Age | Commit message (Collapse) | Author |
|
|
|
This adds a new node editor overlay that helps users to see where
named attributes are used. This is important, because named
attributes can have name collisions between independent node
groups which can lead to hard to find issues.
Differential Revision: https://developer.blender.org/D14618
|
|
# Conflicts:
# source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
|
|
Add a new operator, "Start Tweaking Strip Actions (Full Stack)", which
allows you to insert keyframes and preserve the pose that you visually
keyed while upper strips are evaluating,
The old operator has been renamed from "Start Tweaking Strip Actions" to
"Start Tweaking Strip Actions (Lower Stack)" and remains the default for
the hotkey {key TAB}.
**Limitations, Keyframe Remapping Failure Cases**:
1. For *transitions* above the tweaked strip, keyframe remapping will
fail for channel values that are affected by the transition. A work
around is to tweak the active strip without evaluating the upper NLA
stack.
It's not supported because it's non-trivial and I couldn't figure it
out for all transition combinations of blend modes. In the future, it
would be nice if transitions (and metas) supported nested tracks
instead of using the left/right strips for the transitions. That
would allow the transitioned strips to overlap in time. It would also
allow N strips to be part of the (previously) left and right strips,
or perhaps even N strips being transitioned in sequence (similar to a
blend tree). Proper keyframe remapping through all that is currently
beyond my mathematical ability. And even if I could figure it out,
would it make sense to keyframe remap through a transition?
//This case is reported to the user for failed keyframe insertions.//
2. Full replace upper strip that contains the keyed channels.
//This case is reported to the user for failed keyframe insertions.//
3. When the same action clip occurs multiple times (colored Red to
denote it's a linked strip) and vertically overlaps the tweaked
strip, then the remapping will generally fail and is expected to
fail.
I don't plan on adding support for this case as it's also non-trivial
and (hopefully) not a common or expected use case so it shouldn't be
much of an issue to lack support here.
For anyone curious on the cases that would work, it works when the
linked strips aren't time-aligned and when we can insert a keyframe
into the tweaked strip without modifying the current frame output of
the other linked strips. Having all frames sampled and the strip
non-time aligned leads to a working case. But if all key handles are
AUTO, then it's likely to fail.
//This case is not reported to the user for failed keyframe
insertions.//
4. When using Quaternions and a small strip influence on the tweaked
Combine strip. This was an existing failure case before this patch
too but worth a mention in case it causes confusion. D10504 has an
example file with instructions.
//This case is not reported to the user for failed keyframe insertions. //
5. When an upper Replace strip with high influence and animator keys to
Quaternion Combine (Replace is fine). This case is similar to (4)
where Quaternion 180 degree rotation limitations prevent a solution.
//This case is not reported to the user for failed keyframe insertions.//
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D10504
|
|
Unlike regular selection cycling that is activated when clicking again
in the same location, object mode would cycle to another object
if the object that was selected happened to already be active.
This made it impossible to click-drag to tweak the active object
if there were other objects behind it as those would be activated first.
Resolves T96752.
|
|
Particles baked into memory would never load the final frame because
of an off-by-one error calculating the particles `dietime`.
This value indicates the frame which the particle ceases to exist but
was being set to the end-frame which caused this bug as the scenes
end-frame is inclusive.
While the last frame was properly written and read from memory,
the `dietime` was set to the last frame causing all the particles to be
considered dead when calculating the cached particle system.
|
|
|
|
Solves compilation warning with Clang, and moves manipulation with
DNA structures to the designed way for C++.
The tests and few other places are update to the new code by Jacques.
Ref T96847
Maniphest Tasks: T96847
Differential Revision: https://developer.blender.org/D14625
|
|
This was one of multiple placeholder brushes to simplify development.
Having it is not necessary anymore.
It was a brush that could add new curves according to a specific density.
This functionality will be brought back as a new brush later.
Ref T97255.
|
|
Implements T97163
Newly created meshes have all voxel remesher checkboxes aside from Fix Poles enabled.
Startup files updated with versioning.
Reviewed By @JulianKaspar
Differential Revision: https://developer.blender.org/D14608
Ref D14608
|
|
- Replace SPACE_TYPE_LAST with SPACE_TYPE_NUM (adding 1).
- Rename RGN_TYPE_LEN to RGN_TYPE_NUM
This makes it possible to tag space-type/region-type combinations
with `bool tag[SPACE_TYPE_NUM][RGN_TYPE_NUM]` which reads more clearly
than `bool tag[SPACE_TYPE_LAST + 1][RGN_TYPE_LEN]`.
|
|
- Missing star prefix.
- Unnecessary indentation.
- Blank line after dot-points
(otherwise doxygen merges with the previous dot-point).
- Use back-slash for doxygen commands.
- Correct spelling.
|
|
This change moves the grid panel UI from the View tab up into the
Overlay panel.
