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2022-01-28Merge branch 'master' into temp-gpu-image-enginetemp-gpu-image-engineClément Foucault
2022-01-27Outliner: avoid creating unnecessary undo stepsGermano Cavalcante
The `OUTLINER_OT_item_activate` operator, although it detects when something changes, always returns `OPERATOR_FINISHED` and thus induces the creation of undo steps. So return `OPERATOR_CANCELLED` when nothing changes. Ref T94080 Reviewed By: Severin Maniphest Tasks: T94080 Differential Revision: https://developer.blender.org/D13638
2022-01-27Fix T95062: Outliner Library Overrides not refreshed when removing overrides.Bastien Montagne
Those operations were missing the necessary notification for the Outliner. This was also affecting RNA API of liboverrides.
2022-01-27Fix T85233: Transfer Weights tooltip is wrong.Bastien Montagne
Swap "active" and "selected" in the tooltip if the `use_reverse_transfer` option is activated. Reviewed By: mont29 Maniphest Tasks: T85233 Differential Revision: https://developer.blender.org/D13499
2022-01-27Fix T93766: 'New Collection' entry in 'Move to collection' menu is not ↵Yevgeny Makarov
translated. Also fixes similar issues regarding some liboverride menu entries. Reviewed By: mont29 Maniphest Tasks: T93766 Differential Revision: https://developer.blender.org/D13513
2022-01-27USD Preview Surface material export.Michael Kowalski
Add `USD Preview Surface From Nodes` export option, to convert a Principled BSDF material node network to an approximate USD Preview Surface shader representation. If this option is disabled, the original material export behavior is maintained, where viewport setting are saved to the Preview Surface shader. Also added the following options for texture export. - `Export Textures`: If converting Preview Surface, export textures referenced by shader nodes to a 'textures' directory which is a sibling of the USD file. - `Overwrite Textures`: Allow overwriting existing texture files when exporting textures (this option is off by default). - `Relative Texture Paths`: Make texture asset paths relative to the USD. The entry point for the new functionality is `create_usd_preview_surface_material()`, called from `USDAbstractWriter::ensure_usd_material()`. The material conversion currently handles a small subset of Blender shading nodes, `BSDF_DIFFUSE`, `BSDF_PRINCIPLED`, `TEX_IMAGE` and `UVMAP`. Texture export is handled by copying texture files from their original location to a `textures` folder in the same directory as the USD. In-memory and packed textures are saved directly to the textures folder. This patch is based, in part, on code in Tangent Animation's USD exporter branch. Reviewed By: sybren, HooglyBoogly Differential Revision: https://developer.blender.org/D13647
2022-01-27Merge branch 'master' into temp-gpu-image-engineClément Foucault
# Conflicts: # source/blender/blenkernel/CMakeLists.txt # source/blender/draw/CMakeLists.txt
2022-01-26Cleanup: Remove RNA data from TreeElement, get via type specific classJulian Eisel
The `TreeElement.rnaptr` was only needed for RNA tree-elements. Now it can be gotten through the new type specific classes, e.g. `TreeElementRNAProperty.getPointerRNA()`.
2022-01-26Cleanup: Improve function name, introduced in own recent commitJulian Eisel
I prefer it this way around now, especially since I'm adding a `getPointerRNA()` too. Good to keep it match the actual struct names.
2022-01-26Cleanup: Small improvements to Outliner RNA path build functionJulian Eisel
Smaller cleanups to improve readability of a complex function.
2022-01-26Fix incorrect index-key in RNA path built from OutlinerJulian Eisel
Bug introduced in 7cbcfb7f492d.
2022-01-26Cleanup: Reduce `void *` reliance of new RNA C++ Outliner elementsJulian Eisel
Continuation of the previous commit, this time addressing the same for RNA tree-elements.
2022-01-26Cleanup: Reduce `void *` reliance of new sequencer C++ Outliner elementsJulian Eisel
Plan is to remove things like `TreeElement.directdata` and to instead expose specific queries in the new type specific tree-element classes. e.g. like here: `TreeElementSequence.getSequence()` For now uses `tree_element_cast<>()` to get the new type specific tree-element, later these should replace `TreeElement` all together.
