Allow our current simple confirmations to be customized and extended
with callbacks, allowing different behaviors, different icons, and
showing more information. Makes no changes to any existing dialogs.
Pull Request: https://projects.blender.org/blender/blender/pulls/104670
Blender's cameras don't have specific resolution configured to them,
instead they use the scene's resolution.
This is a problem when exporting a camera using Alembic. Other software
(like Houdini) expects the resolution parameters on the camera itself.
So now store the scene's resolution on each camera that is exported.
Since this is not part of the concept of a camera in alembic itself,
export these as `userProperties` in a way other software can read this.
Fixes#116375
Pull Request: https://projects.blender.org/blender/blender/pulls/116782
Bone collection visibility now respects their hierarchy.
A bone collection is only visible when it is marked as visible and all
its ancestors (so parents, greatparents, etc.) are visible. Root bone
collections have no ancestors by definition, and only consider their own
visibility.
The effective ancestors' visibility is stored on each bone collection,
in its `BONE_COLLECTION_ANCESTORS_VISIBLE` flag. This makes it possible
to determine the effective visibility from just the flags of the bone
collection itself.
The `BONE_COLLECTION_ANCESTORS_VISIBLE` flag is now stored, with the
other flags, in `BoneCollection::flags`. This means that it's stored in
DNA, even though it's derived data and should actually be stored in a
runtime struct. However, `BoneCollection` doesn't have any runtime
struct yet, and I don't feel that the introduction of this flag is a
good enough reason to introduce that just yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/116784
When opening the menu to set/change the
active keying set, the top entry would
show "Active Keying Set" (if there is one).
(Open the menu with Ctrl+Shift+Alt+I)
Clicking this option would unset the active keying set
though as pointed out by Nika Kutsniashvili in #115798
This PR fixes it by splitting the function that dynamically generates the enum.
The core of the function has been extracted, and only the section
that creates the entry for "Active Keying Set" has been changed.
It now reads "Clear Active Keying Set"
Pull Request: https://projects.blender.org/blender/blender/pulls/116189
Moving a bone collection to another parent is now possible in Python by
assigning to `bone_collection.parent`.
Thanks to Sergey for the implementation.
Rename `ANIM_bonecoll_is_visible(armature, bone)` to
`ANIM_bone_in_visible_collection(armature, bone)`, as that reflects the
actual functionality.
No functional changes.
The issue was that the "Affect" options from the 3D viewport
were also used for the Graph Editor.
This was discussed in the Animation & Rigging module meeting.
https://devtalk.blender.org/t/2023-12-21-animation-rigging-module-meeting/32748
The consensus was that the Animation Editors should have their own copy of the "Affect" flags.
For this commit I opted for a more immediate solution that ignores the "Affect" flag in the animation editors.
The adding of the flag can be left for a feature PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/116781
This is reusing the generic system from 128eb6cbe9 which at that time
was only done for the mesh reader and is now done for the point reader
as well.
This allows for rendering with proper motion blur for alembic points
(which of course are still imported as meshes - were just lacking the
velocity attribute) when directly rendering as points in Cycles.
Came up in #109185 (where instancing is used - which is still not
supported, this patch is just for direct point rendering in Cycles).
Unsure about the status of https://archive.blender.org/developer/D11591
but until that lands, having velocities for points sounds useful enough
to support this now.
Fixes#95945
Pull Request: https://projects.blender.org/blender/blender/pulls/116749
This is only visible for very low resolution image strips; the math was
operating on integers as image size but doing division by two to get the
outline. For non-even image sizes the outline could be off by a pixel due
to rounding.
Images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/116605
Bundling many tests in a single binary reduces build time and disk space
usage, but is less convenient for running individual tests command line
as filter flags need to be used.
This adds WITH_TESTS_SINGLE_BINARY to generate one executable file per
source file. Note that enabling this option requires a significant amount
of disk space.
Due to refactoring, the resulting ctest names are a bit different than
before. The number of tests is also a bit different depending if this
option is used, as one uses gtests discovery and the other is organized
purely by filename, which isn't always 1:1.
Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/114604
The delay is caused by `Shortcut->Resolve(0, SLR_NO_UI | SLR_UPDATE)`
to locate potentially moved or renamed paths.
The issue was resolved by adding the `SLR_NOSEARCH` flag.
This eliminates the delay without sacrificing functionality.
Pull Request: https://projects.blender.org/blender/blender/pulls/116692
This also fixes crash when deleting keys.
Issue was caused by incorrect implementation of batch deleting with
`SEQ_retiming_remove_multiple_keys()` function. It tried to remove data
from different strips, when it should work with one strip at the time.
Also transitions and freeze frames were treated as normal keys, but they
do need special handling.
Pull Request: https://projects.blender.org/blender/blender/pulls/116722
The issues was a missing depsgraph tag after adding the hook modifier.
