Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2021-07-13Merge branch 'master' into refactor-vertex-group-namesrefactor-vertex-group-namesHans Goudey
2021-07-13Cleanup: duplicate checks, unused initializationCampbell Barton
2021-07-13Cleanup: replace BKE_customdata.h in BKE_editmesh.hCampbell Barton
Only DNA_customdata_types.h is needed for BMEditMesh.
2021-07-13Cleanup: reduce indentationCampbell Barton
2021-07-13Cleanup: improve BMEditMesh docstringsCampbell Barton
Also remove white-space added last commit.
2021-07-13VSE: Make pasted strip activeRichard Antalik
When adding texts or various simple effects I often copy-paste strips to reuse properties from a template such as font or position. I assume this is common workflow. Issue with this workflow is, that active strip is not changed after pasting, so when adjusting property, it is original strip that is being modified. This is not issue when duplicating strips - selection state is transfered to duplicate strips, such that duplicate of active strip is set to be active and duplicate of selected strip is set to selected. Implement same selection transfering behavior in paste operator, that exists in duplicate operator. Since strip can be deleted after copying, it is not possible to rely on sequencer state. This is true even when pasting strips to different scene. Therefore active strip name must be stored in clipboard. Reviewed By: sergey, Severin Differential Revision: https://developer.blender.org/D11781
2021-07-13Edit Mesh: use partial updates editing vertices with number buttonsCampbell Barton
Use the same partial-update functions used by transform when editing vertex locations with the number buttons. This avoids unnecessary calculations for normals and tessellation. This gives around 1.44x overall speedup on high poly meshes.
2021-07-13UI: support persistent state during number/slider interactionCampbell Barton
Support for begin/update/end callbacks allowing state to be cached and reused while dragging a number button or slider. This is done using `UI_block_interaction_set` to set callbacks. - Dragging multiple buttons at once is supported, passing multiple unique events into the update function. - Update is only called once even when multiple buttons are edited. - The update callback can detect the difference between click & drag actions so situations to support skipping cache creation and freeing for situations where it's not beneficial. Reviewed by: Severin, HooglyBoogly Ref D11861
2021-07-13Undo System: avoid redundant decoding on undoCampbell Barton
In most cases the undo system was loading undo steps twice. This was needed since some undo systems (sculpt, paint, text) require stepping out of the current undo step. Use a flag to limit this to the undo systems that need it. This improves performance for other undo systems. This gives around 1.96x speedup in edit-mesh for high-poly objects. Reviewed by: mont29 Ref D11893
2021-07-13Undo: optimize edit-mode undoCampbell Barton
- Tag the object data instead of the object when decoding (this avoids duplicating mesh object-data on each undo-step). - Calculate face normals as part of multi-threaded tessellation. This gives ~11% speedup with 1.5x million polygons.
2021-07-13Cleanup: remove commented codeCampbell Barton
Replace with brief note in warning.
2021-07-13Cleanup: minor changes to edit-mesh API callsCampbell Barton
Rename: - EDBM_mesh_free -> EDBM_mesh_free_data BKE_editmesh_free -> BKE_editmesh_free_data Since this doesn't free the edit-mesh pointer. - BKE_editmesh_free_derivedmesh -> BKE_editmesh_free_derived_caches Since this no longer uses derived-mesh, match naming for the related object function BKE_object_free_derived_caches. Also remove `do_tessellate` argument from BKE_editmesh_create, since the caller can explicitly do this if it's needed, with the advantage that it can be combined with normal calculation which is faster on high-poly meshes.
2021-07-13Fix object "Set Origin" operating on linked library dataCampbell Barton
Regression in d25747ee751096de2e417a7da1316bf5bf81c25a
2021-07-13Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM'Germano Cavalcante
During a mesh transformation in edit mode (Move, Rotate...), only part of the batch cache needs to be updated. This commit allows only update only the drawn batches seen in `BKE_object_data_eval_batch_cache_deform_tag` if the new `ID_RECALC_GEOMETRY_DEFORM` flag is used. This new flag is used in the transforms operation for edit-mesh and results in 1.6x overall speedup in heavy subdiv cube. Differential Revision: https://developer.blender.org/D11599
2021-07-12Cleanup: improve naming and comments of scene frame/ctime functionsBrecht Van Lommel
Confusingly, BKE_scene_frame_get did not match the frame number as expected by BKE_scene_frame_set. Instead it return the value after time remapping, which is commonly named "ctime". * Rename BKE_scene_frame_get to BKE_scene_ctime_get * Add a new BKE_scene_frame_get that matches BKE_scene_frame_set * Use int/float depending if fractional frame is expected
2021-07-11Edit Mesh: tag the object data for updating instead of the objectCampbell Barton
When editing vertices with number buttons, tag the mesh, not the object. This prevents the evaluated mesh being re-created for the object and is correct as the mesh is being edited not the object. Note that all tags for updating object geometry should be checked to see if this change should be applied there too. From a simple test on a high-poly mesh this gives around 1.3x overall speedup.
