* Support defining (not necessarily rendering) icons in threads. Needed so the
File Browser can expose file previews with an icon-id to scripts.
** For that, ported `icons.c` to C++, to be able to use scope based mutex locks
(cleaner & safer code). Had to do some cleanups and minor refactoring for
that.
* Added support for ImBuf icons, as a decent way for icons to hold the file
preview buffers.
* Tag previews as "unfinished" while they render in a thread, for the File
Browser to dynamically load previews as they get finished.
* Better handle cases where threaded preview generation is requested, but the
ID type doesn't support it (fallback to single threaded). This is for general
sanity of the code (as in, safety and cleanness)
* Enabled asset notifier for custom preview loading operator, was just disabled
because `NC_ASSET` wasn't defined in master yet.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9719
Reviewed by: Bastien Montagne, Brecht Van Lommel
This makes it possible to turn data-blocks into assets and back into normal
data-blocks. A core design decision made for the asset system is that not every
data-block should be an asset, because not every data-block is made for reuse.
Users have to explicitly mark data-blocks as assets.
Exposes "Mark Asset" and "Clear Asset" in Outliner context menus (currently ID
Data submenu) and button context menus. We are still not too happy with the
names, they may change.
This uses the new context members to pass data-blocks to operators, added in
af008f5532 and 0c1d476923.
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9717
Reviewed by: Brecht Van Lommel
Asset metadata is what turns a regular data-block into an asset. It is a small
data-structure, but a key part of the technical design of the asset system.
The design foresees that asset data-blocks store an `ID.asset_data` pointer of
type `AssetMetaData`. This data **must not** have dependencies on other
data-blocks or data-block data, it must be an independent unit. That way we can
read asset-metadata from .blends without reading anything else from the file.
The Asset Browser will use this metadata (together with the data-block name,
preview and file path) to represent assets in the file list.
Includes:
* New `ID.asset_data` for asset metadata.
* Asset tags, description and custom properties.
* BKE code to manage asset meta-data and asset tags.
* Code to read asset data from files, without reading IDs.
* RNA for asset metadata (including tags)
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Differential Revision: https://developer.blender.org/D9716
Reviewed by: Bastien Montagne, Brecht Van Lommel
The geometry-nodes features no longer depend on the point cloud object.
Therefore the point cloud object, although important in the future, can
be postponed until we have render and edit mode fully working.
This reverts commits:
* ea74ed5a7a.
* dc614c68ef.
This implements the design proposed in T83357.
The goal is to allow the geometry nodes modifier on mesh objects to
output instances and potentially other geometry types. Both problems
are tackled by allowing mesh objects to evaluate to a geometry set,
instead of just a single mesh id data block. The geometry set can
contain a mesh but also other data like instances and a point cloud.
I can't say that I'm sure that this commit won't introduce bugs. Mainly
the temporary object creation during rendering seems a bit brittle.
BUT, we can be reasonably sure that this commit will not introduce
regressions (at least not ones, that are hard to fix). This is because
the code has been written in a way that minimizes changes for existing
functionality.
Given that we intend to hide the point cloud object for the next release,
we won't even have to worry about temporary object creation for now.
An important part of the technical design is to make sure that
`ObjectRuntime->data_eval` contains the same data before and after this
patch. This helps to make sure, that existing code paths are impacted as
little as possible.
Instead of fully replacing `data_eval`, there is `geometry_set_eval`,
which contains all the geometry components an object evaluated to
(including the data referenced by `data_eval`).
For now, not much code has to be aware of `geometry_set_eval`. Mainly
the depsgraph object iterator and the instances system have to know
about it.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9851
The matte_id is stored in a different structure in 2.92. This patch will
write the old matte_id field so the files can be opened correctly in
older versions.
Apparently the ID pointer can be NULL, which most code here assumes is
not the case. But it's very fragile & finicky, there is one code path
were it's allowed to be NULL.
Add necessary NULL-checks, an assert as sanity check and a comment to
note the possibility of NULL.
Remove DNA headers, using forward declarations where possible.
Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
See T82309#1055564 {T63675} and their duplicates for how Default-off
can cause confusion.
This is just for convenience since it allows animators to keyframe
outside of the strip's bounds by default. This was likely off by
default before since Syncing Length would undesirably shift the whole
animation after leaving tweak mode (fixed by {D7602}) and the animator
wasn't able to keyframe outside the strip bounds anyways
(fixed by {D7533}). Now it's better if the flag was on by default.
While the animator is still roughly developing their animation NLA-wise
they won't have to worry about strip bound keying failures. When they
are more certain of the strip bounds, they can disable the flag to
prevent affecting the rest of the NLA system.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9661
It's an explicit check to prevent division by zero if caller hasn't
done the check. Future patch {D8867} will not use the nla remap
function and thus not do the check. This patch also replaces some
float (==) equality checks with IS_EQF().
Split from {D9247}
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9694
And removes redundant index local variable. Future patches {D8296} and
{D8867} make use of this function.
No functional changes.
Split from {D9247}
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D9693
The strips were given the wrong owner ID. This only caused issues for
python based UI as far as I know. Property changes would not properly
update the viewport.