2022-01-26Outliner: Function to "cast" C-style TreeElement to typed C++ pendantJulian Eisel
Add function to safely request the type-specific C++ element from a C-style `TreeElement`. Looks like this: ``` TreeElementFoo *te_foo = tree_element_cast<TreeElementFoo>(te); ``` The "cast" will return null if the tree-element doesn't match the requested type. This is useful for the transition from the C-style type to the new ones.
2022-01-26Outliner: Port sequencer elements to new tree-element designJulian Eisel
Continuation of work started in 2e221de4ceee and 249e4df110e0. Adds new tree-element classes for sequences, strips and strip duplicates.
2022-01-26Outliner: Add missing sanity checks for RNA tree-elementsJulian Eisel
Forgot to add these in 9bce134e56c2. Also tweaked assert to print a message that was previously communicated via a comment only.
2022-01-26Assets: enable node group assetsJacques Lucke
This enables support for node group assets. Previously, node group assets only worked when the "extended asset browser" experimental features is enabled. Differential Revision: https://developer.blender.org/D13748
2022-01-26Assets: allow creating preview image by rendering active objectJacques Lucke
For node groups there is no good default preview generation. Nevertheless, t would be useful to generate a preview image for a node group by rendering an object in some cases. This commit adds a new operator that allows updating the preview image for the active asset by rendering the active object. Note, the operator can also be used for other asset types, not just node groups. The operator can be found in a menu right below the refresh-preview button. Currently it is the only operator in that menu. In the future, more operators to create previews may be added. Differential Revision: https://developer.blender.org/D13747
2022-01-26Outliner: Port RNA elements to new tree-element designJulian Eisel
Continuation of work started in 2e221de4ceee and 249e4df110e0. Adds new tree-element classes for RNA structs, properties and array elements. This isn't exactly a copy and paste, even though logic should effectively be the same. Further cleanups are included to share code in a nice way, improve code with simple C++ features, etc.
2022-01-26ID: Fix failing test cases.Jeroen Bakker
This fixes failing test cases when using `make test`. See {D13615} for more information. The fix will perform the id remapping one item at a time. Although not really nice, this isn't a bottleneck. The failing test cases is because space_node stores pointers multiple times and didn't update all pointers. It was not clear why it didn't do it, but changing the behavior more to the previous behavior fixes the issue at hand. I prefer to remove the double storage of the node tree pointers (in snode and path) to reduce pointer management complexity.
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
2022-01-26VSE: Build proxies only for slow moviesRichard Antalik
This change applies only for automatic proxy building, when strip is added to timeline. Manual building process is not affected. Don't build proxy file if movie is already fast enough to seek. To determine seek performance, check if whole GOP can be decoded in 100 milliseconds. To consider some variation in GOP size, large number of packets are read, assuming that each packet will produce 1 frame. While this is not technically correct, it does give quite accurate estimate of maximum GOP size. This test will ensure consistent performance on wide array of machines. Check should be done in order of few milliseconds. Reviewed By: sergey Differential Revision: https://developer.blender.org/D11671
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
2022-01-25Python: Expose crazyspace correction functionality via RNASergey Sharybin
Allows to perform correction of coordinate delta/displacement in a similar way of how sculpt mode handles sculpting on a deformed mesh. An example of usecase of this is allowing riggers and sciprters to improve corrective shapekey workflow. The usage consists of pre-processing and access. For example: object.crazyspace_eval(depsgraph, scene) # When we have a difference between two vertices and want to convert # it to a space to be stored, say, in shapekey: delta_in_orig_space = rigged_ob.crazyspace_displacement_to_original( vertex_index=i, displacement=delta) # The reverse of above. delta_in_deformed_space = rigged_ob.crazyspace_displacement_to_deformed( vertex_index=i, displacement=delta) object.crazyspace_eval_clear() Fuller explanation with actual usecases and studio examples are written in the comment: https://developer.blender.org/D13892#368898 Differential Revision: https://developer.blender.org/D13892
