Commit Graph

73833 Commits

Author SHA1 Message Date
mano-wii
d2dc4f8411 Transform: Use parent bone orientation if the bone has not size
As shown in the T68805, non-sized bones (such as the resulting extruded
bone) have no direction or orientation.

This can be bad for operators like `extrude_move` since the user might
want the resulting bone to be aligned with the bone that originated it.

The solution here is to get the parent bone orientation in the
transform operator if the bone has no size.

Differential Revision: https://developer.blender.org/D6486
2019-12-27 09:51:37 -03:00
William Reynish
f172441e30 UI: Add icons for Sculpt mode Topology & Multiplane Scrape tools 2019-12-26 19:51:02 +01:00
Lukas Stockner
6657fcc783 Cleanup: Remove BLI_stringenc_path 2019-12-25 20:16:43 +01:00
Alexander Gavrilov
9aab9970c6 Shrinkwrap: improve triangle boundary stability in Target Normal Project.
Rewrite the checks for determining if the solution is actually within
the triangle to fix stability issues when the correct solution is on
an edge, and step is very small, i.e. the solution is already very
close. Also, comment more clearly what is happening geometrically.

This should fix problems when vertices that should project exactly
onto an edge actually miss, resulting in weird spikes. This made
Target Normal Project unusable for the voxel remesher.
2019-12-25 13:15:31 +03:00
Alexander Gavrilov
33eabb8220 Action Constraint: introduce a mix mode setting.
Currently the action channels are applied after the existing
transformation, as if the action controlled a child of the
bone. This is not very natural, but more importantly, the
transform tools are not designed to work conveniently with an
additional 'pseudo-child' transformation, resulting in effects
like an unexpected pivot location.

Implementing a Before mode that integrates the action channels
as if applied to a parent allows using the special transform
tool code intended for dealing with such constraints.

Note that in either mode, Action constraints should be added
in reverse order, putting a new constraint before the existing
ones that the Action was keyframed to work together.

In order to implement the option, extract a utility from
the Copy Transform constraint code for combining transforms
with special anti-shear scale handling that matches the
Aligned Inherit Scale mode.

The Before mode also requires switching the constraint to
the Local owner space, while the After mode can still use the
World space for efficiency as before. Since the constraint
doesn't have an Owner space option in the UI, this has to be
handled in an RNA setter.

For full backward compatibility, the original simple matrix
multiplication mode is preserved as the third option, but it
is not recommended due to creating shear.

Differential Revision: https://developer.blender.org/D6297
2019-12-24 19:58:09 +03:00
Campbell Barton
9378debd26 Docs: clarify wire-frame tool-tip 2019-12-24 22:59:07 +11:00
Campbell Barton
2ba9572d9e Cleanup: remove unused statvis code & struct members
This code has been moved into the draw manager.
2019-12-24 22:40:07 +11:00
Campbell Barton
3e1dc56365 Object: 'Affect Only Origins' support for Snapping 2019-12-24 16:01:08 +11:00
Campbell Barton
c1f6a49ae4 Fix snapping pose mode bugs
- Object/pose checks were performed in same loop,
  so selected pose bones were moved instead of the object.
- Snap selected to cursor/active incorrectly used unique object-data.
2019-12-24 15:55:35 +11:00
Campbell Barton
0bc964c93d Cleanup: use doxy sections for view3d_snap 2019-12-24 15:55:25 +11:00
Campbell Barton
b450ba84d9 Cleanup: correct filenames in comments 2019-12-24 09:37:21 +11:00
Campbell Barton
f46ba1a7e0 Fix T72578: overwrite not animatable in 2.8x
This was disabled as part of b66ae8259e which disabled
animation for display mode and other cases where it doesn't make sense.

However it's useful to be able to overwrite frame ranges,
adding this back.
2019-12-24 09:03:04 +11:00
Sergey Sharybin
708045eb40 Fix utility function used for wrong vector size
Both source and destination are 2D vectors.
2019-12-23 09:34:09 +01:00
Campbell Barton
b888711e50 Fix T72443: Support time remapping for camera-markers 2019-12-23 17:28:15 +11:00
Campbell Barton
6aa82d1686 Object: 'Affect Only Origins' support for 'Clear Transform'
Resolves T70410
2019-12-22 23:34:42 +11:00
Campbell Barton
6929d8aa59 Object: extract data transform container into own API 2019-12-22 23:34:42 +11:00
Howard Trickey
a0892bb690 Fix crash in delaunay triangulation due to epsilon issues. 2019-12-21 12:23:02 -05:00
Antonio Vazquez
51d8d790d7 GPencil: Hide dopesheet slider options for Annotations 2019-12-21 16:00:11 +01:00
Lukas Stockner
f9e65fcea7 Textures: Support UDIM images
This adds UDIM support to e.g. the Displacement modifier.

