Since [0] some comments referencing UI_MAX_NAME_STR were incorrect.
Also correct buffer size for preview_id in uiTemplatePreview so newly
created names are guarantee to be the correct size.
[0]: a180314ac5
The list identifier includes the class name and an list_id,
see: WM_uilisttype_to_full_list_id
This requires using UI_MAX_NAME_STR (as noted in doc-string).
This uses Spherical Harmonics to store the indirect lighting and
distant lighting visibility.
We can then reuse this information for each closure which divide
the cost of it by 2 or 3 in many cases, doing the scanning once.
The storage cost is higher than previous method, so we split the
resolution scaling to be independant of raytracing.
The spatial filtering has been split to its own pass for performance
reason. Upsampling now only uses 4 bilinearly interpolated samples
(instead of 9) using bilateral weights to avoid bleeding.
This also add a missing dot product (which soften the lighting
around corners) and fixes the blocky artifacts seen at lower
resolution.
Pull Request: https://projects.blender.org/blender/blender/pulls/118924
For historical reasons, the `multi_input_socket_index` was actually reversed
(large index comes first). This patch renames it to `multi_input_sort_id` and
adds a comment. This new name makes it less confusing that the id is reversed.
Pull Request: https://projects.blender.org/blender/blender/pulls/119652
Experimental flag for "Extensions Development Utilities" that can be
enabled separately from "Extensions". Note this PR does not enable the
use of this flag (coming later) as uses are in addons-contrib. This
flag is requested in #119521
Pull Request: https://projects.blender.org/blender/blender/pulls/119562
Similar to the recently introduced `Solver` enum. This is just friendlier
and doesn't require including `DNA_node_types.h` in the geometry
module header. There's no strong benefit to declaring these enums in
DNA in practice.
This adds a "Solver" option to the geo boolean node, with the options
Exact and Float.
The current geo boolean node only uses the Exact solver.
This adds the ability to use the faster original floating point boolean solver.
The float solver has issues with coplanar and other coincident geometry,
but is generally much faster than the Exact solver, and users have asked
for this option (which is available in the Boolean Modifier and edit mode
boolean tool).
Like the modifier, the Float solver needs to convert the Mesh to BMesh,
do the operation, and then convert back to Mesh. It also has to do it
iteratively if more than two operands are supplied.
This is the first of a planned series of commits that will add a
new exact boolean solver, based on the Ember paper, as a solver option.
Ember will be much faster than the current exact solver, but may still not
be as fast as float, and also will not handle some non-volume-enclosing
inputs as well as Float, so it is likely that the Float solver will always remain.
We may eventually retire the old Exact Solver, however.
This commit also prepares for more sensible code in the future by
changing the internal enum names for the solvers to better reflect the
algorithms used: Fast -> Float, and Exact -> Mesh_Arr (which means
"Mesh Arrangments, the name of the paper upon which the current
exact solver is based).
Co-authored-by: Howard Trickey <trickey@google.com>
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/119294
This fixes an issue where the `use_masks` functions on layers
and groups returned the wrong value.
The issue was that the root group doesn't have this flag set
which then propagates to all the layers and groups.
To fix this we invert the `GP_LAYER_TREE_NODE_USE_MASKS` flag (now called `GP_LAYER_TREE_NODE_HIDE_MASKS`).
The API still uses the `use_masks` function.
Layer masks were partly already there. This PR completes the implementation and expose them through the UI.
This also adds three operators to:
- add a layer mask
- remove a layer mask
- reorder layer masks
Note: These are not used by the renderer yet. Will be done in a following PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/119433
Use snapping increments matching values used before this was
customizable. [0] changed snapping increments from 5 degrees to 15,
from 1 to 5 degrees with precision enabled.
[0]: 060174cf14
This adds the `viewlayername` property to grease pencil v3 layers.
It's exposed as `viewlayer_render` in python.
Note: this is not used in the renderer yet. Will be used in a following PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/119422
Lines in the history never change, each input line is added to the
end (unless it is a duplicate of the last item).
A new history_index member keeps track of where the up/down arrows have
moved in the history.
Preserved the previous down-arrow behavior of going to the item after
the one that was copied, this is useful in Python for re-entering a
multi-line block.
Ref !119356
This patch implements the GPU Bloom glare for the CPU compositor, and
adds a new option for it, leaving the Fog Glow option unimplemented once
again for the GPU compositor.
Pull Request: https://projects.blender.org/blender/blender/pulls/119128
Add two snapping increment options: a regular value
(activated with Ctrl) and a precise value (activated with Ctrl+Shift).
These values are separate for 2D and 3D views.
Ref !118760
"Own" (the adjective) cannot be used on its own. It should be combined
with something like "its own", "our own", "her own", or "the object's own".
