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2021-07-02Cleanup: Remove unused transform matrix from objectsHans Goudey
This was the only reference to this matrix. https://developer.blender.org/D11770
2021-07-02Cleanup: Remove unused/unneeded code from old Asset Engine designJulian Eisel
This code was written for the File Browser together with the Asset Engine design, that is not part of the Asset Browser/System design anymore. Updated comments accordingly. `FileDirEntryRevision` was actually used, but I removed it and moved the used members to the parent `FileDirEntry`, since there is no concept of revisions currently. There should be no functional changes.
2021-07-02Constraints: support a new Local Space (Owner Orientation) for targets.Alexander Gavrilov
Add a new transformation space choice for bone constraints, which represent the local transformation of the target bone in the constraint owner's local space. The use case for this is transferring the local (i.e. excluding the effect of parents) motion of one bone to another one, while ignoring the difference between their rest pose orientations. The new option replaces the following setup: * A `child` bone of the `target`, rotated the same as `owner` in rest pose. * A `sibling` bone of the `target`, positioned same as `child` in rest pose and using Copy Transforms in World Space from `child`. * The `owner` bone constraint uses Local Space of `sibling`. (This analogy applies provided both bones use Local Location) Differential Revision: https://developer.blender.org/D9493
2021-07-02Copy Transforms: implement Remove Target Shear and more Mix options.Alexander Gavrilov
This constraint can be naturally viewed as a prototype for a future 4x4 matrix math node (or subset thereof), since its basic semantics already is matrix assignment. Thus it makes sense to add math options to this constraint to increase flexibility in the meantime. This patch adds support for several operations that would be useful: - An option to remove shear in the incoming target matrix. Shear is known to cause issues for various mathematical operations, so an option to remove it at key points is useful. Constraints based on Euler like Copy Rotation and Limit Rotation already have always enabled shear removal built in, because their math doesn't work correctly with shear. In the future node system shear removal would be a separate node (and currently Limit Rotation can be used as a Remove Shear constraint). However removing shear from the result of the target space conversion before mixing (similar to Copy Rotation) has to be built into Copy Transforms itself as an option. - More ways to combine the target and owner matrices. Similar to multiple Inherit Scale modes for parenting, there are multiple ways one may want to combine matrices based on context. This implements 3 variants for each of the Before/After modes (one of them already existing). - Full implements regular matrix multiplication as the most basic option. The downside is the risk of creating shear. - Aligned emulates the 'anti-shear' Aligned Inherit Scale mode, and basically uses Full for location, and Split for rotation/scale. (This choice already existed.) - Split Channels combines location, rotation and scale separately. Looking at D7547 there is demand for Split Channels in some cases, so I think it makes sense to include it in Copy Transforms too, so that the Mix menu items can be identical for it and the Action constraint. Differential Revision: https://developer.blender.org/D9469
2021-07-02File Browser: Refactor file "UUID" code (which wasn't really a "UUID")Julian Eisel
To some degree these are changes in preparation of further Asset Browser related changes, see D11119. But also, the current UUID design was written for the old Asset Engine design, which isn't part of the current Asset Browser/System design anymore. And lastly, "UUID" are a well established standard (https://en.wikipedia.org/wiki/Universally_unique_identifier) which this implementation didn't follow. What we have here is more of an index, or a unique identifier (https://en.wikipedia.org/wiki/Unique_identifier). So this does the following changes: * Renames "UUID" to "UID" * Changes the type of the UID to (a typedef'ed) `uint32_t`, which is more than enough for our current asset system design and simplifies things. * Due to the new type, we can avoid allocations for hash-table storage. * Add/use functions for UID handling Note that I am working on a major rewrite of the file-list code. Meanwhile we want to keep things sensible.
