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2022-01-12Fix warnings after bab47b60cb69Julian Eisel
It's not really clear how this part of the defaults code should be used, I think this is fine now and solves the warnings.
2022-01-12DNA: Add space clip editor defaultsSimon Lenz
This is my attempt of adding defaults for the space clip editor struct (in line with https://developer.blender.org/T80164). It adds the default allocation for `SpaceClip` and `node_composite_movieclip.cc`. This also solves the error below (for C++ files using the DNA_default_alloc), which was put forward by Sergey Sharybin. Differential Revision: https://developer.blender.org/D13367 Reviewed by: Julian Eisel
2021-12-14Cleanup: clang-formatCampbell Barton
2021-12-13GPencil: New Shrinkwrap modifierAntonio Vazquez
his new modifier is equals to the existing mesh modifier but adapted to grease pencil. The underlying functions used to calculate the shrink are the same used in meshes. {F11794101} Reviewed By: pepeland, HooglyBoogly Differential Revision: https://developer.blender.org/D13192
2021-12-01Cleanup: Use int8 type rather than char for bufferJulian Eisel
Indicates that this is just a buffer with an element size of 8 bit, not a displayable/printable string buffer.
2021-09-22GPencil: Split Weight modifier in two to make more consistentAntonio Vazquez
The old modifier had two modes, but it is better to keep separated as meshes. The UI has changed to be more consistent, including a new column type of modifiers. Note: The logic has not changed with the previous version of the modifier, just is a split on two modifiers.. Reviewed By: mendio, pablovazquez Differential Revision: https://developer.blender.org/D12586
2021-09-15GPencil: Dot dash modifier.YimingWu
Create dot-dash effect for grease pencil strokes. User can manually edit the length, gap and styles for each segment of dashed lines. The values in each segment can all be key-framed to make animations. Reviewed By: Hans Goudey (HooglyBoogly), Antonio Vazquez (antoniov) Differential Revision: http://developer.blender.org/D11876
2021-09-09DNA: allow initializing defaults for deprecated struct membersBrecht Van Lommel
This can be useful for better forward compatibility.
2021-07-15Assets: Add an active asset library per workspace, for the UI to useJulian Eisel
This per-workspace active asset library will be used by the asset views later. Note that Asset Browsers have their own active asset library, overriding the one from the workspace. As part of this the `FileSelectAssetLibraryUID` type gets replaced by `AssetLibraryReference` which is on the asset level now, not the File/Asset Browser level. But some more work is needed to complete that, which is better done in a separate commit. This also moves the asset library from/to enum-value logic from RNA to the editor asset level, which will later be used by the asset view.
2021-07-02GPencil: New modifier to generate weights dynamicallyAntonio Vazquez
his new modifier allows to generate weights base on: * Angle of the stroke relative to object or world orientation. For example, if the value is 90, the maximum weights will be for vertical lines and minimum for horizontal lines. * Distance to Target object. The distance calculated is normalized to get valid weights between 0 and 1.0. The weights are created in an existing vertex group and the data can be replaced or mixed with the existing value to combine different weight effects. The minimum parameter, allows to define the minimum weight generated. This is useful to avoid very low weights. The generated weights can be used in any modifier. For example, the angle weight value can be used to mimic FreeStyle Caligraphy modifier using the weight with the thickness modifier. Also some modifier has been changed to inlude a new option to use the weights as factor of the effect. As result of this change, the fading option has been removed from Thickness and Opacity modifiers because this can be done using the new modifier, it's not logic to repeat the same. Reviewed By: mendio, filedescriptor Differential Revision: https://developer.blender.org/D11604
2021-05-20GPencil: Adding length modifier.YimingWu
Reviewed By: Antonio Vazquez (antoniov) Differential Revision: https://developer.blender.org/D8264
2021-03-16Grease Pencil: Add LineArt modifierYimingWu
This adds the LineArt grease pencil modifier. It takes objects or collections as input and generates various grease pencil lines from these objects with the help of the active scene camera. For example it can generate contour lines, intersection lines and crease lines to name a few. This is really useful as artists can then use 3D meshes to automatically generate grease pencil lines for characters, enviroments or other visualization purposes. These lines can then be baked and edited as regular grease pencil lines. Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola Differential Revision: http://developer.blender.org/D8758
2021-03-10DNA: add defaults for UnifiedPaintSettingsSiddhartha Jejurkar
Newly created scenes had unified paint settings zeroed. see T80164 Ref D10658
2020-12-15Asset System: Data-block asset metadata storage, reading and APIJulian Eisel
Asset metadata is what turns a regular data-block into an asset. It is a small data-structure, but a key part of the technical design of the asset system. The design foresees that asset data-blocks store an `ID.asset_data` pointer of type `AssetMetaData`. This data **must not** have dependencies on other data-blocks or data-block data, it must be an independent unit. That way we can read asset-metadata from .blends without reading anything else from the file. The Asset Browser will use this metadata (together with the data-block name, preview and file path) to represent assets in the file list. Includes: * New `ID.asset_data` for asset metadata. * Asset tags, description and custom properties. * BKE code to manage asset meta-data and asset tags. * Code to read asset data from files, without reading IDs. * RNA for asset metadata (including tags) Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1 project milestone on developer.blender.org. Differential Revision: https://developer.blender.org/D9716 Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-02Geometry Nodes: initial scattering and geometry nodesJacques Lucke
This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-10-15Cleanup: Use DNA defaults for grease pencil modifiersHans Goudey
This will make "Reset to Default Value" work properly for grease pencil modifiers. See T80164 for more information.
