Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2022-11-12Merge branch 'master' into temp-sculpt-roll-mappingtemp-sculpt-roll-mappingJoseph Eagar
2022-11-11Merge branch 'blender-v3.4-release'Jacques Lucke
2022-11-11Fix T102386: crash when trying to link sockets from different node treesJacques Lucke
This was caused by rBc39eb09ae587e1d9. The optimization broke the case when the socket is not in the provided node tree. Now there are two separate functions, one that always does the slow check to see of the socket is really in the node tree and a potentially much faster version when we are sure that the socket is in the tree.
2022-11-11Merge branch 'blender-v3.4-release'Jacques Lucke
2022-11-11Fix T102406: OSL script node no longer updates its in and outputsJacques Lucke
This special case was missing in rB52bd198153ede3c7131df.
2022-11-11Cleanup: Use string argument for attribute API functionHans Goudey
Instead of CustomDataLayer, which exposes the internal implementation more than necessary, and requires that the layer is always available, which isn't always true.
2022-11-09Asset System: New core type to represent assets (`AssetRepresenation`)Julian Eisel
Introduces a new `AssetRepresentation` type, as a runtime only container to hold asset information. It is supposed to become _the_ main way to represent and refer to assets in the asset system, see T87235. It can store things like the asset name, asset traits, preview and other asset metadata. Technical documentation: https://wiki.blender.org/wiki/Source/Architecture/Asset_System/Back_End#Asset_Representation. By introducing a proper asset representation type, we do an important step away from the previous, non-optimal representation of assets as files in the file browser backend, and towards the asset system as backend. It should replace the temporary & hacky `AssetHandle` design in the near future. Note that the loading of asset data still happens through the file browser backend, check the linked to Wiki page for more information on that. As a side-effect, asset metadata isn't stored in file browser file entries when browsing with link/append anymore. Don't think this was ever used, but scripts may have accessed this. Can be brought back if there's a need for it.
2022-11-08Merge branch 'blender-v3.4-release'Richard Antalik
2022-11-08Fix VSE: Effect strip flickers when moving left handleRichard Antalik
The issue was caused by refactoring, see 7afcfe111aacc8bc. Function `SEQ_transform_fix_single_image_seq_offsets` modified offsets after handle was moved, but this was not done correctly. Remove function mentioned above and move strip start when moving left handle of strips that have only single frame of content by design (image, text, color, ...).
2022-11-08GPencil: Make Sculpt Auto-masking Global and not by BrushAntonio Vazquez
The auto-masking was working by Brush and this was very inconvenient because it was necessary set the options by Brush, now the options are global and can be set at once. Also, the automa-masking now works with `and` logic and not with `or` as before. That means that a stroke must meet all the conditions of the masking. Added new Layer and Material options to masking the strokes using the same Layer/Material of the selected stroke. Before, only Active Layer and Active Material could be masked. The options of masking has been moved to the top-bar using the same design of Mesh Sculpt masking. As result of the changes above, the following props changed: Removed: `brush.gpencil_settings.use_automasking_strokes` `brush.gpencil_settings.use_automasking_layer` `brush.gpencil_settings.use_automasking_material` Added: `tool_settings.gpencil_sculpt.use_automasking_stroke` `tool_settings.gpencil_sculpt.use_automasking_layer_stroke` `tool_settings.gpencil_sculpt.use_automasking_material_stroke` `tool_settings.gpencil_sculpt.use_automasking_layer_active` `tool_settings.gpencil_sculpt.use_automasking_material_active` Reviewed by: Julien Kaspar, Matias Mendiola, Daniel Martinez Lara
2022-11-08Texture Paint: sync adding a new texture slot to the Image EditorEdward
When changing the texture paint slot index or activating a Texture Node, the texture displayed in the Image Editor changes accordingly. This patch syncs the Image Editor when a new texture paint slot was added, which currently is not the case. Also deduplicates some code.
