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2022-11-02Geometry Nodes: Add index and value inputs to sample curve nodeHans Goudey
As described in T92474 and T91650, this patch adds two features to the sample curve node. First is an index input, to allow choosing the curve to sample for each point. Second is a custom field input, which is evaluated on the control points of the curve and then sampled like the other outputs. There is an "All Curves" option for the old behavior which takes the length of all curves into account. For invalid curve indices, the node outputs zeros (default values). Invalid lengths and factors are clamped. There have been various discussions about splitting the node up more, but this is an intuitive combination of options and will work well enough for current use cases. The node could still be generalized more in the future. Keep in mind that the source field is evaluated on curve control points, not the evaluated points used for sampling. This is necessary so that fields like "Index" work as expected. Differential Revision: https://developer.blender.org/D16147
2022-11-01Cleanup: spelling in commentsCampbell Barton
2022-10-19Fix T101622: Sequencer channels not updating while panning viewYann Lanthony
`V2D_VIEWSYNC_AREA_VERTICAL` flag was mistakenly set to the sequencer toolbar region instead of the channels region. Reviewed By: ISS Differential Revision: https://developer.blender.org/D16155
2022-10-18File Browser: Fix slowdown with non-existing ID previews in big filesJulian Eisel
When the File (or Asset) Browser would display data-blocks without previews in a heavy .blend file, there would be a drastic slowdown. See patch for details and comparison videos. Differential Revision: https://developer.blender.org/D16273 Reviewed by: Bastien Montagne
2022-10-17Sculpt: Remove face sets from default cubeHans Goudey
As discussed in T101623, since face sets have become optionally stored, (see b5f7af31d6d474c3b4) the default cube shouldn't have face sets-- they should be created explicitly by the user instead. This may improve performance when modifying the default cube mesh.
2022-10-17Cleanup: Move versioning_defaults.c to C++Hans Goudey
2022-10-17Sculpt: add versioning for Auto-masking cavity factor defaultPablo Vazquez
Also remove automasking_cavity_factor default from RNA for brushes. Data-blocks set their defaults via `DNA_brush_defaults.h` Continuation from previous commit and rBdb40b6 Thanks to Dalai for the help!
2022-10-17Cleanup: replace BLI_join_dirfile with BLI_path_joinCampbell Barton
These functions are almost identical, the main difference being BLI_join_dirfile didn't trim existing slashes when joining paths however this isn't an important difference that warrants a separate function.
2022-10-17BLI_path: remove trailing NULL argument to BLI_path_joinCampbell Barton
Using varargs had the disadvantages, replace with a macro which has some advantages. - Arguments are type checked. - Less verbose. - Unintended NULL arguments would silently terminate joining paths. - Passing in a NULL argument warns with GCC.
2022-10-13Cleanup: Remove deprecated socket variablesHans Goudey
Last used in 62421470ee09fb70f343e.
2022-10-12UV: add grid shape source to the uv editor, and add new "pixel" optionChris Blackbourn
This change is part of a wider set of changes to implement Grid and Pixel snapping in the UV Editor. This particular change adds a new third option, `pixel grid`, to the previous grid options, `dynamic grid` and `fixed grid`. Maniphest Tasks : T78391 Differential Revision: https://developer.blender.org/D16197
2022-10-10Fix typos & co in UI messages.Bastien Montagne
2022-10-07Cleanup: redundant parenthesisCampbell Barton
2022-10-05Cleanup: Clang tidyHans Goudey
Also remove unnecessary struct keywords in C++ files.
2022-10-05BKE_Main: Add clear separation between 'temp' mains and global main.Bastien Montagne
Blender is using more and more temporary Main data-base (historically for reading linked data, but also now when resyncing liboverrides, for temp data in asset code, etc.). This commit aims at making this a bit more formal and defined, by: * Adding a dedicated flag in Main struct to mark a Main as global. * Adding some API to replace, or temporarily swap the current global Main (`G_MAIN`) by another one. NOTE: Having to temporarily replace `G_MAIN` is a workaround for the limitation of current RNA, ideally this should be fixed in RNA itself, but for now at least having an API helps tracking those cases (since this is potentially risky operation). This work is also a preparation for more usages of temp mains in the near future (Asset Brushes and its presets system e.g. will most likely use temp mains too). Reviewed By: brecht Differential Revision: https://developer.blender.org/D15977
2022-10-04Fix: Crash versioning transfer node with animation dataHans Goudey
This versioning needs to be done after linking in order to affect animation data which might not be loaded in the regular "do_versions" loop. Animation data is removed in `nodeRemoveNode`. Fixes T101439
2022-10-04Fix: Bump subversion after forward compatibility breakageHans Goudey
c3b6e372542f9fb0ff23 change node ID names. Bump the subversion and the min file subversion so older versions get warnings opening newer files.
2022-10-04Cleanup: replace UNUSED macro with commented args in C++ codeHans Goudey
This is the conventional way of dealing with unused arguments in C++, since it works on all compilers. Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-10-04Geometry Nodes: Rename Control Point Neighbors NodeHans Goudey
Rename the node to "Offset Point in Curve" Since this was committed, more mesh and curve topology nodes have been committed with a different naming scheme (482d431bb6735e82069). Change the name of this node to match "Offset Corner in Face". Because the node was only added recently, it's a full rename, including the ID, so forward compatibility is broken.
2022-10-03Geometry Nodes: set viewer overlay opacity default to 1Jacques Lucke
This value worked better for artists.
