Commit Graph

88864 Commits

Author SHA1 Message Date
Julian Eisel
6b1b3383c6 Merge branch 'blender-v3.0-release' 2021-11-24 21:10:24 +01:00
Leon Leno
a9642f8d61 UI: Improve scaling of widgets when zooming
This commit improves the scaling of some ui widgets when
zooming by making the radius of the rounded corners
dependent on the element's zoom level.

Needed to fix T92278 without padding issues, see D13125.

Reviewed By: Hans Goudey, Julian Eisel

Differential Revision: https://developer.blender.org/D12842
2021-11-24 21:06:32 +01:00
Germano Cavalcante
c155a5f9d7 Merge branch 'blender-v3.0-release' 2021-11-24 14:53:16 -03:00
Germano Cavalcante
752c6d668b Fix T90808: wrong BoundBox after undo curve selection
There are two functions that recalculate the boundbox of an object:
- One that considers the evaluated geometry
- Another that only considers the object's `data`.

Most of the time, the bound box is calculated on the final object
(with modifiers), so it doesn't seem right to just rely on `ob->data`
to recalculate the `ob->runtime.bb`.

Be sure to calculate the BoundBox based on the final geometry and
only use `ob->data` as a fallback

Differential Revision: https://developer.blender.org/D12282
2021-11-24 14:52:49 -03:00
Harley Acheson
bbadee6fc1 UI: Blend File Icons Thumbnail View
Changes icon used to indicate blend file when overlaid over larger
document icon when in thumbnail view. Only seen when file does not
have a preview.

Followup to {rB611e4ffaab43}

For more details and examples see D13342

Differential Revision: https://developer.blender.org/D13342

Reviewed by Julian Eisel
2021-11-24 09:52:27 -08:00
Harley Acheson
7a7ae4df43 UI: Blend File Icons Thumbnail View
Changes icon used to indicate blend file when overlaid over larger
document icon when in thumbnail view. Only seen when file does not
have a preview.

Followup to {rB611e4ffaab43}

For more details and examples see D13342

Differential Revision: https://developer.blender.org/D13342

Reviewed by Julian Eisel
2021-11-24 09:50:02 -08:00
Julian Eisel
338408772a Merge branch 'blender-v3.0-release' 2021-11-24 18:37:33 +01:00
Julian Eisel
71c39a9e2e Asset Browser: Activate a catalog when dragging
Without this it's easy to loose track of which catalog you are dragging.
Things feel generally quite jumpy/disconnected, activating the catalog
makes things feel far less like that.
I consider this an important usability fix, therefore I'm adding it to
the release branch.
2021-11-24 18:05:08 +01:00
Julian Eisel
cae3b581b0 Asset Browser: Fix catalog being renamed when dropping into parent
When dropping catalogs it is ensured that the name of the moved catalog
is unique within the new parent catalog. When dropping a catalog into
the parent, the catalog would not actually move to a different location,
but it would still be renamed. The unique name logic simply isn't smart
enough to ignore the catalog that is about to be moved.
Address this by disallowing dragging a catalog into its own parent. It's
already there.
2021-11-24 17:59:14 +01:00
Jacques Lucke
499c24ce75 BLI: add slice method to index mask and generic span 2021-11-24 17:49:33 +01:00
Jacques Lucke
cbe9a87d28 Geometry Nodes: use simpler types when devirtualizing virtual array
The compiler is more likely to optimize away the function call
overhead when the used type is simpler and not virtual.
2021-11-24 17:46:00 +01:00
Julian Eisel
01ab36ebc1 Asset Browser: Support dragging catalogs into top level
This was an oversight when I added catalog drag & drop support. I forgot
to add this for dragging catalogs into the top level by dragging into to
the "All" item as well. This made the drag & drop support rather broken
because it wouldn't work for a basic case.
2021-11-24 17:31:28 +01:00
Jacques Lucke
e206a0ae96 Geometry Nodes: reduce thread switching in evaluator
When a node is executed, it usually schedules other nodes.
Right now, those newly scheduled nodes are added to a
task pool so that another thread can start working on them
immediatly.

However, that leads to the situation where sometimes each
node in a simple chain is executed by another thread. That
leads to additional threading overhead and reduced cache
efficiency (for caches that are not shared between cores).

Now, when a node is executed and schedules other nodes,
the first of those newly scheduled nodes will always be
executed on the same thread once the current node is done.
If it schedules more than one other node, those will be
added to the task pool as before.