2022-11-08Fix deprecation warnings about printf() on macOSSergey Sharybin
The new Xcode 14.1 brings the new Apple Clang compiler which considers sprintf unsafe and geenrates deprecation warnings suggesting to sue snprintf instead. This only happens for C++ code by default, and C code can still use sprintf without any warning. This changes does the following: - Whenever is trivial replace sprintf() with BLI_snprintf. - For all other cases use the newly introduced BLI_sprintf which is a wrapper around sprintf() but without warning. There is a discouragement note in the BLI_sprintf comment to suggest use of BLI_snprintf when the size is known. Differential Revision: https://developer.blender.org/D16410
2022-11-08Cleanup: format, remove commented code & unused variableCampbell Barton
2022-11-07Fix T100872: restrict Python API on built-in nodesJacques Lucke
Differential Revision: https://developer.blender.org/D16304
2022-11-07Fix T102316: blank color-space menu drop-downsCampbell Barton
Regression in [0] needs further investigation (building docs may crash again). This effectively reverts [0], however de-duplicating the color-space enum can be kept. [0]: 037b771e1af53b0f87b73a9fe01e8e660267ec81
2022-11-06temp-sculpt-roll-mapping: Port roll tex mapping code from sculpt-devJoseph Eagar
2022-11-05Fix crash building Python API docsCampbell Barton
Color space conversion item-function missed checking the context was NULL to return a static array. This caused freed memory access when building docs.
2022-11-03make float value explicitNate Rupsis
2022-11-03adding defaults for NLA Action scale and repeatNate Rupsis
Differential Revision: https://developer.blender.org/D16379
2022-11-03Cleanup: cmake comment line lengthCampbell Barton
2022-11-03Mesh: Parallelize remesh reprojectionsErik Abrahamsson
In high poly meshes the reprojections after remesh can become slow. This parallelizes reprojection of face sets, paint mask and vertex paint. It also adds flags to disable dependency graph updates on setting remesh options to remove UI lag. Profiling of remeshing a 3.4M poly mesh (in sculpt mode): Before: 19.6s After: 8.7s Differential Revision: https://developer.blender.org/D15638
2022-11-02Geometry Nodes: Add index and value inputs to sample curve nodeHans Goudey
As described in T92474 and T91650, this patch adds two features to the sample curve node. First is an index input, to allow choosing the curve to sample for each point. Second is a custom field input, which is evaluated on the control points of the curve and then sampled like the other outputs. There is an "All Curves" option for the old behavior which takes the length of all curves into account. For invalid curve indices, the node outputs zeros (default values). Invalid lengths and factors are clamped. There have been various discussions about splitting the node up more, but this is an intuitive combination of options and will work well enough for current use cases. The node could still be generalized more in the future. Keep in mind that the source field is evaluated on curve control points, not the evaluated points used for sampling. This is necessary so that fields like "Index" work as expected. Differential Revision: https://developer.blender.org/D16147
2022-11-01Nodes: Add node group assets in add menuHans Goudey
This patch builds on the work from bdb57541475f to add node group assets directly in the node editor add menu. Assets are added after separators to distinguish them, but otherwise they look like any other node. The catalog trees from all configured libraries are used to build the menu hierarchy. Only catalogs with matching asset types are used though. There are a few limitations of this initial version. For now this only supports geometry nodes. Support for other built-in node systems just requires some refactoring of the corresponding add menu though. Lazy loading will be added in a followup commit. For now there is a label the first time the menu is opened. Like the search menu integration, re-saving asset library files in 3.4 is required, if it hasn't been done already. Implementation wise, there is a some ugly code here. A lot of that is because the asset system isn't complete. The RNA API doesn't work well yet, and the system isn't built to interact with multiple libraries at once. It's also ugly because of the way we combine automatic menu generation with builtin menus. As noted in a code comment, these two systems could be merged completely so that the menus for builtin nodes are also generated in the same way. Differential Revision: https://developer.blender.org/D16135
2022-11-01Refactor: Rename Object->obmat to Object->object_to_worldSergey Sharybin
Motivation is to disambiguate on the naming level what the matrix actually means. It is very easy to understand the meaning backwards, especially since in Python the name goes the opposite way (it is called `world_matrix` in the Python API). It is important to disambiguate the naming without making developers to look into the comment in the header file (which is also not super clear either). Additionally, more clear naming facilitates the unit verification (or, in this case, space validation) when reading an expression. This patch calls the matrix `object_to_world` which makes it clear from the local code what is it exactly going on. This is only done on DNA level, and a lot of local variables still follow the old naming. A DNA rename is setup in a way that there is no change on the file level, so there should be no regressions at all. The possibility is to add `_matrix` or `_mat` suffix to the name to make it explicit that it is a matrix. Although, not sure if it really helps the readability, or is it something redundant. Differential Revision: https://developer.blender.org/D16328
2022-11-01Cleanup: spelling in commentsCampbell Barton
2022-10-30Fix potential buffer overflow with BLI_path_slash_ensure useCampbell Barton
BLI_path_slash_ensure was appending to fixed sized buffers without a size check.
