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2021-09-29UV Editor: Grid and snapping improvementsSiddhartha Jejurkar
Implements T89789, T89792, custom grid (described as dynamic grid in T78389) and UV grid snapping (T78391) Replaces the default UV editor grid with 2 new types of grid : * Custom grid: Allows the user to create an NxN grid, where the value of N is specified by the user. * Subdividing grid: Subdivides the UV editor grid when the user zooms in the viewport and vice versa when zooming out. UV snapping improvements : * Increment snapping: Increment values for snapping are calculated based on which grid type is being used in the UV editor (subdividing or custom). In general the increment value is equal to the distance between 2 visible grid lines. * Absolute grid snap: New toggle added to increment snapping option in the UV editor, allows UV grid snapping during translation. Reviewed By: campbellbarton Ref D12684
2021-09-27Cleanup: spelling in commentsCampbell Barton
2021-09-24Cleanup: clang formatPhilipp Oeser
2021-09-24Hair Info Length AttributeJeroen Bakker
Goal is to add the length attribute to the Hair Info node, for better control over color gradients or similar along the hair. Reviewed By: #eevee_viewport, brecht Differential Revision: https://developer.blender.org/D10481
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
2021-09-22EEVEE fix gloss low roughness errorJake
Up lower clamp on spec_angle to prevent NaN from being generated on intel GPUs at low roughness. Fixes T88754 Reviewed By: fclem Maniphest Tasks: T88754 Differential Revision: https://developer.blender.org/D12508
2021-09-21Fix T87801: Eevee ambient occlusion is incorrect on M1 macMiniClément Foucault
The issue was caused by `textureSize()` returning the size of the level 0 even when the min texture level is higher than 0. Using a uniform to pass the correct size fixes the issue. This issue also affected the downsampling of radiance for reflections and refractions. This does not affect anything other than the recusive downsampling shaders.
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
2021-09-17Fix T91448: GPencil Fill simplify not working in renderAntonio Vazquez
The simplify was hardcode to be disabled in render.
2021-09-11Geometry Nodes: Support modifier on curve objectsHans Goudey
With this commit, curve objects support the geometry nodes modifier. Curves objects now evaluate to `CurveEval` unless there was a previous implicit conversion (tessellating modifiers, mesh modifiers, or the settings in the curve "Geometry" panel). In the new code, curves are only considered to be the wire edges-- any generated surface is a mesh instead, stored in the evaluated geometry set. The consolidation of concepts mentioned above allows remove a lot of code that had to do with maintaining the `DispList` type temporarily for modifiers and rendering. Instead, render engines see a separate object for the mesh from the mesh geometry component, and when the curve object evaluates to a curve, the `CurveEval` is always used for drawing wire edges. However, currently the `DispList` type is still maintained and used as an intermediate step in implicit mesh conversion. In the future, more uses of it could be changed to use `CurveEval` and `Mesh` instead. This is mostly not changed behavior, it is just a formalization of existing logic after recent fixes for 2.8 versions last year and two years ago. Also, in the future more functionality can be converted to nodes, removing cases of implicit conversions. For more discussion on that topic, see T89676. The `use_fill_deform` option is removed. It has not worked properly since 2.62, and the choice for filling a curve before or after deformation will work much better and be clearer with a node system. Applying the geometry nodes modifier to generate a curve is not implemented with this commit, so applying the modifier won't work at all. This is a separate technical challenge, and should be solved in a separate step. Differential Revision: https://developer.blender.org/D11597
2021-09-08Asset: Dropping Material assets on material slot under mouse cursor.Jeroen Bakker
This patch allows dropping material assets from material slot under the mouse cursor. Before this change the material slot had to be hand-picked from the properties panel. For consistency it is chosen to do this in any shading mode as the tooltip shows what is exactly going to happen during release. The feature also works for other object types than Meshes as it uses the drawn surface on the GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0 cards and are very responsive. Reviewed By: fclem, Severin Differential Revision: https://developer.blender.org/D12190
2021-09-06Cleanup: clang-formatAaron Carlisle
2021-09-03UDIM: Show the UV grid even when images are loadedJesse Yurkovich
Allow the UDIM grid to be shown and adjusted when there are images loaded in UV edit mode. Right now the grid feature disappears once an image is loaded and many have found this to be confusing. Based on community and artist feedback, there was support to change this behavior[1] This patch does the following: - Allows the grid to be shown even when images are present - The max allowable dimensions for the grid has been increased from 10x10 to 10x100 to match the underlying maximum UDIM range that blender supports Note: This should not affect other Image editor modes like Paint/Mask or the Render Result viewer etc. Future work in this area is currently documented in a dedicated design task[2] [1] https://devtalk.blender.org/t/the-udim-tile-grid-design-and-feedback-thread/20136 [2] https://developer.blender.org/T90913 Differential Revision: https://developer.blender.org/D11860
2021-08-31Fix crash in recent commit.Jeroen Bakker
Crash introduced by {rB8e00db42961297facd521139762fe8c42042fc5c}, fixed with a null check. Object can be null.
