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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: spelling in commentsCampbell Barton
2022-01-03Fix T94392: 3D Cursor surface projection onto hidden geometryGermano Cavalcante
Regression introduced in rB098008f42d8127d9b60717c7059d3c55a3bfada7 Previously the selected geometry was ignored along with the hidden one. The mentioned commit caused neither the hidden nor the selected one to be ignored. But hidden geometry needs to be ignored.
2021-12-30Fix T93163: GPencil scale thickness fails in negative scalesAntonio Vazquez
Before the negative scales produced a thickness invalid. Now, the value is used in absolute value to avoid this situation.
2021-12-27OpenSubDiv: add support for an OpenGL evaluatorKévin Dietrich
This evaluator is used in order to evaluate subdivision at render time, allowing for faster renders of meshes with a subdivision surface modifier placed at the last position in the modifier list. When evaluating the subsurf modifier, we detect whether we can delegate evaluation to the draw code. If so, the subdivision is first evaluated on the GPU using our own custom evaluator (only the coarse data needs to be initially sent to the GPU), then, buffers for the final `MeshBufferCache` are filled on the GPU using a set of compute shaders. However, some buffers are still filled on the CPU side, if doing so on the GPU is impractical (e.g. the line adjacency buffer used for x-ray, whose logic is hardly GPU compatible). This is done at the mesh buffer extraction level so that the result can be readily used in the various OpenGL engines, without having to write custom geometry or tesselation shaders. We use our own subdivision evaluation shaders, instead of OpenSubDiv's vanilla one, in order to control the data layout, and interpolation. For example, we store vertex colors as compressed 16-bit integers, while OpenSubDiv's default evaluator only work for float types. In order to still access the modified geometry on the CPU side, for use in modifiers or transform operators, a dedicated wrapper type is added `MESH_WRAPPER_TYPE_SUBD`. Subdivision will be lazily evaluated via `BKE_object_get_evaluated_mesh` which will create such a wrapper if possible. If the final subdivision surface is not needed on the CPU side, `BKE_object_get_evaluated_mesh_no_subsurf` should be used. Enabling or disabling GPU subdivision can be done through the user preferences (under Viewport -> Subdivision). See patch description for benchmarks. Reviewed By: campbellbarton, jbakker, fclem, brecht, #eevee_viewport Differential Revision: https://developer.blender.org/D12406
2021-12-22Fix T93408: Snap performance regression at high poll rateGermano Cavalcante
Caused by {rBfba9cd019f21f29bad1a6f3713370c5172dbc97f}. The snap timer was accidentally modified and damaged.
2021-12-21Fix T94191: correct (time) translation headers not showing DeltaXGermano Cavalcante
Caused by {rBb0d9e6797fb8} For the header (both Graph Editor case in general `headerTranslation` as well as `headerTimeTranslate`) we are interested in deltas values (not absolute values). Since culprit commit, `snapFrameTransform` was not working with deltas anymore, but we have to compensate for this. For the Graph Editor, this only worked "by accident" in rB7192e57d63a5, since `ival` is still zero at this point. So now, reacquire the delta right after the snap operation. Also use a more appropriate center value in the translate operator. Maniphest Tasks: T94191 Differential Revision: https://developer.blender.org/D13641
2021-12-21Cleanup: use BKE_pose_is_layer_visible in more placesPhilipp Oeser
This was added in rBd13970de8627, now use in more places.
