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The previous fix ignored the most fundamental access operation.
Follow up to 4a60c4746ddf fixing 68589a31ebfb.
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Disambiguate:
- "Active Only" (GPencil copy material and layer, add NLA modifier)
- "Clip" (movie clip, image extension mode)
- "Emission" (particles)
- "New" (scene)
- "Tracking" (movie clip)
Extract:
- "ViewLayer", the default view layer name when creating new scene
Ref T43295
Reviewed By: mont29
Maniphest Tasks: T43295
Differential Revision: https://developer.blender.org/D16196
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The attribute node already allows accessing attributes associated
with objects and meshes, which allows changing the behavior of the
same material between different objects or instances. The same idea
can be extended to an even more global level of layers and scenes.
Currently view layers provide an option to replace all materials
with a different one. However, since the same material will be applied
to all objects in the layer, varying the behavior between layers while
preserving distinct materials requires duplicating objects.
Providing access to properties of layers and scenes via the attribute
node enables making materials with built-in switches or settings that
can be controlled globally at the view layer level. This is probably
most useful for complex NPR shading and compositing. Like with objects,
the node can also access built-in scene properties, like render resolution
or FOV of the active camera. Lookup is also attempted in World, similar
to how the Object mode checks the Mesh datablock.
In Cycles this mode is implemented by replacing the attribute node with
the attribute value during sync, allowing constant folding to take the
values into account. This means however that materials that use this
feature have to be re-synced upon any changes to scene, world or camera.
The Eevee version uses a new uniform buffer containing a sorted array
mapping name hashes to values, with binary search lookup. The array
is limited to 512 entries, which is effectively limitless even
considering it is shared by all materials in the scene; it is also
just 16KB of memory so no point trying to optimize further.
The buffer has to be rebuilt when new attributes are detected in a
material, so the draw engine keeps a table of recently seen attribute
names to minimize the chance of extra rebuilds mid-draw.
Differential Revision: https://developer.blender.org/D15941
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Before both modifiers were using Skin icon.
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Freeze happened when reloading a library while having an Object property
with a custom getter function defined in Python.
Just piggybacking on rB62eb21e3ce87, this just applies the same fix (use
the BPy_BEGIN/END_ALLOW_THREADS macros) to relading from RNA/py.
All credit goes to @brecht and @mont29.
Maniphest Tasks: T101618
Differential Revision: https://developer.blender.org/D16167
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Uses soft and hard max of the resolution properties.
Range for order U/V was 2-6, but after testing higher max values with
NURB splines and surfaces with many control points, no problems were
found.
Reviewed By: campbellbarton
Ref D13918
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- Active Track (NLA vs movie clip)
- New (file)
- Object Index (loop cut)
- Object Index (render pass)
- Proxy Storage (sequence)
- Rim (Solidify modifier)
- Roughness (particle children)
- Spaces (text whitespace)
- Out (sequencer wipe transition)
Also make new asset tag name translatable.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D16067
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These item names and descriptions never got extracted because they're
not in the RNA until the proper context occurs, and so the extraction
script never even knew about them.
The properties are mostly located in the fluids UI.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15994
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RNA code to create new actions did not properly remove the extra user
set by default, as done in other `new` callbacks of other ID types.
NOTE: Mask ID had the same issue, also fixed in this commit.
NOTE: At some point this needs to be properly fixed, default super-low
level ID creation code should simply not add a 'default' user, this is
extremely bad design and forces higher-level code to do all kind of
extra work to get rid of it half of the time, in very unclear and
confusing ways and places.
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This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
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This node allows for curves to have their evaluated normal mode changed
between MINIMUM_TWIST and Z_UP. A selection input allows for choosing
which spline in the curves object will be affected.
Differential Revision: D16118
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Previously it would bake viewed from above the surface. The new option can be
useful when the baked result is meant to be viewed from a fixed viewpoint or
with limited camera motion.
Some effort is made to give a continuous reflection on parts of the surface
invisible to the camera, but this is necessarily only a rough approximation.
Differential Revision: https://developer.blender.org/D15921
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This node allows sampling an attribute on a mesh surface based
on a UV coordinate. Internally, this has to do a "reverse uv lookup",
i.e. the node has to find the polygon that corresponds to the uv
coordinate. Therefore, the uv map of the mesh should not have
overlapping faces.
Differential Revision: https://developer.blender.org/D15440
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Also replace "dm" for evaluated mesh in some comments.