The speedup achieved by this is hard to measure. I found it
to be a couple percent faster in some extreme cases, not
much to get excited about. It's nice though that the number
of tasks added to the task pool is commonly reduced by a
factor of 4 or 5.
2021-11-24 17:26:41 +01:00
Hans Goudey
4930cd5db6 Merge branch 'blender-v3.0-release' 2021-11-24 10:40:13 -05:00
Hans Goudey
a07089dcb1 Fix T92120 (partially): No bone custom shape with curve object meshes
This part of the drawing code assumes that the bone custom object
has only one evaluated geometry component, and it also uses the
object type to check which data to draw, with the functions like
`DRW_cache_object_surface_get` that just take an object input.
Those functions usually work on evaluated objects, which use the
instancing system to access a temporary object with `object.data`
replaced for data types that don't match the original object.

That assumption used to work, but now curve, point cloud, or volume
objects can have an evaluated mesh which is not accessed with the
same object for render engine drawing.

The "correct" solution for the way this code is structured would be to
loop through all of the geometry components and try to get GPU batches
from every one of them. However, that significantly increases complexity
in an area that should probably be refactored anyway. This patch treats
the mesh as a special case, and only draws the evaluated mesh.

The **best** solution in my opinion might be refactoring this area to
use the instancing system with some sort of viewport-only flag so
the custom shape instances aren't added in the render.

The solution is "partial" because the "Wireframe" option only works
for meshes from mesh objects, even after this fix, and because other
data besides meshes is not displayed at all.

Differential Revision: https://developer.blender.org/D13038
2021-11-24 10:39:33 -05:00
Alexander Gavrilov
72acce43bc Animation: allow marking actions as cyclic for Cycle-Aware Keying.
When a manual frame range is set, allow marking an action as having
Cyclic Animation. This does not affect how the action is evaluated,
but the Cycle-Aware Keying option will automatically make any newly
added F-Curves cyclic. This allows using the option from the start
to build the cycle, rather than only for tweaking an existing loop.

The curves are made cyclic when they have only one key, either
after inserting the first key, or before adding the second one.
The latter case avoids the need to manually make the first added
curve cyclic after marking a newly added action cyclic.

Differential Revision: https://developer.blender.org/D11803
2021-11-24 15:58:32 +03:00
Alexander Gavrilov
5d59b38605 Animation: allow manually setting the intended playback range for actions.
Some operations, e.g. adding a new action strip to NLA, require
knowing the active frame range of an action. However, currently it
can only be deduced by scanning the keyframes of the curves within
it. This is not ideal if e.g. curves are staggered for overlap.

As suggested by Nathan Vegdahl in comments to T54724, this patch adds
Action properties that allow manually specifying its active frame range.
The settings are exposed via a panel in the Dopesheet and Action Editor.
When enabled, the range is highlighted in the background using a striped
fill to distinguish it from the solid filled regular playback range.

When set, the frame range is used when adding or updating NLA tracks,
and by add-ons using `Action.frame_range`, e.g. FBX exporter.

Differential Revision: https://developer.blender.org/D11803
2021-11-24 15:58:32 +03:00
Alexander Gavrilov
057cb7e5e7 Context: add accessors returning selected actions for animation editors.
Add a new 'selected_visible_actions' property to allow querying
actions that are selected in animation related editors for use in
UI and operators. The 'selected_editable_actions' variant excludes
linked actions (the only reason an action can be read-only).

In the Action and Shape Key editors there is only one action
that is specified by the field at the top of the editor.

In Dope Sheet it scans the channel rows and returns all actions
related to the selected items. This includes summary items for
actions and groups.

In Graph Editor, it lists actions associated with selected curves.

The new property is also used for Copy To Selected and Alt-Click.

Ref D11803
2021-11-24 15:58:32 +03:00
Jacques Lucke
65f547c3fc Geometry Nodes: add utility to show debug messages in node editor
This is only meant to be used for development purposes for now,
not to show warnings to the user.

Differential Revision: https://developer.blender.org/D13348
2021-11-24 13:39:20 +01:00
Ankit Meel
9fc5a9c78f macOS: Fix build error due to std::optional<T>::value 2021-11-24 17:41:37 +05:30
Jacques Lucke
7ea4342e73 Geometry Nodes: reduce number of scheduled nodes in evaluator
Previously, there were a couple of cases where nodes were scheduled when
that was not really necessary. This change doesn't seem to have a big impact
on performance, but simplifies the code a bit.
2021-11-24 12:57:36 +01:00
Jacques Lucke
833eb90820 Cleanup: removed shadowed variable 2021-11-24 12:57:36 +01:00
Jacques Lucke
f5e5a0987a Geometry Nodes: decouple Delete Geometry node from Mask modifier
This dependency was a bit ugly and the functions from the mask modifier
did a few things that we don't need in the Delete Geometry node:
* The mask modifier uses `CustomData_copy_data` which the node doesn't need.
* The mask modifier checks for `-2` in some values, but this special value is
  not used by the node.

