Commit Graph

14862 Commits

Author SHA1 Message Date
Richard Antalik
e1cb2a226c Merge branch 'blender-v3.0-release' 2021-11-30 11:17:04 +01:00
Richard Antalik
d8edc2c634 VSE: Disable interactivity in combined view
Combined view of timeline and preview causes seemingly unpredictable
behavior after some operators have been allowed to run in preview
region.

Disable new features in this combined view, so behavior should be
consistent with previous versions.

ref: https://developer.blender.org/T92584

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D13419
2021-11-30 11:15:20 +01:00
Johnny Matthews
35124acd19 Geometry Nodes: Domain Size Node
The Domain Size node has a single geometry input and a selection for
the component type. Based on the component chosen, outputs containing
single values for the related domains are shown.

Mesh:
  - Point Count
  - Edge Count
  - Face Count
  - Face Corner Count
Curve:
  - Point Count
  - Spline Count
Point Cloud:
  - Point Count
Instances:
  - Instance Count

Differential Revision: https://developer.blender.org/D13365
2021-11-29 13:04:25 -06:00
Jesse Yurkovich
0cbcddd91e Merge branch 'blender-v3.0-release' 2021-11-29 02:14:05 -08:00
Jesse Yurkovich
b31250feba Fix T93456: Properly translate operator on splash screen
Use the translation API to lookup the string before formatting occurs.

Differential Revision: https://developer.blender.org/D13400
2021-11-29 02:04:32 -08:00
Erik
aa6c922d99 Geometry Nodes: Optimize Cube primitive vertex calculation
This patch gets rid of the O(N^3) complexity
of calculate_vertices. Execution time of the node is
reduced from 250ms to 140ms with 500^3 vertices.
In the future edge calculations could be done manually
and reduce the execution time even further.

Differential Revision: https://developer.blender.org/D13207
2021-11-27 19:06:07 +01:00
Erik
d2f4fb68f5 Geometry Nodes: Parallelize "Set Spline Type"-node
Parallelizes the loop that converts splines.
It gives around a 2x speedup on curves with over 1k splines.

Differential Revision: https://developer.blender.org/D13389
2021-11-27 18:17:58 +01:00
Hans Goudey
4930cd5db6 Merge branch 'blender-v3.0-release' 2021-11-24 10:40:13 -05:00
Alessio Monti di Sopra
2cc56495f3 UI: Fix alignment for recently added/edited icons
The patch slightly modifies two recently added icons "FILE_BLEND" and
"CURRENT_FILE" to better align them to the pixel grid, and change the
design of "FILE_BACKUP" to avoid alignment and readability issues, as
well as avoiding the outline version of the Blender logo which violates
the official logo guidelines.

Differential revision: https://developer.blender.org/D13346
2021-11-24 15:51:57 +01:00
Alexander Gavrilov
72acce43bc Animation: allow marking actions as cyclic for Cycle-Aware Keying.
When a manual frame range is set, allow marking an action as having
Cyclic Animation. This does not affect how the action is evaluated,
but the Cycle-Aware Keying option will automatically make any newly
added F-Curves cyclic. This allows using the option from the start
to build the cycle, rather than only for tweaking an existing loop.

The curves are made cyclic when they have only one key, either
after inserting the first key, or before adding the second one.
The latter case avoids the need to manually make the first added
curve cyclic after marking a newly added action cyclic.

Differential Revision: https://developer.blender.org/D11803
2021-11-24 15:58:32 +03:00
Alexander Gavrilov
5d59b38605 Animation: allow manually setting the intended playback range for actions.
Some operations, e.g. adding a new action strip to NLA, require
knowing the active frame range of an action. However, currently it
can only be deduced by scanning the keyframes of the curves within
it. This is not ideal if e.g. curves are staggered for overlap.

As suggested by Nathan Vegdahl in comments to T54724, this patch adds
Action properties that allow manually specifying its active frame range.
The settings are exposed via a panel in the Dopesheet and Action Editor.
When enabled, the range is highlighted in the background using a striped
fill to distinguish it from the solid filled regular playback range.

