Pasting nodes can create new id relations, because nodes can reference IDs.
Therefore the depsgraph has to be updated when nodes are pasted.
We could somehow check if the pasted nodes referenced IDs, but I'm not sure
if this complexity is worth it.
Replace static methods with regular methods.
Now the 'Main' value is taken from the collection.
Needed to support multiple 'Main' instances in Python, see T86183.
Note that this still does not work when in the node group directly referenced
by the modifier, only in sub-node-groups. This limitation will be removed
at some point.
By default objects are no longer GC tracked, this removes some overhead
although it's not significant in my own testing.
- Only enable GC for StructRNA when 'WITH_PYTHON_SAFETY' is on.
- Only track StructRNA when their 'reference' is set.
- Add missing NULL check when 'WITH_PYTHON_SAFETY' is on
and objects new objects be created.
None of these properties can be animated, so it doesn't make sense
to leave space for decorators on the right side of the panels. In fact
that is what was intended, but they were not manually disabled
in all of the panels.
Because pressing enter will choose the current search item from the menu,
and there was no search item with an empty string, it was impossible to
clear the text of an attribute text field. This commit adds a simple "X"
icon in the top row when you delete the string.
This commit exposes the strings used in the node error messages for
localization. It also changes the message tooltip creation to
automatically add the period at the end, to be more consistent with
the (arguably bad) design of other tooltips in Blender.
Calling `TIP_` directly in the node implementation files allows us to
continue using `std::string` concatenation instead of passing variadic
arguments. It's also more explicit about which part of the message is
translated and which isn't. The files already include the translation
header anyway.
The SSS shader in Eevee has the following drawbacks (elaborated in {T79933}):
1. Glowing
2. Ringing. On low SSS jittering it is rendered a bunch of sharp lines
3. Overall blurriness due to the nature of the effect
4. Shadows near occlusions as in T65849
5. Too much SSS near the edge and on highly-tilted surfaces
{F9438636}
{F9427302}
In the original shader code there was a depth correction factor, as far as I can understand for fixing light bleeding from one object to another. But it was scaled incorrectly. I modified its scale to depend on SSS scale*radius and made it independent from the scene scale. The scale parameter (`-4`) is chosen so that it makes tilted surfaces to have visually the same SSS radius as straight surfaces (surfaces with normal pointed directly to the camera).
This depth correction factor alone fixes all the problems except for ringing (pt. 2). Because of float-point precision errors and irradiance interpolation some samples near the border of an object might leak light, causing sparkly or dashed (because of aliasing) patterns around the highlights. Switching from `texture()` to `texelFetch()` fixes this problem and makes textures on renders visually sharper.
An alternative solution would be to detect object borders and somehow prevent samples from crossing it. This can be done by:
1. Adding an `object_id` texture. I think it requires much more code changing and makes the shader more complicated. Again, `object_id` is not interpolatable.
2. Watch gradient of depth and discard samples if the gradient is too big. This solution depends on scene scale and requires more texture lookups. Since SSS is usually a minor effect, it probably doesn't require that level of accuracy.
I haven't notice it in practice, but I assume it can make visible SSS radius slightly off (up to 0.5 px in screen space, which is negligible). It is completely mitigated with render sampling.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9740
This is ported from Cycles and fixes issues with bump/normal mapping
giving weird reflections/lighting.
Fixes T81070 Specular light should be limited to normal pointing toward the camera
Fixes T78501 Normal mapping making specular artifact
Steps to reproduce:
- switch to Scripting workspace
- execute bpy.data.meshes['Cube'].copy()
- Outliner will not show the new mesh immediately
Now just send appropriate notifier.
Differential Revision: https://developer.blender.org/D10584
The `bNodeLinkDrag` struct was NULL when dragging a node instead of
a link. It is allocated with `calloc` anyway, so this field doesn't
need to be explitely cleared.
This commit includes a few simple improvements to the direct mesh
boolean code added recently.
- Passing the transforms and meshes to `direct_mesh_boolean` as spans
makes the function easier to call from C++.
- The definition of `TransMat`, was unecessary when we have the
`float4x4` type already used elsewhere in C++ code.
Differential Revision: https://developer.blender.org/D10592
The socket drag operator stored the index of the last picked socket
into RNA in case the mouse cursor leaves the link while dragging.
This id was not unique which is why sometimes a link from an other node
with the same id is picked.
This patch changes the way the last picked link is stored and stores a
pointer to the link directly into bNodeLinkDrag struct instead.
Differential Revision: https://developer.blender.org/D10590
The Python API for the curve mapping widget offers the `update`
function, but no way to reset the view to the clipping rectangle.
This commit adds a blenkernel function for this operation,
and exposes it to the CurvMapping RNA API. This allows addons
to display a more user-friendly view of the data in this widget.
