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2022-03-29Cleanup: Remove commented lines of previous commitAntonio Vazquez
2022-03-29Fix T96799: GPencil `weight_get` API cannot retrieve weightsAntonio Vazquez
The problem was when the stroke had less weights that the total number of vertex groups. The API checked the total number of groups, but this is not required because `BKE_defvert_find_index` returns NULL is the vertex group index does not exist.
2022-03-24Fix T96361: missing update when changing texture mapping propertiesJacques Lucke
2022-03-21Fix T96396: cannot set active node group output with PythonJacques Lucke
This is essentially the same fix as in rB22a341d9d8d3d337f79df228ab2e4e0726f81430.
2022-03-21Fix T96292: unable to set active material output using PythonJacques Lucke
Differential Revision: https://developer.blender.org/D14301
2022-03-01Fix T96030: ImageEditor not updated for generated images.Jeroen Bakker
2022-02-25GPencil: Fill Dilate using negative values contract the fill areaAntonio Vazquez
This is requested by artist for some animation styles where is necessary to fill the area, but create a gap between fill and stroke. Also some code cleanup and fix a bug in dilate for top area. Reviewed By: pepeland, mendio Differential Revision: https://developer.blender.org/D14082 Note: This was committed only in master (3.2) by error.
2022-02-24Fix: Crash switching between sculpt and edit modeHans Goudey
Also fix a couple other places where normals layers weren't properly tagged dirty or reallocated when the mesh changes. Caused by cfa53e0fbeed7178. When the size of a mesh changes, the normal layers need to be reallocated. There were a couple of places that cleared other runtime data with `BKE_mesh_runtime_clear_geometry` but didn't deal with normals properly. Clearing the runtime "geometry" is different from clearing the normals, because sometimes the size of the normal layers doesn't have to change, in which case simply tagging them dirty is fine.
2022-02-21Weight Modifiers: use the correct flags for the mask invert property.Alexander Gavrilov
The code was using the same flag value for different modifiers, resulting in matching the toggle to random overlapping flags. Differential Revision: https://developer.blender.org/D14165
2022-02-18VSE: Refactor our code to be compatible with ffmpeg 5.0Sebastian Parborg
In ffmpeg 5.0, several variables were made const to try to prevent bad API usage. Removed some dead code that wasn't used anymore as well. Reviewed By: Richard Antalik Differential Revision: http://developer.blender.org/D14063
2022-02-16Cleanup: Remove deprecated StringGrid from our openvdb codeSebastian Parborg
StringGrid has been deprecated in openvdb 9.0.0 and will be removed soon Reviewed By: Brecht Differential Revision: http://developer.blender.org/D14133
2022-02-14Fix T94479: GPU Subdivision surface modifier does not apply to Cycles rendersKévin Dietrich
Since now we delegate the evaluation of the last subsurf modifier in the stack to the draw code, Cycles does not get a subdivided mesh anymore. This is because the subdivision wrapper for generating a CPU side subdivision is never created as it is only ever created via `BKE_object_get_evaluated_mesh` which Cycles does not call (rather, it accesses the Mesh either via `object.data()`, or via `object.to_mesh()`). This ensures that a subdivision wrapper is created when accessing the object data or converting an Object to a Mesh via the RNA/Python API. Reviewed by: brecht Differential Revision: https://developer.blender.org/D14048
2022-02-14Phase out IMA_GPU_REFRESH.Jeroen Bakker
IMA_GPU_REFRESH is replaced by BKE_image_partial_update_mark_full_update and should not be used anymore.
2022-02-10Fix T95624: video texture not refreshing when changing offset in nodeJacques Lucke
The main issue is that the image and image user is not updated correctly in `rna_ImageUser_update`. `BKE_image_user_frame_calc` does not set the correct frame, because the image is null. Also `IMA_GPU_REFRESH` is not set for the same reason. When gpu materials are first created, it is expected that the frame is set correctly, and the flag is set if necessary. Therefore, somewhere during depsgraph evaluation, those have to be updated. The depsgraph node to do the update existed already. Now there is a new relation so that it is executed when the node tree changed, not only when the frame changed.
