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2022-02-10Cleanup: copyright in headers, spelling in commentsCampbell Barton
- Order year consistently. - Minor consistency (case, double-spacing). - Correct typos.
2022-02-08BLF: Enable Filtering of woff and woff2 FontsHarley Acheson
Add files with extension ".woff" and ".woff2" to FILE_TYPE_FTFONT file type. Allows selecting and using these types of font files. See D13822 for more details. Differential Revision: https://developer.blender.org/D13822 Reviewed by Campbell Barton
2022-01-31Cleanup: use our own conventions for tags in commentsCampbell Barton
2022-01-30Cleanup: Cmake: remove unnecessary definitions for internationalizationAaron Carlisle
Previously, macros were ifdefed using the cmake option `WITH_INTERNATIONAL` However, the is unnecessary as withen the functions themselves have checks for building without internationalization. This also means that many `add_definitions(-DWITH_INTERNATIONAL)` are also unnecessary. Reviewed By: mont29, LazyDodo Differential Revision: https://developer.blender.org/D13929
2022-01-28UI: Add OneDrive to System List for WindowsHarley Acheson
This patch adds a "OneDrive" icon to the File Manager System list for Windows (only!). See D11133 for more details. Differential Revision: https://developer.blender.org/D11133 Reviewed by Julian Eisel
2022-01-26Performance: Remap multiple items in UIJeroen Bakker
During sprite fright loading of complex scenes would spend a long time in remapping ID's The remapping process is done on a per ID instance that resulted in a very time consuming process that goes over every possible ID reference to find out if it needs to be updated. If there are N of references to ID blocks and there are M ID blocks that needed to be remapped it would take N*M checks. These checks are scattered around the place and memory. Each reference would only be updated at most once, but most of the time no update is needed at all. Idea: By grouping the changes together will reduce the number of checks resulting in improved performance. This would only require N checks. Additional benefits is improved data locality as data is only loaded once in the L2 cache. It has be implemented for the resyncing process and UI editors. On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went from 170 seconds to 145 seconds (during hotspot recording). After this patch has been applied we could add similar approach to references (references between data blocks) and functionality (tagged deletion). In my understanding this could reduce the resyncing process to less than a second. Opening the village production file between 10 and 20 seconds. Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`) * Master {F12769210 size=full} * This patch {F12769211 size=full} Reviewed By: mont29 Maniphest Tasks: T94185 Differential Revision: https://developer.blender.org/D13615
2022-01-25Revert "Performance: Remap multiple items in UI"Jeroen Bakker
This reverts commit 948211679f2a0681421160be0d3b90f507bc0be7. This commit introduced some regressions in the test suite. As this change is a core part of blender Bastien and I decided to revert it as the solution isn't clear and needs more investigation. The following tests FAILED: 62 - blendfile_liblink (SEGFAULT) 63 - blendfile_library_overrides (SEGFAULT) It fails in (id_us_ensure_real)
2022-01-25Performance: Remap multiple items in UIJeroen Bakker
During sprite fright loading of complex scenes would spend a long time in remapping ID's The remapping process is done on a per ID instance that resulted in a very time consuming process that goes over every possible ID reference to find out if it needs to be updated. If there are N of references to ID blocks and there are M ID blocks that needed to be remapped it would take N*M checks. These checks are scattered around the place and memory. Each reference would only be updated at most once, but most of the time no update is needed at all. Idea: By grouping the changes together will reduce the number of checks resulting in improved performance. This would only require N checks. Additional benefits is improved data locality as data is only loaded once in the L2 cache. It has be implemented for the resyncing process and UI editors. On an Intel(R) Core(TM) i7-6700 CPU @ 3.40GHz 16Gig the resyncing process went from 170 seconds to 145 seconds (during hotspot recording). After this patch has been applied we could add similar approach to references (references between data blocks) and functionality (tagged deletion). In my understanding this could reduce the resyncing process to less than a second. Opening the village production file between 10 and 20 seconds. Flame graphs showing that UI remapping isn't visible anymore (`WM_main_remap_editor_id_reference`) * Master {F12769210 size=full} * This patch {F12769211 size=full} Reviewed By: mont29 Maniphest Tasks: T94185 Differential Revision: https://developer.blender.org/D13615
2022-01-24Cleanup: sort struct forward declarationsCampbell Barton
2022-01-20Fix file/asset thumbnails causing constant stream of notifiersJulian Eisel
The thumbnail caching continuously sends `ND_SPACE_FILE_PREVIEW` notifiers via a timer. But this timer was never ended properly after thumbnails are fully loaded into the cache. Wouldn't actually cause a refresh or redraw, send and process the notifiers. I already tried to avoid this for the asset view template, but apparently that wasn't working correctly. For the File/Asset Browser I never applied that fix to avoid possible regressions before the release.
