Commit Graph

98622 Commits

Author SHA1 Message Date
Bastien Montagne
8a364ef72c Fix (unreported) misisng handling of XR data object pointer in foreach_id.
Very sadge to see this kind of mistakes still exist in 2023 code...

While in theory this commit could be backported to (LTS) releases, would
rather only do it if/when proven it actually fixes user-facing issues.
Fixing such issues so deep in ID management code can have completely
unexpected side effects.
2023-04-01 20:10:48 +02:00
Clément Foucault
7592ec35d3 GPU: Fix compilation with option WITH_GPU_BUILDTIME_SHADER_BUILDER
Breakage caused by 84c93f3a06
2023-04-01 17:16:54 +02:00
Clément Foucault
e652d0002b GPU: FrameBuffer: Fix empty framebuffer update
The framebuffer default size was only set during the first bind. This
is because the `dirty_attachments_ tag` wasn't set and thus the
framebuffer size was never passed down to the GL.

Split to `default_size_set()` to not affect other code paths that use
`size_set()`.
2023-04-01 13:24:48 +02:00
Clément Foucault
897a735151 BLI: Rotation: Add CartesianBasis transform_point and invert 2023-04-01 13:24:35 +02:00
Chris Blackbourn
957ac41237 Fix #78396: Pack UVs to original bounding box
Adds the ability to pack UVs back into the original bounding box.

Choose UV Editor > Menu > UV > Pack Islands

Then change "Pack To" to "Original bounding box"
2023-04-01 21:13:58 +13:00
Chris Blackbourn
531f99ffbd UV: simplify uv packing api and simplify uv packing
Fix #invert_m2_m2 with repeated arguments.

Change UV Packing to use {pivot, half_diagonal} representation.
2023-04-01 11:35:07 +13:00
Germano Cavalcante
6778460e53 Fix #106323: Snap to Face Nearest not working
Face Nearest only works with individual projection, so always set the
`SCE_SNAP_PROJECT` flag in this case.

Also gray out the `Project Individual Elements` option in the UI if
`Face Nearest` is enabled.

And change the description to indicate that `Project Individual Elements`
is always enabled with the `Face Nearest` option.

(I feel a better design for this option needs to be considered).
2023-03-31 17:30:26 -03:00
Germano Cavalcante
f898c22349 Fix #106363: snap toggle affecting operators not set to 'Affect'
Regression due 88e2542398.

Although the "Non-Affect" operators continue to use incremental,
this snapping should not be enabled by default.
2023-03-31 16:32:53 -03:00
Hans Goudey
389025bee2 Cleanup: Use consistent type in function definition 2023-03-31 14:24:23 -04:00
Hans Goudey
1a956ce196 Cleanup: Mode most of MOD_nodes.cc to the blender namespace
Avoid introducing another `::modifiers` namespace for now, since it's
not clear if we'll want that long term. This just avoids a bunch of
boilerplate and makes things easier to read.
2023-03-31 13:19:37 -04:00
Hans Goudey
60cac27ccc Cleanup: Use helper function to create AttributeFieldInput 2023-03-31 13:00:51 -04:00
Hans Goudey
1113a25d1f Cleanup: Make geometry nodes execution functions more reusable
Use the node group and the properties as arguments instead of
the modifier. This may help to allow reusing the functions outside
of the modifier execution context.
2023-03-31 12:53:21 -04:00
Nate Rupsis
7d548b5735 Refactor: Cleaning up NLA Draws Non_solo boolean option
Refactor: Clean up boolean logic naming in nla_draw to be more readable.
Pull Request: https://projects.blender.org/blender/blender/pulls/106119
2023-03-31 17:49:26 +02:00
Christoph Lendenfeld
0187943a3d Animation: Weight Paint select more/less for faces
This adds the select more/less operators to the weight paint mode face selection.

