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This adds a toggle to node group inputs exposed in the modifier to use
an attribute instead of a single value. When the toggle is pressed, the
button switches to a text button to choose an attribute name. Attribute
search isn't implemented here yet.
One confusing thing is that some values can't be driven by attributes
at all, like the size of a primitive node. In that case, we should have
a node warning, but that will be separate since it's more general.
We can also have an option to turn off this toggle in node group
input settings.
The two new properties for each input are stored with the same name
as the value, but with `"_use_attribute"` and `"_attribute_name"``
suffixes. The properties are not added for socket types that don't
support attribute input, like object sockets.
Differential Revision: https://developer.blender.org/D12504
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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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Also remove unnecessary parantheses.
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This should allow easier changes when it's helpful to use C++ types.
The diff is for a test on the buildbot.
Differential Revision: https://developer.blender.org/D12528
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When saving blend files close any menus that might be open, show
"waiting" mouse cursor right away, before creating preview.
See D12507 for more details.
Differential Revision: https://developer.blender.org/D12507
Reviewed by Campbell Barton
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Turns out this isn't actually necessary.
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This patch allows point and spline attributes to be transferred to the
mesh generated by the curve to mesh node. All dynamic named and
anonymous attributes are transferred. So a user-created attribute will
be transferred, but "radius", "tilt" or the handle position attributes
won't be transferred by default and will need to be copied first.
This trade-off is made for performance, since most of the time, users
won't need these attributes copied.
Generally, attributes are transferred to the point/vertex domain.
However, if they have the same name as a built-in mesh attribute that
only exists on a different domain, like "shade_smooth", then they can
be transferred directly to that domain as well. Conversion directly to
the face corner domain is not necessary because there are no builtin
face corner attributes. I see this conversion directly to other domains
as an optimization we could use behind the scenes in the future as well,
when named attributes are less common.
For performance, I haven't tested which of the following is better:
```
for each spline combination:
for each attribute:
for each attribute:
for each spline combination:
```
For now I used the existing loop to avoid more threading overhead.
Differential Revision: https://developer.blender.org/D12363
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Store the optional temporary span storage as a unique_ptr and move
it in the move constructor, to avoid the need to add a special move
constructor that clears the "show_warning" fields from it. Maybe this
is very slightly slower, but we'll need this class less often in the future
anyway.
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With this, asset libraries can be directory structures and all assets in
sub-directories will show up in an Asset Browser.
With complex directory structures and many .blend files inside, asset
library reading will be quite slow for now. There's initial work being
done to introduce indexing for this (T82979), other optimizations are
being discussed as well.
Addresses T91406.
Differential Revision: https://developer.blender.org/D12139
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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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Add needed extra flag and utils to IDType to mark and check an ID type
as only appendable.
Note that this is only a loose user-level enforcement currently, in any
case you need to be able to link an ID to append it currently, so for
low-level code this does not really matter.
Currently only WorkSpace and Screen ID types are marked with the new
`IDTYPE_FLAGS_ONLY_APPEND` flag.
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While likely harmless, this code was doing extremely bad thing,
by-passing the whole lower-level `BKE_lib_id_make_local` call in case it
would fail and deciding by itself to forcefully make the given ID local.
Bad. Very, very, very bad.
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a single ID local.
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`BKE_id_newptr_and_tag_clear`.
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Callbacks in IDTypeInfo should never affect other IDs if they are not
embedded.
We break this rule in some cases, at least each of those should be
clearly commented about and get some security checks to try to avoid
unexpected issues as much as possible.
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Those were not clearing embdeed IDs flags and `newid` pointers at all...
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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 is the same as `BKE_idtype_idcode_is_linkable` currently, used only
in one place in UI code of IDtemplate.
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This flag became a full duplicate of `IDTYPE_FLAGS_NO_LIBLINKING`, which
is a good thing (don't think we ever want to be able to link some data,
without being able to make it local...).
