Based on feedback from Simon Thommes, for link-drag-serach it's most
useful to have the A and B sockets connected, first, then the factor
sockets, then the special color mix operations. This addresses that by
adding the search items in order and decrementing a weight manually
as items are added.
Make the `Object *` and `Mesh *` parameter of `USD_mesh_topology_changed()`
`const`. This function only inspects them, and doesn't need to modify
them.
No functional changes.
Since moving to float scaling, the method of accessing the text
width with the aspect applied wasn't working properly.
Based on contributions by @lone_noel & @harley, see D15043.
The optimization is done by removing the `len` member from the groups
and using fewer `for` loops.
But it's not a really impactful optimization.
Only 1.9% in the weld operation of a high poly mesh.
(disregarding getting the vertex map and all other operations on a
Blender frame).
The readability improvement comes from using more familiar types like
`int` and `int2` instead of `WeldGroup` and `WeldGroupEdge` structs.
In the merge_by_distance code, `vert_dest_map` is modified to become a
vertex group map. But this is not clear from the code.
Also use the `_map` suffix on `vert_final` and `edge_final`.
And remove some unnecessary variables.
The wrap function was a feature of the old compositor
but was never ported to the new CPP compositor node.
This simply removes the unused property, the function could alternatively be
restored but in has been missing for a decade so it does not seem missed.
Differential Revision: https://developer.blender.org/D16712
Fixes T102796
This diff improves the docs for bmesh by adding the default values to all methods. This is motivated by this issue https://github.com/nutti/fake-bpy-module/issues/118 in fake-bpy-module which generates a typed API for authoring Blender scripts and addons from the docs.
After this diff gets merged, the Blender docs get updated, and `fake-bpy-module` gets regenerated, the type signatures in `fake-bpy-module` will match the reality of Blender's API.
Here's a diff for the docs using the modified script:
https://gist.github.com/xixixao/1c83153adbcefbe0859f9cc9ba757d46
I "hardcoded" the defaults based on the types of the arguments, after some testing and consulting the Blender .c source for these APIs.
Here's a test script that verifies that the arguments with defaults added in this diff are indeed not required by Blender 3.3: https://gist.github.com/xixixao/adc4e5a076e80a63735bd60c7c9e7a0d
I made the minimum changes required to get this doc generation script fixed, but let me know if I should restructure this script more.
I also amended the comments of three args, 2 to align them with Python (NULL -> None) and one to mark it as optional (CurveProfile).
Reviewed By: Blendify
Differential Revision: https://developer.blender.org/D16400
The executable would get boost python linking in when not needed, and even when
linking to Python libraries there were still unresolved symbols. Instead split
off boost python libraries and link them only where needed.
The Blur Attribute node mixes values of neighboring elements in meshes and curves.
Currently it supports points, edges and faces on meshes and points on curves.
In theory, support for face corners could be added, but useful semantics are not
obvious yet.
The node calculates a weighted average of each element with its neighbors (based
on curve/mesh topology). The weight of the element itself is always 1, and the weight
of the neighbor elements is controlled by the weight input socket. In the future,
more options for how different elements are weight can be added (e.g. smoothing
groups and selection).
The node can perform multiple blurring iterations to achieve a blurrier result.
Generally, it is better to do multiple iterations in one node instead of using
multiple blur nodes because it has better performance in the current implementation.
We use the term "Blur" (instead of "Smooth") because smoothing is generally more
related to removing roughness from surfaces. When viewing the result of the
Blur Attribute node in the viewport, it looks like an image is blurred. While the
node can also be used to smooth surfaces, other/better algorithms exists for that
purpose (which e.g. don't reduce the volume of the mesh to zero with too many
iterations).
Differential Revision: https://developer.blender.org/D13952
If there is a layer that hasn't frames but is not the active layer
the pointer to frames can be NULL and crash.
Now, the empty layers are skipped.
Reported to me by Samuel Bernou.
Image engine is used to draw the image inside the image editor, uv editor and node editor. The
performance during scrolling wasn't smooth when using larger textures on a dedicated GPU. Main
reason was the data transfers that happens when panning the image.
The original idea of the image engine was to have 4 textures that are as large as the editor.
Those textures would be used to simulate a larger canvas where if the texture is out of the
visible area the texture would be reused to contain the data of a new visible area. This would
reduce the data transfers to only on certain x/y coordinates. Between those coordinates no
data transfers would be needed.
This patch implements the mechanism described above. During development other areas to
improve have been detected (incorrect color management for float textures, using different
image formats to reduce data transfer bandwidths, using different render techniques for
images upto 8k). More improvements will follow.
This updates the libraries dependencies for VFX platform 2023, and adds various
new libraries. It also enables Python bindings and switches from static to
shared for various libraries.
The precompiled libraries for all platforms will be updated to these new
versions in the coming weeks.
