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2021-04-09Spreadsheet: persistent column storage and data sourceJacques Lucke
A `DataSource` provides columns for the spreadsheet to display. Every column has a SpreadsheetColumnID as identifier. Columns are not generated eagerly anymore, instead the main spreadsheet code can request a column from a data source with an column identifier. The column identifiers can be stored in DNA and allow us to store persistent data per column. On the user level the only thing that changes is that columns are not shown in alphabetical order anymore. Instead, new columns are always added on the left. The behavior can be changed, however I'd prefer not to automate this too much currently. I think we should just add operators to hide/reorder/resize columns soonish. Differential Revision: https://developer.blender.org/D10901
2021-04-09Cleanup: use const for BKE_where_on_path and related structsCampbell Barton
2021-04-09Fix use of uninitialized memory in BKE_scene_objects_as_gsetCampbell Barton
Share macro for setting BLI_Iterator defaults to ensure this doesn't happen again in cases the ITER_* macros aren't used. Oversight in 14d74fb34174a91190d35d7fe595f8dd64cb79d1.
2021-04-09Fix: Missing GeometryNodeCustomGroupRay Molenkamp
This is a minor change to add some plumbing code to support custom geo nodes. This is working the same way as the custom cycles and compositor nodes. An example add-in is attached to D10784 Reviewed By: JacquesLucke Differential Revision: http://developer.blender.org/D10784
2021-04-08Geometry Nodes: Support volumes in the bounding box nodeHans Goudey
Where possible, nodes in the "Geometry" category should support all geometry component types. This adds support for volumes in the recently added bounding box node, based on functions added in the previous two commits. Differential Revision: https://developer.blender.org/D10906
2021-04-08BKE: Refactor volume bounding box codeHans Goudey
This commit splits of the function that generates a bounding box for a volume into a new function, so that the min and max coordinate can be retrieved from volume data without an object. Also some cleanup: using the float3 type.
2021-04-08BKE: Add a utility to transform a shallow copy of a volume gridHans Goudey
Often you need to apply a transformation to a grid without changing the original, and it's necessary to avoid a deep copy of the actual data. OpenVDB has a function to do this, this commit simply adds a wrapper to transform and use that function with blender's `float4x4` data type. Split from D10906
2021-04-08Geometry Nodes: Support instances in attribute searchHans Goudey
Previously only attributes of "real" geometry were displayed in attribute search. This commit adds code to look through attributes on instances and add those to the search drop-down too. This required implementing the same sort of recursive traversal as the realize instances code. The situation is a bit different though, this can return early and doesn't need to keep track of transforms. I added a limit so that it doesn't look through the attributes of too many instanced geometry sets. I think this is important, since this isn't a trivial operation and it could potentially happen for every node in a large node tree. Currently the limit is set at 8 geometry sets, which I expect will be enough, since the set of attributes is mostly not very unique anyway. Fixes T86282 Diffrential Revision: https://developer.blender.org/D10919
2021-04-08Cleanup: Use const arguments for volume codeHans Goudey
The problem was that you could getting write access to a grid from a `const Volume *` without breaking const correctness. I encountered this when working on support for volumes in the bounding box node. For geometry nodes there is an important distinction between getting data "for read" and "for write", with the former returning a `const` version of the data. Also, for volumes it was necessary to cast away const, since all of the relevant functions in `volume.cc` didn't have const versions. This patch adds `const` in these places, distinguising between "for read" and "for write" versions of functions where necessary. The downside is that loading and unloading in the global volume cache needs const write-access to some member variables. I see that as an inherent problem that comes up with caching that never has a beautiful solution anyway. Some of the const-ness could probably be propogated futher in EEVEE code, but I'll leave that out, since there is another level of caching. Differential Revision: https://developer.blender.org/D10916
2021-04-08Spreadsheet: support showing data of specific nodeJacques Lucke
Previously, the spreadsheet editor could only show data of the original and of the final evaluated object. Now it is possible to show the data at some intermediate stages too. For that the mode has to be set to "Node" in the spreadsheet editor. Furthermore, the preview of a specific node has to be activated by clicking the new icon in the header of geometry nodes. The exact ui of this feature might be refined in upcoming commits. It is already very useful for debugging node groups in it's current state though. Differential Revision: https://developer.blender.org/D10875
2021-04-08Fix T81707: Spline IK Joints "Floating" above curveSebastian Parborg
The issue was that where_on_path uses a resampled curve to get the data from the curve. This leads to disconnects between the curve the user sees and the evaluated location data. To fix this we simply use the actual curve data the user can see. The older code needed a cleanup either way as there were hacks in other parts of the code trying to work around some brokenness. This is now fixed and we no longer need to clamp the evaluation range to 0-1 or make helper functions to make it do what we actually want. Reviewed By: Campbell, Sybren Differential Revision: http://developer.blender.org/D10898
2021-04-08LibOverride: Fix several issues with resync code.Bastien Montagne
This commit essentially touches to post-processing of collections and objects after resync itself has been done, to ensure their proper instantiation in the scene: - Remove a lot of the process in resync case (resynced data are assumed to be already instantiated in the scene, unlike override creation case). - For auto-resync, only do post-processing once after all overrides have been resynced (doing it after each individual resynced was causing a lot of instantiation glitches, with a lot of unwanted extra objects and collections being added to the master collection). It also deals in a much more reliable way with detection of objects missing from the scene, by using the new `BKE_scene_objects_as_gset` utils. As a bonus this makes auto-resync process slightly faster (only by a few percents, but that's always good to get).