It also isn't used separately to mean something like "separate".
Also, "its own" is correct instead of "it's own" which is a misues of the verb.
Introduce new DNA for the `Animation` data-block and its sub-data.
This includes the blenkernel code for reading & writing to blend files,
and for memory management (freeing, duplicating). Minimal C++ wrappers
are included, with just the functionality needed for blenkernel to do
its job.
The Outliner code is extended so that it knows about the new data-type,
nothing more.
For more info, see issue #113594.
Pull Request: https://projects.blender.org/blender/blender/pulls/119077
Add percentage closer filtering to shadowmap sampling and a
`shadow_filter_radius` property to lights to control it.
Notes:
* This adds PCF to `eevee_shadow_tracing_lib`, but not to
`eevee_shadow_lib`, which is used by volumes (not required) and
thickness.
* PCF is computed based on the LOD0 size. This assumes that higher
LODs are only used when the shadowmap resolution is actually good
enough to match the render resolution.
Pull Request: https://projects.blender.org/blender/blender/pulls/118220
Auto-save currently only really works in modes that use the `MemFile` undo step,
that excludes things like mesh edit and sculpt mode. Previously, Blender would
attempt to auto-save in those modes, but it would only save the last state from
before the mode was entered, which is useless when staying in the mode for longer.
This problem is *not* fixed here. However, the code now explicitly skips auto-saving
in order to avoid unnecessary short freezes in these modes when Blender auto-saves.
Furthermore, the auto-save will now happen when changing modes.
This reduces the impact of save-time-regressions with #106903.
Pull Request: https://projects.blender.org/blender/blender/pulls/118892
Armature deformation modifier for Grease Pencil v3.
Changes compared to GPv2:
- `multi` DNA field was unused and was removed.
- `vert_coords_prev` array is unused and was removed (gets passed to
armature functions but never gets allocated).
- GPv3 modifier uses the common `influence` struct to store the vertex
group name, for consistency. The
`GREASE_PENCIL_INFLUENCE_INVERT_VERTEX_GROUP` flag is copied to
`deformflag` as `ARM_DEF_INVERT_VGROUP` before evaluation, which is
used internally by armature functions.
- `BKE_armature_deform_coords_with_curves` is added as another variant
of the deform function, but uses C++ parameter types (spans instead
of raw pointers). It gets a `Span<MDeformVert>` directly instead of
deducing it internally from the object type. This is because we want
to do this curve-by-curve and already use arbitrary vector spans for
positions.
Pull Request: https://projects.blender.org/blender/blender/pulls/118752
This is a migration of the current Line Art modifier to GPv3.
Note:
- The modifier is using the exact same DNA structure as the old one, it's re-defined in a different name. At the moment all the variable names and placement after the `ModifierData` part should stay exactly the same until we do proper versioning of the modifier data and completely remove the GPv2 support.
- Vertex weight transfer feature no longer supports name initial matching ("group" used to match "group1","group2" etc). Now it will only transfer vertex weight from source vertex groups that has the exact same name as specified.
Pull Request: https://projects.blender.org/blender/blender/pulls/117028
The issue described was that the motion path didn't display the last frame
of a scene.
This PR makes the user facing motion path range inclusive on both ends.
E.g. when the user specifies a motion path from 1-24 the will now get all 24
frames, whereas previously the motion path would end at frame 23.
This also makes the `Scene Frame Range` option work properly since that
had the same issue. Now it displays the actual full scene range.
Internally, the `bMotionPath` is still exclusive on the upper bound.
It is just the `bAnimVizSettings` range that has been modified.
Pull Request: https://projects.blender.org/blender/blender/pulls/118611
Complete the rule of 5 for the asset weak reference class and remove
a separate copy function. While adding RAII behavior to a DNA struct
directly isn't so common, this seems better than doing it half-way.
This patch adds a new `Stretching Opacity` slider to the overlays panel in the UV Editor.
This allows users to tweak the opacity of the UV stretching overlay, so the image texture
can still be visible through it.
Pull Request: https://projects.blender.org/blender/blender/pulls/117381
The depsgraph CoW mechanism is a bit of a misnomer. It creates an
evaluated copy for data-blocks regardless of whether the copy will
actually be written to. The point is to have physical separation between
original and evaluated data. This is in contrast to the commonly used
performance improvement of keeping a user count and copying data
implicitly when it needs to be changed. In Blender code we call this
"implicit sharing" instead. Importantly, the dependency graph has no
idea about the _actual_ CoW behavior in Blender.
Renaming this functionality in the despgraph removes some of the
confusion that comes up when talking about this, and will hopefully
make the depsgraph less confusing to understand initially too. Wording
like "the evaluated copy" (as opposed to the original data-block) has
also become common anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/118338