2022-02-09Adjust "Show Backface" tool tip to be more accurateAlaska
Reviewed By: fclem Differential Revision: https://developer.blender.org/D13849
2022-02-09Fix small grammatical mistake in Refraction Depth tooltipAlaska
Reviewed By: jbakker Differential Revision: https://developer.blender.org/D13850
2022-02-07Fix UI messages (typos etc.).Bastien Montagne
2022-02-03Fix T66913: undo after frame-change doesn't refresh properlyCampbell Barton
Use the ID.recalc flag to detect when updates after frame-change is needed. Since comparing the last calculated frame doesn't take undo into account (see code-comment for details). `ID_RECALC_AUDIO_SEEK` has been renamed to `ID_RECALC_FRAME_CHANGE` since this is not only related to audio however internally this flag is still categorized in `NodeType::AUDIO`. Reviewed By: sergey Ref D13942
2022-02-03Fix assert in original modifiers pointer update functionSergey Sharybin
The issue was happening with a specific file where the ID management code was not fully copying all modifiers because of the extra check in the `BKE_object_support_modifier_type_check()`. While it is arguable that copy-on-write should be a 1:1 copy there is no real need to maintain the per-modifier pointer to its original. Use its SessionUUID to perform lookup in the original datablock. Downside of this approach is that it is a linear lookup instead of direct pointer access, but the upside is that there is less pointers to manage and that the file with unsupported modifiers does behave correct without any asserts. Differential Revision: https://developer.blender.org/D13993
2022-02-03Cleanup: Use utility function to access original modifier in RNASergey Sharybin
2022-02-01Fix T94287: gaps between strips when adding moviesRichard Antalik
Currently, audio and video strips are synchronized based on data from media stream, which is nice, but this causes gaps between strips. This synchronization was implemented by moving movie strip position relative to sound, which doesn't make much sense for user which is mostly interested in editing video. Code was bit hard to read, so it has been simplified. Ideally video stream time would be easily accessible so synchronization could be done at any time, but this is not necessary at this point. Reviewed By: zeddb Differential Revision: https://developer.blender.org/D13948
2022-01-31Fix (studio-reported) missing RNA path for EEVEE render passes.Bastien Montagne
For those EEVEE passes a bit of trickery with pointer offsets allows to get the owning viewlayer, so path generation is not too bad. Also moved ViewLayer path generation itself into a public utils, to avoid duplicating code. NOTE: Doing the same for AOV would be needed, but since pointer offsets won't help us here to find the owning viewlayer, not sure how to do it nicely yet (only solution I think is to loop over all AOVs of all ViewLayer of the scene to find it :( ). Reported by Beau Gerbrands (@Beaug), thanks.
2022-01-28Remove compilation warnings TexResult.Jeroen Bakker
2022-01-28Cleanup: spelling in commentsCampbell Barton
Also minor wording improvements.
2022-01-27Fix T95062: Outliner Library Overrides not refreshed when removing overrides.Bastien Montagne
Those operations were missing the necessary notification for the Outliner. This was also affecting RNA API of liboverrides.
2022-01-27Geometry Nodes: String to Curves Line/Pivot PointErik
Adds two new attribute outputs: "Line" outputs the line number of the character. "Pivot Point" outputs the selected pivot point position per char. Some refactoring of the text layout code. Differential Revision: https://developer.blender.org/D13694
2022-01-26Fix (unreported) missing 'override-exclusion' flag on new RNA mesh data ↵Bastien Montagne
accessors. Both new normals (from rBb7fe27314b25) and vpaint (from rBf7bbc7cdbb6c) RNA arrays were missing the `PROPOVERRIDE_IGNORE`. Those huge blobs of geometry data should never be processed by liboverride code.
