Commit Graph

106324 Commits

Author SHA1 Message Date
James Monteath
ee54a8ace7 Update all README to clearify intention or usage
Add snap configuration file used by Buildbot snap store steps1
2021-05-31 18:58:42 +02:00
James Monteath
ffe7a41540 Fix typos 2021-05-28 20:50:52 +02:00
James Monteath
74c7e21f6c Add and update README.md files for CI script removal 2021-05-28 19:46:53 +02:00
James Monteath
fc2b56e68c Add branch based pipeline config file used by buildbot and make_update.py script. 2021-05-28 17:53:02 +02:00
James Monteath
51bbdfbef3 Moved to new git repo 2021-05-28 12:16:45 +02:00
James Monteath
5baf1dddd5 Buildbot related files have been moved to own repository 2021-05-28 10:16:39 +02:00
Campbell Barton
3ec57ce6c7 Tests: add utility to generate interactive user actions
A utility that supports passing in actions as command line arguments for
writing reproducible interactions, benchmarking, profiling and testing.

Unlike regular scripts this is able to control model operators usefully.

Typical ways of controlling Blender using this utility are via
operator id's, menu search and explicit events.
Others methods can be added as needed.

See the doc-string for example usage.
2021-05-28 16:59:38 +10:00
Campbell Barton
3bee77bb7c Cleanup: use static set syntax 2021-05-28 16:58:50 +10:00
Jeroen Bakker
6b03621c01 DrawManager: Use Compute Shader to Update Hair.
This patch will use compute shaders to create the VBO for hair.
The previous implementation uses transform feedback.

Timings before: between 0.000069s and 0.000362s.
Timings after:  between 0.000032s and 0.000092s.

Speedup isn't noticeable by end-users. The patch is used to test
the new compute shader pipeline and integrate it with the draw
manager. Allowing EEVEE, Workbench and other draw engines to
use compute shaders with the introduction of `DRW_shgroup_call_compute`
and `DRW_shgroup_vertex_buffer`.

Future improvements are possible by generating the index buffer
of hair directly on the GPU.

NOTE: that compute shaders aren't supported by Apple and still use
the transform feedback workaround.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D11057
2021-05-28 08:16:26 +02:00
Aaron Carlisle
4a1ba155d5 Merge branch 'blender-v2.93-release' 2021-05-27 21:27:48 -04:00
Aaron Carlisle
02395fead7 Docs: Update RNA to User Manual mappings 2021-05-27 21:25:31 -04:00
Antonio Vazquez
0a83f32d79 Fix T86465: Annotation Tool is missing in VSE Preview toolbar
Added missing topbar in VSE.

Also added the Stabilizer options to Topbar for all modes.

Reviewed By: mendio, pepeland

Maniphest Tasks: T86465

Differential Revision: https://developer.blender.org/D11347
2021-05-27 19:53:23 +02:00
Bastien Montagne
758c115103 Fix own crash in today's rBf68288a8746f. 2021-05-27 19:32:35 +02:00
Bastien Montagne
311ffd967b LibOverride: refactor recursive resync.
We need to re-evaluate what needs to be resynced after each step of
processing overrides from a given 'indirect level' of libraries.
Otherwise, recusrive overrides (overrides of linked overrides) won't
work.

Note that this should not change too much in practice currently, since
there are other issues with recursive overrides yet.

Also, checks (CLOG errors) added show that some ID (node trees) seem to
be detected as needing resynced even after beig just resynced, this
needs further investigation still. Could be though that it is due to
limit currently set on nodetrees, those are always complicated
snowflakes to deal with...
2021-05-27 19:32:35 +02:00
Jörg Müller
530f2994e9 Fix T88614: Mixdown crashes Blender 2.92.0 and 3.0.0 Alpha
The problem is caused by the most recent ffmpeg version (4.4) which
needs channels to be set when submitting a frame for encoding.
2021-05-27 19:05:17 +02:00
Philipp Oeser
dfa3dcbab9 Fix T88625: Multiobject UV hiding/unhiding does not work with UV_SYNC_SELECTION
Oversight in {rB470f17f21c06}.

Hiding was only done for the first mesh, then the operator finished (in
case of UV_SYNC_SELECTION).
Now just continue to the next.

Maniphest Tasks: T88625

Differential Revision: https://developer.blender.org/D11413
2021-05-27 17:27:38 +02:00
Clément Foucault
8590cb26a9 Merge branch 'blender-v2.93-release' 2021-05-27 17:15:39 +02:00
Clément Foucault
ba4228bcf7 Revert "EEVEE: Ensure Reflection: Use new implementation"
Both before and after can have artifacts with some normal maps, but this seems to give
worse artifacts on average which are not worth the minor performance increase.