Because of this, the depsgraph did not make a new copy of the object,
which led to a discrepancy between the number of modifiers on the original
and evaluated object.
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
The refactor in cf9fcbf24e used the wrong area coordinate for the
clay brush: the original code used `ss->cache->location` as the
`area_co` passed to the bush callback, and the new code after refactor
used the `area_co` which was calculated as a displaced brush plane.
The calculation of the displaced brush area plane as `area_co` seems
to be unused, and reason for it is not really clear.
This change only restores the `area_co` passed to the brush callback
to the value it used to be prior to the refactor.
Pull Request: https://projects.blender.org/blender/blender/pulls/116738
Render to Render workload depedency not correctly syncing
in Metal. PR adds hard pass break where GPU_memory_barrier's
occur during render workloads to ensure non-pixel-local writes
are visible to subsequent render invocations as needed. This is
required to support full pass dependencies on a tile-based GPU
architecture.
Note that these barriers are therefore expensive, so are skipped
where dependencies are local and fragment execution order is
well-represented via either blend order or explicit
raster_order_groups.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/116656
Replace the RNA function `bone_collection.find_index()` with a read-only
property `.index`. The functionality is the same, just exposed to RNA
differently.
Note that this property still does an array scan, and thus has complexity
`O(n)` in the number of bone collections. Since this number is relatively
small, this shouldn't be a problem.
* Different fix for Mantaflow linker warnings that works with new OpenVDB.
* Use new linker for arm64 as it no longer produces warnings with latest
Xcode. Still use the old one for x86_64 as some warnings remain.
* Fix wrong x86_64 build target in deps builder.
For the upcoming 4.1 libraries.
Ref #113157
Pull Request: https://projects.blender.org/blender/blender/pulls/116708
New functionality to export armatures and shape keys as USD
skeletons and blend shapes.
Added "Armature", "Only Deform Bones" and "Shape Key" USD export options.
Added USDArmatureWriter class.
Extended USDMeshWriter to write skinned meshes for binding
with skeletons and 'neutral' meshes with blend shape targets.
Specifically, when exporting an armature, a skinned mesh is written
in its pre-modified rest position. When exporting to blend shapes,
a mesh with shape keys is saved with its vertices in the shape key
basis shape position.
Added USDHierarchyIterator::process_usd_skel() function to
finish processing skeleton and blend shape export after the
writer instances completed writing. This is necessary because
some of the export operations require processing multiple prims
at once.
Extended USDTransformWriter::do_write() to write transforms
sparsely, to avoid saving redundant transform values when exporting
armatures.
Added a create_skel_roots() function, called on the stage at the
end of the export. This function attempts to ensure that skinned
prims and skeletons are encapsulated under SkelRoot primitives,
which is required in USD for correct skinning behavior.
When exporting blend shape animations for multiple meshes bound
to a single skeleton, we need to merge the blend shape time samples
of the different meshes into a single animation primitive at the end
of the export. This requires some tricky book keeping, where the weight
time samples for a given mesh are initially saved by the mesh writer to a
temporary attribute on the mesh and are later copied to the animation
primitive as one of the final steps.
When writing blend shapes and skinned meshes, the pre-modified mesh
is exported. This is to ensure that the number of blend shape offsets
matches the number of points, and so that the skinned mesh is saved in
its rest position.
Because the pre-modified mesh must be exported, modifiers in addition
to Armature modifiers will not be applied. This still allows the round trip
UsdSkel -> Blender -> UsdSkel, but some additional setup might be
required to export to UsdSkel when there are multiple modifiers (for
example, applying mirroring modifiers that precede the armature
modifier).
Exporting bendy bones or absolute shape keys isn't currently
supported.
Co-authored-by: Charles Wardlaw <charleswardlaw@noreply.localhost>
Pull Request: https://projects.blender.org/blender/blender/pulls/111931
Add a read-only property `bone_collection.parent` to RNA that returns
the parent bone collection.
This performs two scans of the array (one to find the bone collection's
index, and the other to find the parent index). This might look bad, but
as long as `Object.children` still loops, in Python, over all of
`bpy.data.objects`, this should also be acceptable.
This adds some `#line` directive between the
source file injection so that the log parser knowns
which file the errors originated from.
This is then followed by a scan over the combined
source to find out the real row number.
This needed some changes in the `Shader::plint_log`
to skip lines to avoid outputing redundant information.
Now that we only redraw (and push undo steps for) changed PBVH nodes,
we need to do that for the case where everything is visible and we
remove the face set attribute. Extract that to a separate function in
order to keep the optimization to only do work for changed PBVH nodes.
All curves are drawn cyclic despite "Cyclic" state in redo panel if at
least one was created cyclic. Also patch adds support of "Cyclic" in
redo panel for "Poly" curves. It is ignored in "old curve" draw tool.
Pull Request: https://projects.blender.org/blender/blender/pulls/116638