2021-04-08Minor cleanup to `scene_collection_array`.Bastien Montagne
Use array allocation, and remove useless check.
2021-04-08BKE_collection: Add a util returning a gset with all objects in given ↵Bastien Montagne
scene's collections. This is internaly using the code of `BKE_scene_objects_iterator` and steals its gset. More efficient than using that iterator directly to rebuild another GSet...
2021-04-08Cleanup: Typos in comments.Bastien Montagne
2021-04-08LibOverride: Add a new 'leftover' flag to ID.Bastien Montagne
This flag is set for liboverride IDs that are detected as no longer needed by resync process, while having been user-edited, so auto-handling code cannot silently delete them. Exposing those to users will be part of the new incoming Override Outliner view. Part of D10855.
2021-04-08Cleanup: enable modernize-use-equals-default checkJacques Lucke
This removes a lot of unnecessary code that is generated by the compiler automatically. In very few cases, a defaulted destructor in a .cc file is still necessary, because of forward declarations in the header. I removed some defaulted virtual destructors, because they are not necessary, when the parent class has a virtual destructor already. Defaulted constructors are only necessary when there is another constructor, but the class should still be default constructible. Differential Revision: https://developer.blender.org/D10911
2021-04-07Cleanup: Rename function, switch order of argumentsHans Goudey
The function name was not very specific, this makes it clearer that it works on instances rather than only real geometry. Also use `r_` prefix for the return argument.
2021-04-07Geometry Nodes: Bounding Box NodeHans Goudey
This commit adds a simple node to output the min and max of an axis-aligned bounding box for the input geometry, as well a rectangular prism mesh created from these values for convenience. The initial use case for this node is a "bounding box boolean", where doing the boolean with just a bounding box could be signigicantly faster, for cases like cutting a hole in a wall for a window. But it's easy to imagine other cases where it could be useful. This node supports mesh and point cloud data right now, volume support will come as a separate patch. Also note that there is plenty of room to improve the performance of this node through parallelization. Differential Revision: https://developer.blender.org/D10420
2021-04-06Fix T87236: crash reading file with grease pencil palettesPhilipp Oeser
Caused by typo in {rB76689e851700}. Since Palettes and bGPDpalette are not the same size, this would not only cause a crash in versioning code, but could only go downhill from here on. Maniphest Tasks: T87236 Differential Revision: https://developer.blender.org/D10903
2021-04-05Render: faster animation and re-rendering with Persistent DataBrecht Van Lommel
For Cycles, when enabling the Persistent Data option, the full render data will be preserved from frame-to-frame in animation renders and between re-renders of the scene. This means that any modifier evaluation, BVH building, OpenGL vertex buffer uploads, etc, can be done only once for unchanged objects. This comes at an increased memory cost. Previously there option was named Persistent Images and had a more limited impact on render time and memory. When using multiple view layers, only data from a single view layer is preserved to keep memory usage somewhat under control. However objects shared between view layers are preserved, and so this can speedup such renders as well, even single frame renders. For Eevee and Workbench this option is not available, however these engines will now always reuse the depsgraph for animation and multiple view layers. This can significantly speed up rendering. These engines do not support sharing the depsgraph between re-renders, due to technical issues regarding OpenGL contexts. Support for this could be added if those are solved, see the code comments for details.
