The transform modes `shrinkfatten` and `seq_slide` have a special way of
handling events.
They use modal events in a different way than expected.
Therefore, this commit adds special event handles for these modes and
removes the keymodal tips from the status bar.
These effects are already described in the header anyway.
If the stroke had zero points the pointer returned NULL.
Also replaced for loop by FOREACH macro.
This is a corner case of "empty" strokes without points.
Change the default for the Show Channel Group Colors preference to OFF.
This option in the user preferences was introduced in rBad85256e7108. It
moved a per-file-per-editor option to the user preferences. As this
option would be frequently turned off by animators, this would now have
to happen only once. This commit takes this one step further, and turns
it off by default, as it can cause major readability issues of the
animation channel list.
RNA collections that support insertion of new items in liboverride
data-block need a special way to distiguish between locale and
orig-from-linked items (since some operations are allowed on the forer,
but no the latter).
In future we want a proper solution to abstract that at the
`BKE_lib_override` level, but for now we need to add some code for each
case.
Note that this commit also fixes a few potential issues with GPencil
modifiers, and constraints, regarding their handling of local overrides.
Fix the Assign Automatic Weights operator in weight paint mode when the
Vertex Groups X option is enabled. This issue was probably introduced in
rB5502517c3c12 where `me->editflag & ME_EDIT_MIRROR_X` was replaced by
either `me->editflag & ME_EDIT_VERTEX_GROUPS_X_SYMMETRY` or
`me->symmetry & ME_SYMMETRY_X`. In this case, the former wasn't working,
so I replaced it with the latter.
Continuation of the work started with 249e4df110. After all display modes
were ported to this new design, this commit starts the (more complex) work on
the individual tree-element types. More concretely it ports animation
tree-elements (action data-blocks, drivers and NLA data).
The commit above explains motivations. In short, we need a better design that's
easier to reason about and better testable.
Changes done here are pretty straight forward and introduce similar class
hierarchy and building patterns as introduced for the display modes already.
I.e. an abstract base class, `AbstractTreeElement` with derived classes for the
concrete types, and a C-API with a switch to create the needed objects from a
type enum. The latter should be replacable with something nicer later on (RAII
based, and type-safer through meta-programming).
Each tree-element type has its own class, with an own header and source file
(okay some closely related types can share a header and source file, like the
NLA ones).
I added some further temporary bits for the transition to the new design, such
as the `TreeElement.type`. It should entirely replace `TreeElement` eventually,
just as `outliner_add_element()` should be quite small by then and easily
replacable by a `TreeBuilder` helper.
Mistake in 35a5dee2ef.
Code would simply assume that the element under the cursor is an Object if it
was an ID (but not a collection).
This wouldn't cause any issues in current code, since the only other ID that
set the direct-data were collections, which are special in that they don't have
a `TreeStoreElem.type` of 0, which is already being checked for here. And if
there was no direct-data set, the object lookup in the View-Layer would
correctly fail too.
I carefully checked and am quite sure for `TSE_ANIMATION_DATA` and
`TSE_NLA_ACTION` the direct-data isn't used at all. This data is stored and
accessed in unsafe ways based on conventions anyway (`void *`). We should aim
for a safer design but it will be difficult to get there. Any removed
complexity will help.
Non-ID tree-elements would cast their data pointer to `ID *` and take the name
and ID-Code from there. The name would actually be overridden a few lines
later, so that didn't cause issues. But the ID-Code stored inside the tree
element kept an undefined value. In practice that probably didn't cause many
issues either, since it's just an undefined value that was very unlikely to
take a valid 16-bit ID-code value, meaning ID-Code checks would simply fail as
they should. Further there typically are other checks to see if the element
actually represents an ID.
However, in theory this may have caused a few random crashes or
data-corruptions.
Modernize loops by using the `for(type variable : container)` syntax.
Some loops were trivial to fix, whereas others required more attention
to avoid semantic changes. I couldn't address all old-style loops, so
this commit doesn't enable the `modernize-loop-convert` rule.
Although Clang-Tidy's auto-fixer prefers to use `auto` for the loop
variable declaration, I made as many declarations as possible explicit.
To me this increases local readability, as you don't need to fully
understand the container in order to understand the loop variable type.
No functional changes.
Shared helper function to create a split layout with an alert icon for popup dialogs.
Differential Revision: https://developer.blender.org/D9486
Reviewed by Julian Eisel
New layout for the 'About' dialog featuring the full version of the Blender logo.
Differential Revision: https://developer.blender.org/D9507
Reviewed by Hans Goudey
I didn't actually confirm this is caused by invisible Outliners. But I'm pretty
sure the error happens with Outliners that aren't initialized (so were open in
an area before, but another editor is active there currently).
In that case, the runtime data may not be set yet and that is fine.
Fixes T83420.
No functional changes. This is a few minor cleanups to the remaining C
code for building the outliner tree after parts have been moved to C++.
Differential Revision: https://developer.blender.org/D9741
No functional changes. Code is ported to C++ with additional cleanups to
the logic and variable names.