Differential Revision: https://developer.blender.org/D13335
2021-11-24 12:00:35 +01:00
Jacques Lucke
050b205a97 CMake: add WITH_UNITY_BUILD option to improve compile times
Unity builds are only used in the `bf_nodes_geometry` module for now.
This module has been prepared to support unity builds already.
Usually, there is a 2-4x speedup when building `bf_nodes_geometry`
compared to without unity builds (e.g. 145s to 55s).

For more information about how unity builds work and how they help
with compile times, see D13341.

Differential Revision: https://developer.blender.org/D13341
2021-11-24 11:40:26 +01:00
Julian Eisel
3850fdd5b9 Assets: Sanitize threaded preview creation with undo
Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.

The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.

This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.

The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
2021-11-24 11:26:37 +01:00
Jeroen Bakker
98a5658239 Cleanup: Renamed DefaultDrawingMode ImageSpaceDrawingMode.
Explains more what it does, not how it is used.
2021-11-24 11:23:44 +01:00
Julian Eisel
cd818fd081 Assets: Sanitize threaded preview creation with undo
Basically, this fixes disappearing previews when editing asset metadata
or performing undo/redo actions.

The preview generation in a background job will eventually modify ID
data, but the undo push was done prior to that. So obviously, an undo
then would mean the preview is lost.

This patch makes it so undo/redo will regenerate the preview, if the preview
rendering was invoked but not finished in the undone/redone state.

The preview flag PRV_UNFINISHED wasn't entirely what we needed. So I had to
change it to a slightly different flag, with different semantics.
2021-11-24 11:20:35 +01:00
Jeroen Bakker
75b53542f2 ImageEngine: Remove unneeded check for tiled image.
Regular images are also tiled images, but with a default tile that leads
to the same result.
2021-11-24 11:02:05 +01:00
Jacques Lucke
17770192fb Tests: exclude anonymous attributes from mesh comparison
The set of anonymous attributes on a geometry is not visible to the user.
2021-11-24 10:38:42 +01:00
Bastien Montagne
e0763760e4 Cleanup: IDTypeInfo new asset_type_info member.
Two issues addressed here:

I) `asset_type_info` is sub-data, not a callback. Therefore, move it
before the callbacks in the `IDTypeInfo` struct.

II) More important, initialize this new attribute in *ALL* `IDTypeInfo`
instances. No member of this struct should ever be left implicitely
uninitilazed, ever.

Aftermath of rBa84f1c02d251.
2021-11-24 10:35:47 +01:00
Jacques Lucke
f8dea3fe64 Fix T93345: missing null check for geometry nodes logger 2021-11-24 10:16:14 +01:00
Bastien Montagne
2ddbf81c47 Cleanup: Add info about attributes init in Mesh IDTypeInfo after conversion to C++.
rB6002914f141f totally lost those info, in C++ we use comments by
convention.
2021-11-24 10:09:35 +01:00
Jeroen Bakker
f9db7675e0 Cleanup: use lowercase in private functions. 2021-11-24 10:06:17 +01:00
Jeroen Bakker
785503a7e4 Cleanup: use lowercase in private functions. 2021-11-24 10:05:45 +01:00
Jacques Lucke
1a887b0088 Cleanup: use nullptr 2021-11-24 10:05:01 +01:00
Jeroen Bakker
4b259edb0a Cleanup: Silent compilation warning in draw_manager. 2021-11-24 10:02:30 +01:00
Jeroen Bakker
de35a90f9f Fix crash when opening search menu.
Asset install bundle poll didn't check the space it was running in and
assumed that it was always running in file browser.
2021-11-24 09:27:47 +01:00
Jeroen Bakker
ebe5a5eca8 AssetBrowser: Disable asset indexing.
Asset Indexing is disabled for now as it requires {D12990} to support
object snapping.
2021-11-24 08:32:29 +01:00
Jeroen Bakker
dbeab82a89 T91406: Asset Library Indexing
Asset library indexing would store indexes of asset files to speed up
asset library browsing.