Reviewed By: lichtwerk
Differential Revision: https://developer.blender.org/D9685
This commit adds a simple utility function for getting the data type of an
attribute or its "constant" socket counterparts. No functional changes.
Differential Revision: https://developer.blender.org/D9819
This changes the way how the mattes are stored in the compositor node. This used to
be a single string what was decoded/encoded when needed. The new data structure
stores all entries in `CryptomatteEntry` and is converted to the old `matte_id`
property on the fly.
This is done for some future changes in the workflow where a more structured
approach leads to less confusing and easier to read code.
Sometimes the geometry nodes modifier does support mapping and
sometimes it does not. We have no infrastruture to determine this ahead
of time currently. In order to support common use cases, it makes sense
to add this flag to the modifier.
One such common use case is to use the mesh as surface that other
things are distributed on. Often, the distribution is controlled by vertex
groups. Therefore, it would be helpful if the modifier is evaluated
when the object is in vertex paint mode. This allows the user to see the
distributed objects while painting.
If the nodes modifier transforms the mesh in any way, vertex painting
might not work as expected anymore, because the `deformMatrices`
callback is not implemented. I'm not sure how this can be solved nicely, yet.
Without this, the modifier evaluation code might remove any
vertex groups from the mesh for performance reasons.
We can't say for sure whether the node group will need the vertex
groups, but it is quite likely.
Ref T83357.
This patch will add volumetric transmittance to the cryptomatte coverage
data of all samples when post processing the cryptomatte passes.
It was discussed with Cycles that this is desired, but tricky to
implement in Cycles.
Object previews are really helpful for visual data-block selection, like asset
browsing. Having them be generative should also be quite handy and should work
well enough in many, if not most cases.
What this does is simple:
* Place the object (actually a deep copy of it, for thread safety) in a virtual
.blend into an empty scene/view-layer.
* Add a camera, point it towards the front of the object, assuming that means
pointing towards its +Y axis.
* Use "Camera Fit Frame to Selected" logic to put the object into frame.
* Create a threaded off-screen render.
Of course, such an automatic preview will not work in all situations. E.g. it
currently does a bad job capturing a single plane. We could add options for
more advanced automatic previews, but probably custom previews is more
important, which I committed already (812ea91842).
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
Required changes to make it compile with clang tidy:
* Use c++ includes like (e.g. climits instead limits.h).
* Insert type casts when casting from void* to something else.
* Replace NULL with nullptr.
* Insert casts from int to enum.
* Replace designed initializers (not supported in C++ yet).
* Use blender::Vector instead of BLI_array_staticdeclare (does not compile with C++).
* Replace typedef statements.
Ref T83357.
No automatic preview generation will ever be good enough to cover all cases
well. So custom preview images are a must for a preview driven data-block
selection - like for asset browsing.
The operator simply allows selecting an image file, which will then be read and
copied into the data-blocks preview (resized if necessary).
There's no UI for this currently and the operator won't be available in the
search menu yet. It will later once the Asset Browser UI is merged.
Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
This commit removes geometry from meshes and shapekeys, and embedded
files, from liboverride IDs.
This data is never overrideable, there is no reason to store extra
useless copies of it in production files.
See T78944.
Note that we may add more data to be skipped on write for liboverrides
in the future, but this commit should address all the most important
cases already.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9810
This adds the missing options for the effects as it is done in modifiers.
Reviewed By: HooglyBoogly
Maniphest Tasks: T83696
Differential Revision: https://developer.blender.org/D9838
In Cycles the volume transmittance is already composited into the color
passes. In Eevee the volume transmittance pass was separate and needed
to be composited in the compositor. This patch adds the volume
transmittance pass direct in the next render passes:
* Diffuse Color
* Specular Color
* Emission
* Environment
This patch includes the removal of the volume transmittance render pass.
It also renames the volume render passes to match Cycles. The setting
themselves aren't unified.
Maniphest Tasks: T81134
This should be a final piece of the changes for the active modifier
interface. Before, it was necessary to click on the blank space of a
modifier panel to set it active (not the header), this commit allows
clicking on the icon also.
The spacing with the spacing with the expand button would ideally
be a bit larger, but the layout system doesn't offer much flexibility
here.
Node tree types from addons were selectable in the modifier's drop-down.
Obviously they didn't do anything, but it shouldn't be possible anyway.
This was just caused by an unimplemented poll function.
Approximately 33 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D9796
Reviewed by Julian Eisel
This makes the exact boolean have zero weights for any vertex groups
on any newly created vertices, which is what the fast solver does.
The exact boolean solver was interpolating vertex data when interpolating
loop data in newly created faces. Not sure why I chose that. The Fast
boolean solver doesn't do that, so I stopped doing it too.
Using 'is/means/equal' words in place of equal sign in descriptions.
Differential Revision: https://developer.blender.org/D9799
Reviewed by Hans Goudey
Could not select left quarter of the screen in stereo side-by-side mode on high dpi displays.
Differential Revision: https://developer.blender.org/D9836
Reviewed by Julian Eisel
New dialog box layout with large alert icon for the Python script execution warning popup.
Differential Revision: https://developer.blender.org/D9390
Reviewed by Hans Goudey