This reverts commit 5c4d24e1fd.

Ref T88368, D10084
2021-05-27 17:12:23 +02:00
Hans Goudey
3025c34825 Geometry Nodes: Expose texture and material inputs to modifier
This allows choosing material and texture sockets for the group input
node in the modifier. Note that currently grease pencil materials are
displayed in the list, even though grease pencil data is not supported
yet by geometry nodes. That is more complicated to fix in this case,
since we use IDProperties to store the dynamic exposed inputs.

Differential Revision: https://developer.blender.org/D11393
2021-05-27 11:06:08 -04:00
Hans Goudey
24b2482ad9 Cleanup: Fix forward declaring class with "struct" 2021-05-27 11:00:00 -04:00
Hans Goudey
a3edf4a381 Fix build error: Make CurveEval a struct
We need a pointer to this in DNA, which means it cannot be a class.
2021-05-27 10:50:43 -04:00
Ray Molenkamp
e8ca635e43 Cleanup: rename blender-launcher source file.
blender-laucher.c was not an ideal name for this file
since it's not directly clear it is windows only.

This change renames it to blender_launcher_win32.c
to be more in line with other win32 specific files
we have.
2021-05-27 08:10:31 -06:00
Hans Goudey
ac833108db Geometry Nodes: Draw curve data in the viewport
This patch adds relatively small changes to the curve draw
cache implementation in order to draw the curve data in the
viewport. The dependency graph iterator is also modified
so that it iterates over the curve geometry component, which
is presented to users as `Curve` data with a pointer to the
`CurveEval`

The idea with the spline data type in geometry nodes is that
curve data itself is only the control points, and any evaluated
data with faces is a mesh. That is mostly expected elsewhere in
Blender anyway. This means it's only necessary to implement
wire edge drawing of `CurveEval` data.

Adding a `CurveEval` pointer to `Curve` is in line with changes
I'd like to make in the future like using `CurveEval` in more places
such as edit mode.

An alternate solution involves converting the curve wire data
to a mesh, however, that requires copying all of the data, and
since avoiding it is rather simple and is in-line with future plans
anyway, I think doing it this way is better.

Differential Revision: https://developer.blender.org/D11351
2021-05-27 10:08:40 -04:00
Hans Goudey
5621a8ed7f Fix T88452: Point Separate crash on curve component
The point separate node should create a point cloud from control points
in this case, but for now disable the node on curves to avoid the crash.
2021-05-27 09:37:19 -04:00
Hans Goudey
a12fd5c3ad Cleanup: Use consistent variable names 2021-05-27 09:27:08 -04:00
Campbell Barton
5721c89ba8 Cleanup: rename BKE_main_id_{clear_newpoins => newptr_and_tag_clear}
It wasn't obvious this function cleared the tag as well.
2021-05-27 22:44:02 +10:00
Erik Abrahamsson
9200e73136 Cleanup: remove duplicate LIB_TAG_NEW untag code
This patch removes unnecessary calls to `BKE_main_id_tag_all` where the
same job is done by `BKE_main_id_clear_newpoins` on the following line.

Reviewed By: campbellbarton, mont29

Ref D11379
2021-05-27 22:42:41 +10:00
YimingWu
6ad4b8b764 LineArt: List Optimization for tile linked data.
Use array instead of ListBase for line art
bounding area linked triangles and edges.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D11302
2021-05-27 20:33:02 +08:00
YimingWu
f45270b4fb Cleanup: Line art variable naming.
Change `reln` to `eln`.

Reviewed By: Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D11411
2021-05-27 18:47:13 +08:00
Bastien Montagne
42fba7f0d2 LibOverride: Add heuristic protection against infinite loop due to libraries inter-dependencies.
This is not supposed to happen, but better be safe than sorry, and
assume it is beyond unlikely that someone would use chains of over 10k
linked libraries.
2021-05-27 11:55:31 +02:00
Sergey Sharybin
ac2266fe57 Cleanup: Unused include in Cycles 2021-05-27 11:36:30 +02:00
Sergey Sharybin
2414a5787d Refactor: Move display pass to Cycles viewport parameters
Allows to centralize storage and modification checks in a single place,
avoiding duplication in the synchronization code.

