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2020-03-28Fix T75161: Random UV doesn´t work with fats drawingAntonio Vazquez
Also fixed T75162
2020-03-28GPencil: Fix error when stroke has 0 pointsAntonio Vazquez
It's possible create a stroke with 0 points using python
2020-03-28Cleanup: Removing unused parameter.Jörg Müller
2020-03-28Fix T74604: A.N.T Landscape Erode function reports errorGermano Cavalcante
Although indicated, the `rna_Object_active_vertex_group_set` function was missing.
2020-03-28Fix missing NULL terminator for new brush optionBrecht Van Lommel
2020-03-28Fix T74969: Crash in gpencil edit modemano-wii
Result of poor shader pre-processing on Intel HD 4000 drivers
2020-03-28Cleanup: compiler warningsBrecht Van Lommel
2020-03-27Overlay: Outline: Fix unreported feedback loop when smooth wire is disabledClément Foucault
2020-03-27Cleanup: GPUShader: Remove unused shadersClément Foucault
2020-03-27Fix error in macOS system file detection in recent changesAnkit
Differential Revision: https://developer.blender.org/D7250
2020-03-27Sculpt: Pose Brush Face Sets origin modePablo Dobarro
This commit introduces a new mode for calculating the positions and weights of the IK segments in the Pose Brush based on the Face Sets. The first segment of the chain will always include all face sets inside the brush radius and it will propagate until the boundary of the last face sets added in the flood fill. Then consecutive connected face sets are added to the chain until the chain length limit is reached or all face sets of the mesh are already part of the chain. This feature enables complete control over the pose brush origins in case that is needed. Also, with this mode, the user can have a library of base meshes with face sets already configured to get to the initial pose as fast as possible. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7235
2020-03-27Rename Edge Automasking to Mesh Boundary AutomaskingPablo Dobarro
This makes more clear what this automasking operation does and helps to differenciate it from the future face sets boundary automasking. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7185
2020-03-27Sculpt: Weight normal and area sampling towards the brush centerPablo Dobarro
Previously, all vertices inside the brush radius were taken into account equally when calculating the sculpt normal and area. This was causing artifacts and unpredictable results with large brushes or meshes with curvatures, as the strongest deformation point of all brushes is usually in the center. By weighting the vertex normal and position towards the center when sampling, all brushes should now behave in a more predictable way in non-uniform surfaces. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D6989
2020-03-27Fix T74637: Reset face set data when disabling dyntopoPablo Dobarro
Last time I checked Face Sets were preserved in a more or less predictable way when modifying the mesh with dyntopo. As it looks that in some problems this may cause bugs and you can't see or use face sets when modifying the topology of the mesh whith dyntopo active, it is probably better to reset them when going from dyntopo to mesh. This way you know that you are always going to get a predictable face sets state. Reviewed By: jbakker Maniphest Tasks: T74637 Differential Revision: https://developer.blender.org/D7099
2020-03-27Fix T74642: Take gravity field weight into accountJacques Lucke
Reviewers: sebbas Differential Revision: https://developer.blender.org/D7227
2020-03-27GPencil: More cleanups missing in previous commitAntonio Vazquez
2020-03-27GPencil: Cleanup of unused code a argumentsAntonio Vazquez
2020-03-27CPencil: Cleanup unused fill codeAntonio Vazquez
This is now replaced by draw engine and annotations don't use fill.
2020-03-27Fix T75111: Crash when using subframes for animated fluid colliderJacques Lucke
This is not dependent on having an armature as mentioned in T75111. The collider simply has to be animated. Reviewers: sebbas Differential Revision: https://developer.blender.org/D7251
2020-03-27Surface Deform modifier: add vertex group and strength control.Cody Winchester
This commit aims to add functionality to the surface deform modifier that gives more control and allows it to work better with the modifier stack. * Maintains compatibility with older files. The default settings keep it so that the whole object is bound and vertex coordinates get overwritten as the modifier currently does. * Turns the deformations from an absolute vertex coordinate overwrite into an additive offset from the vertex location before the modifier to the resulting bound deformation. This gives the ability to control the strength of the deformation and mix the deformation of the modifier with the modifier stack that comes before it. * Also adds in a vertex group with the invert option. This is applied after the bind deformation is added. So the whole object is still bound to target, and the vertex group filters afterwards what parts get affected. I experimented with a version to only binds the geometry weighted to the vertex group, but that would break compatibility with old files. I may bring it in later as a separate option/mode for the surface deform. With several fixes from @mont29. Reviewed By: mont29 Differencial Revision: https://developer.blender.org/D6894
2020-03-27GPencil: Cleanup unused parameterAntonio Vazquez
2020-03-27Multires: Fix unwanted assignment of sculpt session pointersSergey Sharybin
Might have happened when Apply Base is used in sculpt mode. In practice this probably was fine, since the operator tags object for update, so the pointers will be restored back to what they should be.