When set, the frame range is used when adding or updating NLA tracks,
and by add-ons using `Action.frame_range`, e.g. FBX exporter.

Differential Revision: https://developer.blender.org/D11803
2021-11-24 15:58:32 +03:00
simon
25478bdc9a Merge branch 'blender-v3.0-release' 2021-11-24 12:56:19 +01:00
Simon Thommes
5a50b46376 Fix T93352: Material previews lost render samples
There are few layers of things which lead to the situation
of more noisy material preview: the do-version of the
preview.blend did not happen (at least from the Python
side as we did not investigate the C side deep). This made
Cycles to use default integrator settings for the preview
file ever since the Cycles X was merged. Those settings are
adaptive sampling with max 4K samples, noise threshold 0.01.
Opening the file in Blender 3.0 for edit did run the versioning
code which effectively lowered the number of samples used for
rendering.

This change makes it so the preview file is configured with
the exact effective settings as seen by Cycles prior to the
file was re-saved (adaptive sampling with the parameters noted
above).

This fix does not chaneg the fact that the versioning code is
not used for preview.blend, it only solves the regression in
the quality of previews.

The fix is done and reviewed with collaboration with Dalai and Sergey.
2021-11-24 12:47:30 +01:00
Julian Eisel
ea93e5df6c Asset: Merge asset library/list refresh operators
In rBdcdbaf89bd11, I introduced a new operator
(`file.asset_library_refresh()`) to handle Asset Browser refreshing more
separate from File Browser refreshing. However, there already was
`asset.asset_list_refresh()`, which at this point only works for asset
view templates, but was intended to cover the Asset Browser case in
future too. This would happen once the Asset Browser uses the asset list
design of the asset view template.

So rather than having two operators for refreshing asset library data,
have one that just handles both cases, until they converge into one.
This avoids changes to the Python API in future (deprecating/changing
operators).

Differential Revision: https://developer.blender.org/D13239
2021-11-23 18:57:25 +01:00
Julian Eisel
9e5aae4215 Asset: Merge asset library/list refresh operators
In rBdcdbaf89bd11, I introduced a new operator
(`file.asset_library_refresh()`) to handle Asset Browser refreshing more
separate from File Browser refreshing. However, there already was
`asset.asset_list_refresh()`, which at this point only works for asset
view templates, but was intended to cover the Asset Browser case in
future too. This would happen once the Asset Browser uses the asset list
design of the asset view template.

So rather than having two operators for refreshing asset library data,
have one that just handles both cases, until they converge into one.
This avoids changes to the Python API in future (deprecating/changing
operators).

Differential Revision: https://developer.blender.org/D13239
2021-11-23 18:40:31 +01:00
Erik
e4986f92f3 Geometry Nodes: Node execution time overlay
Adds a new overlay called "Timings" to the Geometry Node editor.
This shows the node execution time in milliseconds above the node.
For group nodes and frames, the total time for all nodes inside
(recursively) is shown. Group output node shows the node tree total.
The code is prepared for easily adding new rows of information
to the box above the node in the future.

Differential Revision: https://developer.blender.org/D13256
2021-11-23 17:37:31 +01:00
Philipp Oeser
2c2b79191f Merge branch 'blender-v3.0-release' 2021-11-23 15:41:09 +01:00
Philipp Oeser
1a7c32a0ab Fix T93320: Freestyle LineStyleModifier blend 'Minimum' error
This was just a typo in {rBb408d8af31c9}
Must be 'MINIMUM' (instead of 'MININUM').

