Commit Graph

36503 Commits

Author SHA1 Message Date
Iliya Katueshenock
2f69266c64 Cleanup: use topology cache for frame timings overlay
Differential Revision: https://developer.blender.org/D16571
2022-11-21 16:10:05 +01:00
Julian Eisel
2910be8f19 Cleanup: Correct semantics for .blend listing in file/asset browser
When attempting to load contents of a .blend, the code would just assume
if the number of added items is 0, that means it's not a .blend (but a
directory, although the previous commit fixed that part already).
However there may be situations where a .blend file simply doesn't
contain anything of interest to be added (e.g. when listing assets
only), so have a proper "none" value for this.
2022-11-21 12:29:18 +01:00
Julian Eisel
c58e7da43e Asset Browser: Avoid non-existent directory prints
When loading asset libraries, there would be a bunch of "non-existent
directory" prints because we were calling a function to list directory
contents on .blend file paths. Make sure the path actually points to a
directory.
2022-11-21 12:29:18 +01:00
Leon Schittek
85990c877c Merge branch 'blender-v3.4-release' 2022-11-21 11:45:12 +01:00
Leon Schittek
b75946bcb6 Fix T102620: Display dynamic socket label in uiTemplateNodeView
Some nodes, like Combine Color or the math nodes, label sockets
differently depending on the mode to be more descriptive.
`uiTemplateNodeView` now also uses this dynamic label rather than the
socket's name for labeling in the UI so the shown labels always match
the ones on the node itself.

Reviewed By: Hans Goudey

Differential Revision: http://developer.blender.org/D16563
2022-11-21 11:43:30 +01:00
Jacques Lucke
71efb7805b Merge branch 'blender-v3.4-release' 2022-11-21 11:23:18 +01:00
Jacques Lucke
3648fd9917 Fix: node frame boundaries incorrect when opening files
Make sure that frame dimensions are updated in the correct order.
2022-11-21 11:22:44 +01:00
Hans Goudey
97e0cc41ca Nodes: Simplify view panning when selecting node
The "Activate Same Type Next/Prev" and "Find Node" operators pan
the view to the newly selected node if it's outside of the view. This
simplifies that check and improves it in the case where the node
is only partially visible-- now it pans in while it didn't before.
2022-11-20 14:45:58 -06:00
Hans Goudey
984edb2c4e Nodes: Replace implementation of select next/prev type operator
The previous code was quadratic; it looped over every link for every
node. For one large node tree I tested the operator took 20ms. On the
same node tree it now takes less than 1ms.

The change replaces the current building of the "dependency list"
on every call with a use of the topology cache from 25e307d725.
2022-11-20 14:45:58 -06:00
Hans Goudey
012895e8a1 Cleanup: Remove unused node operator property 2022-11-20 14:45:58 -06:00
Hans Goudey
47c92bf8de Cleanup: Remove unused boolean in node select function 2022-11-20 14:45:58 -06:00
Joseph Eagar
afb7da5538 Sculpt: Add comment explaining PaintMaskFloodMode 2022-11-20 09:53:29 -08:00
Joseph Eagar
b041678028 Merge branch 'blender-v3.4-release' 2022-11-20 09:44:53 -08:00
Joseph Eagar
03b7982301 Sculpt: Fix T102349: improperly aliased enum
PaintMaskFloodMode is supposed to be an alias
of eSelectOp.  paint_intern.h now includes
ED_select_utils.h and simply assigns the
relevent members of eSelectOp to PaintMaskFloodMode's
members.
2022-11-20 09:41:53 -08:00
Joseph Eagar
41d29a1603 Merge branch 'blender-v3.4-release' 2022-11-20 07:18:45 -08:00
Joseph Eagar
567ae90374 Sculpt: fix T102584: Boundary propegation for automasking not working 2022-11-20 07:18:04 -08:00
Antonio Vazquez
d24c0011cf GPencil: Make Ignore Transparent option more consistent
The code was doing the oposite of the UI option.

Related to T102625
2022-11-20 11:22:20 +01:00
Leon Schittek
dfb157f9c4 Merge branch 'blender-v3.4-release' 2022-11-19 19:09:49 +01:00
Leon Schittek
331e8007ed Fix T102520: Positioning of nodes added via search
Always position the nodes added with the node search at the point where
the search operator was invoked by ensuring the operator context is the
main node editor region.

This was an unintended change of rBbdb57541475f, caused by the operator
now getting the cursor position in region space. So when the operator
was called from the menu, it would get the cursor position in the
region space of the menu, which lead to an offset when adding the node
since it expected the coordinates to be in the space of the node editor.