So we can now remove it and use `IDTYPE_FLAGS_NO_LIBLINKING` instead.
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Don't reset these flags when loading a file (or undoing)
rely on BPY_python_reset to reset the flags.
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The reference for parent modifier in segment data is not assigned. Now fixed.
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Toggling the selection off in the node is the same as muting it,
so exposing it there doesn't help, and makes it less clear that it's
meant to be used as a field.
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This moved the spline reversing logic out of the Curve Reverse geometry
node and into the spline class. This allows a spline to reverse itself
with a call to `my_spline.reverse()`
The base class will reverse position, radii & tilt, while specialized
versions are created for Bezier and Nurbs splines to reverse the
additional data that these classes encapsulate.
Differential Revision: https://developer.blender.org/D12501
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Essentially, Workspace (and Screen) types were defined as not
localizable.
In previous code it happended to work by mere chance (code path taken in
`BKE_library_make_local` was conviniently skipping the call to
`BKE_lib_id_make_local` in that case, hence not checking for
`IDTYPE_FLAGS_NO_MAKELOCAL` flag of the localized ID type).
This is a total abuse of this IDType flag, for now removing it.
That specific case (IDtype appendable but nor linkable) requires its own
proper flag, this will be tackled in a later commit.
Issue introduced in rB3be5ce4aad5e.
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Caused by the lazily pass pixels allocation which didn't reset
allocation state of the render result.
Demo file: XXX
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Scene and related pointer parameter can be NULL in link/append code, in
which case there is no instantiation of new objects/collections/obdata.
Link code in blendloader was already checking that, new instantiation
code in WM area from yesterday did not.
Issue introduced by rB3be5ce4aad5e.
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Add a method that allows a MutableSpan to reverse itself. This reverses
the data in the original span object. This is a first step in extracting
some functionality from nodes and making it more general.
Differential Revision: https://developer.blender.org/D12485
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This commit moves the old material nodes to a "legacy" folder and adds
versions of the nodes that work with fields.
The "Select by Material" node is a field node now, so it doesn't have
a geometry output. This is an improvement because there are fewer links
to connect, and it's more easily usable in different situations.
It's also called "Material Selection", since it's more of an input
than an action now.
It's sometimes necessary to use the attribute capture node to get a
more predictable interpolation to mesh faces. This is because the
selection field input is always evaluated on the face domain, so
attribute inputs are interpolated before they are booleans, so they
cannot use the new interpolations from rB5841f8656d9580d7b9.
Differential Revision: https://developer.blender.org/D12456
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The generic domain interpolation algorithms didn't quite work for
selections. The interpolation would do unexpected things that
were different than the results in edit mode. The new behavior
is supposed to be the same as edit mode, although we also have
to handle face corner selections here.
Currently the code assumes that all boolean attributes should be
handled that way. I'm not sure of why that wouldn't be the case,
but if we ever need non-selection boolean attributes, that could
be supported too.
Differential Revision: https://developer.blender.org/D12488
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This commits adds a few common flags to `SocketDeclaration`
so that they are available for all socket types (hide label, hide
value, is multi input). This allows porting over the remaining
geometry nodes to the new declaration system.
Furthermore, this commit separates the concepts of the socket
declaration and corresponding builders. The builders are used
by nodes to declare which sockets they have (e.g. `FloatBuilder`).
The ready build socket declarations can then be consumed by
other systems such as the versioning code. Both use cases
need different APIs and those will change for independent reasons,
so it makes sense to separate the classes.
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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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Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12496
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This adds a new `ParallelMultiFunction` which wraps another multi-function
and evaluates it with multiple threads. The speeds up field evaluation
quite a bit (the effect is most noticeable when the number of evaluations
and the field is large).
There are still other single-threaded performance bottlenecks in field
evaluation that will need to be solved separately. Most notably here
is the process of copying the computed data into the position attribute
in the Set Position node.
Differential Revision: https://developer.blender.org/D12457
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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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