2021-04-04Cycles: make AO bounces settings more discoverableBrecht Van Lommel
* Move out of Simplify panel, into Light Paths > Fast Global Illumination * Add separate boolan setting to enable/disable it separate from Simplify * Default AO bounces to 1 * Put ambient occlusion distance in this panel as well
2021-04-02Geometry Nodes: Separate grid primitive X and Y sizeHans Goudey
Since you can already specify a separate size for X and Y with the grid node, it makes sense to be able to specify the size separately for each axis also. This also avoids some awkward math with a Transform node afterwards when you want a specific size for each direction. Versioning (except for animation and drivers) is handled in this commit. Differential Revision: https://developer.blender.org/D10834
2021-04-02BKE: attempt to fix build error on windowsAnkit Meel
2021-04-02Cleanup: Remove unecessary C API for direct mesh booleanHans Goudey
The main goal here is to remove the need for a C API to the code in `mesh_boolean_convert.cc`. This is achieved by moving `MOD_boolean.c` to C++ and making the necessary changes for it to compile. On top of that there are some other slight simplifications possible to the direct mesh boolean code: it doesn't need to copy the material remaps, and the modifier code can use some other C++ types directly.
2021-04-02Cleanup: Use const argumentsHans Goudey
2021-04-02Cleanup: Remove unecessary part of instances component C APIHans Goudey
Now that object_dupli.cc is a C++ file, we don't have to have a specific function to retrieve the instance data from the geometry set.
2021-04-01Cleanup: Move object_dupli.cc to C++Hans Goudey
This will hopefully allow more refactoring in the future to improve the instancing system, especially how it relates to geometry nodes instances.
2021-04-01Geometry Nodes: Improve speed of boolean node, use multi-input socketHans Goudey
This commit improves the performance of the node by up to 40% in some cases when there are only two input meshes, mainly by skipping the conversion to and from BMesh. When there are more than two input meshes (note the distinction from "Geometries", a geometry set can have many mesh instances), the performance is actually worse, since boolean currently always does self intersection in that case. Theoretically this could be improved in the boolean code, or another option is automatically realizing instances for each input geometry set. Another improvement is using multi-input sockets for the inputs, which removes the need to have a separate boolean node for every operation, which can hopefully simplify some node trees. The changes necessary for transforms in `mesh_boolean_convert.cc` are somewhat subtle; they come from the fact that the collecting the geometry set instances already gives transforms in the local space of the modifier object. There is also a very small amount of cleanup to those lines, using `float4x4::identity()`. This commit also fixes T87078, where overlapping difference meshes makes the operation not work, though I haven't investigated why. Differential Revision: https://developer.blender.org/D10599
2021-04-01Cleanup/Refactor: Transform Orientation: Use 'orient_index' instead ↵Germano Cavalcante
'orient_type' `orient_index` is a more comprehensive value as it reveals both the type and index. Differential Revision: https://developer.blender.org/D9595
2021-04-01Curve: Remove 'CU_2D' flag used for nurbsGermano Cavalcante
This fixes T86440 As the CU_2D flag is set for nurbs, a Curve can have 2D nurbs mixed with 3D. But the UI does not allow this mixing. It updates all nurbs to 2D or 3D when set. So remove this specific flag for nurbs. This may break old files, since 2D curves with mixed 3D are now set as 3D. Differential Revision: https://developer.blender.org/D10738
2021-04-01Cleanup: Remove unused codeHans Goudey
There was a note about reusing this for "texture nodes", but that will probably not be implemented in this way anyway.
2021-04-01Fix T87056: Segfault in GPU_batch_clear() involing Lattice evaluationSybren A. Stüvel
Fix a segfault by setting the `batch_cache` pointer to `NULL` when copying a Lattice. That way the copy can get its own batch cache when needed, preventing a use-after-free.
2021-04-01Cleanup: Use const arguments in curve codeHans Goudey
2021-03-31Cleanup: Remove remaining unused code for DispList "bevel_split"Hans Goudey
This was added in rB93aeb6b318a7, last changed in rB8f0a44a5d55d, and removed in rB51b796ff1528. I assume it was a way for curves to have split edges at corners. As far as I can tell it only ever worked in Blender Internal, and that has been gone for years. Another possible route here would be restoring this functionality, but it's generally preferrable to reduce complexity in this area of curve code than adding it back, especially in the context of other improvements planned related to curves in geometry nodes. Differential Revision: https://developer.blender.org/D9966
2021-03-30Cleanup/Refactor: Unify functions that redraw the depth bufferGermano Cavalcante
Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and `ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`. This new function replaces `ED_view3d_autodist_init`. Also, since `ED_view3d_depth_update` depends on the render context, and changing the context is a slow operation, that function also was removed, and the depth buffer cached is now updated inside the new unified drawing function when the "bool update_cache" parameter is true. Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to `runtime.flag`. Differential revision: https://developer.blender.org/D10678
2021-03-30Geometry Nodes: support multiple group input nodesJacques Lucke
Previously this was only supported within nested node groups. Now it is also supported for the root node group that is referenced by the modifier.