2022-01-19Fix: File Browser using asset indexer after Asset Browser was visibleJulian Eisel
When toggling to a File Browser from an Asset Browesr, the asset indexer would be used to load files. I couldn't spot issues with that on a quick look, but this should still be corrected.
2022-01-19Asset Browser: Add debug option to disable asset indexingJulian Eisel
Adds an "Asset Indexing" option (enabled by default) to Preferences > Experimental > Debugging. This is useful when working on the asset library loading.
2022-01-18Assets: Enabling Asset Indexing.Jeroen Bakker
Asset indexing was disabled as ID property indexing wasn't supported. Now that ID property support is added we can enable asset indexing. Check {T91406} for more information about asset indexing.
2022-01-17Cleanup: Improve naming of immediate mode buffer draw functionsJulian Eisel
Followup to the previous commit. Jeroen and I agreed the old naming was confusing.
2022-01-14Cleanup: spelling in comments, C++ style comments for disabled codeCampbell Barton
Also ensure space at end of comment.
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
2022-01-12BLF: UI_fontstyle_draw UsageHarley Acheson
Add maximum string length argument to UI_fontstyle_draw to reduce usage of BLF_DRAW_STR_DUMMY_MAX. Reorders arguments to UI_fontstyle_draw_ex See D13794 for more details. Differential Revision: https://developer.blender.org/D13794 Reviewed by Campbell Barton
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2022-01-06Cleanup: sort cmake file listsCampbell Barton
2022-01-03Add a new C++ version of an exporter for the Wavefront .obj format.Howard Trickey
This was originally written by Ankit Meel as a GSoC 2020 project. Howard Trickey added some tests and made some corrections/modifications. See D13046 for more details. This commit inserts a new menu item into the export menu called "Wavefront OBJ (.obj) - New". For now the old Python exporter remains in the menu, along with the Python importer, but we plan to remove it soon (leaving the old addon bundled with Blender but not enabled by default).
2022-01-03UDIM: Support virtual filenamesJesse Yurkovich
This implements the design detailed in T92696 to support virtual filenames for UDIM textures. Currently, the following 2 substitution tokens are supported: | Token | Meaning | | ----- | ---- | | <UDIM> | 1001 + u-tile + v-tile * 10 | | <UVTILE> | Equivalent to u<u-tile + 1>_v<v-tile + 1> | Example for u-tile of 3 and v-tile of 1: filename.<UDIM>_ver0023.png --> filename.1014_ver0023.png filename.<UVTILE>_ver0023.png --> filename.u4_v2_ver0023.png For image loading, the existing workflow is unchanged. A user can select one or more image files, belonging to one or more UDIM tile sets, and have Blender load them all as it does today. Now the <UVTILE> format is "guessed" just as the <UDIM> format was guessed before. If guessing fails, the user can simply go into the Image Editor and type the proper substitution in the filename. Once typing is complete, Blender will reload the files and correctly fill the tiles. This workflow is new as attempting to fix the guessing in current versions did not really work, and the user was often stuck with a confusing situation. For image saving, the existing workflow is changed slightly. Currently, when saving, a user has to be sure to type the filename of the first tile (e.g. filename.1001.png) to save the entire UDIM set. The number could differ if they start at a different tile etc. This is confusing. Now, the user should type a filename containing the appropriate substitution token. By default Blender will fill in a default name using the <UDIM> token but the user is free to save out images using <UVTILE> if they wish. Differential Revision: https://developer.blender.org/D13057
2021-12-17Allocator: simplify using guarded allocator in C++ codeJacques Lucke
