Commit Graph

87121 Commits

Author SHA1 Message Date
Philipp Oeser
9dee0a10c8 Fix T85564: FCurve modifier zero influence on restrict range borders
When using FModifier `Restrict Frame Range`, the resulting influence was
zero being exactly on `Start` / `End` range borders (so borders were
**exclusive**).
This made it impossible to chain FModifers together (forcing the user to
specify values slightly below the desired border in following
FModifiers).
This is now corrected to be **inclusive** on Start / End range borders.

Before
{F10234864}
After
{F10234865}
Testfile
{F10234866}

In the case of touching open borders (so [frame A frame B] followed by
[frame B frame C]) both modifiers are evaluated (in stack order).
If the later modifier has full influence (and is not additive) this simply
means the result is the same as the later modifier's value.
If influences below 1 are used (or modifiers are additive) both modifier's
values are interpolated/added accordingly.

technical notes:
- this was caused by the introduction of FModifier Influence/BlendIn-Out
in rB185663b52b61.
- for comparison, see other occurrences of
`FMODIFIER_FLAG_RANGERESTRICT`.
- the following conditions in `eval_fmodifier_influence` for blend in/
out have been changed accordingly.

Maniphest Tasks: T85564

Differential Revision: https://developer.blender.org/D10401
2021-09-17 09:13:24 +02:00
Campbell Barton
06ac655b8d WM: expose the "any" state of KeyMapItem modifiers
Change KeyMapItem.alt/ctrl/shift/oskey to integer types,
where -1 is used to ignore the modifier when matching key-map items.

It was only possible to set all modifiers to -1 at once from RNA
using the 'any' property.
Afterwards individual modifiers could be set back to true/false.
Although these key-map items could not be exported/imported.

Exposing the values directly avoids the need for cumbersome workarounds.
2021-09-17 16:52:33 +10:00
Campbell Barton
6dca61b91c Cleanup: remove KM_MOD_SECOND & KM_SHIFT2, KM_CTRL2.. etc
These were added in a1c8543f2a (2007)
but never used.
Nor did they have any meaning in practice.

Note that versioning keymap items isn't needed as these values were
never set. The code-paths that set these values also set KM_MOD_FIRST
causing `keymap_event_set` to only ever assign values of 0 or 1.

These flags complicate further exposing KM_ANY (-1)
which is also a valid value for modifiers.
2021-09-17 13:20:50 +10:00
Campbell Barton
8bc27c508a UI: expose "Lasso Select" & "Extrude to Cursor" in menus
- Show "Lasso Select" in menus (along with Box & Circle select)
- Show "Extrude to Cursor" (along with other extrude actions).
- Rename operators that add/extrude on Ctrl-Click
  since their names were inconsistent.

This is mainly for discoverability.
2021-09-17 12:57:28 +10:00
Campbell Barton
f8b51f702c UI: enable the depend-on-cursor flag for some operators
- Bend (Transform).
- Extrude to Cursor.
- Lasso Select (related operators such as node-cut links, mask.. etc).
- Rip Mesh / UV's.
- Vertex/Edge Slide.
2021-09-17 12:57:28 +10:00
Campbell Barton
180bafe225 UI: split screenshot area into a separate operator
While the screenshot operator showed an "Area" option,
it wasn't usable from the main menu (unless accessed via menu search).

Split screenshot area into an operator that depends on cursor.
2021-09-17 12:57:28 +10:00
Campbell Barton
da2ba40268 UI: wait for input for operators that depend on cursor location
Support waiting for input so operators that depend on the
cursor location are usable from menus / buttons.

Use an operator type flag which the user interface code checks for,
waiting for input when run from a menu item.

This patch only supports this feature, there are no functional changes.

The motivation for this change is discoverability since some actions
were either hidden or broken when accessed from menus
(where the behavior of the operator depended on the menu location).

In general, waiting for input is *not* an efficient way to access tools,
however there are over 50 operators with a "wait_for_input" property
so this isn't introducing a new kind of interaction,
rather exposing this in a way that does not need to be hard-coded into
each operator, or having modal callbacks added for the sole purpose
of waiting for input.

Besides requiring boiler plate code using a "wait_for_input" property
has the added down-side of preventing key shortcuts from showing.
Only the menu items will enable the property,
causing them not to match key-map items.

Reviewed By: Severin

Ref D12255
2021-09-17 12:57:28 +10:00
Hans Goudey
633c29fb7b Fix: Nodes modifier ignores input value with new property missing
An issue with the previous commit-- the default value of the type was
used instead of the property value when the "use_attribute" property
was missing.
2021-09-16 21:54:14 -05:00
Hans Goudey
8e21d528ca Geometry Nodes: Add a toggle to use attributes as input values
This adds a toggle to node group inputs exposed in the modifier to use
an attribute instead of a single value. When the toggle is pressed, the
button switches to a text button to choose an attribute name. Attribute
search isn't implemented here yet.

