Commit Graph

5737 Commits

Author SHA1 Message Date
Yann Lanthony
c3d0ba3b33 Fix T101622: Sequencer channels not updating while panning view
`V2D_VIEWSYNC_AREA_VERTICAL` flag was mistakenly set to the sequencer
toolbar region instead of the channels region.

Reviewed By: ISS

Differential Revision: https://developer.blender.org/D16155
2022-10-19 20:14:58 +02:00
Julian Eisel
489260198e File Browser: Fix slowdown with non-existing ID previews in big files
When the File (or Asset) Browser would display data-blocks without
previews in a heavy .blend file, there would be a drastic slowdown.

See patch for details and comparison videos.

Differential Revision: https://developer.blender.org/D16273

Reviewed by: Bastien Montagne
2022-10-18 15:10:59 +02:00
Hans Goudey
e8291f4504 Sculpt: Remove face sets from default cube
As discussed in T101623, since face sets have become optionally stored,
(see b5f7af31d6) the default cube shouldn't have face sets--
they should be created explicitly by the user instead. This may improve
performance when modifying the default cube mesh.
2022-10-17 13:18:25 -05:00
Hans Goudey
23ea72f051 Cleanup: Move versioning_defaults.c to C++ 2022-10-17 13:18:25 -05:00
Pablo Vazquez
1111af5cb4 Sculpt: add versioning for Auto-masking cavity factor default
Also remove automasking_cavity_factor default from RNA for brushes.
Data-blocks set their defaults via `DNA_brush_defaults.h`

Continuation from previous commit and rBdb40b6

Thanks to Dalai for the help!
2022-10-17 14:47:58 +02:00
Campbell Barton
9f6a045e23 Cleanup: replace BLI_join_dirfile with BLI_path_join
These functions are almost identical, the main difference being
BLI_join_dirfile didn't trim existing slashes when joining paths
however this isn't an important difference that warrants a separate
function.
2022-10-17 11:38:54 +11:00
Campbell Barton
1d1cade9a9 BLI_path: remove trailing NULL argument to BLI_path_join
Using varargs had the disadvantages, replace with a macro which has
some advantages.

- Arguments are type checked.
- Less verbose.
- Unintended NULL arguments would silently terminate joining paths.
- Passing in a NULL argument warns with GCC.
2022-10-17 11:16:41 +11:00
Hans Goudey
7f921032c2 Cleanup: Remove deprecated socket variables
Last used in 62421470ee.
2022-10-12 16:10:06 -05:00
Chris Blackbourn
b7decab07e UV: add grid shape source to the uv editor, and add new "pixel" option
This change is part of a wider set of changes to implement Grid and Pixel
snapping in the UV Editor. This particular change adds a new third option,
`pixel grid`, to the previous grid options, `dynamic grid` and `fixed grid`.

Maniphest Tasks : T78391

Differential Revision: https://developer.blender.org/D16197
2022-10-12 11:27:41 +13:00
Bastien Montagne
d855f5fdcd Fix typos & co in UI messages. 2022-10-10 10:36:15 +02:00
Campbell Barton
331f850056 Cleanup: redundant parenthesis 2022-10-07 22:55:03 +11:00
Hans Goudey
548a2cbe06 Cleanup: Clang tidy
Also remove unnecessary struct keywords in C++ files.
2022-10-05 13:48:01 -05:00
Bastien Montagne
b47a234f98 BKE_Main: Add clear separation between 'temp' mains and global main.
Blender is using more and more temporary Main data-base (historically
for reading linked data, but also now when resyncing liboverrides, for
temp data in asset code, etc.).

This commit aims at making this a bit more formal and defined, by:
* Adding a dedicated flag in Main struct to mark a Main as global.
* Adding some API to replace, or temporarily swap the current global
  Main (`G_MAIN`) by another one.

NOTE: Having to temporarily replace `G_MAIN` is a workaround for the
limitation of current RNA, ideally this should be fixed in RNA itself,
but for now at least having an API helps tracking those cases (since
this is potentially risky operation).

This work is also a preparation for more usages of temp mains in the near
future (Asset Brushes and its presets system e.g. will most likely use
temp mains too).

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D15977
2022-10-05 14:26:45 +02:00
Hans Goudey
d981418c8c Fix: Crash versioning transfer node with animation data
This versioning needs to be done after linking in order to affect
animation  data which might not be loaded in the regular "do_versions"
loop. Animation data is removed in `nodeRemoveNode`.