2022-01-26VSE: Build proxies only for slow moviesRichard Antalik
This change applies only for automatic proxy building, when strip is added to timeline. Manual building process is not affected. Don't build proxy file if movie is already fast enough to seek. To determine seek performance, check if whole GOP can be decoded in 100 milliseconds. To consider some variation in GOP size, large number of packets are read, assuming that each packet will produce 1 frame. While this is not technically correct, it does give quite accurate estimate of maximum GOP size. This test will ensure consistent performance on wide array of machines. Check should be done in order of few milliseconds. Reviewed By: sergey Differential Revision: https://developer.blender.org/D11671
2022-01-25Point Cloud: expose in Python API for release, now that Cycles uses itBrecht Van Lommel
Previously it was only part of experimental features in beta, however now renderers can render point clouds generated by geometry nodes. Adding or converting a point cloud object directly is still hidden by default, since there is no good way to edit it.
2022-01-25Geometry Nodes: Expand the Boolean Math nodeHallam Roberts
Currently the Boolean Math node only has 3 basic logic gates: AND, OR, and NOT. This commit adds 6 additional logic gates for convenience and ease of use. - **Not And (NAND)** returns true when at least one input is false. - **Nor (NOR)** returns true when both inputs are false. - **Equal (XNOR)** returns true when both inputs are equal. - **Not Equal (XOR)** returns true when both inputs are different. - **Imply (IMPLY)** returns true unless the first input is true and the second is false. - **Subtract (NIMPLY)** returns true when the first input is true and the second is false. Differential Revision: https://developer.blender.org/D13774
2022-01-25Python: Expose crazyspace correction functionality via RNASergey Sharybin
Allows to perform correction of coordinate delta/displacement in a similar way of how sculpt mode handles sculpting on a deformed mesh. An example of usecase of this is allowing riggers and sciprters to improve corrective shapekey workflow. The usage consists of pre-processing and access. For example: object.crazyspace_eval(depsgraph, scene) # When we have a difference between two vertices and want to convert # it to a space to be stored, say, in shapekey: delta_in_orig_space = rigged_ob.crazyspace_displacement_to_original( vertex_index=i, displacement=delta) # The reverse of above. delta_in_deformed_space = rigged_ob.crazyspace_displacement_to_deformed( vertex_index=i, displacement=delta) object.crazyspace_eval_clear() Fuller explanation with actual usecases and studio examples are written in the comment: https://developer.blender.org/D13892#368898 Differential Revision: https://developer.blender.org/D13892
2022-01-25Fix (unreported) RNA setter for TextEditor's text ID pointer not ensuring ↵Bastien Montagne
real user.
2022-01-25Cleanup: Correct location of node function declarationsHans Goudey
Currently there are many function declarations in `BKE_node.h` that don't actually have implementations in blenkernel. This commit moves the declarations to `NOD_composite.h`, `NOD_texture.h`, and `NOD_shader.h` instead. This helps to clarify the purpose of the different modules. Differential Revision: https://developer.blender.org/D13869
2022-01-24Fix `Image.gl_touch` not loading image.Jeroen Bakker
Same fix as for {rBc09f61a9157ddee0e186db52fb7ac0f4cdae09da}
2022-01-24Geometry Nodes: Extrude Mesh NodeHans Goudey
This patch introduces an extrude node with three modes. The vertex mode is quite simple, and just attaches new edges to the selected vertices. The edge mode attaches new faces to the selected edges. The faces mode extrudes patches of selected faces, or each selected face individually, depending on the "Individual" boolean input. The default value of the "Offset" input is the mesh's normals, which can be scaled with the "Offset Scale" input. **Attribute Propagation** Attributes are transferred to the new elements with specific rules. Attributes will never change domains for interpolations. Generally boolean attributes are propagated with "or", meaning any connected "true" value that is mixed in for other types will cause the new value to be "true" as well. The `"id"` attribute does not have any special handling currently. Vertex Mode - Vertex: Copied values of selected vertices. - Edge: Averaged values of selected edges. For booleans, edges are selected if any connected edges are selected. Edge Mode - Vertex: Copied values of extruded vertices. - Connecting edges (vertical): Average values of connected extruded edges. For booleans, the edges are selected if any connected extruded edges are selected. - Duplicate edges: Copied values of selected edges. - Face: Averaged values of all faces connected to the selected edge. For booleans, faces are selected if any connected original faces are selected. - Corner: Averaged values of corresponding corners in all faces connected to selected edges. For booleans, corners are selected if one of those corners are selected. Face Mode - Vertex: Copied values of extruded vertices. - Connecting edges (vertical): Average values of connected selected edges, not including the edges "on top" of extruded regions. For booleans, edges are selected when any