Ideally we would somehow be able to more granularly modify Cycles side
objects. Leaving this for a future decision, because it might be better
to implement it as a graph on the sync side.
2021-05-27 11:36:30 +02:00
Sergey Sharybin
7b5f4c8837 Cleanup: Redundnat member init in Cycles viewport parameters 2021-05-27 11:36:30 +02:00
Sergey Sharybin
616b071c4f Refactor: Naming in Cycles viewport methods
Makes it more explicit they operate on shading/light.

Gives room to move more viewport related settings into this class and
cover with specific or generic modification checks.
2021-05-27 11:36:30 +02:00
Sergey Sharybin
15df83e9c9 Cleanup: Use logical OR in Cycles background shader 2021-05-27 11:36:30 +02:00
Sergey Sharybin
8f43e31a71 Cleanup: const qualifier of return type 2021-05-27 11:36:30 +02:00
Sergey Sharybin
4ea7742973 Refactor: Remove friend class from Cycles viewport parameters
Such pattern should only be used when it is really needed. Otherwise
just stick to a more regular design, without worrying who is the user
of the class. Otherwise it will be annoying to subclass or unit test.
2021-05-27 11:36:30 +02:00
Sergey Sharybin
bf7a67c5c6 Refactor: Rename pass accessor in viewport parameters
No need to state that it is a viewport display pass, since the method
is within viewport parameters it is implied that parameters do belong
to the viewport.

Brings this code closer to the Cycles-X branch.
2021-05-27 11:36:30 +02:00
Bastien Montagne
06d48367fa Fix (studio-reported) infinite loop in resync code.
Very stupid mistake in libraries indirect-level building code, was not
skipping 'loop-back' ID pointers.

Note that we also need some level of checks for the case where there
would be an actual dependency loop between libraries, this is not
supposed to be possible, but better be safe than sorry. Will add in next
commit.
2021-05-27 10:49:31 +02:00
Jacques Lucke
46e1ad711c Cleanup: inconsistent parameter name 2021-05-27 10:46:43 +02:00
Jacques Lucke
ffa2a1771e Cleanup: inconsistent parameter name 2021-05-27 10:41:40 +02:00
Campbell Barton
fd0bb24e4a Cleanup: simplify logic for copying vector button as text
An arbitrary size offsets was used in float_array_to_string,
simplify the loop, use exact size limits.

Also rename variables so it's clear which array the length apply to.
2021-05-27 17:59:21 +10:00
Campbell Barton
41f2ea4045 Fix incorrect BLI_snprintf usage
Event though in practice this wasn't causing problems as the fixed size
buffers are generally large enough not to truncate text.

Using the result from `snprint` or `BLI_snprintf` to step over a fixed
size buffer allows for buffer overruns as the returned value is the size
needed to copy the entire string, not the number of bytes copied.

Building strings using this convention with multiple calls:

    ofs += BLI_snprintf(str + ofs, str_len_max - ofs);

.. caused the size argument to become negative,
wrapping it to a large value when cast to the unsigned argument.
2021-05-27 17:59:21 +10:00
Campbell Barton
1276d0024f Cleanup: specify array sizes, remove warnings in comments 2021-05-27 17:59:21 +10:00
Campbell Barton
f0342065b1 Cleanup: spelling 2021-05-27 17:59:21 +10:00
Jacques Lucke
2ad3a1c318 Nodes: fix material node copied over when socket is copied
This was missing from rB207472930834a2916cf18bbdff51bcd77c6dd0c0.
2021-05-27 09:58:45 +02:00
Jacques Lucke
223c6e1ead Geometry Nodes: disable multi-threading in evaluator for now
A deadlock could happen under certain circumstances when
geometry nodes is used on multiple objects.
Once T88598 is resolved, multi-threading can be enabled again.

Differential Revision: https://developer.blender.org/D11405
2021-05-27 09:43:11 +02:00
Campbell Barton
7d20cf92dd Cleanup: use UndoMesh as links instead of allocating LinkData
While the advantage isn't large,
it's simpler to skip the intermediate link.

Also remove unused next and previous struct members
from MeshUndoStep_Elem.
2021-05-27 16:44:21 +10:00
Campbell Barton
deb71cef38 Undo: resolve inefficient edit-mesh memory use with multiple objects
When editing more than 1 object at a time, complete copies of each mesh
were being stored. Now the most recent undo-data for each mesh is used
(when available).
2021-05-27 16:44:21 +10:00
Hans Goudey
a10e41b02e Cleanup: Remove completed "TODO" comment
Since rBb67fe05d4bea, the dependency graph supports relations
on collection geometry, and the nodes modifier uses that.
2021-05-26 22:32:53 -04:00