Differential Revision: https://developer.blender.org/D10561
This commit adds a search for existing attributes when you click
on an attribute field. This is useful because otherwise you have
to remember which attributes should be available at each node in
the tree.
The fundamental complication is that this information is not
accessible statically. So the search data is only a cache from
the previous node tree evaluation. The information is added
with `BKE_nodetree_attribute_hint_add`, currently for every
input geometry socket for a single node.
This is only an initial implementation, and later versions will
expose the data type and domain of the attributes.
Differential Revision: https://developer.blender.org/D10519
I landed D10527 in rB1a8aee0a7cec accidentally, and the version there was
missing a name change discussed in review. This commit just renames the
boolean variable controlling the special behavior for attribute search.
Original message meant for this change:
For geometry nodes we will use search buttons to display a list of
attributes available the last time the node tree was executed (D10519).
Because this list is just a hint, we need to be able to enter any string,
not just strings from the search items.
This patch adds a boolean option to string buttons to enable this.
The change is quite simple, changes to behavior are only required in
two places. The type-specific button struct changes help a lot here.
Differential Revision: https://developer.blender.org/D10527
In Blender, we used to use the term 'draw' to refer to information
displayed to the user. For version 2.80, it was decided to change these
instances to 'display' instead. This was to avoid the ambiguity between
end-user drawing tools and display options.
From the Oxford English Dictionary:
- Draw: produce (a picture or diagram) by making lines and marks on
paper with a pencil, pen, etc.
- Display: show (data or an image) on a computer, television, or
other screen.
Therefore, we should use draw when referring to drawing tools for
making marks, but use display when referring to information
shown/displayed to the user. From a user POV, the computer displays
certain information, whereas the user draws a mark.
Apparently this change was not implemented consistently, so this patch
changes all remaining relevant instances of "draw".
Differential Revision: https://developer.blender.org/D10551
Currently when you open an RNA collection search button, like a
vertex group selector, the search filter isn't applied until you
start typing, in order to display every option at the start.
Otherwise they wouldn't be visible, since the search filter would
run for the current text.
Currently this check happens in one place, but it relies on the
`changed` value of `uiBut`. This is fine in the interface directory,
but anywhere else it would require exposing `uiBut.changed`, which
is probably too low-level to expose.
The solution is adding an `is_first` argument to the search callbacks,
which is nice for a few reasons:
- They work at a higher level of abstraction, meaning they don't
have to worry about how exactly to tell if this is the first
search.
- It makes it easier to do special behavior when the search menu
is first opened.
- Then, obviously, it makes that state accessible without including
`interface_intern.h`.
Needed for attribute search: T85658
Differential Revision: https://developer.blender.org/D10528
Since the same node tree can be used in modifiers on different objects,
there can be multiple threads writing to the maps in the node tree UI
storage at the same time. The additions for attribute name hints and
error messages made it so this would often cause a crash or at least
an ASAN report. This patch adds locks to prevent multiple threads
from using the maps concurrently.
In a brief test I actually didn't observe a crash without the global
`bNodeTree` UI storage mutex, but I think it's necessary for the change
to be correct, and I did notice some unfreed memory without it anyway.
Ideally it would be in a node tree runtime struct though.
Differential Revision: https://developer.blender.org/D10577
The shadowing was computed on the light distance squared,
leaking to much light since it was integrating the extinction behind
the ligth itself.
Also bump the maximum shadow max step to the actual UI values. Otherwise
we get shadowing under evaluated because `dd` is too small.
Expand is a new operator for Sculpt Mode which is intended to be the main
tool for masking, Face Set editing, interacting with the filters and pattern
creation.
The fundamentals of the tool are similar to the previous sculpt.mask_expand
operator. It shares the same default shortcuts and functionality, making
the previous operator obsolete.
The shortcuts to execute the operator are:
- Shift + A: Expand mask
- Shift + Alt + A: Expand mask by normals
- Shift + W: Expand Face Set
- Shift + Alt + W: Resize current Face Set
The main changes compared to the previous sculpt.mask_expand operator are:
- Modal keymap, all operator options can be changed in real time while the
operator is running.
- Supports creating Mask, Face Sets and Sculpt Vertex Colors.
- Much better code, new features can be easily integrated.
Limitations:
- All Mask operations are supported for Sculpt Vertex colors, but not exposed
by default as their support is still experimental.
- Dyntopo does not support any Face Set or Sculpt Vertex Colors. functionality
(they are not implemented in general for Dyntopo).
- Multires does not support any feature related to geodesic distances.
- Multires does not support vertex colors.
- Multires does not support recursions.
- In Multires, Face Sets snaping does not initialize all current enabled Face
Sets when toggling snapping.
- In Multires, Face Sets are created at base mesh level (works by this by
design, like any other tool).
- Unlike the previous mask_expand operator, this one does not blur the mask
by default after finishing Expand as that does not fit the new design.
The mask can still be blurred by using the mask filter manually.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10455