The WORLD_UPDATE operation (needed to free the gpu material) was already
defined in DepsgraphNodeBuilder::build_world, but corresponding relation
was only set up for changes in the nodetree, not for changes in the
world/material itself in DepsgraphRelationBuilder::build_world.
Direct changes to these surface properties in the UI were updating
properly through RNA property update callbacks, but these are not called
from the animation system.
So now add these relations in the depsgraph.
Not 100% sure this is the right place for this (since e.g. eevee engine
seems to handle e.g. animated light paramters just fine through
EEVEE_cache_populate / eevee_light_setup, but properly freeing gpu
materials wont happen for worlds in e.g eevee_id_world_update and also
not for materials)
Maniphest Tasks: T84250
Differential Revision: https://developer.blender.org/D9959
Extend the pose bone "clear loc/rot/scale" functions so that they
respect the "Mirror X" option.
Reviewed By: sybren
Maniphest Tasks: T83657
Differential Revision: https://developer.blender.org/D9938
Extend the pose bone "clear loc/rot/scale" functions so that they
respect the "Mirror X" option.
Reviewed By: sybren
Maniphest Tasks: T83657
Differential Revision: https://developer.blender.org/D9938
The target stroke bounding box was not checked properly and when using layer transform the error was noticeable, but really the error was before the layer transform commit.
This implements the node tree update function, which is needed so that the
reroutes get updated to the correct type. It is based on the same code in
the shader and compositor node trees.
Differential Revision: https://developer.blender.org/D10123
When using grease pencil for drawing Storyboards, it's very common to require a transform of the layers. This transform can be done using the offset modifier, but in some cases, the scene requires a lot of modifiers and makes the file hard to work.
This new feature adds a transforms Location, Rotation and Scale at Layer level, and allows to transform the layer without using a modifier, keeping the scene more clean.
{F9480695}
This feature was suggested by @pepeland after receiving feedback from several artists.
Also, done some code cleanup and rename some functions to get a better naming.
Maniphest Tasks: T83660
Differential Revision: https://developer.blender.org/D9761
The issue was that the mesh shared its vertex weights with the
original mesh (to reduce memory consumption). The solution is
to make a local copy of the vertex weights in this case.
This adds a "Snap to" option that allows using all the scenes snap
settings which includes incremental & absolute grid snapping options.
This is optional because always following scene snapping would not
snap to geometry by default (which seems to be the most useful default).
Those (aka root node trees and master collections) share same 'traits'
as the shapekeys: RNA cannot assign them, so we need to handle them as
sub-data of their owner IDs.
Not sure how much this will help in improving support of overrides for
scenes and nodetrees, but this is a mandatory step towards that goal for
sure.
We should now have the tools to ensure consistency of ID pointers
diffing in `rna_property_override_diff_propptr`.
As a reminder, for most ID pointers we just check the actual pointer value,
but this is not possible for embedded IDs like root node trees or master
collections, and for fake embedded ones like shapekeys, so those should be
handled as mere sub-data of their owner IDs in override context.
Code generating override operations would not deal properly with Pointer
RNA properties, trying by default to use and check pointers' names
properties like it does with items of a collection.
However, using name property in pointer RNA property case makes no
sense, so specialize the `no_prop_name` flag for each case (pointer or
collection).
here, since second override would generate local data-blocks with
different names than the linked data ones, name matching would fail and
breck handling of override diffing in shapekeys.
Note that shape keys are the only one concerned by that problem, since
other embedded IDs (root node trees and master collections) are fully
real ones, so they always get the same names.
Our beloved shapekeys are 'virtual' overrides, they need special
snowflake treatment here as well.
They do not have any override data, from override perspective they are
considered as mere sub-data from their owning ID (mesh, lattice, etc.).
Therefore, we should not copy override data from them, but instead
properly flag those new IDs as `LIB_EMBEDDED_DATA_LIB_OVERRIDE`.
Found while investigating T84373.
Code generating override operations would not deal properly with Pointer
RNA properties, trying by default to use and check pointers' names
properties like it does with items of a collection.
However, using name property in pointer RNA property case makes no
sense, so specialize the `no_prop_name` flag for each case (pointer or
collection).
here, since second override would generate local data-blocks with
different names than the linked data ones, name matching would fail and
breck handling of override diffing in shapekeys.
Note that shape keys are the only one concerned by that problem, since
other embedded IDs (root node trees and master collections) are fully
real ones, so they always get the same names.
Our beloved shapekeys are 'virtual' overrides, they need special
snowflake treatment here as well.
They do not have any override data, from override perspective they are
considered as mere sub-data from their owning ID (mesh, lattice, etc.).
Therefore, we should not copy override data from them, but instead
properly flag those new IDs as `LIB_EMBEDDED_DATA_LIB_OVERRIDE`.
Found while investigating T84373.
This commit adds the ability to provide a default value to
`attribute_try_get_for_output` and uses it for the `Point Scale` node,
which is important because the node uses multiplication.
The idea is to keep "name-specific" functionality in nodes rather than in
the attribute API, otherwise the complexity will be hard to keep track of.
So this fix doesn't apply to the Attribute Vector Math node, but hopfully
that is okay since that's now a lower level node for this purpose anyway.
Differential Revision: https://developer.blender.org/D10115