Commit Graph

41970 Commits

Author SHA1 Message Date
Omar Emara
1c315c62d2 Fix: Crash when duplicating node editor
Blender crashes when duplicating a node editor with an active
compositor session. That's because the runtime data of the editor is
nullptr upon duplication. This is a regression in 51a7961e09, where the
runtime data was set to nullptr upon duplication, while it should be
assigned a newly allocated structure or duplicate the existing
structure. To fix this, we do the former and allocate a new structure
because that's what the developer intended in the original patch.

The crash is rare and went unnoticed because the runtime data is
initialized in the init method as well, which typically gets called
quickly right after the area is duplicated.

Pull Request: https://projects.blender.org/blender/blender/pulls/122506
2024-05-31 15:22:21 +02:00
Pratik Borhade
c80e30684c GPv3: Lock material layer property
This ports the `lock_material` layer property to GPv3.
For this, the `layer_index` is also required in `retrieve_editable_points`
and `retrieve_editable_strokes` to choose strokes based on
the `lock_material` property.
In `retrieve_editable_elements` we now pass the `MutableDrawingInfo`
to get both the `drawing` and `layer_index`.

Pull Request: https://projects.blender.org/blender/blender/pulls/119913
2024-05-31 15:13:35 +02:00
Dalai Felinto
26d7fb3df3 UI: Extensions: Status bar offline not showing if updates were available
How to reproduce it:
* Launch Blender
* Make sure there are updates available
* Disable "Allow Online Access"

The offline icon would not show on the status bar.
2024-05-31 14:40:14 +02:00
Dalai Felinto
96424cd2a5 UI: Extensions: Fix status bar
* Show offline icon when offline.
* Don't show the vertical split when there are no updates (since we
  don't draw any information in this case.

Reviewed by Campbell Barton.

Ref !122548
2024-05-31 14:33:21 +02:00
Campbell Barton
8bd3be2160 Extensions: show extension updates in the status bar
Move extension update display from the splash screen to the status bar.
Based on !122413 with minor changes & removal of splash text.

Co-authored-by: Harley Acheson <harley.acheson@gmail.com>
2024-05-31 21:37:37 +10:00
Falk David
a8d395388d Cleanup: GPv3: Remove uses of layers.first_index
Remove uses of `GreasePencil::layers().first_index(...)`.
Use `GreasePencil::get_layer_index` instead.
2024-05-31 12:28:18 +02:00
YimingWu
dc69abcb70 Fix #122503: GPv3: Always Initialize vertex_color_ when drawing
Lack of initialization of `vertex_color_` will cause garbled color to
show up in later interpolated points while drawing in material mode with
curves already have `vertex_color` attribute. Now fixed.

Pull Request: https://projects.blender.org/blender/blender/pulls/122528
2024-05-31 04:51:55 +02:00
Campbell Barton
24abd35d14 Extensions: use "extensions" category for operator
Replace use of "bl_pkg" operator category with "extensions",
this naming was used while the functionality was experimental,
not intended to be used once extensions was moved out of experimental.
2024-05-31 10:32:01 +10:00
Sean Kim
af195f91c2 Cleanup: Remove accidentially added constexpr qualifier
It doesn't hurt, but it doesn't really provide any benefit either
to how we use the value in the code at the moment, so I view it as
kind of misleading, since all the calls here are done at runtime.

Pull Request: https://projects.blender.org/blender/blender/pulls/122419
2024-05-31 02:08:00 +02:00
Charles Wardlaw
e1a6749b3d USD: dome light IO
This commit adds logic to convert between USD dome lights and Blender
world materials.

The USD dome light rotation is represented in a mapping node input to the
environment texture.  If the dome light has a color specified in addition to
the texture map, the color will be converted to a vector multiply on the
the environment texture output.

I the imported USD has multiple dome lights, only the first dome light will
be converted to a world material.

Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121800
2024-05-30 20:48:43 +02:00
Harley Acheson
4e838fdae7 UI: Toggle Camera Guides in 3D View Overlay
Commit of #122337 removed this functionality by removing the exit this
used. This PR just brings back this functionality so you can toggle
both camera guides and passepartout.

Pull Request: https://projects.blender.org/blender/blender/pulls/122514
2024-05-30 20:06:39 +02:00
Harley Acheson
2a287dc23c UI: Toggle Camera Passepartout in Viewport Overlays
Allow toggling camera passepartout in the 3DView Overlay popover while
in camera view.

