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2021-09-27Cleanup: Fix incorrect commentsHans Goudey
2021-09-27Nodes: Change wire color to increase contrastDalai Felinto
If the theme used by the user did not touch the wire or the wire outline colors this will update them as well. This was supposed to be a part of a bigger UI theme change for 3.0. But it was expedited because of the recent change in line thickness for the noodles (2bd02052157). Theme change by Pablo Vazquez. Differential Revision: https://developer.blender.org/D12649
2021-09-27Increase VSE strip channels limit from 32 to 128Dalai Felinto
The original limit dates back from 2002 when Blender went open source. After that many years some productions (e.g., Sprite Fright) are already experiencing limitations for complex edits. The future plans is to support an initial shorter (2?) number of channels with support to "unlimited" channels. Finally, I'm bumping the minimum file requirement since files with more than 32 channels won't work well in old Blender versions. In a future commit I will implement a sanitization so that we only read (and write) 128 channels. Making sure future changes of this number won't corrupt Blender. Differential Revision: https://developer.blender.org/D12645
2021-09-27Cleanup: spelling in commentsCampbell Barton
2021-09-26LineArt: Smooth tolerance value for chaining.YimingWu
smooth out jaggy lines with a given threshold. For each point in a stroke, the ones with in a given distance of its previous segment will be removed, thus "zig-zag" artefacts can be cleaned up. Reviewed By: Antonio Vazquez (antoniov) Differential Revision: https://developer.blender.org/D12050
2021-09-24Geometry Nodes: Add versioning and legacy warning for random float nodeHans Goudey
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
2021-09-24LibOverride: 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?).
2021-09-24Cleanup: clang formatPhilipp Oeser
2021-09-24FileBrowser: Reduce Overhead Browsing Libraries.Jeroen Bakker
When Browsing libraries the asset files were opened multiple times. once to determine the needed groups to query and once for each group to query the items in the group. For file browsing this makes sense but for asset browsing this can be reduced. This patch will load the asset files recursively and only opens them once. Another change is that only the assets are requested and not filtered out later in the process. This patch is needed to simplify the library indexing. Where we need access to the full library content. ## The numbers ## Benchmarked by adding scenes of the spring open movie to the default asset library. Refreshing the asset library would recursively load all the files there. | **8bc27c508a** | Processed 317 'directories/libraries' | 7.573986s | | **Patch** | Processed 42 'directories/libraries' | 0.821013s | {F10442811} Reviewed By: mont29, Severin Maniphest Tasks: T91406 Differential Revision: https://developer.blender.org/D12499
2021-09-23Paint: prevent RenderResults and Viewers where unappropriatePhilipp Oeser
Using a RenderResult (or a Viewer) was never really working (think you cant get a real ImBuff from these) -- cannot use it as a clone, stencil or canvas [Single Image paint texture slot]. In the case of using it as a 2D paint clone image this would also crash [due to the Image Editor drawing refactor in 2.91]. Now [in the spirit of T73182 / D11179], prevent using these where unappropriate by using rna pointer polling functions. Also add a security check for the 2D paint clone image crash in case a stencil ImBuff cannot be provided for some reason, but generally old files are now patched in do_versions_after_linking_300 (thx @brecht!). Fixes T91625. Maniphest Tasks: T91625 Differential Revision: https://developer.blender.org/D12609
2021-09-23Cleanup: spelling in commentsCampbell Barton
2021-09-23LibLink Append: Expose 'reuse ID' through new BLO flag, and add basic tests.Bastien Montagne
Option is now available to append operator, alsthough hidden and disabled by default.
2021-09-23Cleanup: eBLOLibLinkFlags: Add 'space' between `APPEND` flags and `INSTANCE` ↵Bastien Montagne
ones.
2021-09-23Link/Append: Refactor flags.Bastien Montagne
Flags controlling link/append code are split between two enums, one in `DNA_space_types.h` and one in `BLO_readfile.h`. This commit: - Moves flags exclusively used in WM and BLO code to `eBLOLibLinkFlags` in `BLO_readfile.h`. Flags in `eFileSel_Params_Flag` from `DNA_space_types.h` are now only the ones effectively used by the file browser editor code too. - Fixes some internal utils in `readfile.c` still taking `short` flag parameter instead of proper `int` one. NOTE: there are a few other flags that could probably be moved to `eBLOLibLinkFlags` (at the very least `FILE_LINK`, probably also `FILE_AUTOSELECT` and `FILE_ACTIVE_COLLECTION`), since those are not effectively used by the file browser, and control linking/appending behavior, not filebrowser behavior. However for now think it's safer to not touch that.