Setting the correct operator context also fixes inconsistent transform
sensitivity depending on zoom when adding nodes via the search in the
menu which has been an issue since as far back as Blender 2.79.

Also includes a small fix for the vertical offset of nodes added by the
search which varied depending on the UI scale. Same fix as in
rB998ffcbf096e.

Reviewed By: Hans Goudey

Differential Revision: http://developer.blender.org/D16555
2022-11-19 19:03:38 +01:00
Jacques Lucke
2654c523c1 Cleanup: use nullptr in C++ 2022-11-19 11:51:42 +01:00
Aaron Carlisle
bfb3d78902 Cleanup: Remove disabled edge slide keymap feature
This feature has been disabled since 2.80 but the feature description was still visible in the UI.

Addresses part of T101429

Breaking changes:

- Removes `EDGESLIDE_EDGE_NEXT`
- Removes `EDGESLIDE_PREV_NEXT`

Reviewed By: mano-wii

Maniphest Tasks: T101429

Differential Revision: https://developer.blender.org/D16430
2022-11-18 21:13:33 -05:00
Hans Goudey
1ea169d90e Mesh: Move loose edge flag to a separate cache
As part of T95966, this patch moves loose edge information out of the
flag on each edge and into a new lazily calculated cache in mesh
runtime data. The number of loose edges is also cached, so further
processing can be skipped completely when there are no loose edges.

Previously the `ME_LOOSEEDGE` flag was updated on a "best effort"
basis. In order to be sure that it was correct, you had to be sure
to call `BKE_mesh_calc_edges_loose` first. Now the loose edge tag
is always correct. It also doesn't have to be calculated eagerly
in various places like the screw modifier where the complexity
wasn't worth the theoretical performance benefit.

The patch also adds a function to eagerly set the number of loose
edges to zero to avoid building the cache. This is used by various
primitive nodes, with the goal of improving drawing performance.
This results in a few ms shaved off extracting draw data for some
large meshes in my tests.

In the Python API, `MeshEdge.is_loose` is no longer editable.
No built-in addons set the value anyway. The upside is that
addons can be sure the data is correct based on the mesh.

**Tests**
There is one test failure in the Python OBJ exporter: `export_obj_cube`
that happens because of existing incorrect versioning. Opening the
file in master, all the edges were set to "loose", which is fixed
by this patch.

Differential Revision: https://developer.blender.org/D16504
2022-11-18 16:05:06 -06:00
Hans Goudey
21adf2ec89 Cleanup: Split UV sample geometry node into two functions
This separates the UV reverse sampling and the barycentric mixing of
the mesh attribute into separate multi-functions. This separates
concerns and allows for future de-duplication of the UV sampling
function if that is implemented as an optimization pass. That would
be helpful since it's the much more expensive operation.

This was simplified by returning the triangle index in the reverse
UV sampler rather than a pointer to the triangle, which required
passing a span of triangles separately in a few places.
2022-11-18 13:38:55 -06:00
Hans Goudey
8fa69dafdd Cleanup: Remove unnecessary using keyword and namespace 2022-11-18 13:38:55 -06:00
Julian Eisel
c6e4953719 Fix use-after-free of asset catalog data in node add menu
(Probably requires ASan for a reliable crash.)

Steps to reproduce were:
* Enter Geometry Nodes Workspace
* Press "New" button in the geometry nodes editor header
* Right-click the data-block selector -> "Mark as Asset"
* Change 3D View to Asset Browser
* Create a catalog
* Drag new Geometry Nodes asset into the catalog
* Save the file
* Press Shift+A in the geometry nodes editor