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
2021-07-02Cleanup: spelling in commentsCampbell Barton
2021-07-01Cleanup: rename playhead to current-frameCampbell Barton
2021-07-01Geometry Nodes: Curve Primitive CircleJohnny Matthews
This node has two modes: the first mode computes a circle from three locations and a resolution. The second takes radius and resolution. The first mode also outputs the center of the computed circle as a vector. Differential Revision: https://developer.blender.org/D11650
2021-06-30Geometry Nodes: Curve Primitive Bezier SegmentJohnny Matthews
Creates a Curve with 1 Bezier Spline from four positions (start, start handle, end handle, end) and a resolution. The handles are aligned and mirrored automatically. An "Offset" mode is also included to allow specifying the handles relative to the control points. The default settings recreate the existing default Bezier Curve in the 3D viewport add menu. Differential Revision: https://developer.blender.org/D11648
2021-06-29VSE: Improved SnappingRichard Antalik
Change snapping behavior to snap strip edges when they are close to snap point. Default behavior is, that each transformed strip is snapped to any other strip. Implement snapping controls in sequencer tool settings. These controls include: - Snapping on/off - Ability to snap to playhead and strip hold offset points - Filter snap points by excluding sound or muted strips - Control snapping distance Snapping controls are placed in timeline header similar to 3D viewport Reviewed By: mano-wii Differential Revision: https://developer.blender.org/D11646
2021-06-29LineArt: Filtering intersection lines using mask numbersYimingWu
Mask value works just like transparency mask. You are able to select intersection lines inside a collection or, between collections. Reviewed By: Sebastian Parborg (zeddb) Differential Revision: https://developer.blender.org/D11309
2021-06-29Cleanup: spellingCampbell Barton
2021-06-29LineArt Cleanup: Rename floating->looseYimingWu
see comment in https://developer.blender.org/rB841df831e89dfc4011c323203c2efb8265dc1878
2021-06-28LineArt: Occlusion effectiveness supportYimingWu
This patch adds a function where you can specify occlusion effectiveness from 0 to 255 layers per face for a given mesh material. Reviewed By: Sebastian Parborg (zeddb) Ref D11308
2021-06-28Outliner: View Layers filter for View Layer ModeDalai Felinto
This option allow users to see the view layer in context to the others. It is particularly useful to see which view layers have which collections enabled, and their render settings (holdout, ...). This option is off by default. Differential Revision: https://developer.blender.org/D11708
2021-06-28Cleanup: repeated terms in code comments & error messagesCampbell Barton
2021-06-26Cleanup: spellingCampbell Barton
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-25Cycles: add view layer option to disable motion blur, in the Filter panelBrecht Van Lommel
2021-06-25LineArt: Filtering feature lines with face maskYimingWu
User can specify filtering options inside line art modifier, like inverting selection and including face mark region border. Reviewed By: Sebastian Parborg (zeddb) Differential Revision: https://developer.blender.org/D11307
2021-06-25LineArt: More type & related chaining improvementsYimingWu
This patch includes: Floating edge type support, Special chaining option for floating edge, Chaining option for reducing jagged edges when floating edges are involved. Reviewed By: Sebastian Parborg (zeddb) Differential Revision: https://developer.blender.org/D11306
2021-06-24Fix T89129: file dialog displays in-progress Safari downloads as a folderLeon Zandman
In-progress Safari download files/packages are now recognized as bundles and therefore not treated as directories. Differential Revision: https://developer.blender.org/D11613
2021-06-24Depsgraph: support flushing parameters without a full COW updateCampbell Barton
Avoid computationally expensive copying operations when only some settings have been modified. This is done by adding support for updating parameters without tagging for copy-on-write. Currently only mesh data blocks are supported, other data-blocks can be added individually. This prepares for changing values such as edit-mesh auto-smooth angle in edit-mode without duplicating all mesh-data. The benefit will only be seen when the user interface no longer tags all ID's for copy on write updates. ID_RECALC_GEOMETRY_ALL_MODES has been added to support situations where non edit-mode geometry is modified in edit-mode. While this isn't something user are likely to do, Python scripts may change the underlying mesh. Reviewed By: sergey Ref D11377
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-06-23Voxel Remesher: Make smooth shading output automaticPablo Dobarro