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Crash triggers due to division by zero
fix is to increase minimum limit for `seg_repeat` to 1
Reviewed By: antoniov, frogstomp
Maniphest Tasks: T101504
Differential Revision: https://developer.blender.org/D16120
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Currently lookup of Object and Instancer attributes is completely
duplicated between Cycles, Eevee and Eevee Next. This is bad design,
so this patch aims to deduplicate it by introducing a common API
in blenkernel.
In case of Cycles this requires certain hacks, but according to
Brecht it is planned to be rewritten later for more direct access
to internal Blender data anyway.
Differential Revision: https://developer.blender.org/D16117
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After a lot of testing, this option is not required and
now this is managed by stroke_collsion.
If the stroke_collision is enabled, only collide strokes
are used.
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This crash occurs when the bone is newly created. In certain
circumstances the depsgraph data for the armature is not updated,
causing `pchan_eval` to be NULL when the parent is updated. This causes
a segfault in `ED_object_parent_set` when the flags are updated.
This change fixes the underlying depsgraph bug, and also adds both an
assertion and NULL pointer check to `ED_object_parent_set` to better
handle this scenario if it recurs via another path.
Maniphest Tasks: T94441
Differential Revision: https://developer.blender.org/D16065
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Two new normal-based automasking modes.
The first mode, "brush", compares vertex normals with the initial
normal at the beginning of the brush stroke.
The second, "view", compares vertex normals with the view normal.
If "occlusion" is on then rays will be shot from each vertex to test
if it is occluded by other geometry (note: this can be very slow).\
Only geometry inside the sculpt mesh is considered.
Each mode has an associated angular limit and a falloff.
Reviewed by: Julien Kaspar and Jeroen Bakker
Differential Revision: https://developer.blender.org/D15297
Ref D15297
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Quiet warnings at startup & build time.
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Add new cavity automasking mode based on local mesh
curvature. Cavity masking is a great way to quickly add
detail in crevices and the like. It's meant to be used
with the Paint brush in color attribute mode. It does
work with other brushes but the results can be unpredictable.
{F13131497}
The old "dirty mask" operator has been replace with a new
"mask from cavity" operator that shares the same code with
cavity automasking.
Differences from the sculpt-dev implementation:
* It uses the word "cavity." When I first implemented
this I wasn't aware
this feature existed in other software (and other
paint modes in Blender),
and for reasons that escape me today I initially
decided to call it a concave or
concavity mask.
* The cavity factor works a bit differently. It's
no longer non-linear and functions as a simple
scale around 0.5f.
* Supports custom curves.
* Supports blurring.
Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton
Differential Revision: https://developer.blender.org/D15122
Ref D15122
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This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.
**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
its active or not.
**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
When pinned, the spreadsheet still references the viewer node even
when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
the active viewer.
**Attribute**
* When a field is linked to the second input of the viewer node it is
displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
automatically. This does not work in all cases. It falls back to the
face corner domain on meshes and the point domain on curves. When
necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.
**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
by disabling the "Viewer Node" option in the "View" menu.
**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
attribute.
* The ground truth for the active viewer node is stored in the workspace
now. Node editors, spreadsheets and viewports retrieve the active
viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
the viewed geometry of the corresponding object is part of the iterator
instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
"preferred domain" for every field input. If there is not exactly one
preferred domain, the fallback is used.
Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
the values might have to be normalized or some should be drawn as arrays.
For now, we encourage users to build node groups that generate appropriate
viewer-geometry. We might include some of that functionality in future versions.
Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
nvidia gpus, to be investigated.
Differential Revision: https://developer.blender.org/D15954
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This commit is an improvement in the previous fill tool
changes in order to improve how the extended strokes
are managed.
* Now, the algorithm checks if the extend cross a standard stroke, not only extend strokes.
* Option to enable or disable the stroke cross checking
because this can be slow in very complex scenes.
* Added `D` key to toggle stroke cross option.
* Option to use only collide strokes to be used as fill limit.
If the option to use only collide strokes is enabled, the
open extensions are in different color.
* Status text now shows mode and the actual extend factor.
This commits also contains a refactor of the loops
to use arrays as much as possible.
Reviewed By: mendio, pepeland
Differential Revision: https://developer.blender.org/D16052
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Active UI list index is usually not animatable.
Here specifically, the active list index is oly used for operators acting
on a specific (active) socket.
Note other props here were already made non-animatable in
rB1d3b92bdeabc.
Maniphest Tasks: T101341
Differential Revision: https://developer.blender.org/D16077
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This patch adds 5th mode to Time offset modifier, which should allow
to create time segments list.