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
2021-09-21Fix: Add versioning for geometry nodes attribute input toggleHans Goudey
rB8e21d528cab98 neglected to add versioning to add the new "use_attribute" and "attribute_name" properties to the modifier input list. Though they are added if the modifier's interface is updated, that doesn't happen when the file is loaded, so patch adds them manually. Another solution would be calling `MOD_nodes_update_interface`, but that would require including the modifiers module. Differential Revision: https://developer.blender.org/D12535
2021-09-21Fix: Incorrect versioning for float IDProperty default arrayHans Goudey
The versioning has to have different behavior for when the old default value had a float type rather than a double type. Also use memcpy rather than dupalloc, since it's a bit clearer.
2021-09-21Cycles: merge of cycles-x branch, a major update to the rendererBrecht Van Lommel
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21VSE strip thumbnailsAditya Y Jeppu
Draw thumbnails as strip overlay. This works for movie and image strips. To draw thumbnails, this overlay has to be enabled and strips must be tall enough. The thumbnails are loaded from source file using separate thread and stored in cache. Drawing code uses only images stored in cache, and if any is missing, background rendering job is started. If job can not render thumbnail, to prevent endless loop of creating job for missing image it sets `SEQ_FLAG_SKIP_THUMBNAILS` bit of `Sequence` flag. To prevent visual glitches during timeline panning and zooming, `View2D` flag `V2D_IS_NAVIGATING` is implemented. If bit is set, drawing code will look for set of evenly distributed thumbnails that should be guaranteed to exist and also set of previously displayed thumbnails. Due to volatile nature of cache these thumbnails can be missing anyway, in which case no new thumbnails will be drawn for particular strip. Cache capacity is limited to 5000 thumbnails and performs cleanup of non visible images when limit is reached. ref T89143 Reviewed By: ISS Differential Revision: https://developer.blender.org/D12266
2021-09-21VSE: Image transform toolsRichard Antalik
Add tools for image manipulation in sequencer preview region. This includes: - Translate, rotate and resize operators, tools and gizmos - Origin for image transformation - Median point and individual origins pivot modes - Select and Box select operator works in preview - Image overlay drawing ref T90156 Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D12105
2021-09-20Cleanup: Refactor VSE overlay settingsRichard Antalik
Move overlay flags into SequencerPreviewOverlay and SequencerTimelineOverlay structs. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D12569
2021-09-17UI: Automatic Blend Thumbnail SelectionHarley Acheson
Adds an "Auto" option to blend thumbnail types that will automatically use Screenshot if there is no camera and 3dview, or workbench render with shading settings from the largest 3dview. See D12407 for more details. Differential Revision: https://developer.blender.org/D12407 Reviewed by Campbell Barton
2021-09-16Assets: Recursive reading of asset librariesJulian Eisel
With this, asset libraries can be directory structures and all assets in sub-directories will show up in an Asset Browser. With complex directory structures and many .blend files inside, asset library reading will be quite slow for now. There's initial work being done to introduce indexing for this (T82979), other optimizations are being discussed as well. Addresses T91406. Differential Revision: https://developer.blender.org/D12139
2021-09-16Fix ID-property UI versioning skipping nested meta-stripsCampbell Barton
2021-09-15LineArt: Automatic crease with flat/smooth faces.YimingWu
This allows crease lines to be automatically hidden on smooth surfaces, also provided options for: - Showing crease on marked sharp edges. - Force crease detection on smooth surfaces. Reviewed By: Antonio Vazquez (antoniov) Differential Revision: http://developer.blender.org/D12051
2021-09-14LibLink: New Append code.Bastien Montagne
This commit fully refactors the way linked IDs are made local when appended. Previously, `BKE_library_make_local` was (ab)used for this task, but it was missing some contextual data and doing complex processing to try to work around this, with limited sucess. Further more, it was nearly impossibe to extend (e.g. to get new append behaviors necessary for the asset project). The new code is a dedicated append step in WM linking process. NOTE: BPY API (`libray.load()` context manager) uses its own code here, which still relies on `BKE_library_make_local` for appending. Unfortunately, merging those two different code paths is not trivial so for now this API will remain unchanged. Fix T55629: Append already linked Data is impossible.