Reasons to move to the Overlay panel include:
- Consistency with the grid options in the 3D viewport
- The grid has been drawn as an Overlay for quite some time already
Additional changes that now make sense to have:
- The grid responds to the main Overlay show/hide toggle
- Adds a toggle to show/hide the grid which is consistent with overlays in general
As before, these grid controls are only available for active UV edit
sessions.
Differential Revision: https://developer.blender.org/D11862
|
|
- Use "curve" instead of "spline" in comments
- Use non-plural variable names
- Tag topology dirty after resolution modified rather than positions
- Reorder enum values to change which value is zero (and the default)
- Remove a duplicate unused variable
|
|
This patch adds color attributes to TexPaintSlot. This allows an easier selection
when painting color attributes.
Previously when selecting a paint tool the user had to start a stroke, before the
UI reflected the correct TexPaintSlot. Now when switching the slot the active
tool is checked and immediate the UI is drawn correctly.
In the future the canvas selector will also be used to select an image or image texture node
to paint on. Basic implementation has already been done inside this patch.
A limitation of this patch is that is isn't possible anymore to rename images directly from
the selection panel. This is currently allowed in master. But as CustomDataLayers
aren't ID fields and not owned by the material supporting this wouldn't be easy.
{F12953989}
In the future we should update the create slot operator to also include color attributes.
Sources could also be extended to use other areas of the object that use image textures
(particles, geom nodes, etc... ).
Reviewed By: brecht
Maniphest Tasks: T96709
Differential Revision: https://developer.blender.org/D14455
|
|
Don't include the tangent mode for now, since that
was never implemented for geometry nodes curves.
|
|
This patch adds an option to only use every n-th segment of the
envelope result. This can be used to reduce the complexity of the
result.
Differential Revision: http://developer.blender.org/D14503
|
|
|
|
Expose the "Connected" mode from the weld modifier in the
"Merge by Distance" geometry node. This method only merges
vertices along existing edges, but it can be much faster
because it doesn't have to build a KD Tree of all selected
points.
Differential Revision: https://developer.blender.org/D14321
|
|
# Conflicts:
# source/blender/gpu/intern/gpu_codegen.c
|
|
color attribute system.
This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors. Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.
Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).
Note: this commit does not include vertex paint mode,
which is a separate patch, see:
https://developer.blender.org/D14179
Differential Revision: https://developer.blender.org/D12587
Ref D12587
|
|
This adds missing cases to detect edit mode for Curves objects.
Unlike other object types, Curves do not have specific edit data,
rather we edit the original data directly, and rely on `Object.mode`.
For this, `BKE_object_data_is_in_editmode` had to be modified to
take a pointer to the object. This affects two places: the outliner
and the dependency graph. For the former place, the object pointer
is readily available, and we can use it. For the latter, the object
pointer is not available, however since it is used to update edit
mode pointers, and since Curves do not have such data, we can
safely pass null to the function here.
This also fixes the assertion failure that happens when closing a file
in edit mode.
Differential Revision: https://developer.blender.org/D14330
|
|
Instead of using `CurveEval` to draw the curve wire edges, use
the new `Curves` data-block, which is already built as part of
an object's evaluated geometry set whenever there is a
`CurveComponent`.
This means that we can remove `Curve`'s temporary ownership
of `CurveEval` for drawing (added in 9ec12c26f16ea3da1e),
which caused a memory leak as described in T96498.
In my testing this improved performance by around 1.5x during
viewport playback, back to the performance of 3.1 before the
curve data structure transition started.
The next step of using the GPU to do the final curve evaluation
for the viewport is described in T96455, but is unrelated.
Differential Revision: https://developer.blender.org/D14551
|
|
This adds a new Grow/Shrink brush which is similar to the Length
brush in the old hair system.
* It's possible to switch between growing and shrinking by hold
down ctrl and/or by changing the direction enum.
* 3d brush is supported.
* Different brush falloffs are supported.
* Supports scaling curves uniformly or shrinking/extrapolating
them. Extrapolation is linear only in this patch.
* A minimum length settings helps to avoid creating zero-sized curves.
Differential Revision: https://developer.blender.org/D14474
|
|
Add flag `SEQ_IGNORE_CHANNEL_LOCK` to indicate, that channel lock
should not apply to strip. This flag must be cleared after
transformation.
|
|
|
|
|
|
The previous implementation was duplicating the branch into 3 copies and
created a lot of nodes.
This patch introduce (internal, non user visible) ntree sub functions. This
allows to wrap a portion of the material tree into a function that can be
called multiple times.
This is implemented by `GPU_material_split_sub_function()`.
With the new isolated function we can now define a macro that can compute
the derivatives in an implementation dependent way.
This is implemented by `GPU_differentiate_float_function()`.
The engine then implements `dF_branch(func, result)` the way it wants.
This opens the way to user selectable bump precision per shader.
With this new system a lot of implementation specificity is removed from
`bNode` and the nodetree system.
|
|
This only adds a experimental flag to enable the 3d texturing brush,
so future developments could check. Currently the flag does nothing
as no functionality of the 3d texturing brush has been implemented.
|
|
This patch adds channel region to VSE timeline area for drawing channel
headers. It is synchronizedwith timeline region. 3 basic features are
implemented - channel visibility, locking and name.
