These functions are very specific to the mode.
More modes can support snap, and there is no reason to keep all
callbacks for each mode in the transform_snap.c file.
This makes any operation (including mere bone selection) several times
faster on some complex production character, since we typically now only
need to diff a single ID, instead of tens of them.
We decided to use our own map data structure in general for better
readability and performance.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7987
By using own path construction instead of handy printf-like functions,
we get a 10% improvement on overall diffing process!
This remains way to slow on some complex production characters, but
always good to have still.
This way "New Collection" is always assigned the same shortcut (N).
Whereas previously it would be automatically assigned the leftover key
from the list of available collections.
Nice side effect is that since N is next to M in most keyboard layouts,
moving to a new collection is super fast by hitting M then N.
{F8630575, size=full}
Paper-cut pointed out by DerekWatts on [devtalk](https://devtalk.blender.org/t/blender-ui-paper-cuts/2596/4211) (thanks!):
{F8630492, size=full}
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D8067
Use a median center of polygons as an initial value for volume center
calculation since the volume accumulation quickly generates very large
numbers that become inaccurate if the geometry is too far
from it's current center.
This seems to be an error in rBb91b90f0dd3c9bff3b1a6e563c2cce293722ed16.
I found it, because I could not open the file in T77263 anymore.
Reviewers: sebbas
Differential Revision: https://developer.blender.org/D8065
The matrix interpolation function `interp_m3_m3m3()` decomposes the
matrices into rotation and scale matrices, converts the rotation
matrices to quaternions, SLERPs the quaternions, and converts the result
back to a matrix. Since quaternions cannot represent axis flips, this
results in interpolation problems like described in T77154.
Our interpolation function is based on "Matrix Animation and Polar
Decomposition", by Ken Shoemake & Tom Duff. The paper states that it
produces invalid results when there is an axis flip in the rotation
matrix (or negative determinant, or negative scale, those all indicate
the same thing). Their solution is to multiply the rotation matrix with
`-I`, where `I` is the identity matrix. This is the same as element-wise
multiplication with `-1.0f`. My proposed solution is to not only do that
with the rotation matrix `R`, but also with the scale matrix `S`. This
ensures that the decomposition of `A = R * S` remains valid, while also
making it possible to conver the rotation component to a quaternion.
There is still an issue when interpolating between matrices with
different determinant. As the determinant represents the change in
volume when that matrix is applied to an object, interpolating between a
negative and a positive matrix will have to go through a zero
determinant. In this case the volume collapses to zero. I don't see this
as a big issue, though, as without this patch Blender would also produce
invalid results anyway.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D8048
The interpolation of 4x4 and 3x3 matrices will fail when the rotation
component has a singularity, i.e. when there is one axis mirrored. Two
mirrored axes are just a rotation of 180 degrees around the third, and
three mirrored axes are such a rotation + a single axis mirror. To
prepare for a fix, I first wanted to cover the basic functionality with
a few unit tests.
These tests check that `interpolate(A, B, alpha)` always returns `A` for
`alpha=0`, always return `B` for `alpha=1`, and something in between for
`alpha=0.5`.
These changes aren't aligned with other timeline selection keymaps
(graph & action for e.g.).
Revert these changes, shortcuts to time-line editors
should take other similar spaces into account.
When "Relative Remap" option was added, the intention was only to remap
paths that were already relative. However it remapped all paths.
This was reported as T62612 and fixed recently,
however some Python script authors depended on the old behavior.
For users, it's reasonable to use the existing operators to make paths
absolute/relative. For scripts however it's useful to be able to write
out individual data-blocks with the ability to make all paths relative.
Now `bpy.data.libraries.write()` takes a path_remap argument which can
be `NONE/RELATIVE/RELATIVE_ALL/ABSOLUTE` allowing the script author to
choose how paths are handled when writing out data-blocks.
Addresses T77768.
Remove goto statement from `seq_render_image_strip()` and `seq_render_movie_strip()`.
`seq_render_image_strip_view()` and `seq_render_movie_strip_view()` is used to render individual views in both monoview and multiview branch.
I have included `seq_can_use_proxy()` for convinience
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D7870
This operator is written in python it is inserting keyframes to create fade
effects.
Add Sequence.invalidate() python function to invalidate strip if it is
changed in python.
