This patch just changes the mouse cursor to a "stop sign" when dragging
to an unsupported location during Join or Split operations.
See D11396 for details and examples.
Differential Revision: https://developer.blender.org/D11396
Reviewed by Campbell Barton
Previously, the Point Instance node in geometry nodes could only instance
existing objects or collections. The reason was that large parts of Blender
worked under the assumption that objects are the main unit of instancing.
Now we also want to instance geometry within an object, so a slightly larger
refactor was necessary.
This should not affect files that do not use the new kind of instances.
The main change is a redefinition of what "instanced data" is. Now, an
instances is a cow-object + object-data (the geometry). This can be nicely
seen in `struct DupliObject`. This allows the same object to generate
multiple geometries of different types which can be instanced individually.
A nice side effect of this refactor is that having multiple geometry components
is not a special case in the depsgraph object iterator anymore, because those
components are integrated with the `DupliObject` system.
Unfortunately, different systems that work with instances in Blender (e.g.
render engines and exporters) often work under the assumption that objects are
the main unit of instancing. So those have to be updated as well to be able to
handle the new instances. This patch updates Cycles, EEVEE and other viewport
engines. Exporters have not been updated yet. Some minimal (not master-ready)
changes to update the obj and alembic exporters can be found in P2336 and P2335.
Different file formats may want to handle these new instances in different ways.
For users, the only thing that changed is that the Point Instance node now
has a geometry mode.
This also fixes T88454.
Differential Revision: https://developer.blender.org/D11841
Some GPU's have support for compute shaders, but don't support
GLSL 4.3. This resulted in compiler errors and crashes.
This issue could have been solved by supporting older GLSL languages but
that would have been a hassle to get it right. We already have a
fallback in place for GPU's that don't support compute shaders at all.
This adds an option to use a capture of the entire main window as the
blend file preview thumbnail.
See D10492 for details and examples.
Differential Revision: https://developer.blender.org/D10492
Reviewed by Campbell Barton
Increase effective resolution of blend preview images from 128x128 to
256x256 for versions saved in the file system thumbnail cache.
See D10491 for details and examples.
Differential Revision: https://developer.blender.org/D10491
Reviewed by Campbell Barton
The posterize node limits the number of colors per channel.
This is useful to generate masks or to generate stylized images
Both the tiled and full-frame implementation are included in this patch
{F10314012}
Reviewed By: manzanilla, jbakker
Differential Revision: https://developer.blender.org/D12304
Some operations can take a lot of time to execute and
any duplication should be avoided.
This patch implements a compile step that detects
operations with the same type, inputs and parameters that
produce the same result and merge them. Now operations
can generate a hash that represents their output result. They only
need to implement `hash_output_params` and hash any parameter
that affects the output result.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12341
Adds full frame implementation to Map Range, Map Value, Normal and
Normalize nodes. The other nodes in "Vector" sub-menu are submitted
separately.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12233
Adds full frame implementation to Anti-Aliasing, Defocus, Denoise,
Despeckle, Dilate/Erode, Directional Blur, Filter, Inpaint and
Vector Blur nodes. The other nodes in "Filter" sub-menu are
submitted separately.
Part of T88150.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12219
Screen area maintenance "Close" function allowed to be scripted.
See D12307 for usage example.
Differential Revision: https://developer.blender.org/D12307
Reviewed by Campbell Barton
Fixes the regression introduces in rB29f3af952725 . The subdivision modifier used to work on two point strokes with simple mode but not with catmul clark. Now it will work with simple mode and in case of catmull clark mode it will still use simple mode on these strokes.
Differential Revision: https://developer.blender.org/D12397
This changes the search for unprocessed faces to only search
from the previously found face. Local testing on 1.5 million
triangle meshes gives a 75x speedup
(of the code affected, which is the first half of the work).
The former code would traverse all faces of a mesh until a face was
found that had not been processed. This ended up being slow mainly
because it had to load face-data to determine the state of the flag.
Secondarily, the way it iterated and marked the mesh, it would end up
traversing all previously processed faces to find and unprocessed one.
The same optimization has been made for edge-group calculation.
Reviewed By: campbellbarton
Ref D12379
Support extracting identifiers RNA paths into fixed size buffer
since the maximum size of the identifier is known all cases.
- Add BLI_str_unescape_ex to support limiting the destination buffer.