Differential Revision: https://developer.blender.org/D9741
This way Outliner internal data stays internal, non-Outliner code will not be
able to access and mess with this. Further it allows us to use the real type
(rather than `void *`), change the type to a C++ container if needed and
slightly reduces the size for every Outliner stored in files.
Slightly changed how we set the `SO_TREESTORE_REBUILD` for this, but it should
effectively behave the same way as before.
Technically it shouldn't have any effect on these editors.
The key tips in the header can be misleading.
The effect it previously had was not intended.
With rBc0677b662f4b, we try to track all modal events in order to detect the
one corresponding to the release.
But modifier keys can mask the modal event and thus confirm realease ends up
being skipped.
This resulted in the T83387.
With this commit we now read the actual key drop value in the modal event.
This fixes T83387
Replace `typedef` with `using` in C++ code.
In the case of `typedef struct SomeName { ... } SomeName;` I removed the
`typedef` altogether, as this is unnecessary in C++. Such cases have been
rewritten to `struct SomeName { ... };`
No functional changes.
Cryptomatte is a standard to efficiently create mattes for compositing. The
renderer outputs the required render passes, which can then be used in the
compositor to create masks for specified objects. Unlike the Material and Object
Index passes, the objects to isolate are selected in compositing, and mattes
will be anti-aliased.
Cryptomatte was already available in Cycles this patch adds it to the EEVEE
render engine. Original specification can be found at
https://raw.githubusercontent.com/Psyop/Cryptomatte/master/specification/IDmattes_poster.pdf
**Accurate mode**
Following Cycles, there are two accuracy modes. The difference between the two
modes is the number of render samples they take into account to create the
render passes. When accurate mode is off the number of levels is used. When
accuracy mode is active, the number of render samples is used.
**Deviation from standard**
Cryptomatte specification is based on a path trace approach where samples and
coverage are calculated at the same time. In EEVEE a sample is an exact match on
top of a prepared depth buffer. Coverage is at that moment always 1. By sampling
multiple times the number of surface hits decides the actual surface coverage
for a matte per pixel.
**Implementation Overview**
When drawing to the cryptomatte GPU buffer the depth of the fragment is matched
to the active depth buffer. The hashes of each cryptomatte layer is written in
the GPU buffer. The exact layout depends on the active cryptomatte layers. The
GPU buffer is downloaded and integrated into an accumulation buffer (stored in
CPU RAM).
The accumulation buffer stores the hashes + weights for a number of levels,
layers per pixel. When a hash already exists the weight will be increased. When
the hash doesn't exists it will be added to the buffer.
After all the samples have been calculated the accumulation buffer is processed.
During this phase the total pixel weights of each layer is mapped to be in a
range between 0 and 1. The hashes are also sorted (highest weight first).
Blender Kernel now has a `BKE_cryptomatte` header that access to common
functions for cryptomatte. This will in the future be used by the API.
* Alpha blended materials aren't supported. Alpha blended materials support in
render passes needs research how to implement it in a maintainable way for any
render pass.
This is a list of tasks that needs to be done for the same release that this
patch lands on (Blender 2.92)
* T82571 Add render tests.
* T82572 Documentation.
* T82573 Store hashes + Object names in the render result header.
* T82574 Use threading to increase performance in accumulation and post
processing.
* T82575 Merge the cycles and EEVEE settings as they are identical.
* T82576 Add RNA to extract the cryptomatte hashes to use in python scripts.
Reviewed By: Clément Foucault
Maniphest Tasks: T81058
Differential Revision: https://developer.blender.org/D9165
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the
render pass tab and used in shader materials. Both Object and World based
shaders are supported. The AOV can be previewed in the viewport using the
renderpass selector in the shading popover.
AOV names that conflict with other AOVs are automatically corrected. AOV
conflicts with render passes get a warning icon. The reason behind this is that
changing render engines/passes can change the conflict, but you might not notice
it. Changing this automatically would also make the materials incorrect, so best
to leave this to the user.
**Implementation**
The patch adds a copies the AOV structures of Cycles into Blender. The goal is
that the Cycles will use Blenders AOV defintions. In the Blender kernel
(`layer.c`) the logic of these structures are implemented.
The GLSL shader of any GPUMaterial can hold multiple outputs (the main output
and the AOV outputs) based on the renderPassUBO the right output is selected.
This selection uses an hash that encodes the AOV structure. The full AOV needed
to be encoded when actually drawing the material pass as the AOV type changes
the behavior of the AOV. This isn't known yet when the GLSL is compiled.
**Future Developments**
* The AOV definitions in the render layer panel isn't shared with Cycles.
Cycles should be migrated to use the same viewlayer aovs. During a previous
attempt this failed as the AOV validation in cycles and in Blender have
implementation differences what made it crash when an aov name was invalid.
This could be fixed by extending the external render engine API.
* Add support to Cycles to render AOVs in the 3d viewport.
* Use a drop down list for selecting AOVs in the AOV Output node.
* Give user feedback when multiple AOV output nodes with the same AOV name
exists in the same shader.
* Fix viewing single channel images in the image editor [T83314]
* Reduce viewport render time by only render needed draw passes. [T83316]
Reviewed By: Brecht van Lommel, Clément Foucault
Differential Revision: https://developer.blender.org/D7010