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The API was checking the number of total weights with the first point of the stroke and this was not valid because each point can have different number of weight elemnts,
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It's equivalent to the OpenImageDenoise prefiltering option in Cycles.
See D12043.
Prefilter modes:
- None: No prefiltering, use when guiding passes are noise-free.
- Fast: Denoise image and guiding passes together. Improves quality when
guiding passes are noisy using least amount of extra processing time.
- Accurate: Prefilter noisy guiding passes before denoising image.
Improves quality when guiding passes are noisy using extra
processing time.
Reviewed By: #compositing, jbakker, sergey
Differential Revision: https://developer.blender.org/D12342
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Reason for revert: accidental push of a intermediate change locally.
This reverts commit 25e548c96b3d8c1698fd4385b4dc395665b5a7f6.
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On the blender side this commit fixes importing video files with audio
and video streams that do not share the same start time and duration.
Differential Revision: https://developer.blender.org/D12353
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Change KeyMapItem.alt/ctrl/shift/oskey to integer types,
where -1 is used to ignore the modifier when matching key-map items.
It was only possible to set all modifiers to -1 at once from RNA
using the 'any' property.
Afterwards individual modifiers could be set back to true/false.
Although these key-map items could not be exported/imported.
Exposing the values directly avoids the need for cumbersome workarounds.
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These were added in a1c8543f2acd7086d412cb794b32f96794b00659 (2007)
but never used.
Nor did they have any meaning in practice.
Note that versioning keymap items isn't needed as these values were
never set. The code-paths that set these values also set KM_MOD_FIRST
causing `keymap_event_set` to only ever assign values of 0 or 1.
These flags complicate further exposing KM_ANY (-1)
which is also a valid value for modifiers.
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Support waiting for input so operators that depend on the
cursor location are usable from menus / buttons.
Use an operator type flag which the user interface code checks for,
waiting for input when run from a menu item.
This patch only supports this feature, there are no functional changes.
The motivation for this change is discoverability since some actions
were either hidden or broken when accessed from menus
(where the behavior of the operator depended on the menu location).
In general, waiting for input is *not* an efficient way to access tools,
however there are over 50 operators with a "wait_for_input" property
so this isn't introducing a new kind of interaction,
rather exposing this in a way that does not need to be hard-coded into
each operator, or having modal callbacks added for the sole purpose
of waiting for input.
Besides requiring boiler plate code using a "wait_for_input" property
has the added down-side of preventing key shortcuts from showing.
Only the menu items will enable the property,
causing them not to match key-map items.
Reviewed By: Severin
Ref D12255
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Adds an "Auto" option to blend thumbnail types that will automatically
use Screenshot if there is no camera and 3dview, or workbench render
with shading settings from the largest 3dview.
See D12407 for more details.
Differential Revision: https://developer.blender.org/D12407
Reviewed by Campbell Barton
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This prevents both editor resize as well as regions (e.g., the toolbar).
Note: This option is not visible in the UI.
Differential Revision: D12516
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The toggle that allow users to "show" the region (header, toolbar, ...)
when it is collapsed can now be configured for the apps.
Note: This option is not visibile in the UI.
Differential Revision: D12516
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This breaks API compatibility. However we are now grouping this setting
in the proper section (preferences.apps), so scripts had to update anyways.
So they may as well do it for the final name.
The reason to remove from the UI is that this is intended for app setup,
and as such it should not be exposed to final users until we have apps
better presented (for 3.1 hopefully).
Differential Revision: D12516
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There will be other settings that lock other aspects of the
UI layout (e.g., resizing of editors). So better to name
this setting what it actually handles (the corners).
New name: USER_APP_LOCK_CORNER_SPLIT
Differential Revision: D12516
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Mixing testing and actual action in a single function is just not a good
way to do things, and the 'testing' feature is not used anywhere
anymore, time to get rid of it.
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This allows a hack to be removed that temporarily overwrote
the 3D views gizmo display flag.
