This feature is intended to generate Microsoft Compiled HTML Help files
which is not something we use/need.
This also fixes an error in generation because the executable cannot be
found.
I didn't actually confirm this is caused by invisible Outliners. But I'm pretty
sure the error happens with Outliners that aren't initialized (so were open in
an area before, but another editor is active there currently).
In that case, the runtime data may not be set yet and that is fine.
Fixes T83420.
No functional changes. This is a few minor cleanups to the remaining C
code for building the outliner tree after parts have been moved to C++.
Differential Revision: https://developer.blender.org/D9741
No functional changes. Code is ported to C++ with additional cleanups to
the logic and variable names.
Differential Revision: https://developer.blender.org/D9741
This way Outliner internal data stays internal, non-Outliner code will not be
able to access and mess with this. Further it allows us to use the real type
(rather than `void *`), change the type to a C++ container if needed and
slightly reduces the size for every Outliner stored in files.
Slightly changed how we set the `SO_TREESTORE_REBUILD` for this, but it should
effectively behave the same way as before.
I could use a 16 bit atomic fetch + AND for D9719. The alternative would be to
turn a `short` into a `int` in DNA, which isn't a nice workaround.
Also adds tests for the new functions.
This patch builds clang-extra-tools on macOS for the
clang-tidy binary. The script "run-clang-tidy.py" is
also harvested because using the `CMAKE_C[XX]_CLANG_TIDY`
option can miss out some files (like makesrna), and using the
script is faster as it does not compile the files.
Thanks to `@LazyDodo` for the base patch D8502.
Reviewed By: LazyDodo, sebbas, #platform_macos
Differential Revision: https://developer.blender.org/D9450
Technically it shouldn't have any effect on these editors.
The key tips in the header can be misleading.
The effect it previously had was not intended.
This involves re-implementing some of Blender-defined helpers in utils,
we keep debug code to ensure those are still matching on
behavior/results sides.
This will allow to get more i18n tools independent from blender
executable.
With rBc0677b662f4b, we try to track all modal events in order to detect the
one corresponding to the release.
But modifier keys can mask the modal event and thus confirm realease ends up
being skipped.
This resulted in the T83387.
With this commit we now read the actual key drop value in the modal event.
This fixes T83387
Support for the AO and bevel shader nodes requires calling "optixTrace" from within the shading
VM, which is only allowed from inlined functions to the raygen program or callables. This patch
therefore converts the shading VM to use direct callables to make it work. To prevent performance
regressions a separate kernel module is compiled and used for this purpose.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D9733
Replace `typedef` with `using` in C++ code.
In the case of `typedef struct SomeName { ... } SomeName;` I removed the
`typedef` altogether, as this is unnecessary in C++. Such cases have been
rewritten to `struct SomeName { ... };`
No functional changes.
In ad85256e71 the "Show Group Colors" option was changed from a
per-editor option to a user preference. Since so many people wanted to
turn this option off, this makes sense. However, this move caused some
confusion because the option was just gone from the menu.
This commit adds a dummy menu item. It's disabled, and the tooltip
explains that the option can now be found in Preferences.
T83390 was created to track the removal of these hints.
Reviewed by: Severin
Differential Revision: https://developer.blender.org/D9735
Cryptomatte is a standard to efficiently create mattes for compositing. The
renderer outputs the required render passes, which can then be used in the
compositor to create masks for specified objects. Unlike the Material and Object
Index passes, the objects to isolate are selected in compositing, and mattes
will be anti-aliased.
Cryptomatte was already available in Cycles this patch adds it to the EEVEE
render engine. Original specification can be found at
https://raw.githubusercontent.com/Psyop/Cryptomatte/master/specification/IDmattes_poster.pdf
**Accurate mode**
Following Cycles, there are two accuracy modes. The difference between the two
modes is the number of render samples they take into account to create the
render passes. When accurate mode is off the number of levels is used. When
accuracy mode is active, the number of render samples is used.
**Deviation from standard**
Cryptomatte specification is based on a path trace approach where samples and
coverage are calculated at the same time. In EEVEE a sample is an exact match on
top of a prepared depth buffer. Coverage is at that moment always 1. By sampling
multiple times the number of surface hits decides the actual surface coverage
for a matte per pixel.
**Implementation Overview**
When drawing to the cryptomatte GPU buffer the depth of the fragment is matched
to the active depth buffer. The hashes of each cryptomatte layer is written in
the GPU buffer. The exact layout depends on the active cryptomatte layers. The
GPU buffer is downloaded and integrated into an accumulation buffer (stored in
CPU RAM).
