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This has some advantages over operator search:
- Some operators need options set to be usefully accessed.
- Shows key bindings to access menus
(for actions that don't have key bindings themselves).
- Non operator actions such as check-boxes are also shown.
- Menu items can control execution context, using invoke or execute
where appropriate so we can control how the operator runs.
Part of the design task T74157.
This can be tested using the 'Experimental' preferences section
or selected in the key-map editor.
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This patch adds ability to set up colors and size of background
(transparency) checkerboard pattern in viewport and 2d editors. No new
backgrounds, only changing colors in existing ones.
This is not the background of the viewport, it is a transparency
checkerboard that is turned on only in render mode, when the
transparency mode is on. And also in 2D-editors, (image, sequencer,
etc).
Reviewed By: Pablo Vazquez, Julian Eisel
Differential Revision: https://developer.blender.org/D6791
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Add new option to change the stroke hardeness. This option works at stroke level, not at point level.
Also replaced the "Both" name mode by "Stroke and Fill".
Differential Revision: https://developer.blender.org/D7195
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D7133
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Was hard coded to white making white backgrounds impractical.
D7162 by @billreynish with edits.
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This patch include changes:
- Thicker and clearer selection indication
- Slimmer handles
- More transparent muted strips
- Trim frame number is drawn inside the strip
- Strip text is drawn in upper part of strip
- Color strips now have specific color, with chosen color drawn under strip text
- Transition strip will use color of input strips showing direction of transition
- Selecting effect strip will highlight input strips
- Selecting multicam strips will highlight target channel
- Missing media state is now indicated by a red line drawn on the top part of the strip
- A checkerboard pattern is now drawn on the outsides of the meta range
- Hold still regions are now always drawn if existent, with a darker shade of the strip’s background color
Author: Alessio Monti di Sopra <a.monti>
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D6883
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This patch implements dumping images from cache to HDD.
The main goal of this system is to provide a means to achieve consistent playback speed mainly for strips that are not possible to preview in real time.
How to use:
Disk cache has own settings in user preferences for path to storage, size limit and compression level.
To use disk cache, you need to check `Use Disk Cache` box, set `Disk Cache Directory`, `Disk Cache Limit` and save or open existing .blend file.
By default sequencer output will be cached only. Manual setting is possible in cache panel.
Uses:
- Replacement or alternative for proxies. Disk cache will work with any strip type, supports float images as well.
- Storage for strip thumbnails.
- Less RAM needs to be allocated for preview cache
How it works:
Disk cache is extension of RAM cache. Every image, that is stored or deleted in RAM will be stored or deleted on HDD as well. Images can be compressed to save space and for use on slower drives. Compressed images are slower to write and read though.
Images are stored in bulk of 100 rendered frames per one file. This is to overcome slow file access time for large amount of files. Drawback is, that if one frame needs to be redrawn, all 100 frames are deleted.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D5524
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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
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This check box alters how weights are displayed and painted,
similar to Multi Paint, but in a different way. Specifically,
weights are presented as if all locked vertex groups were
deleted, and the remaining deform groups normalized.
The new feature is intended for use when balancing weights within
a group of bones while all others are locked. Enabling the option
presents weight as if the locked bones didn't exist, and their
weight was proportionally redistributed to the editable bones.
Conversely, the Multi-Paint feature allows balancing a group of
bones as a whole against all unselected bones, while ignoring
weight distribution within the selected group.
This mode also allows temporarily viewing non-normalized weights
as if they were normalized, without actually changing the values.
Differential Revision: https://developer.blender.org/D3837
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NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.
Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.
To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.
- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.
Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.
---------------
This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)
Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.
For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.
---------------
A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)
This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report
Differential Revisions: D6193, D7098
Reviewed by: Brecht Van Lommel, Jeroen Bakker
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The feature is hidden behind an experimental option, you'll have to
enable it in the preferences to try it.
This feature is not yet considered fully stable, crashes may happen, as
well as .blend file corruptions (very unlikely, but still possible).
In a nutshell, the ideas behind this code are to:
* Detect unchanged IDs across an undo step.
* Reuse as much as possible existing IDs memory, even when its content
did change.
* Re-use existing depsgraphs instead of building new ones from scratch.
* Store accumulated recalc flags, to avoid needless re-compute of things
that did not change, when the ID itself is detected as modified.
See T60695 and D6580 for more technical details.
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Those accumulated flags get cleared every time an undo step is written
to memfile.
Preliminary work for undo-speedup.
Part of T60695/D6580.
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Part of the fix was to get gputexture to use an array to accomodate each
eye. This takes care of viewports showing individual Left or Right
views.
For the combined view the fix was in overlay_image.c:camera_background_images_stereo_setup.
Note 1: Referece images are still not supporting stereo.
Note 2: For painting, and getting image bindcode I'm hardcording a
single-view experience.