2021-12-21Nodes: refactor node tree update handlingJacques Lucke
Goals of this refactor: * More unified approach to updating everything that needs to be updated after a change in a node tree. * The updates should happen in the correct order and quadratic or worse algorithms should be avoided. * Improve detection of changes to the output to avoid tagging the depsgraph when it's not necessary. * Move towards a more declarative style of defining nodes by having a more centralized update procedure. The refactor consists of two main parts: * Node tree tagging and update refactor. * Generally, when changes are done to a node tree, it is tagged dirty until a global update function is called that updates everything in the correct order. * The tagging is more fine-grained compared to before, to allow for more precise depsgraph update tagging. * Depsgraph changes. * The shading specific depsgraph node for node trees as been removed. * Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only tagged when the output of the node tree changed (e.g. the Group Output or Material Output node). * The copy-on-write relation from node trees to the data block they are embedded in is now non-flushing. This avoids e.g. triggering a material update after the shader node tree changed in unrelated ways. Instead the material has a flushing relation to the new `NTREE_OUTPUT` node now. * The depsgraph no longer reports data block changes through to cycles through `Depsgraph.updates` when only the node tree changed in ways that do not affect the output. Avoiding unnecessary updates seems to work well for geometry nodes and cycles. The situation is a bit worse when there are drivers on the node tree, but that could potentially be improved separately in the future. Avoiding updates in eevee and the compositor is more tricky, but also less urgent. * Eevee updates are triggered by calling `DRW_notify_view_update` in `ED_render_view3d_update` indirectly from `DEG_editors_update`. * Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`. This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`. Removing updates always has the risk of breaking some dependency that no one was aware of. It's not unlikely that this will happen here as well. Adding back missing updates should be quite a bit easier than getting rid of unnecessary updates though. Differential Revision: https://developer.blender.org/D13246
2021-12-21Fix T92930: Outliner "Show Active" bone fails in certain situationsPhilipp Oeser
Outliner would frame the armature object instead of the bone if the bone was on a hidden armature layer. Similar to issues reported in e.g. T58068 and T80464, this is due to the fact that `BKE_pose_channel_active` always checks for the armature layer (and returns NULL if a bone is not on a visible armature layer). Now propose to make this layer check **optional** (and e.g. from the Outliner be more permissive). This also introduces `BKE_pose_channel_active_if_layer_visible` which just wraps `BKE_pose_channel_active` with the check being ON. Maniphest Tasks: T92930 Differential Revision: https://developer.blender.org/D13154
2021-12-20Fix T93570: VSE image transforms in preview dont autokeyPhilipp Oeser
This was basically not implemented, do this via `ED_autokeyframe_property` in a new dedicated function in special_aftertrans_update. Maniphest Tasks: T93570 Differential Revision: https://developer.blender.org/D13608
2021-12-16Fix T94109: 3d cursor crash when using shortcutGermano Cavalcante
Operator was erroneously starting edge_slide operation. Revert part of the changes in rB3fab16fe8eb4 as obedit_type was being confused with object_mode.
2021-12-14Cleanup: resolve parameter mis-matches in doc-stringsCampbell Barton
Renamed or removed parameters which no longer exist.
2021-12-14Cleanup: correct unbalanced doxygen groupsCampbell Barton
Also add groups in some files.
2021-12-10Cleanup/Docs: Add comments to Mesh header, rearrange fieldsHans Goudey
Most of the fields in Mesh had no comments, or outdated misleading comments. For example, "BMESH ONLY" referred to the BMesh project, not the data structure. Given how much these structs are used, it should save a lot of time to have proper comments. I also rearranged the fields in mesh to have a more logical order. Now the most important fields come first. In the process I was able to remove 19 bytes of unnecessary padding (31->12). I just had to change a `short` flag to `char`. Differential Revision: https://developer.blender.org/D13454
2021-12-10Fix T93687: Transform Gpencil vertices not working if scale is zeroGermano Cavalcante
Solution similar to rBd5cefc1844cf. Basically the problem occurs because `td->smtx` was set to zero matrix.
2021-12-08Fix T93642: value used as transform offset is ignored in some modesGermano Cavalcante
If a transform operator is executed as modal and has a "value" set, that value works as an offset. However few transform modes were supporting this. Include more transform modes as supported.
2021-12-08Cleanup: Avoid lookup the same property string multiple timesGermano Cavalcante
This is a micro-optimization that is useful for operators with many properties.
2021-12-08Cleanup: Avoid error prone pointer storage in SnapObjectParamsCampbell Barton
eed48a73222efb86b53cdd99079f8c26eba30e57 caused the `SnapObjectParams` to be stored in the `SnapObjectContext`. As this pointer is always passing in stack memory, so it seems error prone to keep a reference to this in `SnapObjectContext` since failure to set this will reference undefined stack memory. So avoid this by moving params out of `SnapObjectContext`. Differential Revision: https://developer.blender.org/D13401
2021-12-08Cleanup: move public doc-strings into headers for 'editors'Campbell Barton
Ref T92709
2021-11-30Merge branch 'blender-v3.0-release'Richard Antalik
2021-11-30VSE: Disable interactivity in combined viewRichard Antalik
Combined view of timeline and preview causes seemingly unpredictable behavior after some operators have been allowed to run in preview region. Disable new features in this combined view, so behavior should be consistent with previous versions. ref: https://developer.blender.org/T92584 Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D13419
2021-11-26Fix T93290: Rotation without contraint after extrude has wrong axisGermano Cavalcante
The default orientation of the mode was being indicated as overridden, although the one of constraint was used.