Maniphest Tasks: T93320

Differential Revision: https://developer.blender.org/D13328
2021-11-23 15:38:52 +01:00
Julian Eisel
8897e0aa8f Fix add-on Preferences using the .blend file icon, not the Blender logo
Intention of the icon is to mark add-ons that are official/bundled.
Doesn't make much sense to use the .blend file icon for that. It's
arguable if the Blender logo should be used for this, but the file icon
is definitely the wrong choice.
2021-11-23 15:30:28 +01:00
Julian Eisel
5efddc4347 Fix add-on Preferences using the .blend file icon, not the Blender logo
Intention of the icon is to mark add-ons that are official/bundled.
Doesn't make much sense to use the .blend file icon for that. It's
arguable if the Blender logo should be used for this, but the file icon
is definitely the wrong choice.
2021-11-23 15:30:05 +01:00
Bastien Montagne
d7b7cbb047 Merge branch 'blender-v3.0-release' 2021-11-23 14:36:57 +01:00
Julian Eisel
611e4ffaab Icons: Replace .blend file icons, add "Current File" icon
The Blender icon must not be used to refer to anything that is not
Blender itself. Using the Blender icon on its own to refer to .blend
files or the currently open file is a no-go, which was brought up by
Ton.

This does the following changes to the icon file:
* Add new "Current File" icon
* Change the .blend file icon to contain a file icon with the Blender
  logo, but not merely the Blender logo.
* Change the backup .blend file icon accordingly.

The new "Current File" icon is used in the Asset Browser, but
could/should be used in the Outliner as well. That needs more design
discussion though.
2021-11-23 14:32:35 +01:00
Erik
8600d4491f Fix: Const warning in editmesh_knife.c
Fixes a warning caused by freeing a const pointer.
This commit removes the const modifier.

Differential Revision: https://developer.blender.org/D13321
2021-11-22 23:40:21 +01:00
Dalai Felinto
9c2a4d158c Merge remote-tracking branch 'origin/blender-v3.0-release' 2021-11-22 16:47:50 +01:00
Dalai Felinto
875f24352a Material Preview: Fix Sphere object (squared UV and poles)
A good sphere preview material has a 1:1 UV ratio (so we see squares as
least distorted as possible), as well as good poles.

Square UV:
The original sphere expected a 2:1 panorama to be mapped to it. This
patch changes that (I scaled Y by 0.5) so that square textures look ok.

Poles:
The original sphere had a low initial resolution, so no ammount of
subdivision would fix the poles.

The sphere has a subdivision modifier with 0 resolution. Later (3.1?) I
want to try to change the resolution on-the-fly based on whether the material
has a displacement map.

Old sphere (1.9K vertices):
{F11845752, size=500px}

New sphere (2.0K vertices):
{F11845710, size=500px}

Differential Revision: https://developer.blender.org/D13309
2021-11-22 16:46:49 +01:00
Pablo Vazquez
fabd088067 Update splash for Blender 3.x development series
CC-BY Blender Studio https://studio.blender.org

Update the splash artwork for the daily builds (`master`) to
celebrate the beginning of a new major series in Blender.

The badges of the Development Fund membership levels have been removed for
a simpler design, and the font matches the one used elsewhere in blender.org
2021-11-19 18:39:14 +01:00
Erik
3f288e9414 Node Editor: Change minimum zoom
Now with Geometry Nodes in Blender,
trees can become much bigger than before.
This changes the minimum zoom value in the node editor.