2022-10-26Fix: set more UI colors to PROP_COLOR_GAMMAPhilipp Oeser
Followup to rBfb424db2b7bb. Found some more candidates. UI colors should use PROP_COLOR_GAMMA to avoid being affected by scene color management (clarification by @brecht). Differential Revision: https://developer.blender.org/D16337
2022-10-25Fix T99603: node body colors colormanagement issuePhilipp Oeser
This led to the color actually looking different on the node body itself vs. in the panel, also using the colorpicker gave unexpected results. UI colors should use PROP_COLOR_GAMMA to avoid being affected by scene color management (clarification by @brecht). Maniphest Tasks: T99603 Differential Revision: https://developer.blender.org/D16334
2022-10-24Fix T102015: AV1 - No valid formats foundRay Molenkamp
I did a poor master merge in D14920 before landing and AV_CODEC_ID_AV1 accidentally ended up in `ffmpeg_format_items` rather than `ffmpeg_codec_items`
2022-10-22Video rendering: FFMpeg AV1 codec encoding supportStephen Seo
Previously, the Blender video renderer did not have support for encoding video to AV1 (not to be confused with the container AVI). The proposed solution is to leverage the existing FFMpeg renderer to encode to AV1. Note that avcodec_find_encoder(AV_CODEC_ID_AV1) usually returns "libaom-av1" which is the "reference implementation" for AV1 encoding (the default for FFMpeg, and is slow). "libsvtav1" is faster and preferred so there is extra handling when fetching the AV1 codec for encoding such that "libsvtav1" is used when possible. This commit should only affect the options available for video rendering, which includes the additional AV1 codec to choose from, and setting "-crf". Also note that the current release of FFMpeg for ArchLinux does not support "-crf" for "libsvtav1", but the equivalent option "-qp" is supported and used as a fallback when "libsvtav1" is used (as mentioned here: https://trac.ffmpeg.org/wiki/Encode/AV1#SVT-AV1 ). (Actually, both "-crf" and "-qp" is specified with the same value in the code. When a release of FFMpeg obtains support for "-crf" for "libsvtav1" is released, the code shouldn't be needed to change.) The usage of the AV1 codec should be very similar to the usage of the H264 codec, but is limited to the "mp4" and "mkv" containers. This patch pertains to the "VFX & Video" module, as its main purpose is to supplement the Video Sequencer tool with the additional AV1 codec for encoded video output. Differential Revision: https://developer.blender.org/D14920 Reviewed By: sergey , ISS, zeddb
2022-10-20Fix WebM naming in the interfaceSergey Sharybin
Use the official spelling of the WebM codec. Only affects the interface string and not the identifier used in the Python API. Should not even affect translations: the current msgstr's do no translate the original string. Reported by Anton Raves, thanks!
2022-10-20Fix T99151: Cycles not updating on Object Type visibility changeLukas Stockner
Differential Revision: https://developer.blender.org/D16259
2022-10-20Cleanup: Remove unused grease pencil / RNA includesHans Goudey
2022-10-19Cleanup: CMake include pathsCampbell Barton
Remove redundant separators & redundant references to parent paths.
2022-10-19Curves sculptmode: fix missing mode and tool in Brush SpecialsPhilipp Oeser
For consistency with other brush based (paint) systems we should add these entries in the brushes context menu. For this, expose the brushes `ob_mode` to RNA and show this (along with the tool choice) to the appropriate menus. Differential Revision: https://developer.blender.org/D16287
2022-10-19Fix T101866: Incorrect buttons for space-mouse enterpriseCampbell Barton
Use key from spacenavd's wiki. Also add keys: ENTER, DELETE, TAB, SPACE & Views 1-3.
2022-10-18UI: Improve tooltip for texture shading modeAaron Carlisle
Pointed out in T98506
2022-10-17Sculpt: add versioning for Auto-masking cavity factor defaultPablo Vazquez
Also remove automasking_cavity_factor default from RNA for brushes. Data-blocks set their defaults via `DNA_brush_defaults.h` Continuation from previous commit and rBdb40b6 Thanks to Dalai for the help!