2021-11-23Merge branch 'blender-v3.0-release'Sebastian Parborg
2021-11-23Fix: The bounding box gizmo breaks if transform pivot is set to cursorSebastian Parborg
The bounding box transform code assumed that the pivot would always be the sequence object transform center. Rework the code so that this assumption is true even if the general transform pivot is set to be the 2D cursor.
2021-11-23Merge branch 'blender-v3.0-release'Germano Cavalcante
Conflicts: source/blender/editors/transform/transform_generics.c
2021-11-23Cleanup: clang-tidy warningsGermano Cavalcante
Silenciate warnings of usage of 'else' after 'return'
2021-11-20Cleanup: Else after returnHans Goudey
2021-11-18Revert fixesGermano Cavalcante
2021-11-18Revert "Revert "Revert "Revert "Allow navigating while transforming""""Germano Cavalcante
This reverts commit 717a971035071d36af03d65713408f4da1f69cb3.
2021-11-18Revert "Revert "Revert "Revert "Adjust snap source drawing when adding ↵Germano Cavalcante
multiple snap points"""" This reverts commit b8bf40ed4bf618a6bc908e39278cfbfd385e0d4b.
2021-11-18Revert "Revert "Revert "Revert "Transform: interactive mode for editing a ↵Germano Cavalcante
'Snap Source'"""" This reverts commit 701f2dfd5bc61c0f37603880fa21abfe8b1d9620.
2021-11-18Revert "Revert "Revert "Transform: interactive mode for editing a 'Snap ↵Germano Cavalcante
Source'""" This reverts commit 25fa6c74b977ac983a34b9adf5ab2f20fe2f4932.
2021-11-18Revert "Revert "Revert "Adjust snap source drawing when adding multiple snap ↵Germano Cavalcante
points""" This reverts commit c7f9a782aafcdd08868504584b2621afcf1356c2.
2021-11-18Revert "Revert "Revert "Allow navigating while transforming"""Germano Cavalcante
This reverts commit 2a9cfdac7e126e37afb82e15a131717041f3d2f8.
2021-11-18Revert "Revert "Allow navigating while transforming""Germano Cavalcante
This reverts commit 5e6fdaa07fff907e02b36813ccde0702bad4fb4d.
2021-11-18Revert "Revert "Adjust snap source drawing when adding multiple snap points""Germano Cavalcante
This reverts commit 77df32548b9f377a834b54d0b740a6a51bb2f0a5.
2021-11-18Revert "Revert "Transform: interactive mode for editing a 'Snap Source'""Germano Cavalcante
This reverts commit 805181bffae647a24e939c651da72a08c5c2b7cb.
2021-11-18Revert "Transform: interactive mode for editing a 'Snap Source'"Germano Cavalcante
This reverts commit f19bd637e2c38b8b967944a88609a190b5179439.
2021-11-18Revert "Adjust snap source drawing when adding multiple snap points"Germano Cavalcante
This reverts commit cb3ba68ec4470a170905a2dc9ea64b8fa1f8ace3.
2021-11-18Revert "Allow navigating while transforming"Germano Cavalcante
This reverts commit 1d1855e95f916685fed970904fc37701a4a0e031.
