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2021-08-07Cleanup: unnecessary double pointers in XR modulePeter Kim
No functional changes.
2021-08-05XR Controller Support Step 2: Action MapsPeter Kim
Addresses the remaining portions of T77137 (Python API for Controller Interaction), which was partially completed by D10942. Adds an XR "action maps" system for loading XR action data from a Python script. Action maps are accessible via the Python API, and are used to pass default actions to the VR session during the xr_session_start_pre() callback. Since action maps are stored only as runtime data, they will be cleaned up with the rest of the VR runtime data on file read or exit. Reviewed By: Julian Eisel, Hans Goudey Differential Revision: https://developer.blender.org/D10943
2021-08-05XR: Controller Data ImprovementsPeter Kim
Provides two key improvements to runtime controller data. 1. Separates controller poses into two components, "grip" and "aim", which are both required to accurately represent the controllers without manual offsets. Following their OpenXR definitions, the grip pose represents the user's hand when holding the controller, and the aim pose represents the controller's aiming source. 2. Runtime controller data is now stored as a dynamic array instead of a fixed array. This makes the API/functionality more adaptable to different systems. Does not bring about any changes for users since only internal runtime functionality is currently affected. Reviewed By: Julian Eisel Differential Revision: http://developer.blender.org/D12073
2021-08-05Fix T90430: Crash when dragging materialJulian Eisel
Was trying to get asset information even when there was none, i.e. when the material wasn't an asset or not dragged from the Asset Browser.
2021-08-05XR: Action Binding ImprovementsPeter Kim
Provides several important improvements to the runtime action bindings operation and internal API. Moves input-specific action data (input thresholds, input regions, pose offsets/spaces) from actions to more granular action bindings. This allows a single action to be mapped to a variety of inputs, without having to share a single input threshold, region, or space. Also removes the need for action space creation API, as spaces for pose actions will be automatically created with the bindings. The correct action data for the current inputs is set by calling xrGetCurrentInteractionProfile() to get the current profile and then retrieving the corresponding mapped data. Does not bring about any changes for users since only internal runtime functionality is currently affected. Reviewed By: Julian Eisel Differential Revision: http://developer.blender.org/D12077
2021-08-02WindowManager: Support Dynamic tooltips when dragging.Jeroen Bakker
Originally the operator name was drawn next to the dragging content. After that there was an option to add custom, static text with the dragging content. This patch allows dynamic text to be drawn. The custom text was implemented as out parameter of the poll function what made the code unclear. This patch introduces a tooltip function that separates tooltip generation from the poll function. NOTE: the text should always be returned in its own memory block. This block will be freed after it is copied in the drag struct. Reviewed By: Severin Differential Revision: https://developer.blender.org/D12104
2021-07-30Cleanup: clang-format (re-run after v12 version bump)Campbell Barton
2021-07-16Cleanup: compiler warningsCampbell Barton
2021-07-15UI: Support defining UI lists in CJulian Eisel
So far all UI lists had to be defined in Python, this makes it possible to define them in C as well. Note that there is a whole bunch of special handling for the Python API that isn't there for C. I think most importantly custom properties support, which currently can't be added for C defined UI lists. The upcoming asset view UI template will use this, which needs to be defined in C. Adds a new file `interface_template_list.cc`, which at this point is mostly a dummy to have a place for the `ED_uilisttypes_ui()` definition. I plan a separate cleanup to move the UI-list template to that file.
2021-07-15UI: Support UI list tooltips, defined via Python scriptsJulian Eisel
Makes it possible to create tooltips for UI list rows, which can be filled in .py scripts, similar to how they can extend other menus. This is used by the (to be committed) Pose Library add-on to display pose operations (selecting bones of a pose, blending a pose, etc). It's important that the Python scripts check if the UI list is the correct one by checking the list ID. For this to work, a new `bpy.context.ui_list` can be checked. For example, the Pose Library add-on does the following check: ``` def is_pose_asset_view() -> bool: # Important: Must check context first, or the menu is added for every kind of list. list = getattr(context, "ui_list", None) if not list or list.bl_idname != "UI_UL_asset_view" or list.list_id != "pose_assets": return False if not context.asset_handle: return False return True ```
2021-07-15UI: UI list refactor & preparations for asset view templateJulian Eisel
This is more of a first-pass refactor for the UI list template. More improvements could be done, but that's better done separately. Main purpose of this is to make the UI list code more manageable and ready for the asset view template. No functional changes for users. * Split the huge template function into more manageable functions, with clear names and a few structs with high coherency. * Move runtime data management to the template code, with a free callback called from BKE. This is UI data and should be managed at that level. * Replace boolean arguments with bit-flags (easily extendable and more readable from the caller). * Allow passing custom-data to the UI list for callbacks to access. * Make list grip button for resizing optional. * Put logic for generating the internal UI list identifier (stored in .blends) into function. This is a quite important bit and a later commit adds a related function. Good to have a clear API for this. * Improve naming, comments, etc. As part of further cleanups I'd like to move this to an own file.