* Indexes are read when they are up to date
** Index should exist
** Index last modify data should be later than the file it indexes
** Index version should match
* The index of a file containing no assets can be load without opening
   the index file. The size of the file should be below a 32 bytes.
* Indexes are stored on a persistent cache folder.
* Unused index files are automatically removed.

The structure of the index files contains all data needed for browsing assets:
```
{
  "version": <file version number>,
  "entries": [{
    "name": "<asset name>",
    "catalog_id": "<catalog_id>",
    "catalog_name": "<catalog_name>",
    "description": "<description>",
    "author": "<author>",
    "tags": ["<tag>"]
  }]
}
```

Reviewed By: sybren, Severin

Maniphest Tasks: T91406

Differential Revision: https://developer.blender.org/D12693
2021-11-24 08:21:40 +01:00
Jeroen Bakker
16fc0da0e7 Animation: Add test cases for ED_keyframes_keylist.
This patch adds test cases to detect edge cases when finding
keylist columns.

The patch originated during development of D12052 to make sure
the new implementation matches the old implementation. It would
be good to add these test cases to master so this part is covered
in a next change might influence the expected edges.

The patch covers `ED_keylist_find_next`, `ED_keylist_find_prev`
and `ED_keylist_find_exact` methods.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D12302
2021-11-24 08:02:50 +01:00
Christoph Lendenfeld
6b4405d757 Extract keyframe segment calculation
extracts the search for keyframe segments (consecutive selection of keys)
It will be reused by future graph editor operators

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9360
Ref: D9360
2021-11-23 21:38:23 +00:00
Germano Cavalcante
d144983f8c Cleanup: unused variable 2021-11-23 18:15:59 -03:00
Germano Cavalcante
56f66602c7 Fix (unreported): Local preview icons not loading
Bug introduced in {rB9d7422b817d1}.

The solution is not an init thread for preview tasks that won't complete.
2021-11-23 18:11:54 -03:00
Jacques Lucke
62a04f7aa6 Cleanup: clang tidy
The parameter name was inconsistent with the declaration.
2021-11-23 19:38:22 +01:00
Jacques Lucke
38a3819171 Merge branch 'blender-v3.0-release' 2021-11-23 19:04:44 +01:00
Jacques Lucke
3844e9dbe7 Fix (unreported): unlinked group input is not logged in geometry nodes
Differential Revision: https://developer.blender.org/D13340
2021-11-23 19:03:16 +01:00
Julian Eisel
ea93e5df6c Asset: Merge asset library/list refresh operators
In rBdcdbaf89bd11, I introduced a new operator
(`file.asset_library_refresh()`) to handle Asset Browser refreshing more
separate from File Browser refreshing. However, there already was
`asset.asset_list_refresh()`, which at this point only works for asset
view templates, but was intended to cover the Asset Browser case in
future too. This would happen once the Asset Browser uses the asset list
design of the asset view template.

So rather than having two operators for refreshing asset library data,
have one that just handles both cases, until they converge into one.
This avoids changes to the Python API in future (deprecating/changing
operators).

Differential Revision: https://developer.blender.org/D13239
2021-11-23 18:57:25 +01:00
Ray Molenkamp
60befc8f02 Clean-up: Fix BLI_rect.h collision with windows.h
windows.h `#defines rct1` as a number which is
problematic if we include `BLI_rect.h` after
`windows.h` .

by renaming `rct1/2` to `rct_a/b` we side step
the collision and straighten up the naming with
the functions directly above it.
2021-11-23 10:51:09 -07:00
Hans Goudey
62b50c612f Cleanup: Else after return, other simplifications
`std::stringstream` already returns a `std::string`, and there is no
particular reason to use short here instead of int.
2021-11-23 12:49:45 -05:00
Julian Eisel
9e5aae4215 Asset: Merge asset library/list refresh operators
In rBdcdbaf89bd11, I introduced a new operator
(`file.asset_library_refresh()`) to handle Asset Browser refreshing more
separate from File Browser refreshing. However, there already was
`asset.asset_list_refresh()`, which at this point only works for asset
view templates, but was intended to cover the Asset Browser case in
future too. This would happen once the Asset Browser uses the asset list
design of the asset view template.

So rather than having two operators for refreshing asset library data,
have one that just handles both cases, until they converge into one.
This avoids changes to the Python API in future (deprecating/changing
operators).

Differential Revision: https://developer.blender.org/D13239
2021-11-23 18:40:31 +01:00