While selecting and transforming multiple grease pencil frames in the
timeline, frames would sometimes disappear. This happened when the
transformation overlapped, meaning when a frame replaced another moving
one in the timeline. The frames transformation was happening in place
and in series, and thus leaded to the initial position of the frame to
be removed, even if it was occupied by a freshly transformed framed.
This commit fixes the issue by storing two separate maps in the
transform data structure instead of one, one map to store the static
data, meaning the frames that are not affected by the transform, and
another one for the moving data, meaning the frames that are affected by
the transform.
Some changes were made to account for the potential duplication of the
frames (move + duplicate):
* the map of the duplicated frames was renamed to a more explicit name,
* when a duplication occurs, the original frame is stored in the static
frames map, and the duplicate is stored in the moving frames map,
* thus the check for the duplicate flag of the operator is now done at
the init step of the transform, instead of the update step, so that
the maps are initialized accordingly.
Co-authored-by: Lukas Tönne <lukas@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/119337
The theme has a color for each keyframe type. This is exposed in RNA and
the preferences UI as an RGB color, so without alpha channel. The code
that loads the color from the theme, however, does include that
unsettable alpha channel, though.
In practice this doesn't cause issues, as the versioning code ensures
that the default colors are stored with `alpha=uint8_t(255)`. While
developing, however, this caused me considerable headscratching, as I
was missing that little bit of versioning code, which means that the
default color was set to all-zeroes, and thus had a zero alpha.
This is now resolved by altering the drawing code to only load the RGB
component from the theme. This way only the user-settable bytes are
loaded, while the alpha component is handled a different way (setting it
to an absolute value, instead of multiplying the theme value).
No user-perceivable changes, just some developer comfort.
Pull Request: https://projects.blender.org/blender/blender/pulls/120311
Caused by 53418fc3a1.
corner vertices of hidden face sets are not `1/true/hidden` (which
is expected). So inverting then hides these corner verts, hence the
small region of face sets is visible afterwards.
This could be avoided if `.hide_poly` attribute is used for changing the
visibility.
Pull Request: https://projects.blender.org/blender/blender/pulls/120160
The `IndexMask` class already had a static function `from_union`.
This adds two new functions `from_difference` and `from_intersection`
as well as tests for each of them.
It also uses `from_intersection` in two grease pencil utility functions.
Pull Request: https://projects.blender.org/blender/blender/pulls/120419
On animations with high key counts, `remake_graph_transdata`
takes most of the compute time when moving keys.
This patch threads the loop over FCurves in that function to speed things up.
Test file with 10.000 keys per F-Curve
| - | Before | After |
| - | - | - |
| Moving 1 key of each FCurve | ~2200ms | ~285ms |
| Moving a single key | ~0.70ms | ~0.72ms |
As demonstrated in the measurements, this speeds up the
case of modifying a lot of data, while not impacting the case
of modifying very little data.
The measurements were taken on an 8c/16t CPU.
The higher the thread count, the better the performance gain.
Measurements of `remake_graph_transdata` using the following test file.
https://download.blender.org/ftp/sybren/animation-rigging/heavy_mocap_test.blend
Pull Request: https://projects.blender.org/blender/blender/pulls/119497
With this PR, when pressing `I` in the viewport and the code
is unable to insert **ANY** keyframes, the user will be presented
with a single message detailing exactly why it has failed.
This PR promotes the functionality introduced in
#117449 into the header file so it can be used elsewhere.
The `CombinedKeyingResult` class is returned
from `insert_key_action` and `insert_key_rna`, and
used to produce a single report from the operator if it
failed to insert any keyframes.
In order to easily create a report from a `CombinedKeyingResult`
the function `generate_keyframe_reports_from_result`
has been moved into the class as `generate_reports`.
In addition to that the `UNABLE_TO_INSERT_TO_NLA_STACK` result
has been added. This notifies the user if keyframe insertion is not
possible due to NLA stack settings.
Pull Request: https://projects.blender.org/blender/blender/pulls/119201
This implements the ability to have file exporters added and configured on Collections.
