Commit Graph

109181 Commits

Author SHA1 Message Date
Sybren A. Stüvel
a3e2cc0bb7 Asset Catalogs: Fix unit test on Windows
Force native slashes before comparing paths; on Windows mixing
separators caused a unit test to fail.

No functional changes.
2021-10-08 11:32:22 +02:00
Sergey Sharybin
bd65d3ce97 Cleanup: Explicit specifier for single argument constructor 2021-10-08 10:01:20 +02:00
Sergey Sharybin
3284b5bbde Cleanup: Else after return in Cycles 2021-10-08 10:01:20 +02:00
Richard Antalik
6c11733dfb Fix T91190: Remove gaps operator not working
Caused by mistake in f49d438ced - `SEQ_query_all_strips()` is not
meant to be recursive.
2021-10-08 09:30:07 +02:00
Campbell Barton
741fb0d6c9 Sequencer: hide gizmos & cursor during scrubbing & playback
This was distracting prevented easily viewing an animation.
2021-10-08 18:06:50 +11:00
Campbell Barton
415098abc3 Fix crash switching scenes with sequencer gizmos displayed 2021-10-08 17:24:45 +11:00
Campbell Barton
ebe216f532 Sequencer: add option to toggle gizmos
Use shortcut matching the 3D view & popover in the header
2021-10-08 17:07:56 +11:00
Campbell Barton
de07bf2b13 Cleanup: spelling 2021-10-08 13:23:19 +11:00
Campbell Barton
8f4697e570 Sequencer: only show the 2D cursor with overlays enabled
Also hide when displaying scopes.
2021-10-08 13:20:19 +11:00
Campbell Barton
2f9fab716d Cleanup: remove deprecated SEQ_DRAW_SEQUENCE value
While drawing cleared this value (as part of temporary fix from 2009),
this was still being checked until recently.

Remove this value in versioning code.

Also clear unused text space flag.
2021-10-08 13:15:19 +11:00
Campbell Barton
f9f88f50cb Fix sequencer preview/strip checks
- Drawing annotations used a deprecated value to detect
  if drawing was supported.
- ED_space_sequencer_check_show_strip was checking the preview
  image type (which doesn't impact strip display).

Signed-off-by: Campbell Barton <ideasman42@gmail.com>
2021-10-08 13:15:19 +11:00
Campbell Barton
29e496e768 Cleanup: remove redundant cursor copy, print 2021-10-08 11:57:42 +11:00
Brecht Van Lommel
23791db145 Fix Cycles random walk SSS differences between CPU and GPU
The Embree logic did not match the GPU.
2021-10-07 21:35:24 +02:00
Brecht Van Lommel
4ee97f129a Cleanup: remove unnecessary data from LocalIntersection 2021-10-07 21:35:24 +02:00
Hans Goudey
9708b1f317 Cleanup: Rename enum values
This makes the diff for adding a new version of the attribute transfer
node slightly smaller.
2021-10-07 14:00:11 -05:00
Hans Goudey
e9daca77d6 Fix: Missing field markers for curve fillet node inputs 2021-10-07 13:44:06 -05:00
Charlie Jolly
0cd3d46246 Nodes: Move texture nodes to C++
Move texture nodes to C++ and use new socket declaration

Brick, Checker, Image, Magic and Wave

Differential Revision: https://developer.blender.org/D12778
2021-10-07 19:19:20 +01:00
Campbell Barton
ba4e5399fc Fix screenshot editor showing status text in the editor
This caused problems calling screenshot from menu-search
which included the status text in the screenshot.

Now the status text is shown in the global status bar
for any operators called from a screen context.
2021-10-08 04:01:59 +11:00
Campbell Barton
d04d27b406 Sequencer: 2D cursor for the preview & transform
- Use 2D cursor in the preview space using shortcuts
  matching the UV editor and 3D view.
- Add Cursor tool, cursor transform.
- Support for cursor and bound-box pivot.
- Add pivot pie menu.
2021-10-08 03:27:55 +11:00
Dalai Felinto
919e513fa8 User Interface: Remove the green background when inside a node group
The current background color and parent nodetrees is too distracting and noisy.
It drastically affect the readability of the nested node-trees.

Other techniques (better bread crumbs) can be used instead to indicate
to users that they are inside a node group.

---

The background drawing was introduced in 4638e5f99a as part of the
Python Nodes branch merge. This made its debut in Blender 2.67
(30/May/2021).

At the time the color used for the background was a light gray. Over the
years the color changed to the current dark green, aggravating the
problem further.

Before that, the (expanded) nodegroup already had the partially
transparent background, mingling with the other nodes. The Python Nodes
branch brought this concept with its changes, and would always draw up
to two levels up in the background (the parent nodetree, and its parent
nodetree).

To read the original inspiration for all the changes introduced then:
https://code.blender.org/2012/01/improving-node-group-interface-editing/

Differential Revision: https://developer.blender.org/D12780
2021-10-07 17:35:40 +02:00
Sybren A. Stüvel
cc6a3509a0 Asset Catalogs: change rules for saving catalog definition files
Change the rules for determining where to save a new catalog definition
file (CDF).