Just like in edit mode, press `CTRL`+`Numpad Plus/Minus` to use them.
They have also been added to the `Select` menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/105607
2023-03-31 14:53:00 +02:00
Christoph Lendenfeld
0d1a0cb453 Animation: Weight Paint select more/less for vertices
This adds the select more/less operators to the weight paint mode vertex selection.

Just like in edit mode, press CTRL+Numpad Plus/Minus to use them.
They have also been added to the Select menu.

Pull Request: https://projects.blender.org/blender/blender/pulls/105633
2023-03-31 14:47:57 +02:00
Hans Goudey
0face8bd22 Fix #105912: Texture paint removes evaluated mesh attributes
When retrieving the evaluated mesh to paint on, it can be reevalauted,
where a smaller set of attributes are requested than for regular
evaluated meshes. That reevaluation should be completely removed
(see #106186), but a simple fix in the meantime is to manually
request that data.
2023-03-31 08:15:58 -04:00
Christoph Lendenfeld
7775fecb14 Animation: Graph Editor - grey out area outside of normalization range
When normalization is enabled in the Graph Editor,
the area outside the -1/1 range on the y axis isn't meaningful.
To visually represent that this patch greys out that area
just as it does with anything outside the current frame range.

Pull Request: https://projects.blender.org/blender/blender/pulls/106302
2023-03-31 13:54:32 +02:00
Jacques Lucke
324ba509b5 Fix: don't access 4th element of float3
The issue here is that `float3` implicitely casts to `float *`
which is then passed into the `float4` constructor.
2023-03-31 11:41:05 +02:00
Aras Pranckevicius
b73ae802fb Fix OBJ test expectations after fast_float.h update 2023-03-31 11:36:25 +03:00
Campbell Barton
a9d15ee8a0 Cleanup: pass rect as a constant pointer 2023-03-31 13:02:53 +11:00
Hans Goudey
498287bca0 Cleanup: Geometry Nodes: Split modifier property update function
It's a bit easier to follow this way, and we can make better use of
const. It's also more reusable in case we have to use it elsewhere
too (for node group operators?).
2023-03-30 18:51:33 -04:00
Hans Goudey
3d5ba79050 Cleanup: Use const arguments for IDProperty functions 2023-03-30 18:51:33 -04:00
Chris Blackbourn
ed0e4f4043 UV: refactor uv packing, reduce usage of #BoxPack
No functional changes.
2023-03-31 10:09:48 +13:00
Hans Goudey
cbb813886c Geometry Nodes: Simplify retrieval of node dependencies
Use checks for certain node types with better algorithmic complexity.
They should perform better in some edge case with a lot of nodes or
node group nesting. They're now a bit more similar to each other too.
2023-03-30 16:30:23 -04:00
Chris Blackbourn
40f050aadc UV: simplify packing usage of #BoxPack
No functional changes.
2023-03-31 09:02:01 +13:00
Jason Fielder
f6e89233a3 Workbench: Optimize texture usage flags
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106229
2023-03-30 21:49:41 +02:00
Jason Fielder
ec94b1da58 Metal: Optimize texture usage in glutil
Ensure compression is enabled by using shader_read
flag only. Also ensure that MTLTexture contents
remain in optimal layout for reading after any
data modifications.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/106234
2023-03-30 21:45:45 +02:00
Sergey Sharybin
55d642ba2f Fix non-deterministic behavior of mask compositor node
The issue was caused by uninitialized offset used for the scale
variable.

Follow the rest of the usages of the operation which initialize
it explicitly. This makes it very safe and easy fix to backport
to any LTS or corrective release.

Ideally should probably initialize all members in the class
itself, to avoid such situations in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/106325
2023-03-30 18:57:22 +02:00
Jacques Lucke
a145d1563a Cleanup: move flip faces code from nodes to geometry module 2023-03-30 18:44:11 +02:00
Jacques Lucke
55d473ee40 Cleanup: use better default name for unknown parameter
The `<` and `>` don't work well when the name is inserted into a .dot graph.
2023-03-30 18:44:11 +02:00
Lukas Tönne
bdc3f1581d Fix #106261: When geometry output is viewed the cycling operator picks wrong sockets.
The cycling method for the viewer connection starts searching from the next socket
after the last current connection. If a geometry socket is is the last connected
output this caused the method to jump to the next socket after the geometry,
potentially skipping over valid data sockets that are not viewed yet.

