instead
of mesh->runtime.subsurf_runtime_data set by the modifier evaluation and used by
the drawing code.
|
|
Commit 277fa2f441f4 added channels region to unintended editors if sequencer was
used in area. This caused issues with some editors having 2 tool regions and
non functioning side panel.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D15253
|
|
|
|
We store various lazily calculated caches on meshes, some of which
depend on the vertex positions staying the same. The current API to
invalidate these caches is a bit confusing. With an explicit set of
functions modeled after the functions in `BKE_node_tree_update.h`,
it becomes clear which function to call. This may become more
important if more lazy caches are added in the future.
Differential Revision: https://developer.blender.org/D14760
|
|
Add a `BKE_action_fcurves_clear(action)` function, which removes all the
Action's FCurves, and expose it as `ActionFCurves.clear()` in RNA.
This is more ergonomic than calling `remove` on f-curves until the list
is empty.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14660
|
|
Mainly duplicate includes and else after return.
|
|
This has not been used since 5505697ac in 2010.
|
|
For example, the "id" attribute is stored as a named attribute.
If it doesn't exist already, `layer_index` was uninitialized, causing
issues with `CustomData_free_layer`. The fix is to use the generic
function to free a named layer in that case. Eventually the other
case will go away as T95965 is finished.
|
|
Solves the corresponding compiler warning.
|
|
|
|
override cases."
This reverts commit f0b4aa5d59e3b3754bfcf3827f7524d34c809c62.
This commit was making files to get bigger and bigger every time they
were saved and re-opened.
In the orphaned data in the outliner new collections would show up
there, even after continuously purging it. This would lead to a massive
file which get also very slow.
This problem will fix itself after a few re-open/re-saves of the files.
For anyone also experimenting this you can fix this faster by purging
the unused data multiple times in the file.
Example of file from the Project Heist (rev. 1014):
heist/pro/shots/010_opening/010_0050/010_0050.anim.blend
|
|
Adds an overlay option to show/hide the spline points & lines of masks in the Mask Editor.
It also moves the "smooth" option up (its position left of the selection dropdown was missleading).
{F11847272}
This emerged from a discussion in https://developer.blender.org/D12776
Differential Revision: https://developer.blender.org/D13314
|
|
The substep loop for rigid bodies causes unequal effects of force fields depedending on the substep setting, larger
substep counts cause a diminishing effect of force fields.
This is because the force to apply on a body is reset in Bullet after each step and needs to be recomputed. Without this
the body will just coast with constant velocity after the first substep. Since the per-step impulse with larger substep
counts is smaller, the effect is that more substeps cause a smaller total impulse.
The fix is to move external force calculation into the substep loop and update forces for each substep.
Note that this may be considered a breaking change, because the breaking commit rB1aa54d4921c2 has been in master for
a long time and after this fix force fields will generally have a much larger effect on rigid bodies (10x for the
default setting of 10 substeps).
Differential Revision: https://developer.blender.org/D15173
|
|
The TexResult.nor output does not appear to be used anywhere.
|
|
In the `update_active_track()` function, add a shortcut that just sets
`NULL`, instead of searching for `NULL` pointers. Should give a tiny
speedup.
|
|
When searching for the active NLA strip, avoid overwriting the found strip
pointer with NULL if it was already found in a previous iteration.
The active strip is searched for while looping over the NLA tracks. If the
active strip was found on a previous track, and not on the current track,
this would effectively set `actstrip = NULL`. This is now avoided.
Another benefit is that the search for the active strip is stopped as soon
as it's found, which should increase performance a tiny bit.
|
|
No functional changes.
|
|
`find_active_strip_from_listbase()` expects two lists of strips with an
equal number of items. This is now not only documented, but also checked
for in an assertion.
|
|
|
|
|
|
This adds a new parameter to the "Combined" overlay mode of the mask editor.
The "blending factor" allows users to blend the mask exterior with the original
footage to visualise the content of the mask in a more intuitive way. The
"Alpha" overlay is unaffected by this change.
The existing "Combined" overlay is used like before (covering everything
outside the mask in black), but can be blended with the slider in the mask
overlay to look at the exterior.
This is part of an effort to make mask editing more intuitive & easy to use:
https://developer.blender.org/T93097
Differential Revision: https://developer.blender.org/D13284
|
|
Since the custom target is a feature implemented at constraint
level, it is more appropriate to handle it in the common wrapper
functions, instead of modifying all the type specific callbacks
like get_constraint_targets and flush_constraint_targets.
Also, tag the special target with a flag so other code can
handle it appropriately where necessary.
This was split from D9732, and effectively reverts and refactors
part of D7437. This patch should cause no functional changes.
Differential Revision: https://developer.blender.org/D15168
|
|
|
|
This splits out the code that samples points on a surface and the
code that initializes new curves. This code will be reused by D15134.
Differential Revision: https://developer.blender.org/D15216
|
|
When creating etc. a liboverride based on a partial hierarchy
pre-selection (e.g: override hierarchy on the rig object of a
character), now all linked data also using that rig (e.g. all meshes
deformed by that armature) will also automatically be overridden.
This si achieved by following dependencies in the reversed order (from
used IDs to using IDs) when we find one tagged for override.
|
|
In some cases, it can be usefull to distinguish when an entry has been
processed in which direction (`to` when handling ID pointers used by
the entry, `from` when handling ID using this entry).
Previous `MAINIDRELATIONS_ENTRY_TAGS_PROCESSED` tag is now a combination
of the two new ones.
|
|
This commit adds a Volume Cube primitive node. It outputs a volume that
contains a single "density" float grid. The density per voxel can be
controlled with a field that depends on the voxel position (using the
existing Position node). Other field inputs are not supported.
The density field is evaluated on every voxel.
Possible future improvements are listed in D15198.
Differential Revision: https://developer.blender.org/D15198
|
|
|
|
|
|
|
|
This patch adds a 'Intersecting Edges' output with a boolean selection
that only gives you the new edges on intersections.
Will work on a couple of examples next, this should make some
interesting effects possible (including getting us closer to the "bevel-
after-boolean-usecase")
To achieve this, a Vector is passed to `direct_mesh_boolean` when the
iMesh is still available (and intersecting edges appended), then from
those edge indices a selection will be stored as attribute.
Differential Revision: https://developer.blender.org/D15151
|
|
The call to `get_component_for_write` would sometimes copy the mesh
even when the mesh is replaced with itself. The `replace_mesh` method
handles that case already, so just use that instead.
|
|
Is likely harmless due to Camera being covered by other areas,
but is still good to do a proper hint.
|
|
This fixes a mistake in 60bf561d379a, which did not account for offset
frames by the time offset modifier.
|
|
invisible layers
Whats happening is that the modifier keeps adding new frames to the evaluated object resulting in an exponential increase. This is because when preparing the data for the modifiers we only copy visible strokes to the eval object. But the modifiers do not consider visibility and will generate the mirrored strokes even for layers that are hidden. Because those layers have not been copied (only their structure) we run into this issue.
The solution is always copy the active frame of all layers (even if the layer is hidden).
|
|
This is what we agreed on during the workshop.
Differential Revision: https://developer.blender.org/D15194
|