One should be able to set the modifier `Highest` value lower then the
`Lowest`, in fact this is probably the more common usecase (getting high
values in the vertexgroup when something is close by and getting lower
values the further away from the target we get).
Now change code so we do exactly like we do for meshes.
NOTE: for grease pencil (as opposed to meshes), the Vertex Weight
Proximity modifier has a button to flip the output values, this can
probably stay for convenience.
Stumbled over this checking on #133055
Pull Request: https://projects.blender.org/blender/blender/pulls/133092
If I read code correctly, at least offset/translation and scale happen
in the Curve domain only in GPv3, so having vertexgroups influence per
point does not really make sense for this modifier.
Therefor, remove the influence vertexgroup from this modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/133102
The modifier would write to all weights, not respecting if a vertex was
not part of the influence vertex group.
If the vertex is not part of the influence vertex group (its weight is
0.0), dont touch the existing weights (just continue happily).
Pull Request: https://projects.blender.org/blender/blender/pulls/133098
Resolve regression introduced in [0] intended to fix another regression
introduced in [1] to resolve an assert from [2] (a C++ cleanup).
Recent changes made the array modifier return early with the start-cap's
mesh however this meant the required custom-data layers wouldn't
necessarily exist on the returned mesh, causing selection to crash.
Besides this the same logic was missing from the end-cap.
Resolve by restoring the logic from before [1],
adding a check to prevent the assert.
[0]: 9ad6957574
[1]: 8b2556e8d8
[2]: cb62ab5b28
- "Strength" in the context of Grease Pencil, deals with opacity, and
adjusts the brush stroke alpha.
- "Strength" can mean measurable units like 'noise', 'light', etc.
- Anything else using physical strength in a generic concept.
Issue reported by Hoang Duy Tran.
- In the context of mesh extrusion, "Fill" means "Fill the rim of an
extruded edge loop" (verb).
- In the context of the file browser, it means select every file
between beginning and end.
- In the context of an image, fill the tile with generated image.
Issue reported by Hoang Duy Tran.
`flip_axis` is currently an enum RNA property. This makes impossible to
toggle the individual axis. Now fixed by converting the property to
boolean. UI drawing code is same as done for mirror modifier.
New enum values are introduced for each axis
Resolves#70237
Pull Request: https://projects.blender.org/blender/blender/pulls/132849
A separate function is declared/defined `uiLayoutPanelPropWithBoolHeader`,
it will add a boolean property to the panel.header.
Clear decorate and separator flag, otherwise they will offset the panel
header horizontally and also adds animate decorator on the right side.
Resolves#131623.
Pull Request: https://projects.blender.org/blender/blender/pulls/132726
The new description for `bNode.type_legacy`:
```
/**
* Legacy integer type for nodes. It does not uniquely identify a node type, only the `idname`
* does that. For example, all custom nodes use #NODE_CUSTOM but do have different idnames.
* This is mainly kept for compatibility reasons.
*
* Currently, this type is also used in many parts of Blender, but that should slowly be phased
* out by either relying on idnames, accessor methods like `node.is_reroute()`.
*
* A main benefit of this integer type over using idnames currently is that integer comparison is
* much cheaper than string comparison, especially if many idnames have the same prefix (e.g.
* "GeometryNode"). Eventually, we could introduce cheap-to-compare runtime identifier for node
* types. That could mean e.g. using `ustring` for idnames (where string comparison is just
* pointer comparison), or using a run-time generated integer that is automatically assigned when
* node types are registered.
*/
```
Pull Request: https://projects.blender.org/blender/blender/pulls/132858
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.
This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.
* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd
Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.
Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.
For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/
Pull Request: https://projects.blender.org/blender/blender/pulls/132608
This caused build errors on the docs builder, I can't seem to reproduce
locally, so revert for now and have another look at some point in the
future.