2021-07-06Fix incompatible type passed to XR hapticSergey Sharybin
Likely caused by recent fixed-size types changes. Seems to be no-functional-changes since the function is unused.
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-30Cleanup: use const arguments for accessor functionsCampbell Barton
2021-06-23Cleanup: reformat trailing comments that caused line wrappingCampbell Barton
2021-06-11Render Window as Non-Child on Win32 platformHarley Acheson
This patch makes the "Render" window a top-level window, not a child of the main window, which was the case in blender versions prior to 2.93. This means it is no longer "on top", nor is the icon grouped on the taskbar in the same way, but you can Alt-Tab between it and the main window. This change only affects the Windows platform as the other platforms behave this way. See D11576 for links to negative feedback that prompts this change. Differential Revision: https://developer.blender.org/D11576 Reviewed by Brecht Van Lommel
2021-06-11Add option to link assets on drag & dropJulian Eisel
Note: Linking in this case as in link vs. append. Easily confused with linking a data-block to multiple usages (e.g. single material used by multiple objects). Adds a drop-down to the Asset Browser header to choose between Link and Append. This is probably gonna be a temporary place, T54642 shows where this could be placed eventually. Linking support is crucial for usage of the asset browser in production environments. It just wasn't enabled yet because a) the asset project currently focuses on single user, not production assets, and b) because there were many unkowns still for the workflow that have big impact on production use as well. With the recently held asset workshop I'm more confident with enabling linking, as design ideas relevant to production use were confirmed. Differential Revision: https://developer.blender.org/D11536 Reviewed by: Bastien Montagne
2021-05-15XR Controller Support Step 1: Internal Abstractions for OpenXR ActionsPeter Kim
Adds internal API for creating and managing OpenXR actions at the GHOST and WM layers. Does not bring about any changes for users since XR action functionality is not yet exposed in the Python API (will be added in a subsequent patch). OpenXR actions are a means to communicate with XR input devices and can be used to retrieve button/pose states or apply haptic feedback. Actions are bound to device inputs via a semantic path binding (https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#semantic-path-interaction-profiles), which serves as an XR version of keymaps. Main features: - Abstraction of OpenXR action management functions to GHOST-XR, WM-XR APIs. - New "xr_session_start_pre" callback for creating actions at appropriate point in the XR session. - Creation of name-identifiable action sets/actions. - Binding of actions to controller inputs. - Acquisition of controller button states. - Acquisition of controller poses. - Application of controller haptic feedback. - Carefully designed error handling and useful error reporting (e.g. action set/action name included in error message). Reviewed By: Julian Eisel Differential Revision: http://developer.blender.org/D10942
2021-04-13Fix snap gizmo flickering while draggingCampbell Barton
Ignore click-drag for non-mouse button drag events Alternative to fix issue detailed in D10886.
2021-03-18Cleanup: spellingCampbell Barton
2021-03-16Grease Pencil: Add LineArt modifierYimingWu
This adds the LineArt grease pencil modifier. It takes objects or collections as input and generates various grease pencil lines from these objects with the help of the active scene camera. For example it can generate contour lines, intersection lines and crease lines to name a few. This is really useful as artists can then use 3D meshes to automatically generate grease pencil lines for characters, enviroments or other visualization purposes. These lines can then be baked and edited as regular grease pencil lines. Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola Differential Revision: http://developer.blender.org/D8758
2021-02-24PyAPI: Fix memory leak of parameters used for python 'draw_callbacks'Germano Cavalcante
When closing the blender, while the callbacks are removed, the reference count of the object used as `customdata` is not decremented. This commit adds two functions that correctly release the python `draw_callbacks` before releasing all `draw_callbacks`. Differential Revision: https://developer.blender.org/D10478
2021-02-22UI: Simplify Window CreationHarley Acheson
Refactoring: WM_window_open() that can open different types of windows. 'New Window' with simplified layout. Differential Revision: https://developer.blender.org/D10419 Reviewed by Brecht Van Lommel
2021-02-16Assets: Remove appended asset when dropping operation failsJulian Eisel
When dropping an asset somewhere, it is appended and then a drop operation is called to actually add it to the scene based on current context. If this drop operation fails, the appended data-block is now still in the .blend. The user may not notice and not expect this. Instead idea is to rollback any changes done by dropping code if the operation fails, namely removing the appended data-block again. Adds a new `cancel()` callback which is called if the drop operator returns `OPERATOR_CANCELLED` to drop-boxes and a generic function to deal with assets on drop failure. Also removes the `free_id_on_error` property of the `NODE_OT_add_group` operator, which was used as ad-hoc solution to get this same behavior.
2021-01-26Merge branch 'blender-v2.92-release'Campbell Barton
2021-01-26WM: return success from WM_recover_last_session, minor cleanupCampbell Barton
- Return success from WM_recover_last_session - Avoid setting global variables is already called in WM_file_read. While it didn't cause any problems, these assignments ran even when recovering the session failed to load the file. - Return OPERATOR_CANCELLED when the operator fails. Returning success is needed to fix T85011.