connected extruded edges were selected. - Duplicate edges: Copied values of extruded edges. - Face: Copied values of the corresponding selected faces. - Corner: Copied values of corresponding corners in selected faces. Individual Face Mode - Vertex: Copied values of extruded vertices. - Connecting edges (vertical): Average values of the two neighboring edges on each extruded face. For booleans, edges are selected when at least one neighbor on the extruded face was selected. - Duplicate edges: Copied values of extruded edges. - Face: Copied values of the corresponding selected faces. - Corner: Copied values of corresponding corners in selected faces. **Differences from edit mode** In face mode (non-individual), the behavior can be different than the extrude tools in edit mode-- this node doesn't handle keeping the back- faces around in the cases that the edit mode tools do. The planned "Solidify" node will handle that use case instead. Keeping this node simpler and faster is preferable at this point, especially because that sort of "smart" behavior is not that predictable and makes less sense in a procedural context. In the future, an "Even Offset" option could be added to this node hopefully fairly simply. For now it is left out in order to keep the patch simpler. **Implementation** For the implementation, the `Mesh` data structure is used directly rather than converting to `BMesh` and back like D12224. This optimizes for large extrusion operations rather than many sequential extrusions. While this is potentially more verbose, it has some important benefits: First, there is no conversion to and from `BMesh`. The code only has to fill arrays and it can do that all at once, making each component of the algorithm much easier to optimize. It also makes the attribute interpolation more explicit, and likely faster. Only limited topology maps must be created in most cases. While there are some necessary loops and allocations with the size of the entire mesh, I tried to keep everything I could on the order of the size of the selection rather than the size of the mesh. In that respect, the individual faces mode is the best, since there is no topology information necessary, and the amount of work just depends on the size of the selection. Modifying an existing mesh instead of generating a new one was a bit of a toss-up, but has a few potential benefits: - Avoids manually copying over attribute data for original elements. - Avoids some overhead of creating a new mesh. - Can potentially take advantage of future ammortized mesh growth. This could be changed easily if it turns out to be the wrong choice. Differential Revision: https://developer.blender.org/D13709
2022-01-24Cleanup: Grammar: its self vs. itselfHans Goudey
2022-01-22LineArt: Option to keep contour when using face mark filtering.YimingWu
When enabled, it will keep contour around the object instead of hide them by rule of face mark, so the object can always have full contour while filtering out some of the feature lines inside certain regions. Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp) Differential Revision: https://developer.blender.org/D13847
2022-01-22LineArt: Back face cullingYimingWu
Option to discard back faced triangles, this speeds up calculation especially for when you only want to show visible feature lines. Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp) Differential Revision: https://developer.blender.org/D13848
2022-01-22LineArt: Noise tolerant chaining.YimingWu
Instead of splitting it at each occlusion change, it tolerates short segments of "zig-zag" occlusion incoherence and doesn't split the chain at these points, thus creating a much smoother result. Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp) Differential Revision: https://developer.blender.org/D13851
2022-01-21UI: Clarify Active Movie Clip tooltipAaron Carlisle
See T92299
2022-01-21Geometry Nodes: new Scale Elements nodesJacques Lucke
This node can scale individual edges and faces. When multiple selected faces/edges share the same vertices, they are scaled together. The center and scaling factor is averaged in this case. For some examples see D13757. Differential Revision: https://developer.blender.org/D13757
2022-01-21Attributes: add operator to convert generic attributes to other typesJacques Lucke
Editing of generic attributes on the original objects in edit modes is still very limited. However, when applying a geometry nodes modifier that generates new attributes. These attributes will show up in the Attributes panel. Currently, our exporters are not capable of exporting generic attributes. Therefore, for the time being, a work around is to apply geometry nodes and then convert a generic attribute to a task specific attribute like a uv map, vertex group or vertex color layer. Once more parts of Blender support generic attributes, this will become less important. Currently, only meshes are supported by the operator. However, it would be relatively easy to extend it to other geometry types. Differential Revision: https://developer.blender.org/D13838
2022-01-21Fix T95078: Setting digits as modifier in keymap doesn't workCampbell Barton
Allow any non-modifier keyboard events to be used. Note that the existing check for >= EVT_AKEY allowed NDOF and other non-keyboard events (including modifiers, which didn't work).