2020-03-27Solidify modifier: add option to assign shell & rim geometry to selected ↵Cody Winchester
vertex groups. This commit gives the solidify modifier the ability to assign the newly created shell and rim geometries to selected vertex groups. This expands the procedural control over the modifier stack by letting users apply modifiers to the shell geometry without affecting the original geometry. This will be especially helpful for NPR users that use solidify to create backface culling lines on their characters giving them the ability to add displace noise and other effects. Differential Revision: https://developer.blender.org/D6903
2020-03-27Warp modifier: add bone from and bone to options when using armature objectsCody Winchester
This commit adds the option to use armature bones for the From and To targets when using armature objects. The changes are based on the UV Warp modifier. Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6820
2020-03-27Cleanup: Silence warningsDalai Felinto
2020-03-27Fix T69060: File Output Node does not work with Time RemappingPhilipp Oeser
Problem is that the RenderEngines will change the RenderData cfra when rendering (when time remapping is used -- at least workbench/eevee/ gpencil do a combination of BKE_scene_frame_get() plus RE_GetCameraWindow() which alters the RenderData cfra). Later on in the pipeline, the Compositor will use this RenderData cfra to determine the output file name for the FileOutput node. (In contrast to this, the 'regular' Output will use the Scene's RenderData -- not the Render's -- cfra [which hasnt been altered]) It is not entirely clear why RE_GetCameraWindow was setting the cfra on the Render, but it appears to be legacy OGL rendering related and is not needed anymore. Removing this will keep the cfra as needed for the Compositor FileOutput node.
2020-03-27Fix T74927: Slow playback using Auto NormalizationPhilipp Oeser
Caused by rBedb3b7a323a1. Using evaluate_fcurve_only_curve actually causes quite a bit of slowdown [6x] compared to bezier forward differencing [which was used prior to rBedb3b7a323a1]. But full fcurve evaluation is desired with Dynamic Interpolation Effects [Back/Elastic] since their min/max will not be captured with forward differencing. So now gain back speed [using bezier forward differencing] and only do the full fcurve evaluation for dynamic interpolation effects. Maniphest Tasks: T74927 Differential Revision: https://developer.blender.org/D7196
2020-03-27Fix T58439: Info Editor does not show operator reports immediately whenPhilipp Oeser
operator cancelled. Lots of operators return OPERATOR_CANCELLED when no data really changed. Reports from those operators do not show immediately in the Info Editor [they only do if the operator returns OPERATOR_FINISHED]. Now also notify the Info Editor in case of OPERATOR_CANCELLED. Maniphest Tasks: T58439 Differential Revision: https://developer.blender.org/D7238
2020-03-27UI: Use Title CaseAaron Carlisle
2020-03-27UI: Spelling InconsistenciesAaron Carlisle
2020-03-27Cleanup: redundant mask includesCampbell Barton
2020-03-27Cleanup: quiet unused function warningCampbell Barton
2020-03-27Cleanup: rename WM_modalkeymap API names, matching WM_keymapCampbell Barton
Rename: - WM_modalkeymap_add to WM_modalkeymap_ensure - WM_modalkeymap_get to WM_modalkeymap_find
2020-03-27Cleanup: add iterator macros to clang-formatCampbell Barton
Also rename START to BEGIN (matching BEGIN/END for most iterator macros).
2020-03-27Cleanup: uppercase macros for sculpt iterators, add to clang-formatCampbell Barton
Also use sculpt prefix for SCULPT_CLAY_STABILIZER_LEN.
2020-03-27UI: use pixel unit for generated image dimensionsAdrian Newton
Differential Revision: https://developer.blender.org/D7171
2020-03-27UI: fix inconsistent modifier menu order for fluid and multiple strokesAdrian Newton
Differential Revision: https://developer.blender.org/D7172
2020-03-27Cleanup: suppress warning about float-to-int conversionStephan Seitz
Differential Revision: https://developer.blender.org/D7212
2020-03-26Mantaflow: remove reminents of high res smokeAaron Carlisle
It appears this slipped through the code review Reviewed By: sebbas Differential Revision: https://developer.blender.org/D6760
2020-03-26GPU: Add workaround for faulty default attrib values on some driversClément Foucault
On some drivers, the default values is not respected correctly. To workaround this we create a small VBO that contains only 1 vec4 worth of data and just bind it using glBindVertexBuffer to ensure 0 stride. This fixes T75069 Instances not rendered correctly by workbench.
