* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Currently, both inactive and active tabs are using the `Region Text` theme property.
This patch makes it so active tabs use `Region Text Highlight`.
Since this check is done in other places already but was simply missing in this case, I believe this was just an oversight and not a design decision.
Top is master, bottom is this patch:
{F11520838, size=full}
This allows this kind of tab highlight, not possible before since all tabs would have white text.
{F11520873, size=full}
Reviewed By: #user_interface, Severin
Differential Revision: https://developer.blender.org/D13003
Add a Fast GI Method, either Replace for the existing behavior, or Add
to add ambient occlusion like the old world settings.
This replaces the old Ambient Occlusion settings in the world properties.
This is still useful in some cases even if not used by OpenImageDenoise. In
the future this may be replaced with a more generic system to control render
passes and filtering, but for now this just does what it did before.
Adds an abstraction layer to switch between serialization formats.
Currently only supports JSON. The abstraction layer supports
`String`, `Int`, `Array`, `Null`, `Boolean`, `Float` and `Object`. This
feature is only CPP complaint.
To write from a stream, the structure can be built by creating a value
(any subclass of `blender::io::serialize::Value` can do, and pass it to
the `serialize` method of a `blender::io::serialize::Formatter`. The
formatter is abstract and there is one implementation for JSON
(`JsonFormatter`).
To read from a stream use the `deserialize` method of the formatter.
{D12693} uses this abstraction layer to read/write asset indexes.
Reviewed By: Severin, sybren
Maniphest Tasks: T91430
Differential Revision: https://developer.blender.org/D12544
Previously, the field on every socket was logged for later use. This had
two main negative consequences:
* Increased memory usage, because the fields may contain a lot of data
under some circumstances (e.g. a Ray Cast field contains the target geometry).
* Decreased performance, because anonymous attributes could not be
removed from geometry automatically, because there were still fields that
referenced them.
Now most fields are not logged anymore. Only those that are viewed by a
spreadsheet and constant fields. The required inputs of a field are still
logged in string form to keep socket inspection working.
Avoid blocking the UI when searching for animation channels with Ctrl+F.
Instead of showing a single text input in a blocking popup, Ctrl+F now
just focuses the search box above the channel list. It feels nicer to
use and has the niceties that come from using that textbox, like
searching per keystroke, compared to the old pop-up method.
As the behaviour of the operator has changed considerably, this also
changes the operator name from `anim.channels_find` to
`anim.channels_select_filter` and updates the keymaps.
Reviewed By: ChrisLend, sybren
Differential Revision: https://developer.blender.org/D12146
Our CMake setup refuses to run from the source directory (i.e. Blender does
not support in-source builds). Instead, it shows instructions on how to
clean up after an accidental `cmake` invocation. These instructions missed
one directory that should also be removed (`CMakeFiles`), so that's been
added to the message now.
No functional changes to Blender or the build.
The viewer node has been expanded to have a field input next to the
geometry input. When both are connected (by ctrl+shift clicking on a node)
the spreadsheet will show the evaluated field on the geometry.
The operator to link to the viewer has become a bit smarter. It automatically
detects if it should link to the geometry or field input. In the future some more
smartness could be added, such as automatically relinking the "right" geometry
when viewing a field.
Internally, there are two major changes:
* Refactor of what happens when ctrl+shift clicking on a node to link to
a viewer. The behavior of the geometry nodes viewer is a bit more complex
than that of the compositor viewers. The behavior in compositing nodes
should not have changed. Any change should be reported as a bug (and then
we can decide if it's worse than before or if it needs fixing).
* Evaluation, display and caching of fields in the spreadsheet editor.
Differential Revision: https://developer.blender.org/D12938
This adjusts some calculations and visibility flags for XR viewports in
order to account for a possible scale factor in the XR view matrix.
This scale factor can be introduced via the XR session settings base
scale, which allows a viewer to begin their session at a specific
reference scale, or the XR session state navigation scale, which allows
a viewer to adjust their scale relative to the reference scale during
the session.
Reviewed by Severin as part of D11501, but requested to be committed
separately.
Adds navigation transforms (pose, scale) to the XR session state that
will be applied to the viewer/controller poses. By manipulating these
values, a viewer can move through the VR viewport without the need to
physically walk through it.
Add-ons can access these transforms via Python
(XrSessionState.navigation_location/rotation/scale) to use with custom
operators.
Also adds 3 new VR navigation operators that will be exposed to users
as default actions in the VR Scene Inspection add-on. While all three
of these operators have custom properties that can greatly influence
their behaviors, for now these properties will not be accessible by
users from the UI. However, other add-ons can still set these custom
properties if they desire.
1). Raycast-based teleport
Moves the user to a location pointed at on a mesh object. The result
can optionally be constrained to specific axes, for example to achieve
"elevation snapping" behavior by constraining to the Z-axis. In
addition, one can specify an interpolation factor and offset.
Credit to KISKA for the elevation snapping concept.