Also reverse change from fb27a9bb983ce74b8d8f5f871cf0706dd1e25051
that runs poll on modal gizmo groups as there is some risk
that the poll function unlinks the gizmo.
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Follow up to fix for T73684,
which allowed some modal gizmos to hide all others.
Also resolve an issue from 917a972b56af103aee406dfffe1f42745b5ad360
where shear the shear gizmo would be visible during interaction.
Internally there are some changes to gizmo behavior
- The gizmo with modal interaction wont draw if it's poll function fails.
- The WM_GIZMOGROUPTYPE_DRAW_MODAL_ALL flag now causes these gizmo
groups to draw when another group is being interacted with.
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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
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This allows crease lines to be automatically hidden on smooth surfaces, also provided options for:
- Showing crease on marked sharp edges.
- Force crease detection on smooth surfaces.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: http://developer.blender.org/D12051
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This allow users to show/hide:
* Library name / refresh.
* Assets names.
* Filter.
To set them in Python use:
display_options={'NO_NAMES', 'NO_FILTER', 'NO_LIBRARY'}
With contributions by Julian Eisel.
Differential Revision: https://developer.blender.org/D12476
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Suggested and funded by [[ https://blendernpr.org/| BNPR ]], this patch aims to update the long not-updated Freestyle UI
**Why do the UI upgrade:**
- Freestyle UI doesn't match the rest of Blender UI, it was neglected for a long time
- The current UI makes Freestyle workflows tedious and distracting
**Highlights:**
For before/after screenshots see https://developer.blender.org/D10505
Video:
https://youtu.be/qaXhuJW_c9U
Workflow video (older revision): https://youtu.be/IqbjIq_A800
Doc patch (WIP): https://github.com/bnpr/FreestyleUIUpgrade/blob/main/freestyle-ui-upgrade-docs.diff
Reviewed By: #user_interface, Blendify, HooglyBoogly, Severin
Differential Revision: https://developer.blender.org/D10505
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With this commit, curve objects support the geometry nodes modifier.
Curves objects now evaluate to `CurveEval` unless there was a previous
implicit conversion (tessellating modifiers, mesh modifiers, or the
settings in the curve "Geometry" panel). In the new code, curves are
only considered to be the wire edges-- any generated surface is a mesh
instead, stored in the evaluated geometry set.
The consolidation of concepts mentioned above allows remove a lot of
code that had to do with maintaining the `DispList` type temporarily
for modifiers and rendering. Instead, render engines see a separate
object for the mesh from the mesh geometry component, and when the
curve object evaluates to a curve, the `CurveEval` is always used for
drawing wire edges.
However, currently the `DispList` type is still maintained and used as
an intermediate step in implicit mesh conversion. In the future, more
uses of it could be changed to use `CurveEval` and `Mesh` instead.
This is mostly not changed behavior, it is just a formalization of
existing logic after recent fixes for 2.8 versions last year and two
years ago. Also, in the future more functionality can be converted
to nodes, removing cases of implicit conversions. For more discussion
on that topic, see T89676.
The `use_fill_deform` option is removed. It has not worked properly
since 2.62, and the choice for filling a curve before or after
deformation will work much better and be clearer with a node system.
Applying the geometry nodes modifier to generate a curve is not
implemented with this commit, so applying the modifier won't work
at all. This is a separate technical challenge, and should be solved
in a separate step.
Differential Revision: https://developer.blender.org/D11597
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Just like the curve to points node, this mode outputs point locations
based on the input curve's evaluated points (the points you see in the
viewport). This is expected to be faster, since it doesn't have to
sample equal positions on the result, and it's also consistent with
the existing choices in the curve to points node.
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Improvements to Quad View options' titles and descriptions.
See D12381 for more details.
Differential Revision: https://developer.blender.org/D12381
Reviewed by Hans Goudey and Campbell Barton
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Recently we have decided to avoid fancier versioning for nodes with
string inputs for attribute names when updating the attribute workflow
for 3.0. In that case we would just duplicate any node that will
have an updated version to work with fields.