Channel data is stored in `SeqTimelineChannel` which can be top-level
owned by `Editing`, or it is owned by meta strip to support nesting.
Strip properties are completely independent and channel properties are
applied on top of particular strip property, thus overriding it.
Implementation is separate from channel regions in other editors. This
is mainly because style and topology is quite different in VSE. But
also code seems to be much more readable this way.
Currently channels use functions similar to VSE timeline to draw
background to provide illusion of transparency, but only for background
and sfra/efra regions.
Great portion of this patch is change from using strip visibility and
lock status to include channel state - this is facilitated by functions
`SEQ_transform_is_locked` and `SEQ_render_is_muted`
Originally this included changes in D14263, but patch was split for
easier review.
Reviewed By: fsiddi, Severin
Differential Revision: https://developer.blender.org/D13836
|
|
Avoids duplication of type which previously was specified twice in a line.
|
|
Add blank lines after file references to avoid them being interpreted as
doc-strings the following declarations.
|
|
|
|
Light groups are a type of pass that only contains lighting from a subset of light sources.
They are created in the View layer, and light sources (lamps, objects with emissive materials
and/or the environment) can be assigned to a group.
Currently, each light group ends up generating its own version of the Combined pass.
In the future, additional types of passes (e.g. shadowcatcher) might be getting their own
per-lightgroup versions.
The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render
engines could make use of it in the future.
Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup
in the View Layer and the name that's set in an object's settings must match for it to be
included.
Currently, changing a Lightgroup's name does not update objects - this is planned for the
future, along with other features such as denoising for light groups and viewing them in
preview renders.
Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97).
Differential Revision: https://developer.blender.org/D12871
|
|
This flag hasn't been used for around four years. The convention in this
header seems to be commenting out the flag and adding "UNUSED" after it.
|
|
Adds a dropdown for the Library Overrides display mode that lets users
choose between a "Properties" and a "Hierachies" view mode. The former
is what was previously there (a mode that displays all overridden
properties with buttons to edit the values), the latter is new. It
displays the hierarchical relationships between library overridden
data-blocks. E.g. to override the mesh of an object inside a linked
collection, the entire collection > object > mesh hierarchy needs to be
overridden (whereby the former two will be automatically overridden
using system overrides).
The Hierarchies mode will also show the override hierarchies of
data-blocks that were linked and are overridden in the source file. This
information is useful to have, especially for debugging scenes.
Part of T95802.
Differential Revision: https://developer.blender.org/D14440
Reviewed by: Bastien Montagne
|
|
|
|
|
|
This merely adds the flag, exposes it in RMA, and uses it in some of the
most common 'is editable' checks (RNA, `BASE_EDITABLE` macro...).
Next step: do_version and defining systemoverrides at creation.
Ref: {T95707}.
|
|
Ref T96847
Maniphest Tasks: T96847
Differential Revision: https://developer.blender.org/D14487
|
|
Adds fading support for build modifier so it's not a hard cut off
Reviewed By: Antonio Vazquez (antoniov), Matias Mendiola (mendio)
Differential Revision: https://developer.blender.org/D14309
|
|
Replaces old-style memzero-style of call with zero-initializer.
Allows to shorten typical initialization code to a single line:
Object foo = blender::dna::shallow_zero_initialize<Object>()
This will allow to more easily convert designated initializer
which is often used to fill object with zeroes to the explicit
function calls:
MyDNAStruct foo = {};
will be translated to
MyDNAStruct foo = blender::dna::shallow_zero_initialize<MyDNAStruct>();
Differential Revision: https://developer.blender.org/D14486
|
|
Use shallow_copy, no need in copy_memory.
The latter appeared as some last minute solution for a compilation
warning on Friday.
|
|
This is meant to allow using C++ data structures in this file
as a performance improvement. Particularly `Vector` instead
of `ListBase` for `duplilist`. This change builds and passes
tests on all platforms on the buildbot.
|
|
Also rename DNA struct members.
|
|
|
|
This isn't stored in blend files so it can be moved out of DNA.
Also use an enum for `WM_FILESEL_*` members.
|
|
This commit adds a utility that returns an array with the number
of curves of every type. One use case for this is detecting whether
to remove handle or NURBS attributes when changing curve types.
It's best to avoid using this when it's not necessary, but sometimes
it can't really be avoided, and having a utility at least makes using
an optimized version simple.
In the future, this information can be cached in the curves runtime.
Differential Revision: https://developer.blender.org/D14448
|
|
Cyclic option per segment, allows interesting "loop" visual effects.
Reviewed by: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D14439
|
|
This patch makes the grease pencil smooth operation symmetric.
It also increases the performance a lot if strong smoothing is
required. Additionally there is an option for the position smooth
operation to keep the shape closer to the original for more iterations.
Since the result differs from the previous algorithm, versioning is used
to change the iterations and factor to match the old result.
Differential Revision: http://developer.blender.org/D14325
|