2021-09-12Cleanup: spellingCampbell Barton
2021-09-10Fix: Incorrect file subversion for geometry node versioningHans Goudey
rBe2f99c338bd57 should have used the subversion currently defined in Blender, instead it used one lower, so some files didn't have the versioning applied.
2021-09-10Geometry Nodes: Add versioning to change legacy node ID namesHans Goudey
Recently we have decided to avoid fancier versioning for nodes with string inputs for attribute names when updating the attribute workflow for 3.0. In that case we would just duplicate any node that will have an updated version to work with fields. We want to be able to use the "proper" ID names for the new versions of the nodes though, so this patch adds "Legacy" to the IDs of all nodes that will be replaced in 3.0. This commit also removes the nodes from the add menu when the fields experimental preference is enabled, in order to make it clear what has been updated and what hasn't. Nodes in the "Maybe" categories in versioning_300.c can be renamed later if necessary. For now it's probably better to be conservative, and to keep the list complete. Differential Revision: https://developer.blender.org/D12420
2021-09-10Modifiers: export motion blur velocity through attributeBrecht Van Lommel
Previously fluid simulation and Alembic modifiers had a dedicated function to query the velocity for motion blur. Now use a more generic system where those modifiers output a velocity attribute. Advantages: * Geometry and particle nodes can output velocity through the same mechanism, or read the attribute coming from earlier modifiers. * The velocity can be preserved through modifiers like subdivision surface or auto smooth. * USD and Alembic previously only output velocity from fluid simulation, now they work with velocity from other sources too. * Simplifies the code for renderers like Cycles and exporters like Alembic and USD. This breaks compatibility: * External renderers and exporters accessing these velocities through the Python API now need to use the attribute instead. * Existing modifier node setups that create an attribute named "velocity" will render differently with motion blur. Differential Revision: https://developer.blender.org/D12305
2021-09-10Templates: remove masking layers from the default startup fileCampbell Barton
Remove sculpt mask layer from the default cube, added in 444934632a8d8e239bc0c6d79a638ec0943152a6.
2021-09-10Link/Append: Fix unreported obdata being instantiated even when already used ↵Bastien Montagne
by linked/appended data. Do not instantiate obdata when it is not actually loose.
2021-09-09Cleanup: Readfile: cleanup some logic checks.Bastien Montagne
2021-09-07Cleanup: Move function to versioning_common.ccHans Goudey
2021-09-06UI: Blend Preview Thumbnails Showing WorkspaceHarley Acheson
This adds an option to use a capture of the entire main window as the blend file preview thumbnail. See D10492 for details and examples. Differential Revision: https://developer.blender.org/D10492 Reviewed by Campbell Barton
2021-09-02Cleanup: remove redundant alloc argument to SEQ_editing_getCampbell Barton
Callers that require lazy initialization can use SEQ_editing_ensure.
2021-08-31Fix: Incorrect versioning for float IDProperty UI dataHans Goudey
The code put the value from the "min" property into the "max" value. This would have crashed if min was null and max wasn't.
2021-08-31Fix T91084: Missing versioning for object pose bone property UI dataHans Goudey
Objects also have a list of "bone" pose channels embedded directly. These properties are user visible, so their UI data should be versioned.
2021-08-31Cleanup: Use C style comments for descriptive textCampbell Barton
2021-08-30Nodes: add more flexible method to declare sockets of a nodeJacques Lucke
Previously, built-in nodes had to implement "socket templates" (`bNodeSocketTemplate`) to tell Blender which sockets they have. It was nice that this was declarative, but this approach was way too rigid and was cumbersome to use in many cases. This commit starts to move us away from this rigid structure by letting nodes implement a function that declares the sockets the node has. Right now this is used as a direct replacement of the "socket template" approach to keep the refactor smaller. It's just a bit easier to read and write. In the future we want to support more complex features like dynamic numbers of sockets and type inferencing. Those features will be easier to build on this new approach. This new approach can live side by side with `bNodeSocketTemplate` for a while. That makes it easier to update nodes one by one. Note: In `bNodeSocketTemplate` socket identifiers were made unique automatically. In this new approach, one has to specify unique identifiers manually (unless the name is unique already). Differential Revision: https://developer.blender.org/D12335
2021-08-30Geometry Nodes: Enhance the cube mesh primitive as a cuboidRajesh Advani