Differential Revision: https://developer.blender.org/D13254
2021-11-18 21:24:55 +01:00
Germano Cavalcante
f190f2d267 Revert fixes 2021-11-18 14:19:59 -03:00
Germano Cavalcante
0c33411bdd Revert "Revert "Revert "Revert "Allow navigating while transforming""""
This reverts commit 717a971035071d36af03d65713408f4da1f69cb3.
2021-11-18 14:15:08 -03:00
Germano Cavalcante
f61a73093b Revert "Revert "Revert "Revert "Transform: interactive mode for editing a 'Snap Source'""""
This reverts commit 701f2dfd5bc61c0f37603880fa21abfe8b1d9620.
2021-11-18 14:14:51 -03:00
ada6742601 Merge remote-tracking branch 'origin/blender-v3.0-release' 2021-11-18 17:58:26 +01:00
Germano Cavalcante
701f2dfd5b Revert "Revert "Revert "Transform: interactive mode for editing a 'Snap Source'"""
This reverts commit 25fa6c74b977ac983a34b9adf5ab2f20fe2f4932.
2021-11-18 13:55:24 -03:00
Germano Cavalcante
717a971035 Revert "Revert "Revert "Allow navigating while transforming"""
This reverts commit 2a9cfdac7e126e37afb82e15a131717041f3d2f8.
2021-11-18 13:55:17 -03:00
Germano Cavalcante
2a9cfdac7e Revert "Revert "Allow navigating while transforming""
This reverts commit 5e6fdaa07fff907e02b36813ccde0702bad4fb4d.
2021-11-18 13:52:39 -03:00
Germano Cavalcante
25fa6c74b9 Revert "Revert "Transform: interactive mode for editing a 'Snap Source'""
This reverts commit 805181bffae647a24e939c651da72a08c5c2b7cb.
2021-11-18 13:52:18 -03:00
Germano Cavalcante
805181bffa Revert "Transform: interactive mode for editing a 'Snap Source'"
This reverts commit f19bd637e2c38b8b967944a88609a190b5179439.
2021-11-18 13:42:45 -03:00
Germano Cavalcante
5e6fdaa07f Revert "Allow navigating while transforming"
This reverts commit 1d1855e95f916685fed970904fc37701a4a0e031.
2021-11-18 13:42:31 -03:00
Germano Cavalcante
1d1855e95f Allow navigating while transforming
This feature has been desired for some time:
- https://rightclickselect.com/p/ui/Tqbbbc/allow-navigating-while-transforming (See comments);
- D1583;
- T37427;

In short, blocking navigation during transform limits the user to move the object only to visible areas within the screen and hinders the allocation of objects within closed meshes.

The node editor is also impaired because some nodes are far between them and the connectors are too small.

The only disadvantage of this patch (as I see it) is the conflict with the existing key map:
MIDDLEMOUSE:
- enable axis constrain in 3D view;

WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY:
- change the threshold of the proportional edit;

So the patch solution was to change these keymaps:
- MIDDLEMOUSE to Alt+MIDDLEMOUSE;
- WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY to Alt+(corresponding key);

When you use this new keymap for the first time in the proportional edit, it may seem strange due to the custom of using it (both in View2D and View3D).
But quickly the user gets used to it.

Alternatively we can add an option to the user preferences ([] Allow navigating while transforming). (I'm not much fan of this option).

The patch was done on branch2.8. But maybe it's a good idea to apply it to 2.79

Differential Revision: https://developer.blender.org/D2624
2021-11-18 13:14:18 -03:00
Germano Cavalcante
f19bd637e2 Transform: interactive mode for editing a 'Snap Source'
This patch implements part of what was stated in {T66484}, with respect to `Base Point`.

## Introduction

The snapping feature of the transform tools has a variety of applications:
- Organization of nodes.
- Positioning of frames in precise time units.
- Retopology with snap to face
- Creation of armatures with bone positioning through the snap to volume
- Precise positioning of 3D or 2D objects in the surrounding geometry (CAD modeling)

The goal of this document is to make it more powerful for precision modeling and still supporting the old use cases without extra complexity.
The main topic addressed here is the introduction of a **interactive mode for setting a snap source** (See terminology).

## Terminology

* **Snap Source**: 3d coordinate * we want to snap from. (Currently defined by the `Snap With` options: `Closest`, `Center`, `Median` and `Active`).
* **Snap Target**: 3d coordinate*  we want to snap to. (Vertices, Edges, Faces, Grid...)

## Interactive Mode for Editing a Snap Source

Currently the fixed snap point can only be obtained through the `Snap With` options. So it's a little tricky for the user to define a snap source point having so much geometry on an object.
Because of this, the user needs to resort to impractical solutions to get a point in the geometry.
See example of an impractical use:
{F11714181, layout=left, width=960, alt="The user used the cursor (which can be snapped) to choose the snap origin point."}
The user used the cursor (which can be snapped) to choose the snap source point.

While it is possible to work around this current limitation, it is important to reduce the number of steps and allow the user to set a snap source point through an optional interactive mode during a transformation.