Using the `MEM_*` API from C++ code was a bit annoying: * When converting C to C++ code, one often has to add a type cast on returned `void *`. That leads to having the same type name three times in the same line. This patch reduces the amount to two and removes the `sizeof(...)` from the line. * The existing alternative of using `OBJECT_GUARDED_NEW` looks a out of place compared to other allocation methods. Sometimes `MEM_CXX_CLASS_ALLOC_FUNCS` can be used when structs are defined in C++ code. It doesn't look great but it's definitely better. The downside is that it makes the name of the allocation less useful. That's because the same name is used for all allocations of a type, independend of where it is allocated. This patch introduces three new functions: `MEM_new`, `MEM_cnew` and `MEM_delete`. These cover the majority of use cases (array allocation is not covered). The `OBJECT_GUARDED_*` macros are removed because they are not needed anymore. Differential Revision: https://developer.blender.org/D13502
2021-12-16Remove G.relbase_validCampbell Barton
In almost all cases there is no difference between `G.relbase_valid` and checking `G.main->filepath` isn't an empty string. In many places a non-empty string is already being used instead of `G.relbase_valid`. The only situation where this was needed was when saving from `wm_file_write` where they temporarily became out of sync. This has been replaced by adding a new member to `BlendFileWriteParams` to account for saving an unsaved file for the first time. Reviewed By: brecht Ref D13564
2021-12-14Cleanup: consistent naming for the blender file nameCampbell Barton
2021-12-09Fix T93691: Crash when loading custom thumbnail in custom libraryJulian Eisel
This was an issue with the mixed list of external assets and assets from the current file. When closing the File Browser to select the custom preview image, the assets from the current file would be cleared for reread, to make sure we display up-to-date file data. That is because the workspace of the temporary File Browser was deleted, causing a change in the file data (main data-base). The reread would happen in a background thread, meaning it might not finish before the custom preview operator runs and queries the active asset. So the preview operator would get the wrong active asset from context. Two fixes were needed: * Make sure current file data is reread before the operator runs, by doing this partial rereading on the main thread. * Ensure the asset list (in fact file list) order stays consistent over rereads. If multiple assets with the same name were shown, the operator might also have gotten the wrong asset, also leading to a crash. Additionally the file operation handler should probably poll before executing, to fail gracefully at least (not crash).
2021-12-09Cleanup: Various cleanups to the tree-view APIJulian Eisel
* Correct URL for documentation (was changed recently). * Add comments. * Reevaluate and update which functions are public, protected or private. * Reorder functions and classes to be more logical and readable. * Add helper class for the public item API so individual functions it uses can be made protected/private (the helper class is a friend). Also allows splitting API implementation from the C-API. * Move internal layout builder helper class to the source file, out of the header. * More consistent naming. * Add alias for item-container, so it's more clear how it can be used. * Use const. * Remove unnecessary forward declaration.
2021-12-08Cleanup: move public doc-strings into headers for 'editors'Campbell Barton
Ref T92709
2021-12-07Fix memory leak when loading large asset librariesJulian Eisel
2021-12-02Asset Browser: Don't expand top-level catalogs by defaultJulian Eisel
The "All" item will be expanded of course, and the tree will also be expanded so that the active item is visible. But feedback was that in some setups, opening all the top-level catalogs is a bit too much. So collapse them for a more compact default layout. Part of T93582.
2021-12-02Asset Browser: Remove home icon for "All" itemJulian Eisel
Originally this wasn't really meant to stay there permanently, but helped giving things a nicer alignment. Others seemed to like it at first so it stayed, but after more feedback we decided to remove it again. The alingment is better now with the previous commit. Part of T93582.