2021-11-18Allow navigating while transformingGermano Cavalcante
This feature has been desired for some time: - https://rightclickselect.com/p/ui/Tqbbbc/allow-navigating-while-transforming (See comments); - D1583; - T37427; In short, blocking navigation during transform limits the user to move the object only to visible areas within the screen and hinders the allocation of objects within closed meshes. The node editor is also impaired because some nodes are far between them and the connectors are too small. The only disadvantage of this patch (as I see it) is the conflict with the existing key map: MIDDLEMOUSE: - enable axis constrain in 3D view; WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY: - change the threshold of the proportional edit; So the patch solution was to change these keymaps: - MIDDLEMOUSE to Alt+MIDDLEMOUSE; - WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY to Alt+(corresponding key); When you use this new keymap for the first time in the proportional edit, it may seem strange due to the custom of using it (both in View2D and View3D). But quickly the user gets used to it. Alternatively we can add an option to the user preferences ([] Allow navigating while transforming). (I'm not much fan of this option). The patch was done on branch2.8. But maybe it's a good idea to apply it to 2.79 Differential Revision: https://developer.blender.org/D2624
2021-11-18Adjust snap source drawing when adding multiple snap pointsGermano Cavalcante
2021-11-18Transform: interactive mode for editing a 'Snap Source'Germano Cavalcante
This patch implements part of what was stated in {T66484}, with respect to `Base Point`. ## Introduction The snapping feature of the transform tools has a variety of applications: - Organization of nodes. - Positioning of frames in precise time units. - Retopology with snap to face - Creation of armatures with bone positioning through the snap to volume - Precise positioning of 3D or 2D objects in the surrounding geometry (CAD modeling) The goal of this document is to make it more powerful for precision modeling and still supporting the old use cases without extra complexity. The main topic addressed here is the introduction of a **interactive mode for setting a snap source** (See terminology). ## Terminology * **Snap Source**: 3d coordinate * we want to snap from. (Currently defined by the `Snap With` options: `Closest`, `Center`, `Median` and `Active`). * **Snap Target**: 3d coordinate* we want to snap to. (Vertices, Edges, Faces, Grid...) ## Interactive Mode for Editing a Snap Source Currently the fixed snap point can only be obtained through the `Snap With` options. So it's a little tricky for the user to define a snap source point having so much geometry on an object. Because of this, the user needs to resort to impractical solutions to get a point in the geometry. See example of an impractical use: {F11714181, layout=left, width=960, alt="The user used the cursor (which can be snapped) to choose the snap origin point."} The user used the cursor (which can be snapped) to choose the snap source point. While it is possible to work around this current limitation, it is important to reduce the number of steps and allow the user to set a snap source point through an optional interactive mode during a transformation. The proposed solution is to be able to move the current snap source point through a modal modifier activated with a key (eg. B). The snap source point can thus "snap" to the elements in the scene (vertex, mid-edge, Lamp, …) during this mode. {F9122814, layout=left, width=960, alt="Base Point Snap, example of transform operation via the shortcut (not the tool). After pressing g and the snap base change shortcut (e.g., shift + ctrl) the user set the base point. The base point is then visible until the end of the operation. The z axis constrains the final position."} ## Implementation Details - The feature will only be available in 3D View. - The feature will only be available for `Move`, `Rotate` and `Scale` transform modes. - The snap source editing will be enabled with a single click on the modifier key (B). - Having a snap point indicated, the new snap origin point will be confirmed with the same buttons that confirms the transformation (but the transformation will not be concluded). - The snap source editing can be canceled with the same key that activated it (B). - If the transformation is done with "release_confirm" (common for gizmos), the new feature cannot be enabled. - During the transformation, when enabling the feature, if the snap option is turned off in the scene, the snap will be forced on throughout the rest of the transformation (unless interactive mode is canceled). - During a transformation, if no snap target is set for an element in the scene (Vertex, Grid...), the snap targets to geometry Vertex, Edge, Face, Center of Edge and Perpendicular of Edge will be set automatically. - Snap cannot be turned off during the snap source editing. - Constraint or similar modification features will not be available during the snap source editing. - Text input will not be available during the snap source editing. - When adding multiple snap points (A) the new prone snap source point will be indicated with an "X" drawing. {F11817267} Maniphest Tasks: T66484 Differential Revision: https://developer.blender.org/D9415
2021-11-16Merge branch 'blender-v3.0-release'Germano Cavalcante
2021-11-16Fix T93011: Individual origins being used when pivot point is overrideGermano Cavalcante
There should be a special `t->around` for this case, but for now let's just avoid having the individual origins overlap.
2021-11-16Cleanup: better delimit member initializationGermano Cavalcante
The initialization of `t->around` and `t->view` was scattered and with duplicate code
2021-11-16Transform: better contextualize the status barGermano Cavalcante
`Remove Last Snap Point` should only be displayed when there is a Snap Point to be removed.
2021-11-13Cleanup: spelling in comments, comment block formattingCampbell Barton
2021-11-13Merge branch 'blender-v3.0-release'Germano Cavalcante