We want to be able to use the "proper" ID names for the new versions
of the nodes though, so this patch adds "Legacy" to the IDs of all
nodes that will be replaced in 3.0. This commit also removes the nodes
from the add menu when the fields experimental preference is enabled,
in order to make it clear what has been updated and what hasn't.
Nodes in the "Maybe" categories in versioning_300.c can be renamed
later if necessary. For now it's probably better to be conservative,
and to keep the list complete.
Differential Revision: https://developer.blender.org/D12420
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Previously fluid simulation and Alembic modifiers had a dedicated function
to query the velocity for motion blur. Now use a more generic system where
those modifiers output a velocity attribute.
Advantages:
* Geometry and particle nodes can output velocity through the same mechanism,
or read the attribute coming from earlier modifiers.
* The velocity can be preserved through modifiers like subdivision surface or
auto smooth.
* USD and Alembic previously only output velocity from fluid simulation, now
they work with velocity from other sources too.
* Simplifies the code for renderers like Cycles and exporters like
Alembic and USD.
This breaks compatibility:
* External renderers and exporters accessing these velocities through the
Python API now need to use the attribute instead.
* Existing modifier node setups that create an attribute named "velocity"
will render differently with motion blur.
Differential Revision: https://developer.blender.org/D12305
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Preferences / File Browser section made less confusing.
See D12436 for details and comparisons.
Differential Revision: https://developer.blender.org/D12436
Reviewed by Campbell Barton and Julian Eisel
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This implements the initial core framework for fields and anonymous
attributes (also see T91274).
The new functionality is hidden behind the "Geometry Nodes Fields"
feature flag. When enabled in the user preferences, the following
new nodes become available: `Position`, `Index`, `Normal`,
`Set Position` and `Attribute Capture`.
Socket inspection has not been updated to work with fields yet.
Besides these changes at the user level, this patch contains the
ground work for:
* building and evaluating fields at run-time (`FN_fields.hh`) and
* creating and accessing anonymous attributes on geometry
(`BKE_anonymous_attribute.h`).
For evaluating fields we use a new so called multi-function procedure
(`FN_multi_function_procedure.hh`). It allows composing multi-functions
in arbitrary ways and supports efficient evaluation as is required by
fields. See `FN_multi_function_procedure.hh` for more details on how
this evaluation mechanism can be used.
A new `AttributeIDRef` has been added which allows handling named
and anonymous attributes in the same way in many places.
Hans and I worked on this patch together.
Differential Revision: https://developer.blender.org/D12414
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Mistake in {rB459974896228}.
To use Object Fonts, (vertex) instancing needs to be enabled.
So bring back the instancing panel and improve the instancing choice
(similar to rB6c0c766bcaa0) by just giving the 'Vertex' choice (or
'None') and explain this is only used for Object Fonts on characters.
Was reported in D11348 itself.
Differential Revision: https://developer.blender.org/D12438
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Line endings are already added.
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Allow blending the imported cache with the modifiers stack above the
MeshCache modifier.
This is particularly useful for instance when dealing with cloth
simulations performed in another software, where some parts of the cloth
are completely pinned (non-simulated, following the armature). Indeed,
this would allow modifying the animation in some areas without having to
rebake the other parts or the cloth, resulting in a much more flexible
workflow.
Reviewed By: #modeling, campbellbarton, mont29
Ref D9898
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The panning angle allows a more intuitive panning when the output is
surround sound. It sets the angle on the horizontal plane around the
listener. 0 degrees is to the front, negative values go to the left and
positive ones to the right. +/-180 degrees is directly from the back.
Technical detail: the panning value is linear with the panning angle
with a factor of 90 degrees. For stereo this means that -1 is left and
+1 right, since the speakers are exactly 90 degrees to either side.
Differential Revision: https://developer.blender.org/D12275
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Improve texture painting/uv editing performance when limited scale is active.