Old situation (T91681): if a `blender_assets.cats.txt` file already
exists in the same directory as the blend file, write to that. If not,
see if the blend file is contained in an asset library, and write to its
top-level CDF.

The new situation swaps the rules: first see if the blend file is
contained in an asset library, and if so write to its top-level CDF. If
not, write a CDF next to the blend file.

As before, any pre-existing CDF is not just bluntly overwritten, but
merged with the in-memory catalogs.
2021-10-07 17:04:47 +02:00
Sybren A. Stüvel
1de922f88c Cleanup: asset catalog tests, move teardown function
Move `AssetCatalogTest::TearDown` close to the corresponding `SetUp`
function, so that it's easier to find.

No functional changes.
2021-10-07 17:04:47 +02:00
Campbell Barton
1b79b4dd30 Fix sequencer preview poll function
sequencer_view_preview_poll returned true even when in the
"Sequence" view.

Now check the preview is visible, also check the region
is expected type so preview actions aren't possible for mixed
sequence/preview display.
2021-10-08 01:58:32 +11:00
Julian Eisel
c7b237e7d1 Asset Browser: Move Asset Library selector to navigation bar
The menu to select the active Asset Library is now in the left bar (so called
"Source List", although I'd prefer "Navigation-Bar").

This has some benefits:
* All Asset Library navigation is in the left sidebar now, giving nice grouping
  and a top-to-bottom & left-to-right flow of the layout. The header is focused
  on view set-up now.
* Catalogs are stored inside the asset library. Makes sense to have them right
  under that.
* Less content in the header allows for less wide Asset Browsers without
  extensive scrolling.
* This location gives more space to add options or operators for Asset
  Libraries.

Main downside I see is that the side-bar needs to be opened to change
libraries, which takes quite some space. In practice there shouldn't be need to
do this often though.
2021-10-07 16:29:02 +02:00
Campbell Barton
9f9e2dd25d Cleanup: clang-tidy 2021-10-08 01:25:23 +11:00
Sergey Sharybin
0d4c53ecfe Fix wrong tile size calculated in Cycles
Was causing extra overscan pixels, and was confusing multiple workers
check after fix T91994.
2021-10-07 16:21:28 +02:00
Dalai Felinto
0f58cc1594 Cleanup: make format 2021-10-07 16:11:40 +02:00
Sergey Sharybin
719c319055 Fix Cycles long start on scene without volumes
The state template iteration had difficult time dealing with 0-sized
arrays, causing iteration for until integer overflows.
2021-10-07 15:54:56 +02:00
Julian Eisel
c0a5b13b5e Asset Browser: Rework layout & behavior of catalog tree-view
This reworks how tree rows are constructed in the layout and how they
behave in return.

* To open or collapse a row, the triangle/chevron icon has to be clicked
  now. The previous behavior of allowing to do it on the entire row, but
  only if the item was active already, was just too unusual and felt
  weird.
* Reduce margin between chevron icon and the row label.
* Indent child items without chevron some more, otherwise they feel like
  a row on the same level as their parent, just without chevron.
* Fix renaming button taking entire row width. Respect indentation now.
* Fix double-clicking to rename toggling collapsed state on each click.

Some hacks/special-handling was needed so tree-rows always highlight
while the mouse is hovering them, even if the mouse is actually hovering
another button inside the row.
2021-10-07 15:30:59 +02:00
Bastien Montagne
13a28d9e6f Fix proxy to override code being called on undos. 2021-10-07 15:20:54 +02:00
Sergey Sharybin
123255be6b Fix T91994: Cycles crash when rendering on multiple devices
The overscan change from D12599 lacked proper handling of window
when slicing buffer for multiple devices.
2021-10-07 15:07:25 +02:00
Joseph Eagar
7fc11744e6 Revert commit, turns out this isn't a bug? 2021-10-07 04:11:49 -07:00
Pablo Vazquez
87a36cba1a UI: Fix alignment of buttons in Grease Pencil tool settings
Small fix reviewed on blender.chat by the Grease Pencil team.
2021-10-07 11:44:29 +02:00
Joseph Eagar
00bd631c7c Fix mask expand not properly supporting
both inverse and keep mask modes being on
at the same time.
2021-10-07 02:27:09 -07:00
Richard Antalik
eadbacdbb0 Fix T91670: Strip text position is incorrect
Use `sseq->timeline_overlay.flag` instead of `sseq->flag`.
Caused oversight in 7cb65e4581.
2021-10-07 06:35:16 +02:00
Richard Antalik
70cc80ea1c Cleanup: Move VSE disk cache code into own file
No functional changes.
2021-10-07 03:04:34 +02:00
Richard Antalik
439c9b0b84 Cleanup: VSE iterator semantics
Use `BLI_gset_ensure_p_ex()` instead of `BLI_gset_insert()` after
checking `BLI_gset_lookup()`.
2021-10-07 00:38:33 +02:00
Richard Antalik
877ba6b251 Fix T91972: Meta changes length when adding strip
`SequencesMeta.new_movie()` API function caused meta strip to change
length. Similar issue has been fixed in transform code by checking
if `MetaStack` exists. `MetaStack` is not used when changing data in
python.