There was a general issue here with keeping catalog pointers around
during the add menu building. The way it does things, catalogs may be
reloaded in between.
Since the Current File asset library isn't loaded in a separate thread,
the use-after-free would always happen in between. For other libraries
it could still happen, but apparently didn't by chance.
2022-11-18 17:52:59 +01:00
Julian Eisel
0151d846e8 Fix MSVC warnings from recent asset system changes
* Mismatching class vs struct forward declaration (one forward
  declaration wasn't needed anymore)
* Unused member warning (`on_load_callback_store_`)
2022-11-18 15:20:16 +01:00
Jacques Lucke
b4c3ea2644 Cleanup: move internal links of nodes to runtime data
No functional changes are expected.
2022-11-18 13:46:35 +01:00
Jacques Lucke
7b82d8f029 Nodes: move most runtime data out of bNode
* This patch just moves runtime data to the runtime struct to cleanup
  the dna struct. Arguably, some of this data should not even be there
  because it's very use case specific. This can be cleaned up separately.
* `miniwidth` was removed completely, because it was not used anywhere.
  The corresponding rna property `width_hidden` is kept to avoid
  script breakage, but does not do anything (e.g. node wrangler sets it).
* Since rna is in C, some helper functions where added to access the
  C++ runtime data from rna.
* This size of `bNode` decreases from 432 to 368 bytes.
2022-11-18 12:47:02 +01:00
Julian Eisel
7c0cecfd00 Asset system: Move catalog tree code to own files
The catalog code is already quite complex, I rather keep the tree stuff
separate in a more focused unit.
2022-11-18 12:45:56 +01:00
Iliya Katueshenock
6239e089cf Nodes: cache children of frame nodes
This allows for optimizations because one does not have to iterate
over all nodes anymore to find all nodes within a frame.

Differential Revision: https://developer.blender.org/D16106
2022-11-18 11:20:13 +01:00
Jacques Lucke
dec459e424 Cleanup: move some files that use nodes to C++ 2022-11-18 11:08:52 +01:00
Jacques Lucke
ca253df623 Cleanup: move transform_snap to C++ 2022-11-17 17:13:49 +01:00
Bastien Montagne
c7bd508766 Cleanup outliner instancing collection code.
Remove needless call to `id_lib_extern`, this is already part of
`id_ud_plus` code.
2022-11-17 15:46:31 +01:00
Hans Goudey
c481549870 Cleanup: Remove unused node clipboard type handling 2022-11-16 18:01:34 -06:00
Yann Doersam
b7a4f79748 Nodes: Allow pasting common nodes between editor types
Ignore difference between source and target tree type. When copying
nodes from clipboard to target tree compatibility is checked. After
pasting nodes only the links between nodes that are existing in the
node tree are added.

See Task T95033.

Differential Revision: https://developer.blender.org/D16349
2022-11-16 17:36:30 -06:00
Hans Goudey
0d3a33e45e Geometry Nodes: Add "Exists" output to Named Attribute input node
As described in T100004, add an output socket that returns true if the
attribute accessed by the node was already present in that context.

Initial patch by Edward (@edward88).

Differential Revision: https://developer.blender.org/D16316
2022-11-16 17:27:28 -06:00
Hans Goudey
1677ddb7ee Sculpt: Avoid retrieving vertices attribute when flushing positions
Currently the positions are retrieved again for every vertex. This is
slow, and will get slower when positions are stored as a named
attribute. Saves around 0.5ms per stroke update when a modifier
is active in my test with a 1 million face mesh.
2022-11-16 14:54:20 -06:00
Harley Acheson
99c970a94d UI: Allow Joining of Tiny Screen Areas
Allow joining of areas that are below our minimum sizes.

See D16522 for more details.

Differential Revision: https://developer.blender.org/D16522

Reviewed by Campbell Barton
2022-11-16 09:53:06 -08:00
Harley Acheson
a81abbbb8f Fix T100772: Joins with Interfering Tiny Areas
Detect unlikely situation of an area (that is smaller than our allowed
minimums) sharing an edge that will be moved during a join.

See D16519 for more details.

Differential Revision: https://developer.blender.org/D16519

Reviewed by Campbell Barton
2022-11-16 09:08:15 -08:00
Sergey Sharybin
f7ca0ecfff Cleanup: Cognitive complexity in mask animation filtering
No functional changes expected.
2022-11-16 15:29:14 +01:00
Germano Cavalcante
5a05fa8f74 Merge branch 'blender-v3.4-release' 2022-11-16 11:01:29 -03:00
Sergey Sharybin
44ec911633 Fix T99044: Dopesheet crash when accessing Key menu in Mask mode
The `animdata_filter_mask()` was not respecting the filter flag of
`ANIMFILTER_FCURVESONLY` which lead to cases when animation system
element is effectively cast from `MaskLayer*` to `FCurve*`.

The proposed solution more closely follows the GreasePencil filtering
makes it so when `ANIMFILTER_FCURVESONLY` flag is uses no mask layer
channels will be added.