2022-01-25Fix depsgraphs sharing IDs via evaluated edit meshSergey Sharybin
The evaluated mesh is a result of evaluated modifiers, and referencing other evaluated IDs such as materials. It can not be stored in the EditMesh structure which is intended to be re-used by many areas. Such sharing was causing ownership errors causing bugs like T93855: Cycles crash with edit mode and simultaneous viewport and final render The proposed solution is to store the evaluated edit mesh and its cage in the object's runtime field. The motivation goes as following: - It allows to avoid ownership problems like the ones in the linked report. - Object level is chosen over mesh level is because the evaluated mesh is affected by modifiers, which are on the object level. This patch allows to have modifier stack of an object which shares mesh with an object which is in edit mode to be properly taken into account (before the change the modifier stack from the active object will be used for all objects which share the mesh). There is a change in the way how copy-on-write is handled in the edit mode to allow proper state update when changing active scene (or having two windows with different scenes). Previously, the copt-on-write would have been ignored by skipping tagging CoW component. Now it is ignored from within the CoW operation callback. This allows to update edit pointers for objects which are not from the current depsgraph and where the edit_mesh was never assigned in the case when the depsgraph was evaluated prior the active depsgraph. There is no user level changes changes expected with the CoW handling changes: should not affect on neither performance, nor memory consumption. Tested scenarios: - Various modifiers configurations of objects sharing mesh and be part of the same scene. - Steps from the reports: T93855, T82952, T77359 This also fixes T76609, T72733 and perhaps other reports. Differential Revision: https://developer.blender.org/D13824
2022-01-25Animation: Equalize Handle OperatorKevin C. Burke
The Equalize Handles operator allows users to make selected handle lengths uniform: either respecting their original angle from the key control point or by flattening their angle (removing the overshoot sometimes produced by certain handle types). Design: T94172 Reviewed by: sybren Differential Revision: https://developer.blender.org/D13702
2022-01-25Cleanup: Replace reinterp cast with static cast.Jeroen Bakker
Conversion of void* should not use the unsafe reinterp cast.
2022-01-25Cleanup: Correct location of node function declarationsHans Goudey
Currently there are many function declarations in `BKE_node.h` that don't actually have implementations in blenkernel. This commit moves the declarations to `NOD_composite.h`, `NOD_texture.h`, and `NOD_shader.h` instead. This helps to clarify the purpose of the different modules. Differential Revision: https://developer.blender.org/D13869
2022-01-24Cleanup: Move the "toggle smooth brush" functionality to functionsSebastian Parborg
This is so it will be easier to keep the logic to toggle on/off in sync because they are declared close to eachother.
2022-01-24Hook up invert and smooth mode to weight and vertex paintSebastian Parborg
Previously weight paint wasn't hooked up to the "Smooth" and "Invert" modes. With this patch it is not possible to use the "Smooth" and "Invert" modifiers for the draw keybindings. Reviewed By: Campbell Barton Differential Revision: http://developer.blender.org/D13857
2022-01-24Cleanup: Remove unused enumGermano Cavalcante
The `SCULPT_TRANSFORM_DISPLACEMENT_INCREMENTAL` value is not actually being used. Keeping it in the code only complicates its readability.
2022-01-24Cleanup: sort struct forward declarationsCampbell Barton
2022-01-24Cleanup: clang-formatCampbell Barton
2022-01-24Cleanup: Grammar: its self vs. itselfHans Goudey
2022-01-24Cleanup: spelling in commentsCampbell Barton
2022-01-22BMesh: merge normal and tessellation calculation on undoCampbell Barton
This gives a modest speedup as calculating tessellation and face normals at the same time can be more efficiently multi-threaded. Also avoids calculating face normals twice, oversight in d590e223daf6e20d462f2b197d32606d69873051.