Fixes T101439
2022-10-04 13:27:24 -05:00
Hans Goudey
31e89ee5b9 Fix: Bump subversion after forward compatibility breakage
c3b6e37254 change node ID names. Bump the subversion and the
min file subversion so older versions get warnings opening newer files.
2022-10-04 12:33:09 -05:00
Hans Goudey
97746129d5 Cleanup: replace UNUSED macro with commented args in C++ code
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.

Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-10-03 17:38:16 -05:00
Hans Goudey
c3b6e37254 Geometry Nodes: Rename Control Point Neighbors Node
Rename the node to "Offset Point in Curve"

Since this was committed, more mesh and curve topology nodes have been
committed with a different naming scheme (482d431bb6). Change
the name of this node to match "Offset Corner in Face". Because the
node was only added recently, it's a full rename, including the ID,
so forward compatibility is broken.
2022-10-03 16:41:58 -05:00
Jacques Lucke
31ae3a5012 Geometry Nodes: set viewer overlay opacity default to 1
This value worked better for artists.
2022-10-03 12:34:48 +02:00
Charlie Jolly
b14ad9114f Fix: Mix node did not set clamp result correctly in versioning code
Files were incorrectly loaded without the Clamp Result option set.

Reported in BA by CarlG
2022-10-02 00:04:30 +01:00
Campbell Barton
8bdd4b4685 Cleanup: use function style casts for C++ 2022-09-30 14:51:49 +10:00
Joseph Eagar
0156a677c7 Sculpt: New Cavity Automasking Mode
Add new cavity automasking mode based on local mesh
curvature.  Cavity masking is a great way to quickly add
detail in crevices and the like.  It's meant to be used
with the Paint brush in color attribute mode.  It does
work with other brushes but the results can be unpredictable.

{F13131497}

The old "dirty mask" operator has been replace with a new
"mask from cavity" operator that shares the same code with
cavity automasking.

Differences from the sculpt-dev implementation:
    * It uses the word "cavity."  When I first implemented
this I wasn't aware
      this feature existed in other software (and other
paint modes in Blender),
      and for reasons that escape me today I initially
decided to call it a concave or
      concavity mask.
    * The cavity factor works a bit differently.  It's
      no longer non-linear and functions as a simple
      scale around 0.5f.
    * Supports custom curves.
    * Supports blurring.

Reviewed By: Julian Kaspar, Jeroen Bakker and Campbell Barton
Differential Revision: https://developer.blender.org/D15122
Ref D15122
2022-09-28 16:22:34 -07:00
Jacques Lucke
c55d38f00b Geometry Nodes: viewport preview
This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.

**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
  makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
  is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
  its active or not.

**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
  When pinned, the spreadsheet still references the viewer node even
  when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
  the active viewer.

**Attribute**
* When a field is linked to the second input of the viewer node it is
  displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
  automatically. This does not work in all cases. It falls back to the
  face corner domain on meshes and the point domain on curves. When
  necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
  that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.

**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
  setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
  by disabling the "Viewer Node" option in the "View" menu.

**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
  is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
  field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
  attribute.
* The ground truth for the active viewer node is stored in the workspace
  now. Node editors, spreadsheets and viewports retrieve the active
  viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
  the viewed geometry of the corresponding object is part of the iterator
  instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
  to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
  existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
  "preferred domain" for every field input. If there is not exactly one
  preferred domain, the fallback is used.

Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
  added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
  the values might have to be normalized or some should be drawn as arrays.
  For now, we encourage users to build node groups that generate appropriate
  viewer-geometry. We might include some of that functionality in future versions.
  Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
  nvidia gpus, to be investigated.

Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
Campbell Barton
6d1d1bf2b1 Cleanup: spelling in comments
Also add missing task ID.
2022-09-28 09:41:31 +10:00
recht Van Lommel
84ddb8b3cc UI: add preference to disable touchpad multitouch gestures
Available on Windows and macOS, where such gestures are supported.
For Windows, disabling this option restores touchpad behavior to
match Blender 3.2.