2021-01-24Cleanup: Add/use helper to check if dragging a certain ID type or asset ID typeJulian Eisel
This check is a common pattern, avoid duplication by using a helper function.
2020-12-15Asset System: Support dragging assets and appending on dropJulian Eisel
For the Asset Browser, it needs to be possible to drag assets into various editors, which may not come from the current .blend file. In other words, the dragging needs to work with just the asset metadata, without direct access to the data-block itself. Idea is simple: When dragging an asset, store the source file-path and data-block name and when dropping, append the data-block. It uses existing drop operators, but the function to get the dropped data-block is replaced with one that returns the local data-block, or, in case of an external asset, appends the data-block first. The drop operators need to be adjusted to use this new function that respects assets. With this patch it only works for dragging assets into the 3D view. Note that I expect this to be a short-lived change. A refactor like D4071 is needed to make the drag & drop system more future proof for assets and other use cases. Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1 project milestone on developer.blender.org. Differential Revision: https://developer.blender.org/D9721 Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-04Revert "Fix T83177: Industry Compatible keymap: MMB-dragging to transform ↵Germano Cavalcante
engages axis-constraining on release" This reverts commit c0677b662f4b13429c0738b99ace85403385ff38.
2020-12-04EEVEE: Arbitrary Output VariablesJeroen Bakker
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-11-30Fix T83177: Industry Compatible keymap: MMB-dragging to transform engages ↵Germano Cavalcante
axis-constraining on release Release confirm did not consider modal keymap events.
2020-11-09macOS: follow system preference for natural trackpad scroll directionYevgeny Makarov
And remove Blender preference, which was expected to be set to match the system preference for correct behavior. Instead just handle this automatically. Differential Revision: https://developer.blender.org/D9402
2020-10-28GPencil: New support to trace sequence imagesAntonio Vazquez
Now it's possible to trace a sequence of images and not just a single one When the trace is for more than one image, a bacth job is started to process all frames. Note: All trace data is generated by Potrace library. Differential revision: https://developer.blender.org/D9316
2020-10-05Sculpt: Preview the active side of the line gesturesPablo Dobarro
This adds a small gradient to the right side of the line to preview which side of the mesh is going to be affected by the gesture operation. Reviewed By: Severin Differential Revision: https://developer.blender.org/D9106
2020-09-26Sculpt: Line gestures and Mask Line toolPablo Dobarro
This adds support for line gesture to SculptGestureContext and implements a Mask Line tool, which affects everything to the right of a plane defined by the straightline gesture. For this to work, a new WM_gesture_straightline_oneshot_modal is needed which only runs exec when the gesture is over. Added as experimental as it does not have icon. Reviewed By: Severin Differential Revision: https://developer.blender.org/D8722
2020-09-04Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fixSebastian Parborg
No functional changes
2020-09-02UI: simplify tool-tip logic for operatorsCampbell Barton
- Use WM_operatortype_description to get the operator description. - Pass properties to WM_operatortype_name, so the operator name callback is used. - Add UI_but_operatortype_get_from_enum_menu function to access the operator from enum menus. - Change WM_operatortype_description to return NULL when there is no description, use WM_operatortype_description_or_name when either can be used.
2020-08-07Merge branch 'blender-v2.90-release' into masterJacques Lucke
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-08-04Cleanup: unused main argumentCampbell Barton
2020-07-13Clang Tidy: enable readability-non-const-parameter warningJacques Lucke
Clang Tidy reported a couple of false positives. I disabled those `NOLINTNEXTLINE`. Differential Revision: https://developer.blender.org/D8199
2020-06-11WM: utility function to iterate on menu typesCampbell Barton
2020-06-04Cleanup: remove window manager argument for paint cursor APICampbell Barton
This caused an additional argument when exiting object modes and many other low level functions which don't need to access context. This simplifies fixing T77073.
2020-06-03Eyedropper: Support get samples from other windowsGermano Cavalcante
This fix T77226 Differential Revision: https://developer.blender.org/D7910
2020-05-14Merge branch 'blender-v2.83-release'Clément Foucault
2020-05-14UI: Fix Unreported missing background for azone arrowClément Foucault
This was caused by the sRGB viewport changes. The fix is to modify the alpha values manually. The shader was also missing a srgb fix.
2020-05-13Merge branch 'blender-v2.83-release'Campbell Barton
2020-05-13Fix zero tablet pressure for simulated eventsCampbell Barton
Impacted sculpt/paint tests.
2020-05-04Cleanup: rename mcords to mcoordsCampbell Barton
- 'coords' is an abbreviation for coordinates, not 'cords'. - Rename 'moves' to 'coords_len'.
2020-04-29VR: Reset pose offsets when changing base poseJulian Eisel
The offsets are applied after toggling positional tracking off, so that the view does not jump at that moment. But when changing the base pose, keeping that offset doesn't make sense. Especially with landmarks, which are supposed to give precise positions/rotations to jump to. For that part the VR Scene Inspection Add-on will need a little adjustment though. Also exposes an explicit function to the Python API to reset the offsets, to be used by the Add-on. This is mostly untested since I don't have access to an HMD currently.