The solution is to ignore the geometry sockets in the cycling entirely and only
consider data sockets (i.e. non-geometry sockets).

Pull Request: https://projects.blender.org/blender/blender/pulls/106318
2023-03-30 16:56:56 +02:00
Christoph Lendenfeld
be733c240e Animation: Insert Keyframe only on active FCurve
The insert key operator allowed to insert a keyframe on all selected FCurves
and on the Active FCurve at cursor value.
But it didn't allow to insert a keyframe only on the active FCurve.

This patch adds that. It is available in the redo panel and under Key->Insert Keyframes (which can also be called with the I hotkey)

Pull Request: https://projects.blender.org/blender/blender/pulls/106307
2023-03-30 16:29:50 +02:00
Sergey Sharybin
12b001ebce Fix OBJ tests using release folder
This change aimed to solve the following issues:

- Possible threading issue of two tests writing to the same
  file, depending on how the ctest is invoked

- Test using the release directory, and potentially leaving
  temp file behind on test failure, breaking code sign on
  macOS.

Pull Request: https://projects.blender.org/blender/blender/pulls/106311
2023-03-30 15:55:01 +02:00
Sergey Sharybin
8f1925c2f6 Cleanup: make format 2023-03-30 15:28:21 +02:00
Hans Goudey
f9b9430982 Fix: Crash when loading 3.4 autosave file
The MVert to float3 vertex position conversion was skipped using
the wrong case, mesh->mvert wasn't always set when writing
apparently.
2023-03-30 08:37:05 -04:00
Hans Goudey
80319035e6 Fix: Debug assert extracting multiple UV maps in edit mode 2023-03-30 08:24:29 -04:00
Philipp Oeser
7eda8e5367 Fix: unnecessary edge pan updates
Found together with a fix for #106043.

Edge panning (in Node Editors, Outliner and VSE) does unnecessary
updates when the view has not changed at all. This includes adding
`MOUSEMOVE` events (even if you dont move the mouse at all).

Adding `MOUSEMOVE` events results in the transform system constantly running (even if you dont move the mouse) which we certainly want to avoid.

Rectify this by only calling these updates when the view changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/106301
2023-03-30 14:08:57 +02:00
Philipp Oeser
2a6f177e8e Fix #106043: Moving frame node jittering while cursor is still
The fix for #105363 (6d3ce8273a) made the transform system respect
(Frame) nodes `offsetx`/`offsety`.

Now Node Editors run the transform system even if the mouse is still (due to edge panning -- unnecessarily, see PR #106301 for fixing this). And due to the way `frame_node_prepare_for_draw` recalculates these offsets (based on
on updated positions and `node.runtime->totr` [which in turn gets rounded in `node_update_basis` -- so subpixel precision is lost there, see [1]]), this can lead to slight imprecisions/noise/jitter during transform (if we use float offsets, see the PR for more info).

So to counter this, use rounded offsets now [which will keep the whole circle stable].

NOTE: PR #106301 would fix this already for having the cursor still, but this patch still improves slight jitter when moving, so will commit separately.

[1] comment from `node_update_basis`
> /* Round the node origin because text contents are always pixel-aligned. */

Pull Request: https://projects.blender.org/blender/blender/pulls/106096
2023-03-30 14:02:45 +02:00
Julian Eisel
d90795bc3c Asset System: New "weak" asset reference for storing in .blend files
No user visible changes expected.

For brush assets, we need a way to store a reference to a brush in .blend files, so that the last active brush can be restored from the file. See #101908. It seems like a generally useful thing to have.