Exporting is reachable from several locations:
- Individually on each exporter configuration: The `Export` button in each panel header
- For all exporters on the collection: The `Export All` button in the main panel interface
- For all exporters on all collections in the scene: The `File`->`Export All Collections` button
Visibility of which collections currently have exporters configured is done by ways of an icon added to the Collection row in the Outliner.
Adding multiple exporters for the same file type is permitted. The user is free to setup several exports of the same format but with different file locations or settings etc.
Notes:
Only USD and Wavefront OBJ are enabled for the initial commit. Additional formats, including those implemented in Python will be added as separate commits after this.
Ref #115690
Pull Request: https://projects.blender.org/blender/blender/pulls/116646
Change the experimental flag "New Animation System" to "New Animation
Data-block", as that's really what it is about. The tooltip is now also
more precise about what this experimental stage is about.
Changed the experimental flag label from "Animation: Project Baklava" to
"New Animation System" to be more self-explanatory. Also I changed the
associated item on project.blender.org to #120406, which tracks the work
that is still to be done.
This patch adds support for inter-operation canceling. Though it should
be noted that canceling will actually not take place except in certain
circumstances because operations are already submitted to the GPU by
this point and can't be canceled.
However, for operations that do CPU<->GPU transfers, like OIDN denoise,
which is one of the most expensive operations, this will actually cancel
the evaluation and greatly improve interactivity.
Pull Request: https://projects.blender.org/blender/blender/pulls/119917
To know if link is connected to dangling reroute and can be skipped
as value-less, we need to know if reroute is dangling. This requires
graph traversal. Currently this is done by non-recursive iteration.
But this can lead quadratic complexity for some of the cases.
Other way is to make this linear while cache building.
Pull Request: https://projects.blender.org/blender/blender/pulls/120375
Caused by 7ed02da2be.
`curr.ob_index` is -1 when the ray does not hit any face
(`knife_find_closest_face`). This will lead to crash when mouse
is not over any faces. To avoid crash, use `bvh.ob_index`.
Pull Request: https://projects.blender.org/blender/blender/pulls/120392
Use the `Animation` data-block to find F-Curves, for drawing the
background color of properties in the GUI (green for 'animated', yellow
for 'keyed on this frame', etc.).
This assumes (correctly) that the `Animation` is limited to a single
layer with a single strip. As such, there is only one set of F-Curves
for every animated ID, which means that the correct F-Curve will be
found. This will need adjustment when the same property can have
multiple F-Curves (due to layers) or when an F-Curve may not be
applicable for each point in time (due to the use of finite strips).
Pull Request: https://projects.blender.org/blender/blender/pulls/118677
Include Animation data-block handling in Blender's animation evaluation
stack. If an `Animation` is assigned to an `ID`, it will take precedence
over the NLA and/or any `Action` that might be assigned as well.
For more info, see #113594.
Pull Request: https://projects.blender.org/blender/blender/pulls/118677
Allow inserting keys into Keyframe strips (which is the only type of
strip that is currently implemented).
Note that the data model is currently limited to a single layer, with a
single infinite strip. Because of this, the strip will not be shown in
any UI, as there is no way to manipulate it anyway.
Note that the inserted keys are not yet evaluated, so the animation
isn't visible in the 3D viewport yet. That's for an upcoming commit.
For more info, see #113594.
Pull Request: https://projects.blender.org/blender/blender/pulls/118677
Expand the `AnimData` struct with an `Animation *` + an
`binding_stable_index` field, and properly handle those relations.
This also adds functionality for actually pointing animated IDs to
`Animation` data-blocks, and automatically hooking up the relevant
`Binding`.
The Depsgraph code is extended to take these new relations into account,
but doesn't trigger any animation evaluation yet.
For more info, see #113594.
Pull Request: https://projects.blender.org/blender/blender/pulls/118677
Add code (including RNA wrappers) for:
- Creating, removing, and accessing `Animation` data-blocks.