Cause of the slow down is that the image editor draws the image in maximum resolution,
but the 3d viewport uses the limited scale. The variation reuses the same GPU texture
and needed to be uploaded/scaled twice to the GPU.
This patch will adds texture slots that can hold the scaled down and the maximum
resolution image. This would allow better cache hits and reuse of existing caches.
Maximum resolution textures are reused for limited scale when they fit to reduce memory
and CPU footprint.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D12388
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It was missing to change the modifier itself, not only RNA enum list.
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Previously, the Point Instance node in geometry nodes could only instance
existing objects or collections. The reason was that large parts of Blender
worked under the assumption that objects are the main unit of instancing.
Now we also want to instance geometry within an object, so a slightly larger
refactor was necessary.
This should not affect files that do not use the new kind of instances.
The main change is a redefinition of what "instanced data" is. Now, an
instances is a cow-object + object-data (the geometry). This can be nicely
seen in `struct DupliObject`. This allows the same object to generate
multiple geometries of different types which can be instanced individually.
A nice side effect of this refactor is that having multiple geometry components
is not a special case in the depsgraph object iterator anymore, because those
components are integrated with the `DupliObject` system.
Unfortunately, different systems that work with instances in Blender (e.g.
render engines and exporters) often work under the assumption that objects are
the main unit of instancing. So those have to be updated as well to be able to
handle the new instances. This patch updates Cycles, EEVEE and other viewport
engines. Exporters have not been updated yet. Some minimal (not master-ready)
changes to update the obj and alembic exporters can be found in P2336 and P2335.
Different file formats may want to handle these new instances in different ways.
For users, the only thing that changed is that the Point Instance node now
has a geometry mode.
This also fixes T88454.
Differential Revision: https://developer.blender.org/D11841
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New icons for LIneArt and Length modifier
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Unfortunately the UNUSED_FUNCTION macro doesn't work for pointer types.
Add UNUSED_FUNCTION_WITH_RETURN_TYPE to workaround this limitation.
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This adds an option to use a capture of the entire main window as the
blend file preview thumbnail.
See D10492 for details and examples.
Differential Revision: https://developer.blender.org/D10492
Reviewed by Campbell Barton
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Allow the UDIM grid to be shown and adjusted when there are images
loaded in UV edit mode. Right now the grid feature disappears once an
image is loaded and many have found this to be confusing.
Based on community and artist feedback, there was support to change this
behavior[1]
This patch does the following:
- Allows the grid to be shown even when images are present
- The max allowable dimensions for the grid has been increased from
10x10 to 10x100 to match the underlying maximum UDIM range that blender
supports
Note: This should not affect other Image editor modes like Paint/Mask or
the Render Result viewer etc. Future work in this area is currently
documented in a dedicated design task[2]
[1] https://devtalk.blender.org/t/the-udim-tile-grid-design-and-feedback-thread/20136
[2] https://developer.blender.org/T90913
Differential Revision: https://developer.blender.org/D11860
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Add a version of RNA_path_resolve_full that returns true
when the path resolves to a NULL RNA pointer.
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The parameter wa sin the UI but was not used because it was replaced by Use Thickness.
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- Split rna_path_token in two,
extracting bracket handling into it's own function.
- Only handle escape characters for quoted tokens.
Numbers were copied using BLI_str_unescape which is unnecessary.
- Extract text without without quotes,
use a return argument so the caller can tell if the token was quoted.
This avoids having to strip the tokens quotes afterwards.
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Callers that require lazy initialization can use SEQ_editing_ensure.
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There were requests to be able to track the file selection in the File
Browser. Just using the file name for that wouldn't if the file browser
has the recursive display enabled. File names could be duplicated then.
So expose the entire path relative to the currently displayed directory.
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All props of annotations are not animatable by design and opacity must be equal.
As the opacity is reused by gpencil objects, a new prop has been created in order to use different props for annotations and GP objects.
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