Age | Commit message (Collapse) | Author |
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This patch adds 5th mode to Time offset modifier, which should allow
to create time segments list.
This will allow users to chain together multiple time ranges in 4 modes:
- Forward
- Backwards
- Pingpong
- Reverse Pingpong
It also comes with additional Repeat parameter which specifies number
of times particular segment should run.
The mechanic of it is transforming initial parameters into array of frames which
are mapped to existing cfra (current frame) value.
Prototype : https://jsfiddle.net/ha2sjw8p/3/
This is also closely aligned to community request:
https://blender.community/c/rightclickselect/Txhbbc/
This should allow creation of complex animations like dancing,
which consists of repeating loops and transitions to the next.
One important side effect of this is dramatically reduced
file sizes, as user no longer needs to copy paste keyframes.
Reviewed By: antoniov, mendio, pepeland
Differential Revision: https://developer.blender.org/D15052
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Corrections for caret insertion & movement and deletion for text
strings that include non-precomposed diacritical marks (Unicode
combining characters).
See D15659 for more details and examples.
Differential Revision: https://developer.blender.org/D15659
Reviewed by Campbell Barton
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Due to (optimization) checks in in `BKE_gpencil_prepare_eval_data` &
`BKE_gpencil_update_layer_transforms`, updates were skipped if animation
reached exact identity transforms.
Now check if the matrix has changed additionally to gain proper updates.
Unsure if this is the cheapest way to check for the animated state of
layer transforms tbh, but I see similar checks elsewhere.
Fixes T101164.
Maniphest Tasks: T101164
Differential Revision: https://developer.blender.org/D16018
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First, there can only be one crease layer, so remove the "default name",
since apparently that's how CustomData tests for that
(see `CustomData_layertype_is_singleton`).
Second, always propagate crease data because it can be used in arbitrary
situations by geometry nodes. That also has to be done for all generic
attribute layers.
Fixes T101340, T101373
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This node allows access to the indices of neighboring control points
within a curve via an offset. This includes taking into consideration
curves that are cyclic.
Differential Revision: D13373
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Replacing the transfer node breaks forward compatibility, so a version
bump is necessary to get a warning in older versions.
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Use function style casts in C++ headers & source.
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In heavy scenes containing many hairs/curves and volumetrics
using SSBO can overwrite the binding information of the volumetric
resolve shader. This has been detected during project Heist and is
only reproducable on NVIDIA platform.
This patch adds an debug option to disable SSBOs from the command
line to replace the --debug-gpu-force-workarounds that has been
used as a workaround on the render farm. Reason is that
force workarounds will also add other limitations as well (number
of texture binds for example)
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This also simplifies using function style casts when moving to C++.
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Some changes missed from f68cfd6bb078482c4a779a6e26a56e2734edb5b8.
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Some changes missed from f68cfd6bb078482c4a779a6e26a56e2734edb5b8.
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To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
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Sculpt attribute API was incorrectly allocating duplicate
attribute layers.
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Caused by 060a5341419412fd7996cf99.
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When adapting the domain of a single value virtual array, skip
allocating an array for the result and just return another single
value. Among other cases, this can help when everything is selected
in sculpt mode, moving domain interpolation from 5% of perf samples
to 0% when sculpting.
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Correction of U.dpi to hold actual monitor DPI. Simplify font sizing by
omitting DPI as API argument, always using 72 internally.
See D15961 for more details.
Differential Revision: https://developer.blender.org/D15961
Reviewed by Campbell Barton
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This patch replaces the existing transfer attribute node with three
nodes, "Sample Nearest Surface", "Sample Index", and "Sample Nearest".
This follows the design in T100010, allowing for new nodes like UV
sampling in the future. There is versioning so the new nodes replace
the old ones and are relinked as necessary.
The "Sample Nearest Surface" node is meant for the more complex
sampling algorithms that only work on meshes and interpolate
values inside of faces.
The new "Sample Index" just retrieves attributes from a geometry at
specific indices. It doesn't have implicit behavior like the old
transfer mode, which should make it more predictable. In order to not
change the behavior from existing files, the node has a has a "Clamp",
which is off by default for consistency with the "Field at Index" node.
The "Sample Nearest" node returns the index of the nearest element
on a geometry. It can be combined with the "Sample Index" node for
the same functionality as the old transfer node. This node can support
curves in the future.
Backwards compatibility is handled by versioning, but old versions can
not understand these nodes. The warning from 680fa8a523e0 should make
this explicit in 3.3 and earlier.
Differential Revision: https://developer.blender.org/D15909
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The C++ vertex group data accessor returned a span with null data that
wasn't empty. Instead of adding a null check as well as the size check,
just return an empty span when there is no vertex group data.