The implementation is straightforward: If the image is tiled, lookup the
tile based on UVs and shift the UVs into the tile's coordinates.
2019-12-20 21:46:36 +01:00
Antonio Vazquez
39112a4f7b UI: Remove orphan datablocks directly from File->Clean Up menu
Actually, to purge orphans datablock you need go to Outliner, enable Orphan mode and press Purge button (that sometimes is out of the view because the window is too narrow).

To have this option hidden make very difficult to users use and understand what means orphan data, so this patch just adds a new Clean Up menu to File menu with this option. This menu could be used in the future for more clean up options. To have a general Clean Up menu is common used in other softwares.

Reviewed By: billreynish, mont29

Differential Revision: https://developer.blender.org/D6445
2019-12-20 17:35:26 +01:00
Bastien Montagne
5804f18b1f Cleanup: in ID name management code: root_name -> base_name.
`root_name` did not really meant much here, `base_name` is much more
accurate.
2019-12-20 14:29:35 +01:00
Bastien Montagne
46607bc09d ID Management: Improve speed of code used when creating/renaming and ID.
This commit affects `id_sort_by_name()` and `check_for_dupid()` helper:
* Add a new parameter, `ID *id_sorting_hint`, to `id_sort_by_name()`,
  and when non-NULL, check if we can insert `id` immediately before or
  after it. This can dramatically reduce time spent in that function.
* Use loop over whole list in `check_for_dupid()` to also define the
  likely ID pointer that will be neighbor with our new one.

This gives another decent speedup to all massive addition cases:

| Number and type of names of IDs  | old code | new code | speed improvement |
| -------------------------------- | -------- | -------- | ----------------- |
| 40K, mixed (14k rand, 26k const) |      39s |      33s |               18% |
| 40K, fully random                |      51s |      42s |               21% |
| 40K, fully constant              |      40s |      34s |               18% |

Combined with the previous commits, this makes massive addition of IDs more
than twice as fast as previously.
2019-12-20 14:29:35 +01:00
Bastien Montagne
4cc8201a65 ID Management: Improve speed of code used when creating/renaming and ID.
This commit affects `check_for_dupid()` helper:
* Add a special, quicker code path dedicated to sequential addition of a
  large number of IDs using the same base name.

This gives a significant speedup to adding 'randomly'-named IDs:

| Number and type of names of IDs  | old code | new code | speed improvement |
| -------------------------------- | -------- | -------- | ----------------- |
| 40K, mixed (14k rand, 26k const) |      49s |      39s |               26% |
| 40K, fully random                |      51s |      51s |                0% |
| 40K, fully constant              |      71s |      40s |               78% |

Note that 'random' names give no improvement as expected, since this new code
path will never be used in such cases.
2019-12-20 14:29:35 +01:00
Bastien Montagne
2aab727009 ID Management: Improve speed of code used when creating/renaming and ID.
This commit affects `check_for_dupid()` helper:
* Further simplify the general logic of the code (we now typically only do
  one loop over the list of data-blocks, instead of two).

This gives a significant speedup to adding 'randomly'-named IDs:

| Number and type of names of IDs  | old code | new code | speed improvement |
| -------------------------------- | -------- | -------- | ----------------- |
| 40K, mixed (14k rand, 26k const) |      62s |      49s |               27% |
| 40K, fully random                |      76s |      51s |               49% |
| 40K, fully constant              |      77s |      71s |                8% |

Note that 'constant' names give little improvement, as in that case the first
loop over the list of IDs (checking whether base given name was already in use)
was aborting very quickly.
2019-12-20 14:29:35 +01:00
Bastien Montagne
4ed3a62d0f ID Management: Fix/Sanitize code used when creating or renaming an ID.
This commit affects `check_for_dupid()` helper:
* Fix (serious though rare) bug where several IDs could end up with
  exact same name (happened with over 10k IDs with same very long name).
* Fix (relatively harmless) func reporting it did not change the given
  name when it actually had truncated it.
* Sanitize handling of supported min/max number suffixes (it now handles
  between 1 and 1 billion, which should be way more than enough).
* Sanitize general logic to (hopefully!) make it easier to follow.
* General cleanup (naming, comments, variables scope, remove dead code, etc.).