Note 3: Without D6922 stereo is too broken to even test this patch.
With D6922 + this patch the fullscreen modes work (anaglyph/interlace
not yet).
Differential Revision: D7143
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The versioning was setting the factor for all modes without checking flags.
Also cleanup some unused code.
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Both are doing almost the same and can be merged. This reduce complexity for user and less code to maintain.
Reviewed By: mendio, pepeland, fclem
Differential Revision: https://developer.blender.org/D7134
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This extends the ocean modifier to add new spectra
(Pierson-Moskowitz, Jonswap, TMA).
These models are very different to the Phillips spectrum.
They are intended for more established,
large area, oceans and/or shallow water situations.
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We implement cubemap array support for EEVEE's lightcache reflection probes.
This removes stretched texels and bottom hemisphere seams artifacts caused
by the octahedral projection previously used.
This introduce versioning code for the lightcache which will discard any
lightcache version that is not compatible.
Differential Revision: https://developer.blender.org/D7066
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This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.
This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.
Differential Revision: https://developer.blender.org/D7060
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options
Update Dopesheet header to include missing buttons, remove Scene Active only buttton and also removed duplicated search box.
The removed options come from old 2.7x version and they are not required now.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D7107
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This is more in line with standard grids and means we don't have to make
many special exceptions in the upcoming change for arbitrary number of volume
grids support in Eevee.
The workbench shader was also changed to fix bugs where squared density was
used, and the smoke color would affect the density so that black smoke would
be invisible. This can change the look of smoke in workbench significantly.
When using the color grid when smoke has a constant color, the color grid
will no longer be premultiplied by the density. If the color is constant
we want to be able not to store a grid at all. This breaks one test for
Cycles and Eevee, but the setup in that test using a color without density
does not make sense. It suffers from artifacts since the unpremultiplied
color grid by itself will not have smooth boundaries.
Differential Revision: https://developer.blender.org/D6951
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'Private' can be a rather confusing term, especially when considering
its meaning in programming languages.
So now root node trees and master collections are 'embedded' IDs
instead.
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When scaling the root bone of a rig to apply a global scale, the
corrective smooth modifier results in wrong deformation due to incorrect
scaling. The delta calculations are not taking into account any scale
value.
To fix it, a scale property is added to the modifier, allowing to set
manually the scale value for the deltas by simply multiplying the
vectors by this value. There is a similar implementation in Maya's Delta
Mush deformer. This property can be for example driven by the scale of
the root bone of the rig, to dynamically update when the animator scale
this bone.
Reviewed By: brecht, sybren
Differential Revision: https://developer.blender.org/D6622
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This automasking option protects the open boundary edges of the mesh from the brush deformation. This is needed to sculpt cloths and it works nicely with the cloth brush.
It has a Propagation Steps property that controls the falloff of the mask from the edge.
Limitations:
- The automask is recalculated at the beginning of each stroke, creating a little bit of lag in high poly meshes, but it is not necessary. This can be fixed in the future by caching the edge distances, increasing a little bit the complexity of the code.
- The boundary vertex detection in meshes is not ideal and it fails with triangulated geometry, but it is the same as in the smooth brush. After fixing this, we should refactor the smooth brush to use the API and let the automasking option manually control the affected vertices.
- It does not work in Multires (it needs to be implemented in the API). The smooth brush in Multires is also not making boundary vertices.
- The falloff has a visible line artifact on grid patterns. We can smooth the final automasking factors several iterations, but it will make the initialization much slower. This can also be added in the future if we decided to cache the distances.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6705
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This introduces a variable to store a face set ID which is going to be
rendered white. When initializing a mesh or randomizing the colors, this
variable gets updated to always render a white face set. This way the
face set overlay can be enabled without adding colors to the mesh if
face sets are not in use. After creating the first face set, new colors
are generated randomly like usual.
The face set stored as default does not have any special meaning for
tools or brushes, it just affects the rendering color.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7035
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This commit is a full refactor of the grease pencil modules including Draw Engine, Modifiers, VFX, depsgraph update, improvements in operators and conversion of Sculpt and Weight paint tools to real brushes.
Also, a huge code cleanup has been done at all levels.
Thanks to @fclem for his work and yo @pepeland and @mendio for the testing and help in the development.
Differential Revision: https://developer.blender.org/D6293
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The old convention was easy to confuse with ScrArea.
Part of https://developer.blender.org/T74432.
This is mostly a batch rename with some manual fixing. Only single word
variable names are changed, no prefixed/suffixed names.
Brecht van Lommel and Campbell Barton both gave me a green light for
this convention change.
Also ran clan clang format on affected files.
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Added the core enums that workbench draw engine uses.
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Currently the link limit of sockets is stored in bNodeSocket->limit.
This allows for a lot of flexibility, but is also very redundant.