2022-01-22Curves: Improve accuracy and clarity of NURBS knots calculationLaurynas Duburas
This commit improves NURBS knot generation by adding proper support for the combination of the Bezier and cyclic options. In other cases the resulting knot doesn't change. This cyclic Bezier knot is used to create accurate accurate "Nurbs Circle", "Nurbs Cylinder" primitives. "Nurbs Sphere" and "Nurbs Torus" primitives are also improved by tweaking the spin operator. The knot vector in 3rd order NURBS curve with Bezier option turned on (without cyclic) is changed in comparison to previous calculations, although it doesn't change the curve shape itself. The accuracy of the of NURBS circle is fixed, which can be checked by comparing with mesh circle. Tessellation spacing differences in circular NURBS is also fixed, which is observable with the NURBS cylinder and sphere primitives. These were causing seam-like effects. This commit contains comments from Piotr Makal (@pmakal). Differential Revision: https://developer.blender.org/D11664
2022-01-22Fix T94974: Invalid normals in edit modeHans Goudey
Normal layers currently aren't stored in the undo step mesh storage, since they are not stored in files at all. However, the edit mesh expects normals to be fully calculated, and does not keep track of a dirty state. This patch updates the normals in the BMesh created by loading an undo step. Another option would be calculating the normals on the undo mesh first, which might be better if Mesh normal calculation is faster than BMesh calculation, but the preferred method to access vertex normals fails in this case, because the mesh runtime mutexes are not initialized for undo-state meshes. Differential Revision: https://developer.blender.org/D13859
2022-01-22Fix: Applying object transform can create normal layersHans Goudey
Because this operator is used on original objects, it's best to tag the normals dirty instead of explicitly calculating them, to avoid unnecessarily storing normal layers on an original object (since they might have to be recalculated during evaluation anyway). There may be other places this change is helpful, but being conservative is likely better for now. Related to T95125
2022-01-21Attributes: add operator to convert generic attributes to other typesJacques Lucke
Editing of generic attributes on the original objects in edit modes is still very limited. However, when applying a geometry nodes modifier that generates new attributes. These attributes will show up in the Attributes panel. Currently, our exporters are not capable of exporting generic attributes. Therefore, for the time being, a work around is to apply geometry nodes and then convert a generic attribute to a task specific attribute like a uv map, vertex group or vertex color layer. Once more parts of Blender support generic attributes, this will become less important. Currently, only meshes are supported by the operator. However, it would be relatively easy to extend it to other geometry types. Differential Revision: https://developer.blender.org/D13838
2022-01-21UI: exclude "Undo History" from menu searchCampbell Barton
Undo history was showing in menu search since converting undo history to a menu from a popup, see: 0e1bb232e68ce71f4c3dd331ed6331665238a065.
2022-01-21Fix Python API docs build errorHans Goudey
There is probably a better solution that's possible, but the few other things I tried didn't work, and the build error should be resolved for the buildbots. This is similar to the "breaks" in the namespace for functions declared in `ED_node.h`.
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.
2022-01-20Cleanup: Move node editor files to proper namespaceHans Goudey
This commit moves code in all node editor files to the `blender::ed::space_node` namespace, except for C API functions defined in `ED_node.h`, which can only be moved once all areas calling them are moved to C++. The change is fairly straightforward, I just moved a couple of "ED_" code blocks around to make the namespace more contiguous, and there's the method for adding a pointer to a struct in a C++ namespace in DNA. Differential Revision: https://developer.blender.org/D13871
2022-01-20Revert "Sculpt: Multires Heal Brush"Joseph Eagar
This reverts commit ae349eb2d50524b030f702b8ed3fd75531d4db7e.
2022-01-20Subdivision: add support for vertex creasingKévin Dietrich
This adds vertex creasing support for OpenSubDiv for modeling, rendering, Alembic and USD I/O. For modeling, vertex creasing follows the edge creasing implementation with an operator accessible through the Vertex menu in Edit Mode, and some parameter in the properties panel. The option in the Subsurf and Multires to use edge creasing also affects vertex creasing. The vertex crease data is stored as a CustomData layer, unlike edge creases which for now are stored in `MEdge`, but will in the future also be moved to a `CustomData` layer. See comments for details on the difference in behavior for the `CD_CREASE` layer between egdes and vertices. For Cycles this adds sockets on the Mesh node to hold data about which vertices are creased (one socket for the indices, one for the weigths). Viewport rendering of vertex creasing reuses the same color scheme as for edges and creased vertices are drawn bigger than uncreased vertices. For Alembic and USD, vertex crease support follows the edge crease implementation, they are always read, but only exported if a `Subsurf` modifier is present on the Mesh. Reviewed By: brecht, fclem, sergey, sybren, campbellbarton Differential Revision: https://developer.blender.org/D10145
2022-01-20Sculpt: Multires Heal BrushJoseph Eagar
This brush fixes the random spikes that occasionally happen in multires models. These spikes can be nearly impossible to fix manually and can make working with multires a nightmare.
2022-01-20Cleanup: spelling in commentsCampbell Barton
2022-01-20Cleanup: clang-formatCampbell Barton