2021-12-02Asset Browser: Nest all catalogs under the "All" itemJulian Eisel
This makes the relation to the catalogs and the behavior more clear. Part of T93582.
2021-12-02Fix: Add tooltip translation marker to disabled hintsHans Goudey
This was overlooked, as it seems there's no way for these strings to be translated currently. Generally it's not that clear whether `N_` or `TIP_` should be used in this case, but `TIP_` seems more consistent. To avoid the cost of the translation lookup when the UI text isn't necessary, we could allow the disabled hint argument to be optional. Differential Revision: https://developer.blender.org/D13141
2021-11-30Merge remote-tracking branch 'origin/blender-v3.0-release'Sybren A. Stüvel
2021-11-30Fix T93508: Shift+F1 to switch to asset browser randomly crashesJulian Eisel
2021-11-30Fix T92577: Cannot open shortcut folders on WindowsJulian Eisel
`file.select()` wasn't handling redirects as it should when it also opens directories. This was only uncovered by a change in the keymap. Reviewed By: Bastien Montagne, Harley Acheson Differential Revision: https://developer.blender.org/D13388
2021-11-30Cleanup: spelling in comments & stringsCampbell Barton
2021-11-26Cleanup: Silence clang-tidy warning.Jeroen Bakker
2021-11-25Merge remote-tracking branch 'origin/blender-v3.0-release'Dalai Felinto
Merge conflict: Makes sure master is still alpha, while 3.0 is rc.
2021-11-25Fix T90082: Autoscrolling after renaming in the File Browser brokenPhilipp Oeser
Caused by 6b0869039a40 Above commit introduced selection after renaming. This includes calling `file_select_deselect_all` [which resorts and refilters]. So now, to have the correct file for scrolling, get it again after sorting by calling `file_params_find_renamed` again. Differential Revision: https://developer.blender.org/D13368
2021-11-25Merge remote-tracking branch 'origin/blender-v3.0-release'Sybren A. Stüvel
2021-11-25Fix T93274: Assigning asset catalog doesn't mark file as modifiedSybren A. Stüvel
Assigning a catalog to an asset via drag-and-drop in the asset browser now creates an undo step. Not only does this allow undoing the action, it also tags the blend file as modified. Reviewed by: Severin Differential Revision: https://developer.blender.org/D13370
2021-11-24UI: Blend File Icons Thumbnail ViewHarley Acheson
Changes icon used to indicate blend file when overlaid over larger document icon when in thumbnail view. Only seen when file does not have a preview. Followup to {rB611e4ffaab43} For more details and examples see D13342 Differential Revision: https://developer.blender.org/D13342 Reviewed by Julian Eisel
2021-11-24UI: Blend File Icons Thumbnail ViewHarley Acheson
Changes icon used to indicate blend file when overlaid over larger document icon when in thumbnail view. Only seen when file does not have a preview. Followup to {rB611e4ffaab43} For more details and examples see D13342 Differential Revision: https://developer.blender.org/D13342 Reviewed by Julian Eisel
2021-11-24Merge branch 'blender-v3.0-release'Julian Eisel
2021-11-24Asset Browser: Activate a catalog when draggingJulian Eisel
Without this it's easy to loose track of which catalog you are dragging. Things feel generally quite jumpy/disconnected, activating the catalog makes things feel far less like that. I consider this an important usability fix, therefore I'm adding it to the release branch.
2021-11-24Asset Browser: Fix catalog being renamed when dropping into parentJulian Eisel
When dropping catalogs it is ensured that the name of the moved catalog is unique within the new parent catalog. When dropping a catalog into the parent, the catalog would not actually move to a different location, but it would still be renamed. The unique name logic simply isn't smart enough to ignore the catalog that is about to be moved. Address this by disallowing dragging a catalog into its own parent. It's already there.
2021-11-24Asset Browser: Support dragging catalogs into top levelJulian Eisel
This was an oversight when I added catalog drag & drop support. I forgot to add this for dragging catalogs into the top level by dragging into to the "All" item as well. This made the drag & drop support rather broken because it wouldn't work for a basic case.