Provide `seqbase` to `SEQ_time_update_sequence()` so the function can
check if change happens inside of meta strip.

This patch also merges `seq_time_update_sequence_bounds()` into
`SEQ_time_update_sequence()`. This is because same issue applies for
both functions and it is confusing to have more time update
functions.re if this will lead anywhere.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D12763
2021-10-07 00:10:37 +02:00
Richard Antalik
306e9bff46 Fix VSE pan property text printing
Move text into separate label.
2021-10-07 00:04:26 +02:00
Brecht Van Lommel
04857cc8ef Cycles: fully decouple triangle and curve primitive storage from BVH2
Previously the storage here was optimized to avoid indirections in BVH2
traversal. This helps improve performance a bit, but makes performance
and memory usage of Embree and OptiX BVHs a bit worse also. It also adds
code complexity in other parts of the code.

Now decouple triangle and curve primitive storage from BVH2.
* Reduced peak memory usage on all devices
* Bit better performance for OptiX and Embree
* Bit worse performance for CUDA
* Simplified code:
** Intersection.prim/object now matches ShaderData.prim/object
** No more offset manipulation for mesh displacement before a BVH is built
** Remove primitive packing code and flags for Embree and OptiX
** Curve segments are now stored in a KernelCurve struct
* Also happens to fix a bug in baking with incorrect prim/object

Fixes T91968, T91770, T91902

Differential Revision: https://developer.blender.org/D12766
2021-10-06 17:52:04 +02:00
Brecht Van Lommel
0fd0b0643a Build: search for hipcc in HIP_ROOT_DIR/bin 2021-10-06 17:44:25 +02:00
Julian Eisel
8a6f224e26 Fix logic error when trying to find hovered item
Was just comparing this item's and the parent item's names. But if an item has
no parents, only its own name has to match for the check to return true. Make
sure that the number of parents also matches.
2021-10-06 16:55:51 +02:00
Bastien Montagne
bbfa6a92cf Fix T91987: Linking overrides does not apply overrides rules.
Just a matter of calling `BKE_lib_override_library_main_update` in
`library_link_end`.
2021-10-06 16:53:20 +02:00
Bastien Montagne
b7dc0346aa BMain: Add utils to check if a Main is empty or not.
Mostly intended for debug code (asserts).
2021-10-06 16:53:20 +02:00
Sergey Sharybin
0194e54fd3 Fix compilation error with MSVC
MSVC does not support variable size array definition.
Use maximum possible stack, similar to the GPU case.

Not expected to have user-measurable difference.
2021-10-06 16:51:07 +02:00
Julian Eisel
75fbf6f17e Asset Browser: Show catalog add & delete icons on mouse hover (only)
Now the icons to add or delete catalogs are only shown when mouse hovering a
catalog item in the tree. This is convenient for quick creation of catalogs,
and doesn't require activating a catalog to edit it first.

Determining if a tree item is hovered isn't trivial actually. The UI tree-view
code has to find the matching tree-row button in the previous layout to do so,
since the new layout isn't calculated yet.
2021-10-06 16:36:20 +02:00
Julian Eisel
536109b4ec Fix possibly wrong matching of tree-view item buttons
The UI code to ensure consistent button state over redraws was just comparing
the name of the item, ignoring the parent names. So with multiple items of the
same name, there might have been glitches (didn't see any myself though).

There's a leftover to-do though, we don't check yet if the matched buttons are
actually from the same tree. Added TODO comment.
2021-10-06 16:36:20 +02:00
Julian Eisel
2012d541ae Asset Browser: Always show icon to add catalog next to "All" item
Feedback was that it's unclear sometimes how to add a new item and that some
people expect a button to add a new item next to the "All" item.
2021-10-06 16:36:20 +02:00
Jacob Lewallen
12c66854bd Pass correct array size to BKE_object_material_remap_calc
This was patch D12460 from jlewallen and fixes T91339 and T90818.
2021-10-06 10:26:15 -04:00
Sergey Sharybin
c6275da852 Fix T91922: Cycles artifacts with high volume nested level
Make volume stack allocated conditionally, potentially based on the
actual nested level of objects in the scene.

Currently the nested level is estimated by number of volume objects.
This is a non-expensive check which is probably enough in practice
to get almost perfect memory usage and performance.

The conditional allocation is a bit tricky.

For the CPU we declare and define maximum possible volume stack,
because there are only that many integrator states on the CPU.

On the GPU we declare outer SoA to have all volume stack elements,
but only allocate actually needed ones. The actually used volume
stack size is passed as a pre-processor, which seems to be easiest
and fastest for the GPU state copy.

There seems to be no speed regression in the demo files on RTX6000.

Note that scenes with high nested level of volume will now be slower
but correct.

Differential Revision: https://developer.blender.org/D12759
2021-10-06 15:46:32 +02:00