2022-10-17Sculpt: Auto-masking UI improvementsPablo Vazquez
Add auto-masking as a popover in the header while in Sculpt mode, following the design in T101593. These properties were present in the Options panel (and popover), they have been removed from there. Moreover, this commit makes the auto-masking section in Brush settings match the new popover. In the future this popover can be used for other modes that support auto-masking such as Grease Pencil. See D16145 for details and screenshots. Reviewed By: JulienKaspar Differential Revision: https://developer.blender.org/D16145
2022-10-17Cleanup: replace BLI_join_dirfile with BLI_path_joinCampbell Barton
These functions are almost identical, the main difference being BLI_join_dirfile didn't trim existing slashes when joining paths however this isn't an important difference that warrants a separate function.
2022-10-16Fix T99450: Animated Holdout not updating on frame changeLukas Stockner
Problem here was that layer_collection_objects_sync wasn't called when the holdout property is updated due to frame change, so the changed visibility flag was never applied to ob->base_flag. Turns out there's no real reason to handle the per-object holdout property through the layer system. So, instead of merging both the layer holdout and object holdout into base_flag and checking that from the render engines, only handle the layer holdout (which can't be animated, so no issue here) through base_flag and explicitly also check the object holdout in the render engines.
2022-10-14Fix T101803: Max length Operator bl_idname is truncated 1 character.Bastien Montagne
There were quite a few issues here: * Bad usage of nagic number leading to confusing code * Forgetting to take into accoun final `NULL` char * RNA code thinkin `bl_idname` is python version, when it is actually BL/C version.
2022-10-13Nodes: Duplicate Linked operator + User Preference option for Node TreeDalai Felinto
This operator (Alt + D) allows users to explicitly create a linked copy of a group node (same current behaviour for the Duplicate operator). The duplicate operator (Shift + D) now takes the new User Preference duplicate data option for Node Tree into account. It is by default disabled, leading to no functional change for users. Although we could make in the future make this option "on" by default, to make it consistent with the rest of Blender we do not at the time. Differential Revision: https://developer.blender.org/D16210
2022-10-13Mesh: Move runtime data out of DNAHans Goudey
This commit replaces the `Mesh_Runtime` struct embedded in `Mesh` with `blender::bke::MeshRuntime`. This has quite a few benefits: - It's possible to use C++ types like `std::mutex`, `Array`, `BitVector`, etc. more easily - Meshes saved in files are slightly smaller - Copying and writing meshes is a bit more obvious without clearing of runtime data, etc. The first is by far the most important. It will allows us to avoid a bunch of manual memory management boilerplate that is error-prone and annoying. It should also simplify future CoW improvements for runtime data. This patch doesn't change anything besides changing `mesh.runtime.data` to `mesh.runtime->data`. The cleanups above will happen separately. Differential Revision: https://developer.blender.org/D16180
2022-10-12UV: add grid shape source to the uv editor, and add new "pixel" optionChris Blackbourn
This change is part of a wider set of changes to implement Grid and Pixel snapping in the UV Editor. This particular change adds a new third option, `pixel grid`, to the previous grid options, `dynamic grid` and `fixed grid`. Maniphest Tasks : T78391 Differential Revision: https://developer.blender.org/D16197
2022-10-11Realtime Compositor: Implement parallel reductionOmar Emara
This patch implements generic parallel reduction for the realtime compositor and implements the Levels operation as an example. This patch also introduces the notion of a "Compositor Algorithm", which is a reusable operation that can be used to construct other operations. Differential Revision: https://developer.blender.org/D16184 Reviewed By: Clement Foucault
2022-10-10I18n: disambiguate message "World"Damien Picard
The confusion is about World as an ID type, and the World coordinates. Use no context for the latter, and either `BLT_I18NCONTEXT_ID_WORLD`, or other more fine-grained contexts when needed as part of enums for the former. The message from the custom HDRI installation operator cannot be disambiguated right now, because Python enums don't support contexts. Ref T43295 Reviewed By: mont29 Maniphest Tasks: T43295 Differential Revision: https://developer.blender.org/D16194
2022-10-10Fix missing view layer update when iterating a collection from Python.Alexander Gavrilov
The previous fix ignored the most fundamental access operation. Follow up to 4a60c4746ddf fixing 68589a31ebfb.
2022-10-10I18n: disambiguate or extract a few messagesDamien Picard
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
2022-10-10Fix typos & co in UI messages.Bastien Montagne