- Add BLI_str_quoted_substr to copy values into a fixed size buffer.
Previously I thought I fixed this by reversing the face corner indices
in quads created by the curve to mesh node. But then we fixed a problem
with the transforms used in that node by inverting one of their
components, so the required direction also reversed. This commit
reverts rBcf28398471c84 and reverses the default direction of the
quadrilateral primitive so it's the same as the others.
Tests will be updated.
Allow the UDIM grid to be shown and adjusted when there are images
loaded in UV edit mode. Right now the grid feature disappears once an
image is loaded and many have found this to be confusing.
Based on community and artist feedback, there was support to change this
behavior[1]
This patch does the following:
- Allows the grid to be shown even when images are present
- The max allowable dimensions for the grid has been increased from
10x10 to 10x100 to match the underlying maximum UDIM range that blender
supports
Note: This should not affect other Image editor modes like Paint/Mask or
the Render Result viewer etc. Future work in this area is currently
documented in a dedicated design task[2]
[1] https://devtalk.blender.org/t/the-udim-tile-grid-design-and-feedback-thread/20136
[2] https://developer.blender.org/T90913
Differential Revision: https://developer.blender.org/D11860
- lower to warning (might be debatable, but this is not really
malfunctioning and e.g. constraints/modifiers dont spit out errors if
targets are not specified)
- clarify _what_ of the two actualy does not exist
ref. T91101
Maniphest Tasks: T91101
Differential Revision: https://developer.blender.org/D12389
Clearing the Parent Bone field in relations would result in something
like this:
```
add_relation(Bone Parent) - Could not find op_from
(ComponentKey(OBArmature, BONE))
add_relation(Bone Parent) - Failed, but op_to (ComponentKey(OBEmpty,
TRANSFORM)) was ok
ERROR (bke.object): /source/blender/blenkernel/intern\object.c:3330
ob_parbone: Object Empty with Bone parent: bone doesn't exist
```
Now skip creation of a depsgraph relation if the Parent Bone field is
empty (since this would be invalid anyways).
ref. T91101
Maniphest Tasks: T91101
Differential Revision: https://developer.blender.org/D12389
This patch fixes the issue described in T88411, that the text in frame nodes is only shown, when the node has a label. This has been caused by rB8f04ddbbc626, because `node_draw_frame_label` not only draws the label, but also all the other text. Therefore skipping it, when the label is empty, also skips drawing the other text.
This is fixed by moving the check for the empty label into `node_frame_draw_label`.
**Patch:** Frame nodes show text despite not having a label.
{F10286204, size = full}
**Same setup in master:**
{F10128099, size = full}
**Test file**
{F10128102}
Reviewed By: #user_interface, pablovazquez
Maniphest Tasks: T88411
Differential Revision: https://developer.blender.org/D11315
When joining two strokes in paint mode using the auto merge option, the join was very hard if the thickness was too different.
This patch adds a smooth to the join in order to get better transition.
Also fixed the problem to join existing strokes very far from actual stroke.
Some cleanup and rename of old code is included in order to make code more readable.
Reviewed By: pepeland
Differential Revision: https://developer.blender.org/D12362
- Split rna_path_token in two,
extracting bracket handling into it's own function.
- Only handle escape characters for quoted tokens.
Numbers were copied using BLI_str_unescape which is unnecessary.
- Extract text without without quotes,
use a return argument so the caller can tell if the token was quoted.
This avoids having to strip the tokens quotes afterwards.
Adding a mirror modifier in edit-mode crashed.
Freeing meshes that hold a shallow copy happens in multiple places
while calculating modifiers, making it impractical to clear the
edit-mode pointer before freeing the mesh (as done in
BKE_editmesh_free_derived_caches).
Add a struct member to the edit-mesh struct so evaluated copies
don't free the edit-mesh contents.
No longer free the edit-mesh pointer while in edit-mode since this
isn't reliable to keep the object in edit-mode while freeing it's
edit-mesh data.
Users who want to exit edit-mode should do so explicitly.
Caused by 6d2f9b1dfa.
Freeing the edit-mesh pointer wasn't free the edit-mesh data it's self.
Unlinking from the outliner or through the Python API leaked memory.
This didn't often cause leaks in practice since ED_editors_exit
exits edit-mode for all objects.
Now freeing mesh data frees the edit-mode data as well,
this matches the behavior of other object types that support edit-mode.