2022-01-20Geometry Nodes: Curve Primitive ArcCharlie Jolly
This adds a new curve primitive to generate arcs. Radius mode (default): Generates a fixed radius arc on XY plane with controls for Angle, Sweep and Invert. Points mode: Generates a three point curve arc from Start to End via Middle with an Angle Offset and option to invert the arc. There are also outputs for arc center, radius and normal direction relative to the Z-axis. This patch is based on previous patches D11713 and D13100 from @guitargeek. Thank you. Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D13640
2022-01-20Revert "Sculpt: Multires Heal Brush"Joseph Eagar
This reverts commit ae349eb2d50524b030f702b8ed3fd75531d4db7e.
2022-01-20Subdivision: add support for vertex creasingKévin Dietrich
This adds vertex creasing support for OpenSubDiv for modeling, rendering, Alembic and USD I/O. For modeling, vertex creasing follows the edge creasing implementation with an operator accessible through the Vertex menu in Edit Mode, and some parameter in the properties panel. The option in the Subsurf and Multires to use edge creasing also affects vertex creasing. The vertex crease data is stored as a CustomData layer, unlike edge creases which for now are stored in `MEdge`, but will in the future also be moved to a `CustomData` layer. See comments for details on the difference in behavior for the `CD_CREASE` layer between egdes and vertices. For Cycles this adds sockets on the Mesh node to hold data about which vertices are creased (one socket for the indices, one for the weigths). Viewport rendering of vertex creasing reuses the same color scheme as for edges and creased vertices are drawn bigger than uncreased vertices. For Alembic and USD, vertex crease support follows the edge crease implementation, they are always read, but only exported if a `Subsurf` modifier is present on the Mesh. Reviewed By: brecht, fclem, sergey, sybren, campbellbarton Differential Revision: https://developer.blender.org/D10145
2022-01-20Sculpt: Multires Heal BrushJoseph Eagar
This brush fixes the random spikes that occasionally happen in multires models. These spikes can be nearly impossible to fix manually and can make working with multires a nightmare.
2022-01-20Mesh RNA API: Expose contiguous normal arraysHans Goudey
Since vertex and face normals are now stored on the mesh when necessary, we can expose them as contiguous arrays of vectors in the Python API. This can give render engines and other addons easy access to they data for fast access through a regular collection property. While "Mesh Vertex" still has a "normal" property in RNA, that is only maintained in order to avoid breaking the existing API, and accessing it is less efficient than accessing the normals directly. I made the normal arrays read-only, because modifying them could put them in an invalid state. This is inline with how we treat the data internally, and helps keep relationships between data clear. Differential Revision: https://developer.blender.org/D13839
2022-01-19Asset Browser: Add debug option to disable asset indexingJulian Eisel
Adds an "Asset Indexing" option (enabled by default) to Preferences > Experimental > Debugging. This is useful when working on the asset library loading.
2022-01-19BMesh: add mesh debug information printingCampbell Barton
- Add BM_mesh_debug_print & BM_mesh_debug_info. - Report flags in Mesh.cd_flag in BKE_mesh_debug_print - Move custom data printing into customdata.cc (noted as a TODO). Note that the term "runtime" has been removed from `BKE_mesh_runtime_debug_print` since these are useful for debugging any kind of mesh data.