In every case I've had to deal with so far, it would have "more correct"
to set the link limit per socket type and not per socket. I did not enforce
this constraint yet, because the link limit is exposed in the Python API,
which I did not want to break here.
In the future it might even make sense to only support only three kinds of link limits:
a) no links, b) at most one link, c) an arbitrary number links links. The other link
limits usually don't work well with tools (e.g. which link should be removed when a new
one is connected?) and is not used in practice. However, that is for another day.
Eventually, I would like to get rid of bNodeSocket->limit completely and replace it
either with fixed link limits or a callback in bNodeSocketType.
This patch consists of three parts:
**1. Support defining link limit in socket type**
This introduces a new `nodeSocketLinkLimit` function that serves as an indirection to
hide where the link limit of a socket is defined.
**2. Define link limits for builtin sockets on socket type**
Data sockets: one input, many outputs
Virtual sockets: one input, one output
Undefined sockets: many inputs, many outputs (to avoid that links are removed when the type of the socket is not known)
**3. Remove `bNodeSocketTemplate->limit`**
This wasn't used anymore after the second commit. Removing it simplifies socket definitions
in hundreds of places and removes a lot of redundancy.
Differential Revision: https://developer.blender.org/D7038
Reviewers: brecht
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This patch will make use of the eDrawType where it was used as a
variable or parameter name. The eObjectDrawType was renamed to eDrawType
as it is also used by `View3DShading.type`.
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Motivation the functions get 3 different kind of flag parameters (ImBuf,
DrawType, OffscreenRendering) the naming of the flags were not clear,
leading to mistakes and unnecessary time spend debugging.
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This was not set anywhere, code relies on MLOOPUV_VERTSEL everywhere.
BMLoopUV.select_edge was never returning True and wasnt updating uv
select state when set manually.
Afaict, there were no official Addons using this from python.
Resolves T65836
Maniphest Tasks: T65836
Differential Revision: https://developer.blender.org/D6772
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- Keymap items now have 'repeat' boolean which can be set
to make keymap items respond to key repeat events or not.
- Support for X11 & WIN32 (not macOS currently).
This allows for the possibility to perform actions while a key is held
and finish the action upon release.
Thanks to @Severin for review and WIN32 support.
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Face Sets are the new system to control the visibility state of the mesh in sculpt and paint modes. They are designed to work in modes where brushes are the primary way of interaction and they provide much more control when working with meshes with complex shapes and overlapping surfaces.
This initial commit includes:
- Sculpt Face Sets data structures and PBVH rendering.
- Face Set overlay and opacity controls.
- Sculpt Undo support.
- Remesher reprojection support. The visibility state of the mesh is also preserved when remeshing.
- Automasking and Mesh filter support.
- Mask expand operator mode to expand Face Sets (Shift + W) and flood fill areas by connectivity (press Ctrl while expanding).
- Sculpt Mode Face Sets and Visibility API.
- Sculpt Face Sets creation and visibility management operators.
- Operator to randomize the Face Sets colors.
- Draw Face Sets brush tool to create and edit the Face Sets. Drawing on the mesh creates a new Face Set. Pressing Ctrl before drawing modifies the Face Set under the brush at the beginning of the stroke.
- Updated keymap and menu to work with Face Sets from Sculpt Mode (H to toggle visibility, Alt + H to show all, Shit + H to hide).
- Pie menu on the W key with Face common Sets operations.
Know limitations:
- Multires support. The Face Sets and Visibility API needs to be implemented for Multires.
Reviewed By: jbakker, #user_interface, Severin
Differential Revision: https://developer.blender.org/D6070
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"session-wise" here mean while editing a same .blend file. So creating
or opening a new one will reset the uuid counter. This should avoid any
overflow in practice.
Only IDs added to Main database get an uuid, runtime-only ones are not
affected.
This is intended to provide undo with a way to find IDs across several
'memory realms' (undo speedup project).
No behavior change is expected from this commit itself.
Part of T60695.
Differential Revision: https://developer.blender.org/D7007
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For optimization purposes these settings need to be enabled explicitly from now on.
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This commit adds bounding box support for emission objects - similarly to flow objects. Before, each effector object had to iterate over the entire domain. Bake times of scenes with multiple obstacles improved significantly with this optimization.
Other improvements that were implemented alongside the bbox feature:
- Option for subframe sampling for effector objects
- Option to enable / disable effectors (can be animated)
- Optimization for static objects. If a flow or effector object does not move and the adaptive domain is not in use, the bake time will be optimized further by reusing the flow / effector grids from the previous frame (no recalculation).
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Simple checkbox that - if enabled - will tell the solver to clear density or liquid particles in obstacle cells.
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Adds the invert vgroup option to the Wave modifier.
Differential Revision: https://developer.blender.org/D6893
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