This mesh primitive enhances the Cube mesh primitive and allows the creation of a cuboid with a configurable size and number of vertices in all 3 directions. The Cube primitive is now similar to the Grid primitive except that it works in 3 dimensions. Previously it was possible to create a cube and scale it arbitrarily along each axis. You could also subdivide the mesh, but the number of subdivisions was equal along all axes. This meant that making the basic frame for something like modular buildings wasn't trivial. Inspired by tutorials and files for modular building creation. The cuboid is created as a `Mesh` so that large meshes with millions of faces are created quickly. Though edge calculation could be faster if implemented here, edges are calculated using `BKE_mesh_calc_edges` to reduce complexity, and in hopes that they may be calculated lazily for `Mesh` in the future like vertex normals. See the differential revision for more information. Differential Revision: https://developer.blender.org/D11810
2021-08-27Cleanup: Remove redundant null checkHans Goudey
2021-08-27Refactor IDProperty UI data storageHans Goudey
The storage of IDProperty UI data (min, max, default value, etc) is quite complicated. For every property, retrieving a single one of these values involves three string lookups. First for the "_RNA_UI" group property, then another for a group with the property's name, then for the data value name. Not only is this inefficient, it's hard to reason about, unintuitive, and not at all self-explanatory. This commit replaces that system with a UI data struct directly in the IDProperty. If it's not used, the only cost is of a NULL pointer. Beyond storing the description, name, and RNA subtype, derived structs are used to store type specific UI data like min and max. Note that this means that addons using (abusing) the `_RNA_UI` custom property will have to be changed. A few places in the addons repository will be changed after this commit with D9919. **Before** Before, first the _RNA_UI subgroup is retrieved the _RNA_UI group, then the subgroup for the original property, then specific UI data is accessed like any other IDProperty. ``` prop = rna_idprop_ui_prop_get(idproperties_owner, "prop_name", create=True) prop["min"] = 1.0 ``` **After** After, the `id_properties_ui` function for RNA structs returns a python object specifically for managing an IDProperty's UI data. ``` ui_data = idproperties_owner.id_properties_ui("prop_name") ui_data.update(min=1.0) ``` In addition to `update`, there are now other functions: - `as_dict`: Returns a dictionary of the property's UI data. - `clear`: Removes the property's UI data. - `update_from`: Copy UI data between properties, even if they have different owners. Differential Revision: https://developer.blender.org/D9697
2021-08-27VSE: Transform overwrite modeRichard Antalik
Add mode to overwrite strips on overlap instead of resolving overlap. When overlap is created, 3 things can happen: - On partial overlap, handles of overlapped strip are moved - On complete overlap with smaller strip, overlapped strip is split - On complete overlap with larger strip, overlapped strip is removed This mode can be enabled in header. Reviewed By: fsiddi, mano-wii Differential Revision: https://developer.blender.org/D11805
2021-08-26Cleanup: Use `ID_IS_LINKED` instead of direct `id.lib` pointer check.Bastien Montagne
2021-08-25Cleanup and remove SEQ_ALL_BEGIN macroSebastian Parborg
We now use a for_each function with callback to iterate through all sequences in the scene. This has the benefit that we now only loop over the sequences in the scene once. Before we would loop over them twice and allocate memory to store temporary data. The allocation of temporary data lead to unintentional memory leaks if the code used returns to exit out of the iteration loop. The new for_each callback method doesn't allocate any temporary data and only iterates though all sequences once. Reviewed By: Richard Antalik, Bastien Montagne Differential Revision: http://developer.blender.org/D12278
2021-08-25T90908: Reduce loading times when extracting thumbnails from Blendfiles.Jeroen Bakker
Previously when loading an thumbnails for an asset the whole file was read. Reason this was done was perhaps a future idea to load all thumbnails inside a blendfile in a single go. This was never implemented and currently unneeded disk and cpu cycles was spend with finding out what preview to load. This patch adds an early break when the thumbnail that the caller is interested in has been found. This improves the thumbnail extraction when looking into large files. Reviewed By: mont29 Maniphest Tasks: T90908 Differential Revision: https://developer.blender.org/D12312
2021-08-24Disable Fade Inactive Geometry overlay by defaultPablo Dobarro
This overlay was intended to identify the active objects in modes like Sculpt Mode, where you don't have any extra visual indication of what is the current and target object when switching directly between them. After having flash on mode transfer on the transfer mode operator, the visual information this overlays provides is redundant. It is still available in case some users want to use it like a way of focusing on the active object. Reviewed By: JulienKaspar, JacquesLucke Differential Revision: https://developer.blender.org/D12303
2021-08-22Fix Windows builds after Zstandard commitsLukas Stockner