Note that general performances here remain the same, there is no
measurable gain or loss. Algorithm remain also the same globally.

Attempt to use a GHash to speed up checks of used names proved to be
much worse, just building the GHash would already take as much time as
the whole process with current code...
2019-12-20 14:29:35 +01:00
Bastien Montagne
d840658078 ID Management: Improve speed of code used when creating/renaming and ID.
This alone can make e.g. adding 40k IDs with default name (i.e. 'fully
constant' case in table below) about 15-20% faster:

| Number and type of names of IDs  | old code | new code | speed improvement |
| -------------------------------- | -------- | -------- | ----------------- |
| 40K, mixed (14k rand, 26k const) |      75s |      62s |               21% |
| 40K, fully random                |      90s |      76s |               18% |
| 40K, fully constant              |      94s |      77s |               22% |

Idea is to use a first pass, where we just check one item every nth ones,
until we have found the chunk in which we want to insert the new item,
then do a basic linear comparison with all items in that chunk as before.

Also, list is now walked backward, as in most common 'massive insertion'
cases new ID's names have higher number, hence ends up towards the end of
the list.

This new sorting function can be between a few percents and 50% quicker than
original code, depending on various factors (like length of common parts of
ID names, whether new IDs should be added towards the end or not, how high
in numbering we are, etc.).

Note: another, full bisecting approach was also tried, which gives a massive
reduction of comparisons (from n items to log2(n)), but it only gave minor
improvements of speed from original fully linear code, while adding a fair
amount of complexity to the logic. Only case it was shining was the unlikely
'very long, almost similar ID names' case (since `strcasecmp()` is rather
costly then).
2019-12-20 14:29:35 +01:00
Campbell Barton
9a1bbca5b1 Remove empty header added by accident 2019-12-20 23:05:50 +11:00
Philipp Oeser
96f9334857 Fix T71844: Outliner: show_active doesn't expand armature to show active bone
Since rB6bc6d016c5e7, outliner was not opening back up from the found
active element (but only its ID instead -- all occurances of this ID in
any collection).

Now expand from the active element as well (but only do this for the
first occurance of the corresponding ID)

Maniphest Tasks: T71844

Differential Revision: https://developer.blender.org/D6329
2019-12-20 12:47:36 +01:00
Campbell Barton
130ebfe43c Cleanup: simplify transform cursor DPI scaling 2019-12-20 18:23:41 +11:00
Campbell Barton
50a56f566f Cleanup: split transform cursor drawing into their own files 2019-12-20 18:19:56 +11:00
Campbell Barton
c5a7644717 Fix T71817: Preferences tagged dirty by 'Enabled Add-ons Only' 2019-12-20 15:16:29 +11:00
Philipp Oeser
c0dd9908ff Fix T72577: vert/weight paint 'Orbit Around' & 'Frame Selected' fail
Caused by 14acac0bb7
2019-12-20 14:20:42 +11:00
Campbell Barton
c3782ebf44 Fix IC-keymap doesn't allow MMB to run the active tool
Now the keymap can be configured so both the fallback and active
tool can be activated at once - when configured not to conflict.
2019-12-20 11:09:55 +11:00
Campbell Barton
110f1cb1d6 Cleanup: clang-format 2019-12-20 10:46:24 +11:00
Campbell Barton
334ddce17c Cleanup: spelling 2019-12-20 10:46:17 +11:00
Campbell Barton
9a9f39e466 Cleanup: remove redundant 'char *' casts 2019-12-20 10:42:57 +11:00
Campbell Barton
6ccef2aa7e Cleanup: use BLI_bitmap type 2019-12-20 10:42:32 +11:00
Philipp Oeser
ecfb7eab0c Fix (unreported) hair particle 'Delete Edit' missing children hair
updates in particle editmode

Particles themselves were cleared correctly but this was not tagging
batch cache dirty.

Might move this to a utility function later [since it is used in more
places], but that is for after going over some more reports...

Reviewers: sergey

Differential Revision: https://developer.blender.org/D5925
2019-12-19 20:59:11 +01:00
Philipp Oeser
0647232ac5 Fix particle editmode undo not doing proper updates when child particles
are visible

Not freeing PTCacheEdit and tagging batch cache dirty on undo will have
a couple of consequences. This patch fixes:
- crash deleting a particle, then undo
- basically any edit (combing, ...), then undo will leave child hairs
untouched
- adding hairs (through mirror, add tool, ...), then undo will leave
'orphaned' child hairs

See also D5755 for a related discussion

Fixes the crasher mentioned in T69000

Might move this to a utility function later [since it is used in more
places], but that is for after going over some more reports...