Pull Request: https://projects.blender.org/blender/blender/pulls/122337
2024-05-30 18:03:39 +02:00
Sybren A. Stüvel
95966813ae Anim: add 'Frame Scene/Preview Range' to animation editors
blah

Add a new operator 'Frame Scene Range' to the Dope Sheet, Graph Editor,
NLA, and VSE 'view' menus. It is added both to the regular menu and the
pie menu (by default on the ` hotkey).

The operator will only change the horizontal view, to show the scene
range or the preview range, depending on whether the preview range is
active or not.

The label of the operator switches between "Frame Scene Range" and
"Frame Preview Range" to indicate what will happen.

For the VSE this operator is quite similar to the 'Frame All', as that
by default also frames the scene range. There are a few notable
differences though:

- Frame All includes any strip that extends beyond the scene end frame.
- Frame All ignores the preview range.

Pull Request: https://projects.blender.org/blender/blender/pulls/122311
2024-05-30 17:19:10 +02:00
Dalai Felinto
35a3e64141 UI: Icons: INTERNET_OFFLINE
* INTERNET_OFFLINE icon was discussed here: !122225

Ref: !122486
2024-05-30 17:18:33 +02:00
Julian Eisel
44e9544199 Refactor: Extract button text editing data for input handling
Introduces a `uiTextEditing` struct to hold most data for handling text editing,
with improved naming. This should help untangling this code a bit, reduce
perceived complexity, and make the relation between data and the button state
more clear.

Generally I'd like to try to minimize use of `uiHandleButtonData`, to reduce
complexity while increasing flexibility. For example it would be good if text
editing code could be independent of the active button, so a text button can
receive input while other UI elements remain interactive (e.g. for search
popups, which have their own ad-hoc layout, event handling and drawing code).

This is a rather conservative initial refactor, I might follow up with further
(more risky) changes in separate PRs. But this seems like enough of an
improvement to get in first.

Pull Request: https://projects.blender.org/blender/blender/pulls/122332
2024-05-30 17:09:13 +02:00
Falk David
58f133675f GPv3: Draw Tool: Angle option
This implements the angle and angle factor draw tool settings in the `Advanced` panel.

The behavior is changed slightly to GPv2. Instead of calculating the radius of the point
based on an interpolated value between the adjusted radius and the previous point,
in GPv3 the radius is adjusted by a "smoothed angle factor". This factor is the angle factor
based on the previous point, but smoothed over time (by a constant amount).

Pull Request: https://projects.blender.org/blender/blender/pulls/122488
2024-05-30 17:01:37 +02:00
Lukas Tönne
3a86fc971f GPv3: Fill tool: Don't generate outlines for holes
The fill tool generated strokes for exterior as well as interior
boundaries. This is undesirable because fill strokes can't actually have
holes and the overlapping strokes are not very useful.

This reconstructs GPv2 behavior where only the outer-most starting
points for boundaries are used, ignoring interior boundaries.

Pull Request: https://projects.blender.org/blender/blender/pulls/122498
2024-05-30 16:25:27 +02:00
Campbell Barton
2bc7a7edfc Cleanup: quiet missing-declarations warning 2024-05-30 23:34:23 +10:00
Lukas Tönne
edd0914853 GPv3: Fill tool smooth & simplify post processing
Adds a smooth pass and a simplify pass after the boundary curve construction.

Pull Request: https://projects.blender.org/blender/blender/pulls/122390
2024-05-30 15:27:50 +02:00
Omar Emara
99fca1a149 Compositor: Only create GPU context when needed
This patch makes it such that the GPU context required for the
compositor is only created when the GPU compositor is in use. This
should fix #121761 for the CPU compositor, but generally also make the
CPU compositor more robust to such errors in the future, and a tiny bit
faster since context creation is skipped.

Pull Request: https://projects.blender.org/blender/blender/pulls/122420
2024-05-30 15:03:15 +02:00
Hans Goudey
7ee189416c UI: Show modifier pinning with icon, adjust name
User feedback has been that the pinned modifier looks broken because
there is no feedback in the UI showing that it's pinned (related to the
recently reported #121620). It's also inconvenient to disable the pinning
if it's required to move the modifier up (before another modifier that
controls normals for example). Now the "Pin" icon is displayed here,
and clicking on it turns off the pinning.

Also, change the property name from "Stick to Last" to "Pin to Last".
"Stick" is a weird word in the UI, it sounds uncommon and strangely
physical. "Pin" is more associated with this concept.

---

![Screenshot from 2024-05-29 11-41-06](/attachments/4581d362-e2fb-4edf-83dd-7f1e1b71ec4d)

Pull Request: https://projects.blender.org/blender/blender/pulls/122444
2024-05-30 13:56:42 +02:00
Habib Gahbiche
9484770551 Compositor: Switch View: automatically update views when render views are enabled/disabled
Remove the button "Update Views" that requires the user to update visible views manually. This is now consistent with the automatic update of compositor tree, when views are added or deleted, see #120685.