2). "Grab" navigation
Moves the user through the viewport by pressing inputs on one or two
held controllers and applying deltas to the navigation matrix based on
the displacement of these controllers. When inputs on both controllers
are pressed at the same time (bimanual interaction), the user can scale
themselves relative to the scene based on the distance between the
controllers.
Also supports locks for location, rotation, and scale.
3). Fly navigation
Navigates the viewport by pressing a button and moving/turning relative to
navigation space or the VR viewer or controller. Via the operator's
properties, one can select from a variety of these modes as well as
specify the min/max speed and whether to lock elevation.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D11501
This patch makes the background grid of the node editor a grid of dots
instead of lines. This makes the background look a bit more subtle and
reduces visual complexity. The dots are meant to provide a reference
when panning and zooming. Based on the design of @pablovazquez, and
a patch originally authored by @fabian_schempp.
The "Grid Levels" controls how many levels of dots are drawn. As the
editor zooms in, the higher levels of dots fade in, making them closer
together visually. The zoom factor at which each grid starts and ends
fading in is controllable in the code, and could be tweaked further
in the future. The new default value is 7, out of a range from 0 to 9.
Differential Revision: https://developer.blender.org/D10345
The also moves all the image operators into one menu.
The goal here is to expose the operators in the UI so they
work with the operator search and to make the UI consistent.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D12808
This patch improves performance by only assigning
or calculating data for connected sockets.
It is recommended that artists use the lowest dimensions setting
for noise based textures. E.g. Use 2D instead of 3D where possible.
Using a scoped timer and single thread on 256,000 points.
Smooth F1 3D : Debug build
Timer 'Optimised' took 9.39991 s
Timer 'Normal' took 16.1531 s
This optimisation is only for GN and not shaders.
Differential Revision: https://developer.blender.org/D12985
Also use consistent UI names for properties that are similar between
that node and the points to volume node (which happen to be shorter,
allowing the node to be narrower).
The search bar in the asset browser now also matches on asset tags.
- Matching is done on entire tags, so searching for "redder" will not
show assets tagged with "red".
- All assets are shown that have at least one matching tag. So searching
for "red green" will show all assets with either "red" or "green" tags
(or both, of course).
- Searching is case-insensitive.
- Only assets from the active catalog are shown; if all assets should be
searched through, users can select the "All" catalog.
Manifest Task: T82679
This patch makes the layout of the custom property panel more coherent
with the rest of the property editor interface, makes it less busy,
allows more space for the buttons for the actual properties, and
simplifies editing values of unsupported property types or long arrays.
- Remove the box around each property.
- Use an non-embossed X icon for deleting.
- Use an "edit" icon instead of the text for the meta-data edit operator.
The "gear" icon used for editing isn't ideal here.
- Increase the max array length for drawing the values directly to 8.
- Add an "Edit Property Value" operator for dictionaries or longer arrays.
- Replace the "Library Override" text with an icon.
- Use a proper split factor, the same as the rest of the UI.
Differential Revision: https://developer.blender.org/D12805
The drag and drop feature of objects in 3D View has been modified to include:
- Snap the object being dragged.
- Visual feedback through a box and the placement tool grid.
Maniphest Tasks: T90198
Differential Revision: https://developer.blender.org/D12912
No functional changes.
This commit adds 3 callbacks for `wmDropBox` which allow custom drawing
without affecting the internal dropbox API.
Differential Revision: https://developer.blender.org/D12948
Perform a few cleanups:
- Add documentation to explain what returned bools mean.
- Early returns so that flow is clearer and some checks on `is_filtered`
are no longer necessary.
- Split up `is_filtered_file` and `is_filtered_id_file`, so that they can
reuse common code, and such that the different filter checks they
perform can be separated from each other.
The latter is done not only to reduce code duplication, but also as
preparation to fix the asset browser filtering. For that, it helps when
the "filter by file name" and "filter by file type" parts are separate.
No functional changes.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D12991
The NLA editor is in need of a design overhaul, hopefully for 3.1 or 3.2.
This should be a project on itself, however, the worst offender currently is the use of
gradients on strips. Something that can be fixed easily.
{F11390293, size=full, loop, autoplay}
A simple replace of `UI_draw_roundbox_shade_x` for `UI_draw_roundbox_4fv` brings strips
in line with how other areas are drawn.
This patch also:
* Remove embossed lines around active action channel.
* Highlight the strip while being moved.
This patch does not include any theme changes. This will be tackled separately.
Reviewed By: HooglyBoogly
Differential Revision: https://developer.blender.org/D12968
This adds an option to fill the ends of the generated mesh for
each spline combination with an N-gon. The resulting mesh is
manifold, so it can be used for operations like Boolean.
Differential Revision: https://developer.blender.org/D12982
While c7d94a7827a5be9343eea22a9638bb059f185206 exposed this bug,
this was caused by text widths being calculated without taking the zoom
level into account since drawing at a smaller size is often wider than
the width of the larger text scaled by the zoom.