One confusing thing is that some values can't be driven by attributes
at all, like the size of a primitive node. In that case, we should have
a node warning, but that will be separate since it's more general.
We can also have an option to turn off this toggle in node group
input settings.

The two new properties for each input are stored with the same name
as the value, but with `"_use_attribute"` and `"_attribute_name"``
suffixes. The properties are not added for socket types that don't
support attribute input, like object sockets.

Differential Revision: https://developer.blender.org/D12504
2021-09-16 20:49:10 -05:00
Harley Acheson
4fa0bbb5ac UI: Automatic Blend Thumbnail Selection
Adds an "Auto" option to blend thumbnail types that will automatically
use Screenshot if there is no camera and 3dview, or workbench render
with shading settings from the largest 3dview.

See D12407 for more details.

Differential Revision: https://developer.blender.org/D12407

Reviewed by Campbell Barton
2021-09-16 17:40:19 -07:00
Hans Goudey
a1c65748c4 Cleanup: Pass const mesh argument
Also remove unnecessary parantheses.
2021-09-16 18:23:53 -05:00
Hans Goudey
8e2e44b58b Cleanup: Move mesh_convert.c to C++
This should allow easier changes when it's helpful to use C++ types.
The diff is for a test on the buildbot.

Differential Revision: https://developer.blender.org/D12528
2021-09-16 15:44:43 -05:00
Harley Acheson
7a9cfd08a8 UI: Remove Menus & Show Wait Cursor When Saving
When saving blend files close any menus that might be open, show
"waiting" mouse cursor right away, before creating preview.

See D12507 for more details.

Differential Revision: https://developer.blender.org/D12507

Reviewed by Campbell Barton
2021-09-16 13:13:15 -07:00
Hans Goudey
db7fca3588 Cleanup: Remove unnecessary manual of move constructor
Turns out this isn't actually necessary.
2021-09-16 12:32:40 -05:00
Hans Goudey
f81bacd6f0 Geometry Nodes: Transfer attributes in the curve to mesh node
This patch allows point and spline attributes to be transferred to the
mesh generated by the curve to mesh node. All dynamic named and
anonymous attributes are transferred. So a user-created attribute will
be transferred, but "radius", "tilt" or the handle position attributes
won't be transferred by default and will need to be copied first.
This trade-off is made for performance, since most of the time, users
won't need these attributes copied.

Generally, attributes are transferred to the point/vertex domain.
However, if they have the same name as a built-in mesh attribute that
only exists on a different domain, like "shade_smooth", then they can
be transferred directly to that domain as well. Conversion directly to
the face corner domain is not necessary because there are no builtin
face corner attributes. I see this conversion directly to other domains
as an optimization we could use behind the scenes in the future as well,
when named attributes are less common.

For performance, I haven't tested which of the following is better:
```
for each spline combination:
    for each attribute:

for each attribute:
    for each spline combination:
```
For now I used the existing loop to avoid more threading overhead.

Differential Revision: https://developer.blender.org/D12363
2021-09-16 12:25:26 -05:00
Hans Goudey
ddb7cb7e4a Geometry Nodes: Simplify using OutputAttribute in a vector
Store the optional temporary span storage as a unique_ptr and move
it in the move constructor, to avoid the need to add a special move
constructor that clears the "show_warning" fields from it. Maybe this
is very slightly slower, but we'll need this class less often in the future
anyway.
2021-09-16 12:03:32 -05:00
Hans Goudey
31a0708cb1 Cleanup: Add built-in check for an attribute ID 2021-09-16 11:56:31 -05:00
Julian Eisel
c9daab7936 Assets: Recursive reading of asset libraries
With this, asset libraries can be directory structures and all assets in
sub-directories will show up in an Asset Browser.

With complex directory structures and many .blend files inside, asset
library reading will be quite slow for now. There's initial work being
done to introduce indexing for this (T82979), other optimizations are
being discussed as well.

Addresses T91406.

Differential Revision: https://developer.blender.org/D12139
2021-09-16 16:41:31 +02:00
Dalai Felinto
73ed076489 Hide empty keymap warnings when running a template 2021-09-16 16:11:41 +02:00
Dalai Felinto
867e6ffe88 App Settings: Edge Resize
This prevents both editor resize as well as regions (e.g., the toolbar).

Note: This option is not visible in the UI.

