Blender translates the "Dynamic" setting (`RBO_FLAG_DISABLED`) into a
bullet _kinematic state_ (see `RB_body_set_kinematic_state` /
`CF_KINEMATIC_OBJECT`). This is different from the _activation state_
(done through e.g. `RB_body_set_activation_state`) and also different
from the active/passive type. So we have (at least) three levels to
control this.
And it seems like even though a bullet body is fully intended to be
kinematic (aka animated), it still accumulates forces from the
`RB_body_apply_central_force` call. I have not tracked this down
further, but it _seems_ logical to only apply forces on a body with
the "Dynamic" setting.
Tested this with activation/deactivation (with seems intact), so in my
limited tests I wasnt able to break it
Pull Request: https://projects.blender.org/blender/blender/pulls/137901
We can apply the `V2D_KEEPZOOM` and `V2D_KEEPOFS_Y` flags to the main VSE
region to make sure this happens. If `V2D_KEEPZOOM` is set, we should update
the view2d's `oldwinx` and `oldwiny` in `ui_view2d_curRect_validate_resize`
just like the `V2D_KEEPASPECT` case.
Divide-by-zero is a real possibility here, since initialization status of
`oldwinx/y` cannot be determined from the `resize` boolean alone (e.g. loading
regions from disk on startup yields a `true` `resize` parameter, so any old
regions that have `KEEPZOOM` added through versioning will get this error since
their `oldwinx/y` is uninitialized). Avoid by initializing `oldwinx/y` if it is zero in
`ui_view2d_curRect_validate_resize`.
Addresses #136508.
Pull Request: https://projects.blender.org/blender/blender/pulls/137802
This patch turns the options of the Color Spill node into inputs.
In the process, the Ratio option was renamed to Limit Strength, the
unspill option was renamed to Spill Strength.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/137848
It's safer to pass a type so that it can be checked if delete should be
used instead. Also changes a few void pointer casts to const_cast so that
if the data becomes typed it's an error.
Pull Request: https://projects.blender.org/blender/blender/pulls/137404
This patch turns the options of the Chroma Key node into inputs.
In the process, the minimum and maximum angles were renamed to Minimum
and Maximum for consistency with other matte nodes.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/137812
The arrays for CustomData layers aren't necessarily allocated with the guarded
allocator. Their ownership is managed by the implicit sharing system which is
required for CustomData layer data.
This patch turns the options of the Vector Blur node into inputs.
In the process, the factor input was renamed to Shutter and was remapped
to match the shutter in Cycles/EEVEE.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/137725
This patch turns the options of the Anti-Alias node into inputs.
In the process, the [0, 1] limit of the Contrast Limit input was lifted
to allow normalized arbitrary positive limits.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/137717
Deleting all points creates an empty CurvesGeometry object, all previous
attributes are lost that way. Use resize(0, 0) instead, this preserves the attributes list.
Pull Request: https://projects.blender.org/blender/blender/pulls/137511
The goal here is to avoid having to cast to and from `ID` when getting the
evaluated or original ID using the depsgraph API, which is often verbose and not
type safe. To solve this, there are now `DEG_get_original` and
`DEG_get_evaluated` methods which are templated on the type and use a new
`is_ID_v` static type check to make sure it's only used with valid types.
This allows removing quite some verbosity on all the call sites. I also removed
`DEG_get_original_object`, because that does not have to be a special case
anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/137629
Currently this code uses the `Mesh` struct as a value embedded in the
undo step struct. This causes the need for various hacky workarounds and
abstraction leaks. It's simpler to just allocate it in the regular way
The Shape Key ID can also be freed with the regular ID free function,
avoiding the need to expose the internal free function.
Pull Request: https://projects.blender.org/blender/blender/pulls/137613
This adds support for having viewer nodes in closures. The code attempt to
detect where the closure is evaluated and shows the data from there.
If the closure is evaluated in multiple Evaluate Closure nodes, currently it
just picks the first one it finds. Support for more user control in this case
may be added a bit later. If the Evaluate Closure node is in e.g. the repeat or
foreach zone, it will automatically use the inspection index of that zone to
determine what evaluation to look at specifically.
Overall, not too much had to change conceptually to support viewers in closures.
Just some code like converting between viewer paths and compute contexts had to
be generalized a little bit.
Pull Request: https://projects.blender.org/blender/blender/pulls/137625
After creating a new shading material, the new node tree might become invisible and the user has to scroll down to see the nodes.
The idea of this PR is to create nodes with x-positions centered around zero, such that they are always visible no matter the screen size or workspace setup. Ideally, the nodes' position should depend on the region's zoom and pan. However, the node creation code currently does not depend on `SpaceNode`, so such solution would complicate the code a bit. Also, this heuristic seem to work well enough for most cases.
Note: this only affects newly created materials. The material of the default cube and the default world material still have invisible nodes sometimes. This is because they are saved in the startup file, which will be addressed in a different patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/136926
Since nodes are not uniquely assigned to zones (some nodes are in two
zones at the same time), it's better not to expose this detail in multiple
APIs. This avoids having to explain the behavior multiple times.
Now one just has to use `get_zone_by_node/socket` and can then use
a seperate method to get the zone stack for that zone like before.
This patch turns the options of the Tone Map node into inputs.
In the process, a few changes were made. Input ranges were adjusted to
remove artificial limits. The papers indeed mention those limits, but
they were only mentioned as typical values, not valid ranges.
- The Key option is no longer limited to 1.
- Gamma is no longer limited to a value of 3.
- Intensity is no longer limited to [-8, 8].
- Contrast is no longer limited to [0, 1].
A few renames were done to clarify options and match the reference
papers.
- Offset was renamed to Balance, since it is not really an offset, but
balances between shadows and highlights. This can be looked up in the
paper.
- Correction was renamed to Chromatic Adaptation, since it doesn't
really correct anything.
- Adaptation was renamed to Light Adaptation to distinguish from
Chromatic Adaptation and now default to global tone mapping, since
this is more useful by default.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/137589
Clearing a mesh's geometry without freeing the mesh has the requirement
that the mesh remain initialized afterwards. Freeing the mesh doesn't
have that requirement and corresponds to a destructor rather than move
construction with the default value. Avoiding conflating the two
operations simplifies some future feature additions (including #122398).
Making local an intermediate collection in a liboverride hierarchy e.g.
will likely break the link between the objects in that collection, and
their hierarchy root ID (typically the top overridden collection).
This is fixed by this commit, by:
* Adding a new util, `lib_override_root_is_valid`, that check whether a
given liboverride ID is still 'connected' to its hierarchy root.
* Using this test in `BKE_lib_override_library_main_hierarchy_root_ensure`
to strengthen the detection of invalid root hierarchy pointers.