New:
Fribidi 1.0.12
Harfbuzz 5.1.0
MaterialX 1.38.6 (shared lib with python bindings)
Minizipng 3.0.7
Pybind11 2.10.1
Shaderc 2022.3
Vulkan 1.2.198
Updated:
Boost 1.8.0 (shared lib)
Cython 0.29.30
Numpy 1.23.2
OpenColorIO 2.2.0 (shared lib with python bindings)
OpenImageIO 2.4.6.0 (shared lib with python bindings)
OpenSubdiv 3.5.0
OpenVDB 10.0.0 (shared lib with python bindings)
OSL 1.12.7.1 (enable nvptx backend)
TBB (shared lib)
USD 22.11 (shared lib with python bindings, enable hydra)
yaml-cpp 0.8.0
Includes contributions by Ray Molenkamp, Brecht Van Lommel, Georgiy Markelov
and Campbell Barton.
Ref T99618
Instead of the the same folder as the Blender executable, generate a manifest
that lets us move the libraries out of the way of users and into a separate
folder.
Ref T99618
Shared libraries and USD plugins will be placed in the same folder, where USD
already looks for plugins.
This means that specifying the path to the plugins will no longer be needed
once the new libraries are available for all platforms. For now the code was
refactored to support both cases.
Ref T99618
Issue was the lifetime of GPUVertFormat & GPUVertAttr.
Both need to be static in the function to be persistent here (and
handled appropriately).
Was an error in rB319ee296fd0c.
Maniphest Tasks: T102966
Differential Revision: https://developer.blender.org/D16704
Support Esc / RMB to cancel dolly, move, rotate & zoom.
Previously only roll could be canceled.
This can be useful to temporary orbit away from the camera or an
orthographic view without having to manually set it back.
- Add VIEW_CANCEL event_code.
- De-duplicate operator freeing logic for the roll operator.
- Structure checks so adding cancel is is simplified.
- Split event checks into two blocks, one for model events, another
for all other events.
Migrate (some) of the UDIM offset calculation from inside one
of the packing engines (where it's consumed) to the packing
operator (where it's produced).
This change (and others) will help simplify the future migration
of the packing engine inside editors/uvedit/uvedit_islands.cc
to the Geometry module, so it can eventually replace the other
packing engine in geometry/intern/uv_parametrizer.cc
Store the potentially owned mesh separately from the original/evaluated
mesh which is now stored with a const pointer. Also store mesh spans
separately in the class so they don't have to be retrieved for every
index.
Avoid using an incremented "loop index" variable which makes the whole
data-filling necessarily sequential. No functional changes expected,
this just simplifies some refactors to face corner storage.
Translation from python enum values were incorrect and textures created
in python using those types would result in faulty textures. In
renderdoc those textures would not bind.
Remove most of the old (pre-3.0) pose library:
- Remove The entire `editors/armature/pose_lib.c` file
- Deprecate `Object::poselib` in DNA
- Remove Operators marked as deprecated in T93405
- Remove RNA property `Object.pose_library`
- Add comment to clarify that the call `BLO_read_id_address(reader,
ob->id.lib, &ob->poselib);` handles deprecated data.
Note that this functionality has been documented as deprecated since
Blender 3.2.
What remains of the old pose library: The DNA for action markers
(`bAction::markers`) and the corresponding Python API. This will allow
future versions of Blender to still convert old pose libraries to new
ones (via the Pose Library panel in the Action editor).
Manifest task: T93406
Ensure that thumbnails of images with aspect greater than 256:1 have
dimensions of at least one pixel.
See D16707 for more details
Differential Revision: https://developer.blender.org/D16707
Reviewed by Brecht Van Lommel
We need to ensure the mask layer exists before running the operator.
I made the order of function calls here the same as in newer code later
on in this file for consistency.
Differential Revision: https://developer.blender.org/D16696
Ensure that thumbnails of images with aspect greater than 256:1 have
dimensions of at least one pixel.
See D16707 for more details
Differential Revision: https://developer.blender.org/D16707
Reviewed by Brecht Van Lommel
We need to ensure the mask layer exists before running the operator.
I made the order of function calls here the same as in newer code later
on in this file for consistency.
Differential Revision: https://developer.blender.org/D16696
Simplify checks so that one check doesn't influence the following one.
Checks no longer pass the last-visited frame number into the "start frame"
parameter of the next check. This way all test values are hard-coded and
easy to read, without having to understand how all the checks fit together.
No functional changes.
Replace `EXPECT_NE(column, nullptr)` with `ASSERT_NE(column, nullptr)` to
abort the test on failure. With `EXPECT_NE`, the test would continue onto
the next like, which accesses `column->cfra` and would segfault.
No functional changes to the tests. Just better reporting of failures.
rB8b7cd1ed2a17 broke this for the paint slots
rB4669178fc378 broke this for regular attributes
Name filtering in UI Lists works when:
- [one] the items to be filtered have a name property
-- see how `uilist_filter_items_default` gets the `namebuf`
- [two] custom python filter functions (`filter_items`) implement it
themselves
-- if you use `filter_items` and dont do name filtering there, the default
name filtering wont be used
So, two problems with rB8b7cd1ed2a17:
- [1] items to be listed changed from `texture_paint_images` to
`texture_paint_slots`
-- the former has name_property defined, the later lacks this
- [2] the new `ColorAttributesListBase` defined a `filter_items` function,
but did not implement name filtering
And the problem with rB4669178fc378:
- it added `filter_items` functions, but did not implement name filtering.
These are all corrected now.
Fixes T102878
Maniphest Tasks: T102878
Differential Revision: https://developer.blender.org/D16676