2021-08-31Fix: Weightpaint overlay not visible when display type wire/boundbox.Jeroen Bakker
When the object display type was set to wireframe or boundbox the depth buffer wasn't updated resulting in not visible weightpaint overlay. Thanks to Demeter Dzadik for mentioning it.
2021-08-26Cleanup: spelling in commentsCampbell Barton
2021-08-26Cleanup: clang-formatCampbell Barton
2021-08-25BLF: Remove ASCII-only Code PathsHarley Acheson
Remove redundant code for drawing text strings that contain only ASCII. See D12293 for much more detail. Differential Revision: https://developer.blender.org/D12293 Reviewed by Campbell Barton
2021-08-24Render: Lazily allocate render passes pixels storageSergey Sharybin
The idea is to only allocate pixel storage only when there is an actual data to be written to them. This moves the code forward a better support of high-res rendering when pixel storage is not allocated until render engine is ready to provide pixel data. Is expected to be no functional changes for neither users no external engines. The only difference is that the motion and depth passes will be displayed as transparent for until render engine provides any tile result (at which point the pixels will be allocated and initialized to infinite depth). Differential Revision: https://developer.blender.org/D12195
2021-08-23Fix T90772: Image Editor not sampling color from the the currentlyPhilipp Oeser
selected pass Caused by {rBebaa3fcedd23}. Seems this above commit assumed an ImageUser's multi_index is only used for Multiview/Stereo? This is not the case, multi_index also stores the index for layer/pass combination. If we call both BKE_image_multilayer_index and BKE_image_multiview_index (even though this is not appropriate/needed for multilayer images?), we might end up overwriting multi_index again. note: looking at this I was also wondering why we update the ImageUser in image-buffer-aquiring funnctions [and not from the UI, e.g. template_image_layers, but that is a whole different story I guess, see comment in T90772 as well] note2: this could also use a utility function (this is not the only place where this is done), this is fo a cleanup commit. Maniphest Tasks: T90772 Differential Revision: https://developer.blender.org/D12267
2021-08-23Fix T90651: camera reconstruction crash without scene cameraPhilipp Oeser
This was working differently in 2.79, tried tracking this down and it seems this was wrong since the 2.8 beginning in {rB7907dfc40018}. This would not only crash without an active scene camera, but would also result in different tracks from different camera's constraints could not be selected. So select id depends on corresponding camera, remove the dependency on scene camera completely. Maniphest Tasks: T90651 Differential Revision: https://developer.blender.org/D12230
2021-08-21Cleanup: spelling in comments & minor cleanupCampbell Barton
Also hyphenate 'mouse-move' use doxy sections in render_update.c & move function comment from the header to the source.