Differential Revision: D12516
2021-09-16 16:02:33 +02:00
Dalai Felinto
f2cfad77f9 App Settings: Regions Visbility Toggle
The toggle that allow users to "show" the region (header, toolbar, ...)
when it is collapsed can now be configured for the apps.

Note: This option is not visibile in the UI.

Differential Revision: D12516
2021-09-16 16:02:33 +02:00
Dalai Felinto
9fee59a484 Rename show_layout_ui > show_corner_split and remove from UI
This breaks API compatibility. However we are now grouping this setting
in the proper section (preferences.apps), so scripts had to update anyways.

So they may as well do it for the final name.

The reason to remove from the UI is that this is intended for app setup,
and as such it should not be exposed to final users until we have apps
better presented (for 3.1 hopefully).

Differential Revision: D12516
2021-09-16 16:02:33 +02:00
Dalai Felinto
c938d9a0e5 Cleanup: Rename USER_APP_LOCK_UI_LAYOUT
There will be other settings that lock other aspects of the
UI layout (e.g., resizing of editors). So better to name
this setting what it actually handles (the corners).

New name: USER_APP_LOCK_CORNER_SPLIT

Differential Revision: D12516
2021-09-16 16:02:33 +02:00
Bastien Montagne
08aa0eb15d Cleanup: WM append code: de-duplicate post-make-local process a bit. 2021-09-16 15:31:03 +02:00
Bastien Montagne
e97653ccf3 Fix: properly implement the 'only append' execption case for WorkSpaces.
Add needed extra flag and utils to IDType to mark and check an ID type
as only appendable.

Note that this is only a loose user-level enforcement currently, in any
case you need to be able to link an ID to append it currently, so for
low-level code this does not really matter.

Currently only WorkSpace and Screen ID types are marked with the new
`IDTYPE_FLAGS_ONLY_APPEND` flag.
2021-09-16 14:30:56 +02:00
Bastien Montagne
3deb56424f Cleanup/Fix outliner 'make local' code.
While likely harmless, this code was doing extremely bad thing,
by-passing the whole lower-level `BKE_lib_id_make_local` call in case it
would fail and deciding by itself to forcefully make the given ID local.
Bad. Very, very, very bad.
2021-09-16 14:30:56 +02:00
Bastien Montagne
e04a10adab Cleanup: no need to clear new flags and pointers from whole Main when making a single ID local. 2021-09-16 14:30:56 +02:00
Bastien Montagne
27b6636c45 Cleanup: Comment about shpaekey being treated as embedded IDs in BKE_id_newptr_and_tag_clear. 2021-09-16 14:30:56 +02:00
Bastien Montagne
4ec2bdbbda Cleanup: Add comment about 'make_local' callback of Brush doing bad thing.
Callbacks in IDTypeInfo should never affect other IDs if they are not
embedded.

We break this rule in some cases, at least each of those should be
clearly commented about and get some security checks to try to avoid
unexpected issues as much as possible.
2021-09-16 14:30:56 +02:00
Bastien Montagne
1d5cc52ef6 Cleanup: Rename BKE_id_clear_newpoin to BKE_id_newptr_and_tag_clear. 2021-09-16 14:30:56 +02:00
Bastien Montagne
1fce66190a Fix/refactor BKE_id_clear_newpoin and BKE_main_id_newptr_and_tag_clear.
Those were not clearing embdeed IDs flags and `newid` pointers at all...
2021-09-16 14:30:56 +02:00
Bastien Montagne
236a9f0814 IDManagement: refactor: Remove 'test' part from BKE_lib_id_make_local.
Mixing testing and actual action in a single function is just not a good
way to do things, and the 'testing' feature is not used anywhere
anymore, time to get rid of it.
2021-09-16 14:30:56 +02:00
Bastien Montagne
4f38624bf5 IDType: Add BKE_idtype_idcode_is_localizable.
This is the same as `BKE_idtype_idcode_is_linkable` currently, used only
in one place in UI code of IDtemplate.
2021-09-16 14:30:55 +02:00
Bastien Montagne
95c2f0bea8 IDType: Cleanup: Remove useless IDTYPE_FLAGS_NO_MAKELOCAL.
This flag became a full duplicate of `IDTYPE_FLAGS_NO_LIBLINKING`, which
is a good thing (don't think we ever want to be able to link some data,
without being able to make it local...).