2020-10-14Cleanup: Use DNA defaults for fluid modifierHans Goudey
This will make the "Reset to Default Value" operator in button right click menus work for the fluid modifier. Before they always reset the values to 0. Differential Revision: https://developer.blender.org/D9206
2020-10-08Add DNA defaults for ParticleSettings.Bastien Montagne
2020-10-08Add DNA defaults for MovieClip.Bastien Montagne
2020-10-08Add DNA defaults for Collection.Bastien Montagne
2020-10-08Armature: Add minimal DNA defaults for bArmature.Bastien Montagne
Using mainly values used in `BKE_armature_add()`.
2020-10-03Cleanup: rename main preferences versioning functionCampbell Barton
BLO_version_defaults_userpref_blend -> blo_do_versions_userdef The name was misleading as it was declared along with BLO_update_defaults_startup_blend making it seem these functions were related. In fact preference defaults don't need to be updated as is done for startup.blend since an in-memory blend file isn't used. Rename the function to match other versioning functions called from readfile.c. Also add/update comments on these differences.
2020-10-01Cleanup: Use DNA defaults for cloth modifierHans Goudey
Followup for rB8398050695 This requires moving a few enum definitions to DNA instead of BKE, and adding default definitions for the two structs the cloth modifier where the cloth modifier stores its settings. The defaults are also reordered to be consistent with the order of each item in the struct.
2020-10-01Use DNA defaults system for modifiersHans Goudey
As noted in T80164, there are quite a few area of Blender where the "Reset to Default Value" operator in button context menus doesn't work. Modifiers are one of them, because the DNA defaults system was never set up for them. Additionally, this should make modifier versioning easier. Whenever a new field is added it should be automatically initialized to the default value. I had to make some ordering changes in the following modifiers to work around an error with `-Wsign-conversion` in the macros: - Solidify Modifier - Corrective Smooth Modifier - Screw Modifier Some modifiers are special cases and are skipped in this commit: - Data Transfer Modifier - Cloth Modifier - Fluid Modifier - Softbody Modifier Differential Revision: https://developer.blender.org/D8747
2020-09-07Docs: add note on updating startup defaults to dna_defaultsCampbell Barton
Without this it's not clear which defaults these values are used for.
2020-04-20Simulations: Add new simulation data blockJacques Lucke
This data block will be the container for simulation node trees. It will be used for the new particle node system (T73324). The new data block has the type `ID_SIM`. It is not visible to users and other developers by default yet. To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`. New simulation data blocks can be created by running `bpy.data.simulations.new("name")`. Reviewers: brecht Differential Revision: https://developer.blender.org/D7225
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-18Objects: add Volume object type, and prototypes for Hair and PointCloudBrecht Van Lommel
Only the volume object is exposed in the user interface. It is based on OpenVDB internally. Drawing and rendering code will follow in another commit. https://wiki.blender.org/wiki/Source/Objects/Volume https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES build option. These are unfinished, and included only to make it easier to cooperate on development in the future and avoid tricky merges. https://wiki.blender.org/wiki/Source/Objects/New_Object_Types Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6945
2019-09-30UI: Remember File Browser Display Options in PreferencesJulian Eisel
This makes it so that some display related properties of the file browser state are remembered in the Preferences. Otherwise, users often end up doing the same set up work over and over again, so this is a nice way to save users some work. It's typical for other file browsers to remember their state too, so another benefit is having a more conventional behavior, meeting user expectations better. Some points: * We currently store: Window size, display type, thumbnail size, enabled details-columns, sort options, "Show Hidden" option. More can be added easily. * No changes are stored to the Preferences if "Auto-save Preferences" is disabled. This is how Quick Favorites behave too and it's a reasonable way to make this behavior optional. * The Preferences are only saved to permanent memory upon closing Blender, following existing convention of Preferences and Quick Favorites. * If settings weren't actually changed, Preference saving is skipped. * Only temporary file browsers save their state (invoked through actions like open or save), not regular file browser editors. These are usually used for different purposes and workflows. * Removes "Show Thumbnails" Preferences option. It would need some special handling, possibly introducing bugs. For users, this simplifies behavior and should make things more predictable. Left in DNA data in case we decide to bring it back. Reviewers: brecht, #user_interface, billreynish, campbellbarton Reviewed By: #user_interface, William Reynish, Campbell Barton, Brecht van Lommel (quick first pass review in person) Maniphest Tasks: T69460 Differential Revision: https://developer.blender.org/D5893
2019-09-14Cleanup: undeclared variable warnings, extra semicolonCampbell Barton
2019-09-11DNA: use defaults for SceneEEVEECampbell Barton
2019-09-11DNA: move View3D, View3DOverlay into DNA_view3d_defaults.hCampbell Barton
2019-09-11DNA: defaults for ID typesCampbell Barton
2019-09-09DNA: use defaults for Object, Mesh, MaterialCampbell Barton
2019-09-09DNA: add theme & preferences to defaultsCampbell Barton
Use existing theme & preferences for defaults.
2019-09-09DNA: initial DNA defaults supportCampbell Barton
This provides an API to access structs with their members set to default values: - DNA_struct_default_get(name) - DNA_struct_default_alloc(name) Currently this is only used for scene & view shading initialization, eventually it can be used for RNA defaults and initializing DNA struct members on file reading.