The patch also addresses #109866 (not really a fix since behavior in that bug report is intentional).

Pull Request: https://projects.blender.org/blender/blender/pulls/122290
2024-05-30 13:18:10 +02:00
Jacques Lucke
cc38c43198 UI: check if only ctrl is pressed when editing label
Previously, the code only checked that ctrl is pressed. This works, but
also allows other keys to be hold at the same time which might conflict
with other shortcuts. Now the code also makes sure that shift and alt
are not pressed.
2024-05-30 11:14:58 +02:00
Jacques Lucke
cd5eb4aa03 Geometry Nodes: support renaming some sockets in the node directly
This adds support for renaming some sockets in the node UI directly by Ctrl+Clicking
on them. This is sometimes more convenient than going to the sidebar. It affects the
Menu Switch and Bake node as well as the Simulation and Repeat zone.

Some related notes:
* The Group Input and Group Output node are not yet supported, because it currently
  breaks the right-alignment on the Group Input node. I couldn't find a workaround for
  this yet.
* Double-clicking on the socket name does not trigger renaming yet. This seems to
  be a deeper issue in the interface code.
* The highlighting when hovering over sockets that can be renamed is very dim
  making it hard to see. Alternatives like drawing a box around the label when hovering
  it (like in list views) have been discussed but seem to be much more difficult to get to work.

Despite these limitations, it seems reasonable to add this already, as it shouldn't affect
anyone negatively. The nodes still look like before.

Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121945
2024-05-30 10:41:05 +02:00
Philipp Oeser
7a11fad380 Fix #122429: With Cloth brush set, cloth filter (Scale) is disfunctional
The cloth scale Filter relies on properly set up deformation constraints
(this is done in `do_cloth_brush_build_constraints_task`).
Whenever the Brush (not the Filter) is set to `SCULPT_TOOL_CLOTH`
(having it selected prior to the filter), another code path is taken and
the setting up the proper constraints is skipped (making the Filter
disfunctional).

To distinguish between filter usage and brush usage, there were already
checks for the `StrokeCache` (indicating brush usage afaict), so to
resolve, use the same check to prevent entering the particular code path
associated with the `SCULPT_TOOL_CLOTH`.

Probably an oversight in c2f0522760

Pull Request: https://projects.blender.org/blender/blender/pulls/122440
2024-05-30 10:27:21 +02:00
Campbell Barton
fc6df04a99 Extensions: support dropping URL's which contain trailing parameters 2024-05-30 16:55:35 +10:00
Campbell Barton
8f97419561 Extensions: show a dialog when dropping a URL while offline
The dialog notifies the user that online access is required with a
button to go to the system preferences.

See #120665.
2024-05-30 16:07:59 +10:00
Harley Acheson
3ee8a75e8e Fix #122381: Changes to Text Overlay Colors
Show white text and black outline when dark, black text and white
outline when light. Slight darkening of TH_TIME_GP_KEYFRAME and
the red used for slow FPS to better work with varying backgrounds.

Pull Request: https://projects.blender.org/blender/blender/pulls/122449
2024-05-29 20:10:45 +02:00
Harley Acheson
50bf1f3a52 Fix #122395: Fix Icon Errors Building Headless
Add defines to allow building headless, otherwise we
get undefined symbol errors for UI_icon_from_event_type

Pull Request: https://projects.blender.org/blender/blender/pulls/122406
2024-05-29 17:32:28 +02:00
Hans Goudey
628e34fdfb Cleanup: Use C++ types for sculpt boundary brush data 2024-05-29 11:04:33 -04:00
Jacques Lucke
7be4d4f443 Nodes: automatically move viewer node to current node
This improves working with viewer nodes in geometry and compositor nodes.
Previously, the viewer node would typically stay at the position where it was first
inserted which leads to very long links in many cases. Now the viewer node
automatically moves to the place where the user ctrl+shift+clicked to view data.

The viewer is placed slightly to the right and top of the current node. It is moved
up a bit, so that it does not get in the way as quickly when the user wants to add
another new node. Furthermore, the viewer node position is chosen so that it
does not intersect with other nodes.

In the future we could implement animating the node position so that it slowly
transitions to it's new places.

Pull Request: https://projects.blender.org/blender/blender/pulls/121951
2024-05-29 16:49:33 +02:00
Hans Goudey
96415bc42a Sculpt: Specialize a few vertex neighbor iteration cases for BMesh
The start of a transition to remove this API more generally.
2024-05-29 10:41:41 -04:00
Hans Goudey
98eecfcff0 Cleanup: Sculpt: Use C++ Vector for vertex neighbors 2024-05-29 08:58:10 -04:00
Pratik Borhade
c7635fa200 GPv3: Assert on translating keys
Caused by f011d8f508.
`ale->update` should be 0 after animdata update. Otherwise it would
cause the assert (it also ensures all update cases are handled for keys).