- Creating and removing layers, strips, and bindings on those `Animation`
data-blocks.
- Accessing those via RNA.
Note that this does not include assignment to any animated data-block,
so it is of limited practical use.
For more info, see #113594.
Pull Request: https://projects.blender.org/blender/blender/pulls/118677
When we open dropdown (and context) menus we often show "Press spacebar
to search..." or "Type to search..." in the status bar. The status text
is set when menus are opened, and cleared when closed, but this means
that they are cleared when closing a submenu. This PR corrects this to
only clear then the base menu is freed.
Pull Request: https://projects.blender.org/blender/blender/pulls/120351
UV rotation in the noise modifier was a todo since UVs were not
supported yet at the time the modifier was added. This patch adds the
missing UV rotation feature.
Pull Request: https://projects.blender.org/blender/blender/pulls/120336
#114401 added forward compatibility code to remove unsupported socket
types and avoid crashing with unknown default_value data. However, this
did not update link pointers (which haven't been read at that point),
so the tree can end up with dangling pointers.
To fix this, removal of unsupported sockets is moved further back to a
point where links have been read and can be fixed accordingly.
Ported to main from #119630
Pull Request: https://projects.blender.org/blender/blender/pulls/119650
Fix two issues with the current label:
1. "particle tab" should be "Particles tab" since that's the actual name
of the tab.
2. "Settings are in..." is inconsistent with similar labels where the
word used is "inside" instead of "in".
Pull Request: https://projects.blender.org/blender/blender/pulls/120319
Hovering on inactive menu items combines the colors in a way that does
not work correctly with light themes. This PR changes nothing but how
colors are mixed for hover + inactive, doing so similarly to hovering
active.
Pull Request: https://projects.blender.org/blender/blender/pulls/120262
This replaces the compute shader pass for volume material properties
voxelization by a fragment shader that is run only once per pixel.
The fragment shader then execute the nodetree in a loop for each
individual froxel.
The motivations are:
- faster evaluation of homogenous materials: can evaluate nodetree
once and fast write the properties for all froxel in a loop.
This matches cycles homogenous material optimization (except that
it only considers the first hit).
- no invocations for empty froxels: not restricted to box dispach.
- support for more than one material: invocations are per pixel.
- cleaner implementation (no compute shader specific paths).
Implementation wise, this is done by adding a stencil texture when
rendering volumetric objects. It is populated during the occupancy
phase but it is not directly used (the stencil test is enabled but
since we use `imageAtomic` to set the occupancy bits, the fragment
shader is forced to be run). The early depth-test is then turned
on for the material properties pass, allowing only one fragment to
be invoked.
This fragment runs the nodetree at the desired frequency: once per
direction (homogenous), or once per froxel (heterogenous).
Note that I tried to use the frontmost fragment using a depth equal
test but it was failing for some reason on Apple silicon producing
flickering artifacts. We might reconsider this frontmost fragment
approach later since the result is now face order dependant when
an object has multiple materials.
Pull Request: https://projects.blender.org/blender/blender/pulls/119439
There is no need to reset this since most types are supported for both
formats:
- if format is image sequence: `Paint`, `Displace`, `Waves` are
supported
- if format is vertex: `Paint`, `Displace`, `Weight`, `Waves` are
supported
So the only combination that needs a reset is when we change from vertex
format (weight type) to image sequence.
Pull Request: https://projects.blender.org/blender/blender/pulls/120248
Since 427bdc8dcf there is some trickery going on to make the underlying
view-item button slightly bigger, but that unintentionally also scaled
up the layout drawn on top of it. This would be visible whenever the
background is drawn, e.g. by using a different emboss type or when an
animated property was displayed.
Animation state of any property is not colored in tree-view structure.
This is due to wrong emboss value. `widget_color_blend_from_flags`
returns correct theme value if emboss is not `UI_EMBOSS_NONE`.
`UI_EMBOSS_NONE_OR_STATUS` is preferred for animating properties.
Pull Request: https://projects.blender.org/blender/blender/pulls/120298