Adds a new DNA struct to store a "weak" asset reference, that is, a reference that can break under a number of circumstances, but should work reliably enough under normal usage. There's no way to reliably reference an asset currently, so this works on a "best effort" basis. It can break when assets are moved inside the asset library, asset libraries are unregistered from the Preferences, or a file is opened on a different machine with different Preferences, for example. It can also break currently if an asset library is renamed.
It contains:
- Information to identify the asset library the asset can be found in.
- A relative "identifier" (currently a relative path) for the asset within the asset library.

There's further code to resolve a weak reference to file paths and Blender library paths.

Part of #101908.

Co-authored-by: Bastien Montagne <bastien@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/105603
2023-03-30 12:25:42 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Christoph Lendenfeld
7e940f184f Animation: Auto frame curves Y extents when hitting normalize
When hitting the "normalize" button in the graph editor, set the y extents of the view to the extents of the `FCurves`.
Previously you had to search for your curves after pressing that button.

Pull Request: https://projects.blender.org/blender/blender/pulls/105857
2023-03-30 10:01:12 +02:00
Aras Pranckevicius
d9de76f5d1 Cleanup: PLY exporter headers cleanup
Move private functions out of headers, cleanup unnecessary includes,
forward declarations instead of includes where possible, avoid global
variables.
2023-03-30 09:56:23 +03:00
Chris Blackbourn
3cfc3eab93 UV: fix unreported, bad uv packing with convex shape_method.
Pivot wasn't set with convex shape_method when an island has only one triangle.

Regression from 86b1e5e3b6
2023-03-30 12:35:45 +13:00
Chris Blackbourn
9ea6771d10 Cleanup: simplify sorting during uv packing
Prevent double-sorting during uv packing with bounding-box packing.

Slight speed improvement, slight packing efficiency improvement.
2023-03-30 12:23:49 +13:00
Chris Blackbourn
abb879175e Fix #106283: several uv operations producing missing uvs
Uninitialized memory, regression from in p_flush_uvs [0]

[0] 8ac67a798b
2023-03-30 10:28:41 +13:00
Aras Pranckevicius
7b94e86dd9 PLY: improve UV values merging in the exporter
Similar to recent OBJ UV values merging commit (05a63e3705) - build
mapping of (vertex, UV) by going over the face loops directly, instead
of using BKE_mesh_uv_vert_map_get_vert and then having an additional
map on top. Provide the mapping into ready to use flat arrays, instead
of building a map and then building arrays out of that in a separate
pass.

While at it, avoid the extra cost of building all this complicated
mapping when we don't have or are not exporting UVs.

Timing tests on exporting several models into binary PLY file
(Win10, Ryzen 5950X):

- Suzanne subdivided to level 6 (2.1M verts): 0.93s -> 0.68s
- Rungholt Minecraft level (9.7M verts): 3.3s -> 2.3s
- Stanford Lucy 3D scan (14.0M verts, no UVs): 5.2s -> 1.5s
2023-03-29 23:00:06 +03:00
Jacques Lucke
8ce3bb6e05 Fix: Curves: crash when requesting write access for attribute from multiple threads
This is preparation for #106228, the crash does not happen in `main` currently.
The issue was `positions_for_write` might make a copy of the data if it was
shared. This operation is not thread safe on a single mesh. The solution is to
get write-access to the positions only once before threading starts.
2023-03-29 18:40:13 +02:00
Jacques Lucke
84c93f3a06 Cleanup: use eCustomDataType instead of int
This makes the APIs more correct and simplifies debugging, because
some debuggers can now show the enum name instead of the integer.

Pull Request: https://projects.blender.org/blender/blender/pulls/106268
2023-03-29 17:10:49 +02:00
Hans Goudey
431d9858c5 Cleanup: Retrieve const custom data layers 2023-03-29 11:09:14 -04:00
Hans Goudey
5efa39096c Fix #106134: Broken triangulation without cached face normals
Logic broken in 16fbadde36
2023-03-29 11:09:14 -04:00