Resolves #122259

Pull Request: https://projects.blender.org/blender/blender/pulls/122435
2024-05-29 14:24:37 +02:00
Iliya Katueshenock
022620b490 Fix: Missing space in tooltip
Fix of change from e6ccff1044

Pull Request: https://projects.blender.org/blender/blender/pulls/122434
2024-05-29 14:05:54 +02:00
Falk David
bf676e8973 GPv3: Draw Tool: Replace "Input Samples" with "Spacing"
The GPv2 draw tool used a setting called "Input Samples" to
generate points (subdivisions) when two samples are far apart
from one another.

In GPv3 we have the same feature, but with a bit more control.
Users can now specifiy the maximum distance between two
points based on a percentage of the brush size (in pixels).
2024-05-29 11:55:59 +02:00
Falk David
6e76b9f6b3 Fix: GPv3: Issues in find_or_create_layer_in_dst_by_name
There were some issues in this function.
* Undefined behavior for the fallback when getting the `layer_src`
* Searching for the layer `grease_pencil_dst` based on the value of a pointer, instead of the `name`.

Pull Request: https://projects.blender.org/blender/blender/pulls/122426
2024-05-29 11:25:15 +02:00
Campbell Barton
c5a27f011e Cleanup: spelling in comments 2024-05-29 12:49:07 +10:00
Campbell Barton
e3a6eed5c5 Cleanup: correct function name spelling 2024-05-29 12:49:07 +10:00
Harley Acheson
707503bf73 Fix #122403: Show correct Hex values for managed colors
Adjusted calculation of hex values so that what is shown matches what
is displayed for material colors as well as for theme colors.

Pull Request: https://projects.blender.org/blender/blender/pulls/122409
2024-05-29 01:13:50 +02:00
Hans Goudey
434b225bb8 Cleanup: Sculpt: Reduce usage of topology array references
Access topology arrays directly from the mesh as needed instead.
Part of #118145.

Pull Request: https://projects.blender.org/blender/blender/pulls/122407
2024-05-28 23:48:39 +02:00
Hans Goudey
61fa2b7991 Paint: Reduce constant work for each node in weight paint
Move the loop over all affected nodes to each brush implementation,
making use of lambdas to avoid a bunch of boilerplate code. This makes
it clearer what logic actually depends on the vertices in each node, and
decreases future overhead if we decide to make PBVH nodes smaller.
2024-05-28 23:48:37 +02:00
Hans Goudey
aae77d5e60 Cleanup: Paint: Use const arguments 2024-05-28 23:48:37 +02:00
Hans Goudey
808c29d8db Cleanup: Paint: Remove more permanent storage of topology map
Access the vertex to face map directly from the mesh as necessary.
This helps to prevent unnecessary calculation (it isn't necessary in
weight paint mode besides the blur brush anymore), though it is
used for vertex normals calculation for smooth-shaded meshes.
2024-05-28 23:48:37 +02:00
Hans Goudey
f31d3b9e39 Paint: Remove use of vert to corner topology map
This saves 4 bytes per face corner and 4 bytes per vertex.
2024-05-28 23:48:37 +02:00
Hans Goudey
5cd06ffe60 Cleanup: Mesh: Modernize vert to corner topology map naming 2024-05-28 23:48:37 +02:00
Hans Goudey
bdb949bc76 Cleanup: Paint: Retrieve vert positions from consistent array
`ss.vert_positions` and `pbvh.vert_positions` are expected to point to the
same evaluated deformed position array here. It's preferrable to use the
span we already have locally. Though eventually we hope to remove the
vertex position array from PBVH.
2024-05-28 23:48:37 +02:00
Hans Goudey
144c995c06 Paint: Remove PBVH vertex iteration macro from weight & vertex paint
Part of #118145.
2024-05-28 23:48:37 +02:00
Hans Goudey
73a407061a Paint: Read selection before brush falloff
Reading the selection is much cheaper than calculating the brush radius
since it just requires reading from a boolean array. Better to do it earlier
so the radius calculation can be skipped for deselected points.
2024-05-28 23:48:37 +02:00
Hans Goudey
1c3d6fa4dd Paint: Avoid virtual array access overhead for weight and vertex paint
Use an optionally empty VArraySpan instead of a potentially-single VArray.
2024-05-28 23:48:37 +02:00