Differential Revision: https://developer.blender.org/D16498
2022-11-16 14:55:25 +01:00
Bastien Montagne
06e9d40c33 Merge branch 'blender-v3.4-release' 2022-11-16 12:32:51 +01:00
Damien Picard
9d732445b9 I18n: make a few messages translatable.
I18n: make a few messages translatable

    * Missing Paths * in the Presets menu when no preset exists yet.
    The White Noise entry in the Add Node menu is the only one lacking a "Texture" suffix, which doesn't seem justified since the node itself is already called "White Noise Texture". Rename the entry its name can be extracted and used for the node--and for consistency.
    New object material node names (Principled BSDF, Material Output) come from a preset node tree. The nodes' names need to be translated after creation.
    Extract the "Fallback Tool" pie menu title.
    Translate grease pencil options in the viewport overlay menu.

Ref T102030.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D16345
2022-11-16 12:27:20 +01:00
Damien Picard
2683b74cb3 I18n: make screen capture image name translatable
The default name when saving a screen capture in an unsaved .blend
file is "screen.<ext>". This can be translated.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D16486
2022-11-16 12:05:03 +01:00
Hans Goudey
c8c14d1681 Cleanup: Remove unnecessary clearing of mesh runtime data
The calls in the remesh operator were unnecessary because the mesh is
about to be replaced anyway, and nothing invalidates the caches, and
the call in BMesh -> Mesh conversion was unnecessary because the caches
are cleared at the top of the function already.
2022-11-15 23:43:22 -06:00
Hans Goudey
90fb1cc4e6 Cleanup: Remove unnecessary dirty normal tags
These were redundant for one of a few reasons:
- A call to `BKE_mesh_tag_coords_changed` was correct instead
- A mesh has dirty normals when created from scratch anyway
- The call was redundant with `BKE_mesh_runtime_clear_geometry`
2022-11-15 20:28:39 -06:00
Hans Goudey
e412fe1798 Cleanup: Simplify freeing and clearing mesh runtime data
Separate freeing and clearing mesh runtime data in a more obvious way.
This makes it easier to see what data is meant to be cleared on certain
changes, rather than conflating it with freeing all of the runtime
caches.

Also comment and reduce the surface area of the "mesh runtime" API.
The redundancy in some functions made it confusing which one should
be used, resulting in subtle bugs or unnecessary boilerplate code.

Also, now bke::MeshRuntime is able to free all the data it owns by
itself, which makes this area easier to reason about. That required
changing the interface of a few functions to avoid passing Mesh when
they really just dealt with some runtime struct.

With more RAII semantics in the future, more of this manual freeing
will become unnecessary.
2022-11-15 20:26:33 -06:00
Hans Goudey
e8f4010611 Geometry: Cache bounds min and max, share between data-blocks
Bounding box calculation can be a large in some situations, especially
instancing. This patch caches the min and max of the bounding box in
runtime data of meshes, point clouds, and curves, implementing part of
T96968.

Bounds are now calculated lazily-- only after they are tagged dirty.
Also, cached bounds are also shared when copying geometry data-blocks
that have equivalent data. When bounds are calculated on an evaluated
data-block, they are also accessible on the original, and the next
evaluated ID will also share them. A geometry will stop sharing bounds
as soon as its positions (or radii) are changed.

Just caching the bounds gave a 2-3x speedup with thousands of mesh
geometry instances in the viewport. Sharing the bounds can eliminate
recalculations entirely in cases like copying meshes in geometry nodes
or the selection paint brush in curves sculpt mode, which causes a
reevaluation but doesn't change the positions.

**Implementation**
The sharing is achieved with a `shared_ptr` that points to a cache mutex
(from D16419) and the cached bounds data. When geometries are copied,
the bounds are shared by default, and only "un-shared" when the bounds
are tagged dirty.

Point clouds have a new runtime struct to store this data. Functions
for tagging the data dirty are improved for added for point clouds
and improved for curves. A missing tag has also been fixed for mesh
sculpt mode.

**Future**
There are further improvements which can be worked on next
- Apply changes to volume objects and other types where it makes sense
- Continue cleanup changes described in T96968
- Apply shared cache design to more expensive data like triangulation
  or normals

Differential Revision: https://developer.blender.org/D16204
2022-11-15 13:48:00 -06:00
Hans Goudey
b2d9716b4a Cleanup: Remove DerivedMesh use in UV unwrapping
Previously the UV unwrapping handling for subsurf modifiers used
`DerivedMesh`to implement the subdivision. Since we're trying to remove
`DerivedMesh` in general, and since this just made use of the `Mesh`
data anyway, it's relatively simple to remove it here. Combined with
D15939, this makes it possible to remove more `DerivedMesh` code.

Differential Revision: https://developer.blender.org/D16487
2022-11-15 13:48:00 -06:00