Previously the smooth shading of the voxel remesher was controlled by a mesh property. With this change, the output will try to match the current shading of the object. This only takes into consideration the shading mode of the first polygon of the model, but it is probably what most users expect as it works as intended with the shade smooth/flat object mode options. Reviewed By: JulienKaspar, JacquesLucke Differential Revision: https://developer.blender.org/D11626
2021-06-22Cleanup: Spelling MistakesLeon Zandman
This patch fixes many minor spelling mistakes, all in comments or console output. Mostly contractions like can't, won't, don't, its/it's, etc. Differential Revision: https://developer.blender.org/D11663 Reviewed by Harley Acheson
2021-06-21Refactor: Do not keep a copy of depth buffer in RegionView3DGermano Cavalcante
The depth cache (located in `RegionView3D::depths`) is used for quick and simple occlusion testing in: - particle selection, - "Draw Curve" operator and - "Interactive Light Track to Cursor" operator, However, keeping a texture buffer in cache is not a recommended practice. For displays with high resolution like 8k this represents something around 132MB. Also, currently, each call to `ED_view3d_depth_override` invalidates the depth cache. So that depth is never reused in multiple calls from an operator (this was not the case in blender 2.79). This commit allows to create a depth cache and release it in the same operator. Thus, the buffer is kept in cache for a short time, freeing up space. No functional changes.
2021-06-19Spreadsheet Editor: Row FiltersHans Goudey
This patch adds support for filtering rows based on rules and values. Filters will work for any attribute data source, they are a property of the spreadsheet rather than of the attribute system. The properties displayed in the row filter can depend on data type of the currently visible column with that name. If the name is no longer visible, the row filter filter is grayed out, but it will remember the value until a column with its name is visible again. Note: The comments in `screen.c` combined with tagging the sidebar for redraw after the main region point to a lack of understanding or technical debt, that is a point to improve in the future. **Future Improvements** * T89272: A search menu for visible columns when adding a new filter. * T89273: Possibly a "Range" operation. Differential Revision: https://developer.blender.org/D10959
2021-06-18Armature: add automatic B-Bone Scale toggles.Alexander Gavrilov
Currently B-Bone scaling can only be controlled via their properties, thus requiring up to 8 drivers per joint between B-Bones to transfer scaling factors from the handle bone. A Scale Easing option is added to multiply the easing value by the Y scale channels to synchronize them - this produces a natural scaling effect where both the shape of the curve and the scale is affected. In addition, four toggles are added for each handle, which multiply each of the X, Y, Z and Ease values by the matching Local Scale channel of the handle bone, thus replacing trivial drivers. The Scale Easing option has no effect on this process since it's easy to just enable both Length and Ease buttons. Differential Revision: https://developer.blender.org/D9870
2021-06-18Armature: add B-Bone Y scale channel and extra flag fields to DNA.Alexander Gavrilov
In addition to the base bone transformation itself, B-Bones have controls that affect transformation of its segments. For rotation the features are quite complete, allowing to both reorient the Bezier handles via properties, and to control them using custom handle bones. However for scaling there are two deficiencies. First, there are only X and Y scale factors (actually X and Z), while lengthwise all segments have the same scaling. The ease option merely affects the shape of the curve, and does not cause actual scaling. Second, scaling can only be controlled via properties, thus requiring up to 6 drivers per joint between B-Bones to transfer scaling factors from the handle bone. This is very inefficient. Finally, the Z channels are confusingly called Y. This commit adds a B-Bone Y Scale channel and extra B-Bone flag fields to DNA with appropriate versioning (including for F-Curves and drivers) in preparation to addressing these limitations. Functionality is not changed, so the new fields are not used until the following commits. Differential Revision: https://developer.blender.org/D9870
2021-06-17Raycast geometry node.Lukas Tönne