Perhaps I could implement cache invalidation to actual curve manipulation.
I guess it wouldn't be very hard to do but having means to invalidate form
python is useful as well.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7885
Partialy fixes T73828
Currently all 3 effect inputs were assigned even if not all 3 were used.
This causes problems with reassigning effects in python, because 3rd input is
not accessible.
This patch will only assign inputs that are necessary for effect to work
properly.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D6868
Effect strips bound recalculation was mixed with overlap handling, which
caused, that effects wasn't handled.
In some cases there may be problem with order of strips in seqbase. We should
traverse hierarchy instead. This is design issue that applies to all
operators, and should be fixed separately.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7880
This commit changes the behavior of 4 snapping combinations:
**1. While constraining to a plane, snap to an edge element:**
The snap is made at the intersection between the edge direction and the
constraint plane.
**2. While constraining to a plane, snap to a face element:**
The snap is made to the nearest point between the snap point and the
line that intersects the face plane with the constraint plane.
**3. While constraining to an axis, snap to an edge/line element:**
The snap is made to the nearest point on the axis to the edge/line.
**4. While constraining to an axis, snap to a face element:**
The snap is made at the intersection of the axis and the plane defined
by the face.
To avoid unpredictable jumps outside view boundaries, an alignment
check is made for each of these snapping combinations.
Resolve/fix T66422
Differential Revision: https://developer.blender.org/D5608
Previous commits to fix parent selection introduced incorrect behavior
when selecting objects linked to multiple collections. The clicked
object would be selected, but also the first listed object in the tree
would be selected.
Instead of always searching for a parent object to select, only search
back when the selected element is not an ID_OB. This prevents multiple
selection of objects linked to multiple collections.
This values was not working because was removed by error in refactor.
Reviewed By: mendio, fclem
Differential Revision: https://developer.blender.org/D8061
This allows the operator's shortcut to appear in the context menu.
Except for the shortcut display, there is no functional change from the
user's point of view.
This fix T77839
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
This makes a few changes to the modifier panel header:
1. Adds "move to top" and "move to bottom" buttons.
2. Adds a checkmark icon for "apply"
3. Makes it narrower, the text is closer to the dropdown icon.
(Requires the change in ui_block_func_POPUP)
Differential Revision: https://developer.blender.org/D8040
This includes a few improvments:
1. Always expose delete. This is the button everyone wants the most,
it makes a lot of sense to expose this.
2. Improve "name hiding capability." Basically always align the mode
buttons to the right, and count their number to see if the name fits.
3. Aligns more items, to look better, save space, and make the whole
header seem more grouped.
4. In my tests the "switch contexts" button never coincides with the
delete button, so they share the same space.
Differential Revision: https://developer.blender.org/D8037
If the panel is already open and you ctrl click on its header, its
sub-panels are now expanded / collapsed instead of toggling the
expansion for all other panels. If you're toggling a panel's expansion
it's already in view anyway, so there is no need to collapse the
other panels.
Differential Revision: https://developer.blender.org/D8042
When picking a small tile size when doing a CLI render will
yield many status updates being printed to the console
causing a slowdown in the render process. 2.79 with the
same amount of tiles did not have this slowdown.
The reason for this turned out to be a debugging aid added
in rBd2757d149bf2 which disabled buffering for stdout which
on windows caused every single character being printed to the
console to try to obtain a mutex, and worse the thread being
put to sleep when this mutex was unavailable leading to poor
performance.
This patch changes the behaviour by only disabling the
buffering in debug builds.
CLI render of the default cube with 16x16 tiles at 1080p
2.83 : 37.57s
now : 17.03s
note: this only affected CLI renders, renders from the UI
do not report this kind of information and had no such
slowdown.
Now that we have a uniform consistent behavior in all our ID duplicate
funtions, we can easily factorize it greatly. Code gets cleaner,
smaller, and less error-prone.
Note that ultimately, this duplicate/deep copy behavior could be added
as a callback of IDTypeInfo.
We could also rethink the duplicate flags (some data, even some obdata,
like Lattice, are not coverred currently).
And so on. But at least code should now be much more easily maintainable
and extendable.
Previously, object (and sub-data) actions would be controlled by the
user preferences flag, collections actions would never be duplicted, and
scenes actions were always duplicated...
Now they all follow the user preferences settings.