2020-03-26Fix T60682: adds macOS alias redirection for directoriesBrecht Van Lommel
This adds support for macOS aliases in addition to symlinks. It also adds support for hidden, readonly and system file attributes. Contributed by Ankit (ankitm) with modifications by me. Differential Revision: https://developer.blender.org/D6679
2020-03-26Add option to Copy the active view layer, and add an empty view layerChris Clyne
Modify the view layer add operator (and underlying `BKE_view_layer_add`) to allow for copying the current view layer, as well as adding a new one but with all LayerCollections disabled by default (this is important for heavy scenes where currently adding view layers can take a long time due to enabling every collection by default). Reviewed By: mont29 Differential Revision: https://developer.blender.org/D6862
2020-03-26Overlay: Fix crash caused by NULL passesClément Foucault
2020-03-26Sculpt: Create Face Set by Edit Mode SelectionPablo Dobarro
This implements a new mode in the Face Sets Create operator to create a new face sets from the faces selection in edit mode. This can be used when the user considers that the edit mode tools are more convenient for a more precise control or a certain type of selection, like creating a face set from a face loop. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7211
2020-03-26Sculpt: Face Sets Init operatorPablo Dobarro
This operator initializes all face sets in the sculpt at once using different mesh properties. It can create face sets by mesh connectivity, material slots, face normals, UV seams, creases, sharp edges, bevel weights and face maps. For properties that are already in the faces, this is implemented as a loop. Properties that depend on edge attributes use a similar operation to sculpt flood fill, but using face adjacency instead of edge vertex connectivity. As Multires also stores the face sets in the base mesh, this should work in the face sets Multires implementation without any changes. This is implemented as a separate operator as this resets the visibility and creates all face sets at once, while the create face set operator creates a single face sets, leaving the rest of the face sets in the mesh as they are. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7209
2020-03-26Sculpt: Surface Smooth Brush and Mesh FilterPablo Dobarro
This implements the Surface Smooth Brush as a mode inside the Smooth tool, which uses the HC algorithm from "Improved Laplacian Smoothing of Noisy Surface Meshes". Comparted to the regular smooth brush with laplacian smooth, this brush removes the surface while preserving the volume of the object. The smooth result can be controlled by tweaing the original shape preservation, displacement and iteration count. The same surface smooth operation is also available as a mesh filter. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7057
2020-03-26Fix T75087 Workbench: DoF: Divide By Zero when antialiasing is disabledClément Foucault
2020-03-26Sculpt: Use uchar to store the sculpt mask in the GPUPablo Dobarro
Using a float to store and render the mask seems like a waste of memory without any noticeable difference in the viewport for its use case. After this commit, the mask and the face sets combined should take the same amount of GPU memory than only the mask in previous versions. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7148
2020-03-26Overlay: Wireframe: New method to avoid zfighting with geometryClément Foucault
This new method is only enabled if Overlay Smooth Wire is enabled. This method gives really nice results but has some downside: - Require a depth copy or loose the ability to write wire depth to the depth buffer and have correct depth ordering of wires. This patch use the former, with its associated cost. - Require some depth sampling and prevent early depth test (i.e: has some performance impact). - Has some relatively minor instability with geometry that are perpendicular to the view and intersecting with other geometry. Pros: - Compared to a fullpass approach this is surely going to have less performance impact and much higher quality. - Removes the additional vertex offset. (see T74961) - Fixes all half edges z-fighting. {F8428014} {F8428015} Reviewed By: brecht Differential Revision: https://developer.blender.org/D7233
2020-03-26Fix T74780: Face sets operators not aware of SCULPT_FACE_SET_NONEPablo Dobarro
SCULPT_FACE_SET_NONE default value is 0 and it is rendered hidden, so the invert sign operation to show it was not working. Now the show all function sets this face set to ID 1 before setting its sign. I also refactored this check in gpu_buffers. Not related to the reported issue, but the mesh in attached contains non manifold geometry with hidden loose vertices, so the visibility state was not syncing correctly to those vertices. Now the toggle operators checks the current visibility only on the face sets, so no manifold vertices are ignored (as they are in the rest of operations in sculpt mode). Reviewed By: jbakker Maniphest Tasks: T74780 Differential Revision: https://developer.blender.org/D7188