The //Raycast// node intersects rays from one geometry onto another. It computes hit points on the target mesh and returns normals, distances and any surface attribute specified by the user. A ray starts on each point of the input //Geometry//. Rays continue in the //Ray Direction// until they either hit the //Target Geometry// or reach the //Ray Length// limit. If the target is hit, the value of the //Is Hit// attribute in the output mesh will be true. //Hit Position//, //Hit Normal//, //Hit Distance// and //Hit Index// are the properties of the target mesh at the intersection point. In addition, a //Target Attribute// can be specified that is interpolated at the hit point and the result stored in //Hit Attribute//. Docs: D11620 Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D11619
2021-06-17Geometry Nodes: Add Curve Subdivision NodeHans Goudey
This node creates splines with more control points in between the existing control points. The point is to give the splines more definition for further tweaking like randomization with white noise, instead of deforming a resampled poly spline with a noise texture. For poly splines and NURBS, the node simply interpolates new values between the existing control points. However, for Bezier splines, the result follows the existing evaluated shape of the curve, changing the handle positions and handle types to make that possible. The number of "cuts" can be controlled by an integer input, or an attribute can be used. Both spline and point domain attributes are supported, so the number of cuts can vary using the value from the point at the start of each segment. Dynamic curve attributes are interpolated to the result with linear interpolation. Differential Revision: https://developer.blender.org/D11421
2021-06-17VSE: Reduce transform code complexityRichard Antalik
Reduce complexity of sequencer transform code by removing recursivity. This is possible by treating meta strips (mostly) as any other strip and containing all transform code within SEQ_ functions. Unfortunately internally meta strips still require special treatment, but all complexity from code all over transform code seems to be possible to contain within one function. Functional change: Previously adjusting handle of single image strip moved animation. Now animation is not moved, which is behavior for all other strips. Reviewed By: sergey, mano-wii Differential Revision: https://developer.blender.org/D11493
2021-06-16LineArt: Cached calculation for modifiers in the same stack.YimingWu
This allows line art to run only once for each modifier stacks, with an option to toggle a specific line art modifier should use cache or re-do their own calculations. Reviewed By: Sebastian Parborg (zeddb), Hans Goudey (HooglyBoogly) Differential Revision: https://developer.blender.org/D11291
2021-06-16UI - LOCAL View3D overlay statsHarley Acheson
This patch improves the 3DView statistics overlay to show LOCAL stats while in local view. This means the stats can vary between 3DViews and the statusbar when views are in local view, but this gives a much more accurate count of the objects, and their components, that you are directly working with rather than just scene values. Differential Revision: https://developer.blender.org/D8883 Reviewed by Campbell Barton
2021-06-16VSE: Improve animation evaluation performanceRichard Antalik
Use lookup string callback function for `sequences_all` RNA property `rna_SequenceEditor_sequences_all_lookup_string` using a GHash for faster lookups. When names are changed or strips are added/removed the lookup is tagged invalid. The next time the lookup is used it will rebuild it. Reviewed By: sergey, jbakker Differential Revision: https://developer.blender.org/D11544
2021-06-15Cleanup: use doxygen comments for DNA_color_typesCampbell Barton
Also use enum instead of defines for Scopes.wavefrm_mode
2021-06-14Geometry Nodes: Curve to Points Node for Evaluated DataHans Goudey
This node implements the second option of T87429, creating points along the input splines with the necessary evaluated information for instancing: `tangent`, `normal`, and `rotation` attributes. All generic curve point and spline attributes are copied to the result points as well. The "Count" and "Length" methods are just like the current options in the resample node, but the output is points instead of a curve. The "Evaluated" method uses the points you see on the curve directly, and therefore should be the fastest. The rotation data is retrieved from a transform matrix built with the same method that the curve to mesh node uses. The radius attribute is divided by 10 so the points don't look absurdly huge in the viewport. In the future that could be an option. For the implementation, one thing that could use an improvement is the amount of temporary allocations while resampling to evaluated points before the final points. I expect that reusing a buffer for each thread would give a nice improvement. Differential Revision: https://developer.blender.org/D11539
2021-06-13Cleanup: redundant initializationCampbell Barton
These were limited to obvious cases. Some less obvious cases were kept as refactoring might make them necessary in future.