So we can now remove it and use `IDTYPE_FLAGS_NO_LIBLINKING` instead.
2021-09-16 14:30:55 +02:00
Campbell Barton
bfe8f29baf Fix ID-property UI versioning skipping nested meta-strips 2021-09-16 21:48:56 +10:00
Campbell Barton
860a55d8fc Fix security popup re-displaying after undo
Don't reset these flags when loading a file (or undoing)
rely on BPY_python_reset to reset the flags.
2021-09-16 16:56:38 +10:00
Campbell Barton
0e329a967e Fix memory leak if an error occurred assigning id-property sequence 2021-09-16 16:39:42 +10:00
Campbell Barton
0530b67909 Fix bisect gizmo offset while dragging 2021-09-16 16:36:53 +10:00
YimingWu
289f68588a GPencil: Fix dash modifier reading error.
The reference for parent modifier in segment data is not assigned. Now fixed.
2021-09-16 08:42:39 +08:00
Hans Goudey
28bd74c186 Cleanup: Use function to mark mesh normals dirty 2021-09-15 14:44:56 -05:00
Hans Goudey
8c5d9fa929 Cleanup: Remove duplicate warning from subdivision surface node 2021-09-15 14:19:08 -05:00
Hans Goudey
525def99bc Geometry Nodes: Hide values for selection inputs
Toggling the selection off in the node is the same as muting it,
so exposing it there doesn't help, and makes it less clear that it's
meant to be used as a field.
2021-09-15 14:16:16 -05:00
Hans Goudey
acb8909021 Fix: Division by zero in curve spiral primitive node 2021-09-15 14:12:48 -05:00
Johnny Matthews
231948f33f Splines: Add a method for reversing a Spline
This moved the spline reversing logic out of the Curve Reverse geometry
node and into the spline class. This allows a spline to reverse itself
with a call to `my_spline.reverse()`

The base class will reverse position, radii & tilt, while specialized
versions are created for Bezier and Nurbs splines to reverse the
additional data that these classes encapsulate.

Differential Revision: https://developer.blender.org/D12501
2021-09-15 13:57:01 -05:00
Bastien Montagne
4a009b54bc Fix broken WorkSpace use after recent refactor of append code.
Essentially, Workspace (and Screen) types were defined as not
localizable.

In previous code it happended to work by mere chance (code path taken in
`BKE_library_make_local` was conviniently skipping the call to
`BKE_lib_id_make_local` in that case, hence not checking for
`IDTYPE_FLAGS_NO_MAKELOCAL` flag of the localized ID type).

This is a total abuse of this IDType flag, for now removing it.

That specific case (IDtype appendable but nor linkable) requires its own
proper flag, this will be tackled in a later commit.

Issue introduced in rB3be5ce4aad5e.
2021-09-15 19:06:36 +02:00
Sergey Sharybin
51f7d24a4e Fix missing passes result when rendering multiple views
Caused by the lazily pass pixels allocation which didn't reset
allocation state of the render result.

Demo file: XXX
2021-09-15 18:53:57 +02:00
Bastien Montagne
b6d890672c Fix crash in 'drag asset' case in new append code from yesterday.
Scene and related pointer parameter can be NULL in link/append code, in
which case there is no instantiation of new objects/collections/obdata.

Link code in blendloader was already checking that, new instantiation
code in WM area from yesterday did not.

Issue introduced by rB3be5ce4aad5e.
2021-09-15 18:47:37 +02:00
Johnny Matthews
a6adb7ecae BLI: Add a reverse method to MutableSpan
Add a method that allows a MutableSpan to reverse itself. This reverses
the data in the original span object. This is a first step in extracting
some functionality from nodes and making it more general.

Differential Revision: https://developer.blender.org/D12485
2021-09-15 11:13:10 -05:00
Hans Goudey
09f14b38f2 Geometry Nodes: Add fields version of material nodes
This commit moves the old material nodes to a "legacy" folder and adds
versions of the nodes that work with fields.

The "Select by Material" node is a field node now, so it doesn't have
a geometry output. This is an improvement because there are fewer links
to connect, and it's more easily usable in different situations.
It's also called "Material Selection", since it's more of an input
than an action now.

It's sometimes necessary to use the attribute capture node to get a
more predictable interpolation to mesh faces. This is because the
selection field input is always evaluated on the face domain, so
attribute inputs are interpolated before they are booleans, so they
cannot use the new interpolations from rB5841f8656d9580d7b9.

Differential Revision: https://developer.blender.org/D12456
2021-09-15 10:51:52 -05:00
Hans Goudey
5841f8656d Geometry Nodes: Add special domain interpolation for selections
The generic domain interpolation algorithms didn't quite work for
selections. The interpolation would do unexpected things that
were different than the results in edit mode. The new behavior
is supposed to be the same as edit mode, although we also have
to handle face corner selections here.

Currently the code assumes that all boolean attributes should be
handled that way. I'm not sure of why that wouldn't be the case,
but if we ever need non-selection boolean attributes, that could
be supported too.

Differential Revision: https://developer.blender.org/D12488
2021-09-15 10:28:00 -05:00