2021-07-09Fix: crash when using empty attribute searchJacques Lucke
2021-07-09Walk Navigation: Z axis correctionDalai Felinto
Fly navigation has always had this option. They is particularly useful when users use "Trackball" as their orbit method. For walk navigation this works as a one off option. Not as a toggle like for fly navigation. Differential Revision: https://developer.blender.org/D11863
2021-07-09Fix T89435: Reordering FCurves can cause crash or corruptionSybren A. Stüvel
Correctly reset `prev` and `next` pointers of action group FCurves when separating them into distinct `ListBase`s per `bActionGroup`. These `NULL` pointers are necessary to temporarily demarcate the start & end of the `bActionGroup::channels` list. Having them still point to other FCurves caused ordering issues when moving curves towards the start/end of a group. This commit corrects the above issue and adds versioning code to rectify any ordering issues that may have been caused. For this purpose the `BKE_action_groups_reconstruct()` function is rewritten to avoid relying on the `bAction::curves` list order or `prev` link integrity. Differential Revision: https://developer.blender.org/D11811
2021-07-09Cleanup: Walk Navigation define remameDalai Felinto
WALK_MODAL_TOGGLE > WALK_MODAL_GRAVITY_TOGGLE
2021-07-09Fix typo in Fly mode tooltipDalai Felinto
The bug was always around and was introduced with the original code e2a7168e9680f (2009).
2021-07-09Nodes: Moved group interface panel code to python.Lukas Tönne
The node group interface panels were still implemented in C. Now they ported over to python for easier maintenance. Differential Revision: https://developer.blender.org/D11834
2021-07-09Make Single User: support object data animationPhilipp Oeser
In addition to _object_ animation, now _object data_ (mesh, curve, ...) animation can now be made single user as well. This came up in T89369 and while it is possible to do this via the Outliner [where all actions have to be selected individually], this seems to be more convenient to be done from the 3DView. note: usercount of the action is checked now, if it single-user already, no copy takes place (same thing could/should be done for single_object_action_users as well). note2: obdata is made single user as well (otherwise duplicated actions will be assigned to the same shared obdata - which does not result in unique animadata which is what we are after here) ref. T89369 Maniphest Tasks: T89369 Differential Revision: https://developer.blender.org/D11683
2021-07-09Cleanup: rename BKE_animdata_{add=>ensure}_idCampbell Barton
Use the term `ensure` as existing data is used when present.
2021-07-08Fix compositor backdrop gizmo refresh problem when toggling sidebarJulian Eisel
The backdrop image gizmo was not following the backdrop image, it needs to be refreshed whenever the view changes. The region init callback is executed whenever the region size changes, so that should be a reliable place to do that. Reported as part of T87591.
2021-07-08Outliner: use 'compacted' row for bones as wellPhilipp Oeser
In a collapsed hierarchy, some type of data are listed as one icon per item (2.79 did this for all data), others are 'compacted' as a single icon with a counter (also indicating if the active item is down that collapsed hierarchy) from 2.80 on. Not quite sure if {rB92dfc8f2673e} was meant to do this (if it was, this was not working though because relevant code would only get executed for object hierarchies it seems), so now this is done for bones as well. Fixes T88413. Maniphest Tasks: T88413 Differential Revision: https://developer.blender.org/D11404
2021-07-08Cleanup: spellingCampbell Barton
2021-07-08CMake: add missing headers, sort file listsCampbell Barton
2021-07-08Fix crash displaying the sequencer without a valid 'scene->ed'Campbell Barton
Regression in 45d54ea67f9440d1c4ef89b3257ee92159de2599
2021-07-08Cleanup: Consolidate tablet walk mode rotate factors.Nicholas Rishel
Walk rotate speed for tablets was being modified at runtime by scaling the user preference mouse_speed by a constant factor; this consolidates scaling into the the compile time tablet scale factor in walkApply. No change in behavior.