Reviewers: sergey

Differential Revision: https://developer.blender.org/D5912
2019-12-19 20:58:22 +01:00
Sebastian Parborg
66d773c2e7 Fix cloth triangle area calculation being wrong
Before the area calculated was for the resulting quad, not the triangle.
So just simply divide the result by 2.
2019-12-19 16:14:21 +01:00
Sybren A. Stüvel
7dd6e034f1 Animation: Added option to playblast only keyframes of selected objects
This feature makes it possible to do a viewport render (a.k.a.
playblast) by only rendering those frames on which the selected objects
have a keyframe.

The frames to render are stored in a `BLI_bitmap`, which has a bit for
each frame set to 0 (skip) or 1 (render). An alternative approach would
be to construct a set of all keyframes to render, but that would make
both constructing the list and looking up frames in the list more
complex.

The only thing this feature does is skip OpenGL rendering of a frame. As
a result, 'skipped' frames are still included in the output, but just
use the render result of the last-rendered frame. This is exactly what's
described in T72229.

Differential Revision: https://developer.blender.org/D6443

Reviewed By: zeddb

Design task: T72229
2019-12-19 16:00:10 +01:00
mano-wii
26e4f4a8c4 Fix T71795: Unproject with high clipping range sometimes results in nans
Differential Revision: https://developer.blender.org/D6311
2019-12-19 11:45:02 -03:00
Philipp Oeser
e0afee86b3 Fix T72128: Overlay: Edge indices stacking on top of edge measurements
Make indices accommodate into the measures of edgelength and edgeangle
so this results in a nice stack of up to three rows.

Maniphest Tasks: T72128

Differential Revision: https://developer.blender.org/D6357
2019-12-19 13:53:56 +01:00
Philipp Oeser
701338d31c Fix T63407: 'Select linked' operator in UV editor is broken in when multi-object-editing contains an empty mesh
Since BM_uv_vert_map_create would return NULL for an empty mesh, code
would then return from uv_select_linked_multi [where it should just skip
and continue instead...]

Maniphest Tasks: T63407

Differential Revision: https://developer.blender.org/D6441
2019-12-19 13:41:02 +01:00
Jeroen Bakker
4440739699 Fix T72236: UV Stretching Overlay
The ratio for area stretching was packed into an unsigned int, but could
contain negative numbers. This flipped the negative numbers to high
positive numbers and rendered the wrong color in the stretching overlay.

I can remember during {T63755} I had to flip the sign to get the
correct result, but couldn't find out why that was needed. Now I know.

Reviewed By: fclem, mano-wii

Differential Revision: https://developer.blender.org/D6440
2019-12-19 08:34:31 +01:00
Campbell Barton
0971f56bac UI: use DPI scale for transform cursors 2019-12-19 16:48:45 +11:00
Campbell Barton
c14e352d2c Fix error in recent gizmo tweak workaround 2019-12-19 15:50:48 +11:00
Campbell Barton
7ba1489bd7 Cleanup: use 'context' to make panels show in their section
All panels were calling poll to draw in their section causing a lot of
repeated boiler plate poll functions.

Also rename 'PreferencePanel' to 'CenterAlignMixIn'
since this is it's purpose.
2019-12-19 13:30:18 +11:00
Sybren A. Stüvel
9ae097e239 Animation: Clarified tooltip for Viewport Render Animation
The tooltip was static, so it was the same for viewport-rendering the
current frame and for the entire animation. It is now different for
those two.

The structure of `screen_opengl_render_description()` is such that it
allows for adding a new description for a soon-to-come feature (T72229).
2019-12-18 16:31:49 +01:00
Campbell Barton
d591c8a350 Gizmo: add the ability to postpone refreshing while tweaking
This resolves a logical problem using tweak as a fallback tool.
See: T66304#828742

The select action would immediately show the gizmo underneath it,
then the tweak would be handled by the gizmo instead of moving the item
under the cursor.

Currently this works by hiding the gizmo until the tweak event ends.
While it's simpler to check if the gizmo received a mouse-down event,
it causes flickering before each drag event which feels like a glitch.

This is optional for each gizmo type because there are cases where this
can be useful to activate the gizmo immediately (mesh rip for example).
2019-12-19 01:53:15 +11:00