2022-10-02Fix: Mix node did not set clamp result correctly in versioning codeCharlie Jolly
Files were incorrectly loaded without the Clamp Result option set. Reported in BA by CarlG
2022-09-30Cleanup: use function style casts for C++Campbell Barton
2022-09-29Sculpt: New Cavity Automasking ModeJoseph Eagar
Add new cavity automasking mode based on local mesh curvature. Cavity masking is a great way to quickly add detail in crevices and the like. It's meant to be used with the Paint brush in color attribute mode. It does work with other brushes but the results can be unpredictable. {F13131497} The old "dirty mask" operator has been replace with a new "mask from cavity" operator that shares the same code with cavity automasking. Differences from the sculpt-dev implementation: * It uses the word "cavity." When I first implemented this I wasn't aware this feature existed in other software (and other paint modes in Blender), and for reasons that escape me today I initially decided to call it a concave or concavity mask. * The cavity factor works a bit differently. It's no longer non-linear and functions as a simple scale around 0.5f. * Supports custom curves. * Supports blurring. Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton Differential Revision: https://developer.blender.org/D15122 Ref D15122
2022-09-28Geometry Nodes: viewport previewJacques Lucke
This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28Cleanup: spelling in commentsCampbell Barton
Also add missing task ID.
2022-09-26UI: add preference to disable touchpad multitouch gesturesrecht Van Lommel
Available on Windows and macOS, where such gestures are supported. For Windows, disabling this option restores touchpad behavior to match Blender 3.2. Ref T97925 Differential Revision: https://developer.blender.org/D16005
2022-09-26Fix: bump subversion to avoid corrupted filesJacques Lucke
Replacing the transfer node breaks forward compatibility, so a version bump is necessary to get a warning in older versions.
2022-09-25Cleanup: remove redundant parenthesis (especially with macros)Campbell Barton
2022-09-25Cleanup: replace C-style casts with functional casts for numeric typesCampbell Barton
Some changes missed from f68cfd6bb078482c4a779a6e26a56e2734edb5b8.
2022-09-25Cleanup: replace C-style casts with functional casts for numeric typesCampbell Barton
2022-09-25Cleanup: use 'u' prefixed integer types for brevity & cast styleCampbell Barton
To use function style cast '(unsigned char)x' can't be replaced by 'unsigned char(x)'.
2022-09-25Cleanup: format, spelling in commentsCampbell Barton
2022-09-24Fix build error in blenloader on macOS after recent changesBrecht Van Lommel
2022-09-23Geometry Nodes: Split transfer attribute nodeHans Goudey
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
2022-09-23Mesh: Move selection flags to generic attributesHans Goudey
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
2022-09-23Mesh: Move edge crease out of MEdgeHans Goudey
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
2022-09-23Mesh: Move sculpt face sets to a generic attributeHans Goudey
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
2022-09-20UV: extend custom grid sizes to set each axis separatelyChris Blackbourn
For example, allows a custom UV grid size of 4 x 12. TODO: Fix snapping with custom UV grid sizes. Manifest Tasks: T78391 Differential Revision: https://developer.blender.org/D16000
2022-09-19Cleanup: Move versioning_300.c to C++Hans Goudey
2022-09-19Cleanup: spellingCampbell Barton
2022-09-17Fix: lite build on windowsRay Molenkamp
writefile.cc includes BLI_winstuff.h which includes Windows.h which supplies definitions of min/max that conflict with the c++ headers previously windows.h was only included when TBB was enabled, the inclusion of BLI_winstuff.h now makes this define mandatory for all configurations
2022-09-16Cleanup: spelling in commentsCampbell Barton
2022-09-15BLO: move blenloader to C++Jacques Lucke
Differential Revision: https://developer.blender.org/D15965
2022-09-14Sculpt: Separate hide status from face sets, use generic attributeHans Goudey
Whether faces are hidden and face sets are orthogonal concepts, but currently sculpt mode stores them together in the face set array. This means that if anything is hidden, there must be face sets, and if there are face sets, we have to keep track of what is hidden. In other words, it adds a bunch of redundant work and state tracking. On the user level it's nice that face sets and hiding are consistent, but we don't need to store them together to accomplish that. This commit uses the `".hide_poly"` attribute from rB2480b55f216c to read and change hiding in sculpt mode. Face sets don't need to be negative anymore, and a bunch of "face set <-> hide status" conversion can be removed. Plus some other benefits: - We don't need to allocate either array quite as much. - The hide status can be read from 1/4 the memory as face sets. - Updates when entering or exiting sculpt mode can be removed. - More opportunities for early-outs when nothing is hidden. - Separating concerns makes sculpt code more obvious. - It will be easier to convert face sets into a generic int attribute. Differential Revision: https://developer.blender.org/D15950
2022-09-14ViewLayer: Lazy sync of scene data.Monique Dewanchand
When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
2022-09-14Fix: Mesh SoA format conversion skips versioningHans Goudey
Converting to the SoA format (T95965) immediately when reading meshes means that none of the changes from versioning would be applied first. This means important fixes like f14995aba70a aren't properly applied, so modifications could be done to invalid CustomData. To fix this, move the SoA changes into versioning code, in a new versioning_400.cc file. Differential Revision: https://developer.blender.org/D15919
2022-09-09Readfile: avoid confusion when debugging a memory leakJacques Lucke
2022-09-09Cleanup: readfile: use correct typeJacques Lucke
2022-09-08Silence warnings/assert about invalid embedded IDs for older blendfiles.Bastien Montagne
there is no point in warning about files that are not supposed to be 'correct' in that regard.
2022-09-08Cleanup: prefer terms verts/polys over vertices/polygonsCampbell Barton
Follows existing naming for the most part, also use "num" as a suffix in some instances (following our naming conventions).