This will allow users to chain together multiple time ranges in 4 modes:
- Forward
- Backwards
- Pingpong
- Reverse Pingpong
It also comes with additional Repeat parameter which specifies number
of times particular segment should run.
The mechanic of it is transforming initial parameters into array of frames which
are mapped to existing cfra (current frame) value.
Prototype : https://jsfiddle.net/ha2sjw8p/3/
This is also closely aligned to community request:
https://blender.community/c/rightclickselect/Txhbbc/
This should allow creation of complex animations like dancing,
which consists of repeating loops and transitions to the next.
One important side effect of this is dramatically reduced
file sizes, as user no longer needs to copy paste keyframes.
Reviewed By: antoniov, mendio, pepeland
Differential Revision: https://developer.blender.org/D15052
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This modifier converts any stroke (no fill strokes) into perimeter
from camera view. Also, it's possible to define an alternative
material for the outline.
There is an option to include a target object to manipulate the start
point of the strokes. The start point will be the nearest point
to the target object.
Reviewed By: mendio, frogstomp
Maniphest Tasks: T100826
Differential Revision: https://developer.blender.org/D15882
Note: Icon will be updated in T101155
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Fixed by ensuring the view layer is up to date.
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Available on Windows and macOS, where such gestures are supported.
For Windows, disabling this option restores touchpad behavior to
match Blender 3.2.
Ref T97925
Differential Revision: https://developer.blender.org/D16005
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This also simplifies using function style casts when moving to C++.
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Some changes missed from f68cfd6bb078482c4a779a6e26a56e2734edb5b8.
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To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
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This patch replaces the existing transfer attribute node with three
nodes, "Sample Nearest Surface", "Sample Index", and "Sample Nearest".
This follows the design in T100010, allowing for new nodes like UV
sampling in the future. There is versioning so the new nodes replace
the old ones and are relinked as necessary.
The "Sample Nearest Surface" node is meant for the more complex
sampling algorithms that only work on meshes and interpolate
values inside of faces.
The new "Sample Index" just retrieves attributes from a geometry at
specific indices. It doesn't have implicit behavior like the old
transfer mode, which should make it more predictable. In order to not
change the behavior from existing files, the node has a has a "Clamp",
which is off by default for consistency with the "Field at Index" node.
The "Sample Nearest" node returns the index of the nearest element
on a geometry. It can be combined with the "Sample Index" node for
the same functionality as the old transfer node. This node can support
curves in the future.
Backwards compatibility is handled by versioning, but old versions can
not understand these nodes. The warning from 680fa8a523e0 should make
this explicit in 3.3 and earlier.
Differential Revision: https://developer.blender.org/D15909
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* Improve how the extend lines collision is calculated.
* Added `S` key to switch between modes.
* Now extend factor does not disable visual aids (thi sis done with checkbox).
* Reduce the use of linked list and now memory array is used.
* Refactor Radius functions.
* Fixed bug of Radius mode when object is rotated.
* Cleanup code.
Differential Revision: https://developer.blender.org/D16022
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Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f216c
Ref T95965
Differential Revision: https://developer.blender.org/D15795
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Somehow missed this as part of rBb197cd5821f1dfaa5168d31984dd8014f5252456.
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This is very similar to D14077. There are two differences though.
First is that vertex creases are already stored in a separate layer,
and second is that we can now completely remove use of `Mesh.cd_flag`,
since that information is now inherent to whether the layers exist.
There are two functional differences here:
* Operators are used to add and remove layers instead of a property.
* The "crease" attribute can be created and removed by geometry nodes.
The second change should make various geometry nodes slightly faster,
since the "crease" attribute was always processed before. Creases are
now interpolated generically in the CustomData API too, which should
help maintain the values across edits better.
Meshes get an `edge_creases` RNA property like the existing vertex
property, to provide more efficient access to the data in Cycles.
One test failure is expected, where different rounding between float
the old char storage means that 5 additional points are scattered in
a geometry nodes test.
Differential Revision: https://developer.blender.org/D15927
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This was missing in rBe5d4afd5bac71e29ba71ecf091feaa0d70b70260.
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In UV editor, previously unable to see grid and image at same time.
Maniphest Tasks: T78391
Differential Revision: https://developer.blender.org/D16038
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This functionality was present until Blender 2.80. Basically it adds back the
"+" and "-" buttons in the file browser when it stores an output filepath.
This is useful for someone rendering multiple versions of an animation (or a
composition) to compare.
At the moment this is used for the render output, and the File Output node in
the compositor.
Differential Revision: https://developer.blender.org/D15968
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