The proposed solution is to be able to move the current snap source point through a modal modifier activated with a key (eg. B).
The snap source point can thus "snap" to the elements in the scene (vertex, mid-edge, Lamp, …) during this mode.
{F9122814, layout=left, width=960, alt="Base Point Snap, example of transform operation via the shortcut (not the tool). After pressing g and the snap base change shortcut (e.g., shift + ctrl) the user set the base point. The base point is then visible until the end of the operation. The z axis constrains the final position."}

## Implementation Details

- The feature will only be available in 3D View.
- The feature will only be available for `Move`, `Rotate` and `Scale` transform modes.
- The snap source editing will be enabled with a single click on the modifier key (B).
- Having a snap point indicated, the new snap origin point will be confirmed with the same buttons that confirms the transformation (but the transformation will not be concluded).
- The snap source editing can be canceled with the same key that activated it (B).
- If the transformation is done with "release_confirm" (common for gizmos), the new feature cannot be enabled.
- During the transformation, when enabling the feature, if the snap option is turned off in the scene, the snap will be forced on throughout the rest of the transformation (unless interactive mode is canceled).
- During a transformation, if no snap target is set for an element in the scene (Vertex, Grid...), the snap targets to geometry Vertex, Edge, Face, Center of Edge and Perpendicular of Edge will be set automatically.
- Snap cannot be turned off during the snap source editing.
- Constraint or similar modification features will not be available during the snap source editing.
- Text input will not be available during the snap source editing.
- When adding multiple snap points (A) the new prone snap source point will be indicated with an "X" drawing.
{F11817267}

Maniphest Tasks: T66484

Differential Revision: https://developer.blender.org/D9415
2021-11-18 13:14:18 -03:00
Brecht Van Lommel
ed91e759d1 Fix Cryptomatte accurate option showing for Cycles, only needed for Eevee 2021-11-18 17:13:16 +01:00
5816eb4c56 Merge remote-tracking branch 'origin/blender-v3.0-release' 2021-11-18 16:36:11 +01:00
8d1357ea6b Pose Library: add conversion button to old poselib UI
Add the "Convert Old Pose Library" operator to the old pose library (in
the Armature properties editor). This makes it more discoverable; before
it only was available in the Action editor.
2021-11-18 16:35:56 +01:00
beb9e332ca Merge remote-tracking branch 'origin/blender-v3.0-release' 2021-11-18 16:21:17 +01:00
Brecht Van Lommel
0624acf088 Fix T92442: undo removal of Eevee cryptomatte accurate mode option
The Cycles accurate mode was removed, but the Eevee option for this has
a different meaning and should not have been removed. The Eevee accurate
makes cryptomatte accumulate for every sample, which Cycles has always
done regardless of any option.
2021-11-18 15:59:08 +01:00
Richard Antalik
61bffa565e Fix T90412: Inconsistency in mask strip color
This seems to be oversight in 271231f58ee3 where strip color was
defined only for light theme.
2021-11-17 03:27:13 +01:00
luzpaz
dea26253a0 cleanup: fix typos in comments and docs
Followup to https://developer.blender.org/D10288

Reviewed By: Blendify

Differential Revision: https://developer.blender.org/D10346
2021-11-16 18:45:10 -05:00
Aaron Carlisle
2f39b45e8c Merge branch 'blender-v3.0-release' 2021-11-16 17:50:24 -05:00
Aaron Carlisle
f829b86039 Cleanup: Correct copy paste error in comment
Mistake from rB2743d746ea4f38c098512f6dd6fc33d5a62429d3
2021-11-16 17:49:51 -05:00
Sergey Sharybin
ba6427adfa Merge branch 'blender-v3.0-release' 2021-11-16 17:25:48 +01:00
07af45eec5 Asset Browser: hide catalog debug info behind debug option
Add a new "experimental" debug option `show_asset_debug_info`, and use
that to determine the visibility of the active asset's catalog UUID and
simple name. Previously this was only determined by the "Developer
Extras" option, which meant it was visible in too many situations. It's
not really a "developer extra", and really just a debugging tool, so the
new option is more in line with its purpose.

Reviewed by: Severin

Differential Revision: https://developer.blender.org/D13242
2021-11-16 16:49:27 +01:00