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The condition from 0d7d8c73cf5c5c5f05c was reversed.
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Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f216c
Ref T95965
Differential Revision: https://developer.blender.org/D15795
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This is very similar to D14077. There are two differences though.
First is that vertex creases are already stored in a separate layer,
and second is that we can now completely remove use of `Mesh.cd_flag`,
since that information is now inherent to whether the layers exist.
There are two functional differences here:
* Operators are used to add and remove layers instead of a property.
* The "crease" attribute can be created and removed by geometry nodes.
The second change should make various geometry nodes slightly faster,
since the "crease" attribute was always processed before. Creases are
now interpolated generically in the CustomData API too, which should
help maintain the values across edits better.
Meshes get an `edge_creases` RNA property like the existing vertex
property, to provide more efficient access to the data in Cycles.
One test failure is expected, where different rounding between float
the old char storage means that 5 additional points are scattered in
a geometry nodes test.
Differential Revision: https://developer.blender.org/D15927
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The mesh's triangulation cache is often created for other operations
besides the drawing code, but during the mesh draw cache extraction
it is recalculated on every single time. It is simpler and faster to use
the existing MLoopTri array. It can also save memory if the cache
already exists by avoiding allocating a duplicate array. For a 4 million
face quad mesh, that is already 128 MB.
Also use face normals for mesh triangulation if they aren't dirty,
which should provide a general speedup when they're both necessary.
Recently 54182e4925de made this more reliable, since the triangulation
cache is invalidated properly when the mesh is deformed.
Fixes T98073
Differential Revision: https://developer.blender.org/D15550
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Similar to the other refactors from T95965, this commit moves sculpt
face sets to use a generic integer attribute named `".sculpt_face_set"`.
This makes face sets accessible in the Python API.
The attribute is not visible in the attributes list or the spreadsheet
because it is meant for internal use, though that could be an option
in the future along with other similar attributes. Currently the change
is small, but in the future this could simplify code by allowing use
of more generic attribute APIs.
Differential Revision: https://developer.blender.org/D16045
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This makes it easier to pass more parameters to the iterator in the future.
Differential Revision: https://developer.blender.org/D16047
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Whenever animation on nodes was transfered to/from nodegroups (grouping/
ungrouping/separating) via BKE_animdata_transfer_by_basepath, it was
possible to create new nodes with the same name (in the formerly same
path -- see report for an example of this) and animation from the
original node was still performed on them. Issue went away after save/
reload.
In order to fully update the action, a depsgraph is now performed on the
action (similar to what is done when renaming for example).
Maniphest Tasks: T101109
Differential Revision: https://developer.blender.org/D15987
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Also reported in blender.chat.
Corrupted files were reported after opening files with the new Mix node (rBbfa0ee13d539).
Files saved in 3.4 will not be compatible with older versions of Blender.
Opening these files in previous versions will exhibit a red undefined node.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D16025
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From the nodes' description: "Retrieve the object that contains
the geometry nodes modifier currently being executed". This was
discussed in the most recent geometry nodes module meeting.
Because the node allows you to retrieve the position of the modifier
object, it has to add a depsgraph relation to object transform.
Expect that modifiers will be reevaluated when moving the object.
In the future, better static analysis of node trees could make this
check smarter.
Differential Revision: https://developer.blender.org/D16037
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Also make the disabled hint argument optional.
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This removes some boilerplate when creating many optional attributes.
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The typed "lookup_or_add_for_write_only" function is meant to do the
same thing as the non-typed version of the function. Instead, it still
initialized values of new attribute arrays, which isn't meant to happen.
Missed in 4c91c24bc7cbe2c4f97be373.
I also had to correct one place that used the "write_only"
function but didn't intialize all values.
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I didn't observe this issue in practice, but since the write_only
version of the attribute API isn't meant to initialize trivial types,
theoretically this could be a problem if the attribute is created
halfway through converting the BMesh to a Mesh.
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05952aa94d33eeb504fa modified this area incorrectly, transforming
vertices outside of the mesh. That would have been fine, but the mesh
is used to retrieve the bounding box. Instead just avoid duplicating the
positions and normals completely, and avoid using referenced layers
just to be extra safe.
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Face sets were not being initialized. I had also
forgotten to remove a dead struct member from
SculptBoundary which was being accessed.
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Differential Revision: https://developer.blender.org/D16020
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Links that are linked to unavailable sockets should be ignored.
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Currently the rake rotation is calculated when the angle mode is set. Even when the texture isn't valid.
This change will only calculate the rake rotation when the texture is valid and the angle mode is set.
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