2021-03-30Cleanup: animation, remove `BONE_UNKEYED` flagSybren A. Stüvel
Remove the `BONE_UNKEYED` flag. It was only written (set/cleared) but never actually read. Also remove `framechange_poses_clear_unkeyed()` as its only function was to clear the `BONE_UNKEYED` flag. It wasn't used anywhere either. The only code that used the flag was the `extract_pose_from_action()`, which was removed in 2869ce6cfab3aa4ff471bef6e49ac6fe15426247 (2009). No functional changes.
2021-03-29Fix T86298: crash when loading "corrupted" geometry node treeJacques Lucke
The file was not really corrupted (as in, Blender did everything correctly while saving). I only did not consider the case when a .blend file is resaved in an older version before.
2021-03-29Mask: Fix possible nan values in the weight interpolationSergey Sharybin
Noticed while looking into animation data being created as per steps to reproduce bug in T76872.
2021-03-29Animation: add `PBONE_SELECTED` macroSybren A. Stüvel
Add `PBONE_SELECTED` macro to determine selection state of bones, while also taking visibility into account.
2021-03-29Tracking: Avoid integer overflow in dopesheet updateSergey Sharybin
Straightforward check to discard cases when dopesheet is being updated for a movie clip which has no markers at all. Possible bugfix for T86847.
2021-03-29Fix: Override Test Cases Failing With Asserts.Jeroen Bakker
2021-03-29Cleanup: Remove no-op id recalc statementSergey Sharybin
Initially this is a typo when solving merge conflict back in 2017 in commit rBf4140f2c8138. The code was so for 3 years, so it is safer to assume that this is the new expected design. The affected codepath only comes from the BKE_object_modifier_update_subframe() which is discouraged from use and have other issues. Eventually those offending codepaths will be removed completely. The grade-schema for now is more localized: remove ID_RECALC_ALL which seems to be misused and is causing issues like the ones which are described and discussed in T81340. On user level there should be no measurable changes. In fact, no functional changes at all are expected to happen. Reviewed By: sybren Differential Revision: https://developer.blender.org/D9220
2021-03-29Fix T78650: Lattice evaluation writes to shared dataSybren A. Stüvel
Fix the data management bug where evaluation of lattice objects would write back to the CoW copy of the Lattice ID, even when that copy was shared between objects. Each lattice object evaluation now stores its own evaluated data copy via `BKE_object_eval_assign_data()`. Reviewed By: sergey Maniphest Tasks: T78650 Differential Revision: https://developer.blender.org/D10790
2021-03-29Overrides: API to create an override template.Jeroen Bakker
This is functionality that isn't accessible via the user interface. The API allows the creation and modification of an override template that holds rules that needs to be checked when overriding the asset. The API is setup that it cannot be changed after creation. Later on when the system is more mature we will allow changing overrides operations. NOTE: This is an experimental feature and should not be used in productions. Reviewed By: mont29, sebbas Differential Revision: https://developer.blender.org/D10792
2021-03-29Cleanup: Remove unused node.c.Jeroen Bakker
Was wrongly added back with the anti aliasing node patch.
2021-03-29Compositor: Add Anti-Aliasing nodeHabib Gahbiche
This is an implementation of Enhanced Subpixel Morphological Antialiasing (SMAA) The algorithm was proposed by: Jorge Jimenez, Jose I. Echevarria, Tiago Sousa, Diego Gutierrez This node provides only SMAA 1x mode, so the operation will be done with no spatial multisampling nor temporal supersampling. See Patch for comparisons. The existing AA operation seems to be used only for binary images by some other nodes. Using SMAA for binary images needs no important parameter such as "threshold", so we perhaps can switch the operation to SMAA, though that changes existing behavior. Notes: 1. The program code assumes the screen coordinates are DirectX style that the vertical direction is upside-down, so "top" and "bottom" actually represent bottom and top, respectively. Thanks for Habib Gahbiche (zazizizou) to polish and finalize this patch. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D2411
2021-03-28Cleanup: deduplicate attribute creating codeJacques Lucke
2021-03-28Cleanup: re-order expensive checks for indirect ID useCampbell Barton
Check for indirect ID use after other simple user count checks are made. Also assert ED_object_base_free_and_unlink_no_indirect_check object argument isn't indirectly used.