Sadly as these changes usually go, this took 5c515e26bb and
2f0fc7fc9f with it as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/132559
Previously, the code was O(n^2) because it iterated over all interface sockets,
and for each it tried to find the corresponding index by iterating over all
inputs again. Now, a `VectorSet` is used to make finding the index `O(1)`. The
new utility function may also be useful elsewhere.
Pull Request: https://projects.blender.org/blender/blender/pulls/132272
Give the `IDWALK_CB_…` enum an explicit name:
`LibraryForeachIDCallbackFlag`. This way the flags are type-safe, and
it's known where values come from. This is much preferred (at least by
me) to just having `int flags`.
Uses of `0` have been replaced with `IDWALK_CB_NOP` as that has the same
value and is of the right type.
One invalid use of `IDWALK_NOP` was detected by this change, and is
replaced by `IDWALK_CB_NOP`.
This change might be incomplete; I gave the enum a name, fixed the
compiler errors, and then also updated assignments like `int cb_flag =
cb_data->cb_flag`. I might have missed some assignments to `int` though.
No functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/131865
Two commits that basically do the same thing for two `enum`s: give
them a name.
- the `IDWALK_…` enum → `LibraryForeachIDFlag`.
- the `IDWALK_CB_…` enum → `LibraryForeachIDCallbackFlag`.
This way the flags are type-safe, and it's known where values come
from. This is much preferred (at least by me) to just having `int
flags`.
Uses of `0` have been replaced with `IDWALK_NOP` and `IDWALK_CB_NOP`,
as those have the same value and are of the right type.
One invalid use of `IDWALK_NOP` was detected by this change, and is
replaced by `IDWALK_CB_NOP`. And another one in the opposite
direction.
This change might be incomplete; I gave the enum a name, fixed the
compiler errors, and then also updated assignments like `int cb_flag =
cb_data->cb_flag`. I might have missed some assignments to `int`
though.
No functional changes.
----------
I intend to land this PR as its two separate commits. I just put them in the same PR so the buildbot can handle them in one go, and we don't have a stack of highly relatled PRs.
In the future this could also apply to the `IDWALK_RET_…` enum. This one I left out, though, because a proper cleanup there would also have to include their ambiguity on whether they are bitflags (like the enums in this PR) or not. Their values and the code in `BKE_lib_query_foreachid_process()` implies they are bitflags, but in practice they are never or'ed together and just used as discrete values.
Pull Request: https://projects.blender.org/blender/blender/pulls/131803
The material returned by `BKE_object_material_get` could be nullptr when
the material is somehow not a grease pencil material and this situation
needs to be handled. This is likely caused by faulty file from previous
verisons.
Pull Request: https://projects.blender.org/blender/blender/pulls/131714
This only affected the drawing of the modifier UI, not the actual evaluation.
There was a missing check for the object type before retrieving the data from it.
`.release()` is technically fine but semantically wrong here. First,
release is meant to take ownership from the unique_ptr, meaning
at best it's "weird" to not do anything with the pointer afterwards.
Second, the runtime struct with the unique_ptr was just default
constructed, which means the unique_ptr will be empty anyway.
This avoids assuming that `BKE_ntree_update_main` has run on a node tree before
the depsgraph is build. The update code already finds the dependencies to
determine if a relations update is necessary or not. To avoid detecting these
dependencies again (which requires iterating over all the nested nodes), they
were cached on the node group so that they can be used when the depsgraph is
build.
However, since the update code does not run in all necessary cases yet
(#131598), this does not work currently. This patch fixes the situation by
removing the optimization of not having to find all dependencies again when the
depsgraph is build.
This optimization can be introduced again after we can be more sure that the
node tree update code runs whenever the node tree changes (which is what #131665
tries, but requires more discussion).
Pull Request: https://projects.blender.org/blender/blender/pulls/131685
There could be strokes that have zero lengths (a dot), in this case a
NaN factor was given to the final build function, leading to invalid
index when accessing arrays. Now `get_stroke_factor` will return either
0.0f or 1.0f (depending on input factor) when stroke has zero total
length.
Pull Request: https://projects.blender.org/blender/blender/pulls/131683