Ref T97925

Differential Revision: https://developer.blender.org/D16005
2022-09-26 22:59:35 +02:00
Jacques Lucke
b211540783 Fix: bump subversion to avoid corrupted files
Replacing the transfer node breaks forward compatibility, so a version
bump is necessary to get a warning in older versions.
2022-09-26 12:06:54 +02:00
Campbell Barton
0419ee871f Cleanup: remove redundant parenthesis (especially with macros) 2022-09-25 22:41:22 +10:00
Campbell Barton
21d77a417e Cleanup: replace C-style casts with functional casts for numeric types
Some changes missed from f68cfd6bb0.
2022-09-25 22:31:31 +10:00
Campbell Barton
f68cfd6bb0 Cleanup: replace C-style casts with functional casts for numeric types 2022-09-25 20:17:08 +10:00
Campbell Barton
891949cbb4 Cleanup: use 'u' prefixed integer types for brevity & cast style
To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
2022-09-25 18:26:27 +10:00
Campbell Barton
26f330ea4c Cleanup: format, spelling in comments 2022-09-25 15:24:37 +10:00
Brecht Van Lommel
88a602bc64 Fix build error in blenloader on macOS after recent changes 2022-09-24 01:21:26 +02:00
Hans Goudey
dedc679eca Geometry Nodes: Split transfer attribute node
This patch replaces the existing transfer attribute node with three
nodes, "Sample Nearest Surface", "Sample Index", and "Sample Nearest".
This follows the design in T100010, allowing for new nodes like UV
sampling in the future. There is versioning so the new nodes replace
the old ones and are relinked as necessary.

The "Sample Nearest Surface" node is meant for the more complex
sampling algorithms that only work on meshes and interpolate
values inside of faces.

The new "Sample Index" just retrieves attributes from a geometry at
specific indices. It doesn't have implicit behavior like the old
transfer mode, which should make it more predictable. In order to not
change the behavior from existing files, the node has a has a "Clamp",
which is off by default for consistency with the "Field at Index" node.

The "Sample Nearest" node returns the index of the nearest element
on a geometry. It can be combined with the "Sample Index" node for
the same functionality as the old transfer node. This node can support
curves in the future.

Backwards compatibility is handled by versioning, but old versions can
not understand these nodes. The warning from 680fa8a523 should make
this explicit in 3.3 and earlier.

Differential Revision: https://developer.blender.org/D15909
2022-09-23 13:56:35 -05:00
Hans Goudey
12becbf0df Mesh: Move selection flags to generic attributes
Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.

The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.

Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.

Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
  attribute uses more generic propagation. Previously you couldn't
  really rely on edit mode selections being propagated procedurally.
  Now it mostly works as expected.

Similar to 2480b55f21
Ref T95965

Differential Revision: https://developer.blender.org/D15795
2022-09-23 10:45:07 -05:00
Hans Goudey
a8a454287a Mesh: Move edge crease out of MEdge
This is very similar to D14077. There are two differences though.
First is that vertex creases are already stored in a separate layer,
and second is that we can now completely remove use of `Mesh.cd_flag`,
since that information is now inherent to whether the layers exist.

There are two functional differences here:
 * Operators are used to add and remove layers instead of a property.
 * The "crease" attribute can be created and removed by geometry nodes.

The second change should make various geometry nodes slightly faster,
since the "crease" attribute was always processed before. Creases are
now interpolated generically in the CustomData API too, which should
help maintain the values across edits better.

Meshes get an `edge_creases` RNA property like the existing vertex
property, to provide more efficient access to the data in Cycles.

One test failure is expected, where different rounding between float
the old char storage means that 5 additional points are scattered in
a geometry nodes test.

Differential Revision: https://developer.blender.org/D15927
2022-09-23 09:02:28 -05:00
Hans Goudey
060a534141 Mesh: Move sculpt face sets to a generic attribute
Similar to the other refactors from T95965, this commit moves sculpt
face sets to use a generic integer attribute named `".sculpt_face_set"`.
This makes face sets accessible in the Python API.

The attribute is not visible in the attributes list or the spreadsheet
because it is meant for internal use, though that could be an option
in the future along with other similar attributes. Currently the change
is small, but in the future this could simplify code by allowing use
of more generic attribute APIs.

Differential Revision: https://developer.blender.org/D16045
2022-09-23 08:19:40 -05:00
Chris Blackbourn
a24fc6bbc1 UV: extend custom grid sizes to set each axis separately
For example, allows a custom UV grid size of 4 x 12.

TODO: Fix snapping with custom UV grid sizes.