The accumulation buffer stores the hashes + weights for a number of levels,
layers per pixel. When a hash already exists the weight will be increased. When
the hash doesn't exists it will be added to the buffer.
After all the samples have been calculated the accumulation buffer is processed.
During this phase the total pixel weights of each layer is mapped to be in a
range between 0 and 1. The hashes are also sorted (highest weight first).
Blender Kernel now has a `BKE_cryptomatte` header that access to common
functions for cryptomatte. This will in the future be used by the API.
* Alpha blended materials aren't supported. Alpha blended materials support in
render passes needs research how to implement it in a maintainable way for any
render pass.
This is a list of tasks that needs to be done for the same release that this
patch lands on (Blender 2.92)
* T82571 Add render tests.
* T82572 Documentation.
* T82573 Store hashes + Object names in the render result header.
* T82574 Use threading to increase performance in accumulation and post
processing.
* T82575 Merge the cycles and EEVEE settings as they are identical.
* T82576 Add RNA to extract the cryptomatte hashes to use in python scripts.
Reviewed By: Clément Foucault
Maniphest Tasks: T81058
Differential Revision: https://developer.blender.org/D9165
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the
render pass tab and used in shader materials. Both Object and World based
shaders are supported. The AOV can be previewed in the viewport using the
renderpass selector in the shading popover.
AOV names that conflict with other AOVs are automatically corrected. AOV
conflicts with render passes get a warning icon. The reason behind this is that
changing render engines/passes can change the conflict, but you might not notice
it. Changing this automatically would also make the materials incorrect, so best
to leave this to the user.
**Implementation**
The patch adds a copies the AOV structures of Cycles into Blender. The goal is
that the Cycles will use Blenders AOV defintions. In the Blender kernel
(`layer.c`) the logic of these structures are implemented.
The GLSL shader of any GPUMaterial can hold multiple outputs (the main output
and the AOV outputs) based on the renderPassUBO the right output is selected.
This selection uses an hash that encodes the AOV structure. The full AOV needed
to be encoded when actually drawing the material pass as the AOV type changes
the behavior of the AOV. This isn't known yet when the GLSL is compiled.
**Future Developments**
* The AOV definitions in the render layer panel isn't shared with Cycles.
Cycles should be migrated to use the same viewlayer aovs. During a previous
attempt this failed as the AOV validation in cycles and in Blender have
implementation differences what made it crash when an aov name was invalid.
This could be fixed by extending the external render engine API.
* Add support to Cycles to render AOVs in the 3d viewport.
* Use a drop down list for selecting AOVs in the AOV Output node.
* Give user feedback when multiple AOV output nodes with the same AOV name
exists in the same shader.
* Fix viewing single channel images in the image editor [T83314]
* Reduce viewport render time by only render needed draw passes. [T83316]
Reviewed By: Brecht van Lommel, Clément Foucault
Differential Revision: https://developer.blender.org/D7010
Improvements to the layout of the Keymaps section of Preferences by removing unneeded Decorator columns.
Differential Revision: https://developer.blender.org/D9726
Reviewed by Hans Goudey
This adds a new property to the sculpt vertex color paint brush to limit
the area of the brush that is going to be used to sample the wet paint
color. This is exactly the same concept as normal radius and area radius
that exist for sculpting brushes for sampling the surface depth and
orientation.
When working near color hard edges, this allows to prevent the color
from the other side of the edge to blend into the wet paint.
With 1.0 (the previous default) wet paint radius, as soon as the brush touches
one vertex of the other color, the wet paint mix color changes, making it
impossible to maintain the border between the two colors.
Reviewed By: sergey, dbystedt, JulienKaspar
Differential Revision: https://developer.blender.org/D9587
When inverting erase displacement the filter can increase the
displacement over the limit surface. After using apply base, this can be
used as an alternative intensify details as it usually gives better
results.
This is the same concept as smoothing inverting to intensify details.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9679
This was missing from D9623. Now the same sculpt scene stats are also
displayed in the status bar.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9700
This enables the use of clang-tidy in the VS IDE.
To use it:
1 - Enable WITH_CLANG_TIDY in your cmake configuration
2 - From the Analyse pull down menu select Run Code Analysis on...
The analyser is currently not enabled by default on build
given it is quite slow and there are quite a few problems
it reports that we still need to deal with.
When change the order of the stroke using the arrange operator, the arrange was done, but the viewport did not display the result until you refresh the viewport.
These operators existed since 2.83, but the menu was hidden by error.
Also the operators have been cleanup and make multiframe compatible.
Reviewed By: mendio
Differential Revision: https://developer.blender.org/D9671