2021-07-07Cleanup: Remove wrong File Browser commentJulian Eisel
Accidentally included this in rB01e1944cd455, it came from a merge conflict.
2021-07-07Cleanup: Correct comment in earlier commit (f4cb3ccd9c07)Julian Eisel
Comment was based on an older version of the patch.
2021-07-07Assets: Keep assets active after renaming, ensure they are scrolled into viewJulian Eisel
When renaming an ID somewhere in the UI after marking it as asset, it would often get lost in the Asset Browser (scrolled out of view). It would also get deactivated. This patch makes sure that if an asset is active whose ID gets renamed, it is kept active and visible. That is important for a fast, uninterrupted asset creation workflow, where users often rename assets while working in the asset browser. Old code stored the new file-name to identify a file after re-reading the file-list after the rename. For assets that doesn't work because there may be multiple assets with the same name. Here the simple solution of just storing the pointer to the renamed ID is chosen, rather than relying on the file-name in this case. (Should be fine with undo, since the ID * reference is short lived, it's not stored over possible undo steps. If it turns out to have issues, I rather switch to a rename_id_uuid, but keep that separate from the file->uid). Reviewed by: Sybren Stüvel Differential Revision: https://developer.blender.org/D11119
2021-07-07File Browser: Select files and directories after renamingJulian Eisel
(Note: This is an alternative version for D9994 by @Schiette. The commit message is based on his description.) Currently, when a new directory is created it is not selected. Similarly, when renaming an existing file or directory, it does not remain active/highlighted blue after renaming. This change makes sure the file or directory is always selected after renaming, even if the renaming failed or was cancelled. This has some usability advantages: - Open the newly created directory without having to select it (ENTER). - If you make a naming mistake, you can immediately fix that (F2) without having to click it again. - If you create a directory and forget to name it, you can fix that (F2) without having to select it. - This is consistent with many common File Browsers. Further, selecting the item even after renaming failed or was cancelled helps keeping the file in focus, so the user doesn't have to look for it (especially if the renaming just failed which the user may not notice). In other words, it avoids disorienting the user. Also see D11119 which requires this behavior. We could also always select the file/directory on mouse press. This would make some hacks unnecessary, but may have further implications. I think eventually that's what we should do though.
2021-07-07Cleanup: Move file deselection function to more appropriate fileJulian Eisel
`filesel.c` seems like the place that should contain file selection functions. Previously it was in `file_ops.c` because that was the only file that actually used it. But a followup commit needs it from a different file.
2021-07-07Geometry Nodes: refactor logging during geometry nodes evaluationJacques Lucke
Many ui features for geometry nodes need access to information generated during evaluation: * Node warnings. * Attribute search. * Viewer node. * Socket inspection (not in master yet). The way we logged the required information before had some disadvantages: * Viewer node used a completely separate system from node warnings and attribute search. * Most of the context of logged information is lost when e.g. the same node group is used multiple times. * A global lock was needed every time something is logged. This new implementation solves these problems: * All four mentioned ui features use the same underlying logging system. * All context information for logged values is kept intact. * Every thread has its own local logger. The logged informatiton is combined in the end. Differential Revision: https://developer.blender.org/D11785
2021-07-07Fix T89559: Outliner shows extra view layer column when it shouldn'tDalai Felinto
This issue happened because of some miscommunication during the original patch review. Since we have the parent element in other outliner modes (Blender File, Data API) I was on the fence here. Rolling this back now so that when Show All View Layers is off we don't see the current View Layer top element. The fix is simple, but it was better to format the code around to follow the style in this file. Differential Revision: https://developer.blender.org/D11830
2021-07-07Cleanup: spelling in commentsCampbell Barton
2021-07-07Cleanup: clang-tidy, unused functionCampbell Barton
2021-07-07VSE: Use snapping settings for scrubbingRichard Antalik
Use "Snap Playhead to Strips" option to enable playhead snapping. Change behavior of CTRL key to invert snapping similar to transform operator. Currently this option is disabled by default. It makes editing quite unpleasant for me personally, but ideally I should gather feedback from more users. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D11745
2021-07-07VSE: Fix cache bar not visibleRichard Antalik