Manifest Tasks: T78391

Differential Revision: https://developer.blender.org/D16000
2022-09-20 10:00:41 +12:00
Hans Goudey
862de9187f Cleanup: Move versioning_300.c to C++ 2022-09-19 11:06:21 -05:00
Campbell Barton
6424fbca94 Cleanup: spelling 2022-09-19 14:52:27 +10:00
Ray Molenkamp
114815816b Fix: lite build on windows
writefile.cc includes BLI_winstuff.h which
includes Windows.h which supplies definitions
of min/max that conflict with the c++ headers

previously windows.h was only included when TBB was
enabled, the inclusion of BLI_winstuff.h now
makes this define mandatory for all configurations
2022-09-17 09:36:14 -06:00
Campbell Barton
95f05a6a4b Cleanup: spelling in comments 2022-09-16 18:14:33 +10:00
Jacques Lucke
8b26349d57 BLO: move blenloader to C++
Differential Revision: https://developer.blender.org/D15965
2022-09-15 19:13:13 +02:00
Hans Goudey
ee23f0f3fb Sculpt: Separate hide status from face sets, use generic attribute
Whether faces are hidden and face sets are orthogonal concepts, but
currently sculpt mode stores them together in the face set array.
This means that if anything is hidden, there must be face sets,
and if there are face sets, we have to keep track of what is hidden.
In other words, it adds a bunch of redundant work and state tracking.

On the user level it's nice that face sets and hiding are consistent,
but we don't need to store them together to accomplish that.

This commit uses the `".hide_poly"` attribute from rB2480b55f216c to
read and change hiding in sculpt mode. Face sets don't need to be
negative anymore, and a bunch of "face set <-> hide status" conversion
can be removed. Plus some other benefits:
 - We don't need to allocate either array quite as much.
 - The hide status can be read from 1/4 the memory as face sets.
 - Updates when entering or exiting sculpt mode can be removed.
 - More opportunities for early-outs when nothing is hidden.
 - Separating concerns makes sculpt code more obvious.
 - It will be easier to convert face sets into a generic int attribute.

 Differential Revision: https://developer.blender.org/D15950
2022-09-14 14:37:18 -05:00
Monique Dewanchand
68589a31eb ViewLayer: Lazy sync of scene data.
When a change happens which invalidates view layers the syncing will be postponed until the first usage.
This will improve importing or adding many objects in a single operation/script.

`BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing
`BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection`
or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`.

Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a
view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be
reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out.

This patch has been added to discuss the details and consequences of the current approach. For clarity
the call to BKE_view_layer_ensure_sync is placed close to the getters.
In the future this could be placed in more strategical places to reduce the number of calls or improve
performance. Finding those strategical places isn't that clear. When multiple operations are grouped
in a single script you might want to always check for resync.

Some areas found that can be improved. This list isn't complete.
These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer.
The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce
performance compared to master, but will be fixed by the additional patches.

**Object duplication**
During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled
the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate
and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}).

**Object add**
`BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the
view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`).
We should make the selection and activation optional. This would make it possible to add multiple objects
without having to resync per object.

**Postpone Activate Base**
Setting the basact is done in many locations. They follow a rule as after an action find the base and set
the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which
base will be set in the basact during the next sync, reducing the times resyncing needs to happen.

Reviewed By: mont29

Maniphest Tasks: T73411

Differential Revision: https://developer.blender.org/D15885
2022-09-14 21:34:38 +02:00
Hans Goudey
818c9e524d Fix: Mesh SoA format conversion skips versioning
Converting to the SoA format (T95965) immediately when reading meshes
means that none of the changes from versioning would be applied first.
This means important fixes like f14995aba7 aren't properly applied,
so modifications could be done to invalid CustomData. To fix this, move
the SoA changes into versioning code, in a new versioning_400.cc file.

Differential Revision: https://developer.blender.org/D15919
2022-09-14 11:33:35 -05:00
Jacques Lucke
f15fecf0f7 Readfile: avoid confusion when debugging a memory leak 2022-09-09 13:16:28 +02:00
Jacques Lucke
fa0f18b37d Cleanup: readfile: use correct type 2022-09-09 12:37:02 +02:00
Bastien Montagne
06a5741f42 Silence warnings/assert about invalid embedded IDs for older blendfiles.
there is no point in warning about files that are not supposed to be
'correct' in that regard.
2022-09-08 18:49:10 +02:00
Campbell Barton
c2c369ebe6 Cleanup: prefer terms verts/polys over vertices/polygons
Follows existing naming for the most part, also use "num" as a suffix
in some instances (following our naming conventions).
2022-09-08 11:34:02 +10:00
Hans Goudey
be038b844c Cleanup: Tweak naming for recently added mesh accessors
Use `verts` instead of `vertices` and `polys` instead of `polygons`
in the API added in 05952aa94d. This aligns better with
existing naming where the shorter names are much more common.
2022-09-07 00:06:31 -05:00
Campbell Barton
6c6a53fad3 Cleanup: spelling in comments, formatting, move comments into headers 2022-09-06 16:25:20 +10:00