2021-08-18T73434: Improve Weight Paint Overlay Drawing.Jeroen Bakker
Master multiplied the weight paint on top of the rendered image. This reduced readability. This patch removes the multiplication for weight painting and adds a hint of the geometry below the overlay. Reviewed By: Mets, pablodp606, campbellbarton Maniphest Tasks: T73434 Differential Revision: https://developer.blender.org/D12170
2021-08-18Fix wireframe overlay not blending over paint overlay correctlyPablo Dobarro
When using wireframe opacity, the paint overlay needs to be drawn before the wireframes in order to alpha blend correctly. Sculpt overlays were also affected by this, so this commit refactors this part of the code in case other overlays needs to be added in the future. Reviewed By: Mets Differential Revision: https://developer.blender.org/D12235
2021-08-12Add Extras Dropdown Menu to ConstraintsHenrik Dick
Add Apply Constraint, Duplicate Constraint, and Copy To Selected operators, and include them in a menu similar to the menu for modifiers. The shortcuts in the extras menu are also matched to modifiers. All the here added operators are intended to work exactly like the analogous ones for modifiers. That means the apply operator should apply a constraint as if it was first in the list, just like modifiers do. I have added the same warning message as for modifiers when that happens. The decision to use this approach of appling the constraint as if it was first, was made for consistency with modifiers. People are already used to how it works there. Is also provides more intricate control over the applied transforms, then just applying all constraints up to that one. Apply all constraints is already kinda implemented in Bake Animation. Reviewed By: HooglyBoogly, sybren, #user_interface Differential Revision: https://developer.blender.org/D10914
2021-08-12Cleanup: spelling in commentsCampbell Barton
2021-08-05DRW: New Select Debug EngineGermano Cavalcante
This is a simple engine used only to debug the texture of select ids. It is only used when the `WITH_DRAW_DEBUG` option is enabled and the debug value is 31. Reviewed By: fclem Differential Revision: https://developer.blender.org/D5490
2021-08-05Cleanup: remove redundant parenthesisCampbell Barton
2021-08-05Cleanup: make formatAaron Carlisle
2021-08-04Viewport normal drawing with constant lengthJeroen Bakker
Patch for: T37878 {F10169694} Reviewed By: fclem Differential Revision: https://developer.blender.org/D11487
2021-08-03Fix select engine buffer having wrong vertex sizeGermano Cavalcante
The theme used was wrong and the vertex size is twice as set in the theme.
2021-07-30Cleanup: clang-format (re-run after v12 version bump)Campbell Barton
2021-07-29Fix T90295: inconsistent render pass order between Cycles and EeveeBrecht Van Lommel
2021-07-26Cleanup: spelling in commentsCampbell Barton
2021-07-23Cleanup: code comments punctuation / spacingCampbell Barton
2021-07-21Cleanup: spellingCampbell Barton
2021-07-21Cleanup: replace BLI_assert(0 && "text") with BLI_assert_msgCampbell Barton
2021-07-15Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text")Campbell Barton
This shows the text as part of the assertion message.
2021-07-15Cleanup: clang-formatCampbell Barton
2021-07-13Refactor: Move vertex group names to object dataHans Goudey
This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
2021-07-13Cleanup: replace BKE_customdata.h in BKE_editmesh.hCampbell Barton
Only DNA_customdata_types.h is needed for BMEditMesh.
2021-07-12Cleanup: Clang formatPhilipp Oeser
Sorry, missed this in 53cf8e83b37d.
2021-07-09Fix channel packed images display in the Image/Node editorPhilipp Oeser
Channel packed images should not have their RGB affected by alpha. rendering in Cycles and Eevee was fine already, but displaying these was not right in the Image and Node editors. Not 100% sure what to do for the "Color and Alpha" mode, but I guess this should stay like it was before (applying the alpha). "Color", "R", "G", and "B" modes were changed to not have color be affected by alpha though. ref. T89034 Maniphest Tasks: T89034 Differential Revision: https://developer.blender.org/D11871
2021-07-07Cleanup: spelling in commentsCampbell Barton
2021-07-06GPencil: Rename BKE_gpencil_visible_stroke_iterAntonio Vazquez
Renamed to BKE_gpencil_visible_stroke_advanced_iter Also created a simple version of the iterator to be used without multiframe and onion skin.
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-06-22Cleanup: Spelling MistakesLeon Zandman
This patch fixes many minor spelling mistakes, all in comments or console output. Mostly contractions like can't, won't, don't, its/it's, etc. Differential Revision: https://developer.blender.org/D11663 Reviewed by Harley Acheson
2021-06-18Armature: add automatic B-Bone Scale toggles.Alexander Gavrilov
Currently B-Bone scaling can only be controlled via their properties, thus requiring up to 8 drivers per joint between B-Bones to transfer scaling factors from the handle bone. A Scale Easing option is added to multiply the easing value by the Y scale channels to synchronize them - this produces a natural scaling effect where both the shape of the curve and the scale is affected. In addition, four toggles are added for each handle, which multiply each of the X, Y, Z and Ease values by the matching Local Scale channel of the handle bone, thus replacing trivial drivers. The Scale Easing option has no effect on this process since it's easy to just enable both Length and Ease buttons. Differential Revision: https://developer.blender.org/D9870