Cache bar was only visible when Frame overlay was enabled Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11779
2021-07-06UI: Center the Status Bar Progress TextVincent Blankfield
This patch horizontally centers the text inside the progress bar widget. It is currently left-aligned and offset to the middle, which doesn't center properly. see D11205 for details and examples. Differential Revision: https://developer.blender.org/D11205 Reviewed by Julian Eisel
2021-07-06Nodes: Adds button to groups to change type of sockets.Lukas Tönne
The menu lists all socket types that are valid for the node tree. Changing a socket type updates all instances of the group and keeps existing links to the socket. If changing the socket type leads to incorrect node connections the links are flagged as invalid (red) and ignored but not removed. This is so users don't lose information and can then fix resulting issues. For example: Changing a Color socket to a Shader socket can cause an invalid Shader-to-Color connection. Implementation details: The new `NODE_OT_tree_socket_change_type` operator uses the generic `rna_node_socket_type_itemf` function to list all eligible socket types. It uses the tree type's `valid_socket_type` callback to test for valid types. In addition it also checks the subtype, because multiple RNA types are registered for the same base type. The `valid_socket_type` callback has been modified slightly to accept full socket types instead of just the base type enum, so that custom (python) socket types can be used by this operator. The `nodeModifySocketType` function is now called when group nodes encounter a socket type mismatch, instead of replacing the socket entirely. This ensures that links are kept to/from group nodes as well as group input/output nodes. The `nodeModifySocketType` function now also takes a full `bNodeSocketType` instead of just the base and subtype enum (a shortcut `nodeModifySocketTypeStatic` exists for when only static types are used). Differential Revision: https://developer.blender.org/D10912
2021-07-06Fix T89592: Can't remove keyframes without active keying setSybren A. Stüvel
Partially revert 7fc220517f87a2c40a4f438a50485233ae6ed62f, as it introduced two issues: - Deleting keys without active keying set was no longer possible, and - there was no more confirmation popup. Pressing {key Alt I} in the 3D Viewport now executes `ANIM_OT_keyframe_delete_v3d`, adjusted to suit both T88068 and T89592: - If there is an active keying set, delete keys according to that keying set. - Otherwise, behave as `ANIM_OT_keyframe_delete_v3d` did before, that is, delete all keyframes of the selected object and in pose-mode also of selected bones.
2021-07-06Cleanup: Keyframing, remove duplicate codeSybren A. Stüvel
Remove duplicate code from the `ANIM_OT_keyframe_delete` operator. The actions of the removed code are already performed by the preceding `keyingset_get_from_op_with_error()` call. No functional changes.
2021-07-06Alembic export: evaluation mode optionPhilipp Oeser
This option will determine visibility on either render or the viewport visibility. Same for modifer settings. So it will either evaluate the depsgrah with DAG_EVAL_RENDER or DAG_EVAL_VIEWPORT. This not only makes it more flexible, it is also a lot clearer which visibility / modfier setting is taken into account (up until now, this was always considered to be DAG_EVAL_RENDER) This option was always present in the USD exporter, this just brings Alembic in line with that. ref. T89594 Maniphest Tasks: T89594 Differential Revision: https://developer.blender.org/D11820
2021-07-06Alembic: remove non-functional "Renderable Objects" only optionPhilipp Oeser
When introduced in {rB61050f75b13e} this was actually working (meaning it checked the Outliner OB_RESTRICT_RENDER flag and skipped the object if desired). Behavior has since then been commented in rBae6e9401abb7 and apparently refactored out in rB2917df21adc8. If checked, it seemed to be working (objects marked non-renderable in the Outliner were pruned from the export), however unchecking that option did not include them in the export. Now it changed - for the worse if you like - in rBa95f86359673 which made it so if "Renderable Objects" only is checked, it will still export objects invisible in renders. So since we now have the non-functional option with a broken/misleading default, it is better to just remove it entirely. In fact it has been superseeded by the "Visible Objects" option (this does the same thing: depsgraph is evaluated in render mode) and as a second step (and to make this even clearer) a choice whether Render or Viewport evaluation is used can be added (just like the USD exporter has). When that choice is explicit, it's also clear which visibility actually matters. This is breaking API usage, should be in release notes. ref. T89594 Maniphest Tasks: T89594 Differential Revision: https://developer.blender.org/D11808
2021-07-06Cleanup: rename 'count' to 'len'Campbell Barton
Reserve the term count for values that require calculation (typically linked lists).
2021-07-05Cleanup: Use enum for UI block emboss typeHans Goudey
2021-07-05Fixes from review commentsHans Goudey