2021-06-11Overlays: Make flash on mode transfer an operator propertyPablo Dobarro
This moves the flash on mode transfer effect option from the overlays to an operator property of the mode transfer operator. - This effect is intended to show the target object when no overlays or a minimal set of overlays is enabled. Making it part of the whole set of overlays invalidates this use case. - The effect is not intended to be configurable per viewport, it should be a global option. The effect is still implemented using the overlay engine (instead of a draw modal callback) due to performance and drawing artifacts. Having it implemented as an overlay with runtime timer data in the objects makes also possible to run multiple animations at the same time without any visual glitches. Reviewed By: campbellbarton, JulienKaspar Differential Revision: https://developer.blender.org/D11519
2021-06-11Add option to link assets on drag & dropJulian Eisel
Note: Linking in this case as in link vs. append. Easily confused with linking a data-block to multiple usages (e.g. single material used by multiple objects). Adds a drop-down to the Asset Browser header to choose between Link and Append. This is probably gonna be a temporary place, T54642 shows where this could be placed eventually. Linking support is crucial for usage of the asset browser in production environments. It just wasn't enabled yet because a) the asset project currently focuses on single user, not production assets, and b) because there were many unkowns still for the workflow that have big impact on production use as well. With the recently held asset workshop I'm more confident with enabling linking, as design ideas relevant to production use were confirmed. Differential Revision: https://developer.blender.org/D11536 Reviewed by: Bastien Montagne
2021-06-09Revert "GPencil: Add custom normal entry to bGPDspoint."YimingWu
This reverts commit f546b0800b9121b24b1292f1ec602ed9964d1848.
2021-06-09GPencil: Add custom normal entry to bGPDspoint.YimingWu
Also modified existing utility functions to take care of the new surface normal interpolation and so on. Reviewed By: Antonio Vazquez (antoniov) Differential Revision: https://developer.blender.org/D11543
2021-06-09Cleanup: Comment formattingHans Goudey
2021-06-09UI: Add the option to not display some socket labelsHans Goudey
This commit adds a flag to disable displaying some socket labels which just redundant eye sores. We still want to have a label, because that information can potentially be accessed elsewhere in the UI. The flag is used in a few geometry nodes. Differential Revision: https://developer.blender.org/D11540
2021-06-05Limit Rotation: add an Euler Order option.Alexander Gavrilov
Since Limit Rotation is based on Euler decomposition, it should allow specifying the order to use for the same reasons as Copy Rotation does, namely, if the bone uses Quaternion rotation for its animation channels, there is no way to choose the order for the constraint. Ref D9626
2021-06-05FFmpeg: Fix seeking not returning the correct frame when not using TC indexSebastian Parborg
Fixed the logic for seeking in ffmpeg video files. The main fix is that we now apply a small offset in ffmpeg_get_seek_pos to make sure we don't get the frame in front of the seek position when seeking backward. The rest of the changes is general cleanup and untangling code. Reviewed By: Richard Antalik Differential Revision: http://developer.blender.org/D11492
2021-06-04Nodes: Add Multiply Add to Vector Math nodesCharlie Jolly
Cycles, Eevee, OSL, Geo, Attribute This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation. Reviewed By: HooglyBoogly, brecht Differential Revision: https://developer.blender.org/D10808
2021-06-03Overlay: Flash on Mode Transfer overlayPablo Dobarro
This implements T87633 This overlay renders a flash animation on the target object when transfering the mode to it using the mode transfer operator. This provides visual feedback when switching between objects without extra overlays that affect the general color and lighting in the scene. Differences with the design task: - This uses just a fade out animation instead of a fade in/out animation. The code is ready for fade in/out, but as the rest of the overlays (face sets, masks...) change instantly without animation, having a fade in/out effect gives the impression that the object flashes twice (once for the face sets, twice for the peak alpha of the flash animation). - The rendering uses a flat color without fresnel for now, but this can be improved in the future to make it look more like the shader in the prototype. - Not enabled by default (can be enabled in the overlays panel), maybe the defaults can change for 3.0 to disable fade inactive and enable this instead. Reviewed By: jbakker, JulienKaspar Differential Revision: https://developer.blender.org/D11055