Commit Graph

12975 Commits

Author SHA1 Message Date
Antonio Vazquez 6681a33a6f GPencil: Fix unreported Threshold parameter visible in wrong context
The threshold only must be vsisible in Segment mode.
2020-03-25 18:46:45 +01:00
Antonio Vazquez acd84ab105 GPencil: Fix unreported missing parameter for Cutter tool 2020-03-25 18:46:45 +01:00
Brecht Van Lommel 68e341e9d5 UI: remove non-unicode font and simplify default font loading code
There is no need to have another font embedded in the Blender executable, we
can assume the bundled font exists. In the future we may provide a fallback
if the font specified by the user in the preferences is missing a character,
but that can use our bundled international font.

Differential Revision: https://developer.blender.org/D6854
2020-03-25 16:39:58 +01:00
Brecht Van Lommel 9070999c21 UI: always use international font
This means Blender can display more text correctly without having to enable
user interface translation. Previously the quality of the font was lower,
but that has been fixed now.

The font files have now been ungzipped, which results in faster file loading
as Freetype can read only the parts of the file that it needs. Blender download
size should not increase since the release package is compressed.

This includes improvements for Cyrillic characters from the latest DejaVu
Sans fonts from D6960, contributed by Harley Acheson. Fixes T74097.

Differential Revision: https://developer.blender.org/D6854
2020-03-25 16:39:37 +01:00
Bastien Montagne bb26c1359e Add invert mapping option to proximity weight edit modifier, and some cleanup. 2020-03-24 18:28:55 +01:00
Cody Winchester 26ef4fa85e Modifiers: Vertex Weight Edit add invert curve falloff option
This commit adds the option to invert the resulting weights of the
falloff curve.

There is a workflow used by some to convert a texture mask into
vertex weights by using a custom curve and inverting the points.
This allows the same effect with a single click, and gives the modifier
more procedural functionality.

With minor UI tweaks by @mont29.

Differential Revision: https://developer.blender.org/D6899
2020-03-24 18:28:55 +01:00
Campbell Barton 15b0c76480 UI: add Blender -> System menu
Include technical operators here so they're available
when using menu-search.
2020-03-24 14:11:31 +11:00
Campbell Barton c46dcdf887 UI: add menu search functionality to operator search menu
This has some advantages over operator search:

- Some operators need options set to be usefully accessed.
- Shows key bindings to access menus
  (for actions that don't have key bindings themselves).
- Non operator actions such as check-boxes are also shown.
- Menu items can control execution context, using invoke or execute
  where appropriate so we can control how the operator runs.

Part of the design task T74157.

This can be tested using the 'Experimental' preferences section
or selected in the key-map editor.
2020-03-24 13:41:18 +11:00
Sebastián Barschkis cda81d5a4d Fluid: Enforce minimum thickness to planar flow / effector objects
Planar object now have a thickness by default. This should make it more intuitive for users as there is no need to specify an object thickness.
2020-03-23 23:50:39 +01:00
Michael Soluyanov c95b522856 UI: Theme options for checkerboard pattern colors and size
This patch adds ability to set up colors and size of background
(transparency) checkerboard pattern in viewport and 2d editors. No new
backgrounds, only changing colors in existing ones.

This is not the background of the viewport, it is a transparency
checkerboard that is turned on only in render mode, when the
transparency mode is on. And also in 2D-editors, (image, sequencer,
etc).

Reviewed By: Pablo Vazquez, Julian Eisel

Differential Revision: https://developer.blender.org/D6791
2020-03-23 16:35:29 +01:00
William Reynish 95b6090afc Fix T75018: Dirty vertex colours missing tooltip 2020-03-22 21:40:31 +01:00
Antonio Vazquez d924e31b42 GPencil: New Hardeness mode for Opacity modifier
Add  new option to change the stroke hardeness. This option works at stroke level, not at point level.

Also replaced the "Both" name mode by "Stroke and Fill".

Differential Revision: https://developer.blender.org/D7195
2020-03-21 09:48:18 +01:00
Aaron Carlisle a22cd6b6a9 UI: Weight Paint: add a menu for locking and unlocking vertex groups.
This is a follow up on rBa1e50cfe6b4dbc360b6118c63a0dc7445023c37b
2020-03-20 20:07:42 -04:00
Bastien Montagne 9607e54985 Fix T74959: Need to be explicit about UTF8 encoding in py.
Because some OSs are still using old 8bits specific encodings... Angry
eye @windows...
2020-03-20 20:52:52 +01:00
Sergey Sharybin 86cc29d0cf Multires: Disallow changing mode and quality after subdivision
Avoids possible final object shape destruction since those options
defines how displacement is applied and propagated.
2020-03-20 09:50:00 +01:00
Luya Tshimbalanga f974bf2cba Fix invalid Linux appdata.xml syntax
Differential Revision: https://developer.blender.org/D7149
2020-03-19 21:55:17 +01:00
Adrian Newton 83f171b626 UI: remove unnecessary Shadow from Shadow Samples label in Eevee volumetrics
Differential Revision: https://developer.blender.org/D7161
2020-03-19 21:55:17 +01:00
William Reynish 42012493a8 Fix T74916: Industry compat keymap: GP Tweak tool acts like the Cursor tool 2020-03-19 14:43:50 +01:00
Sebastián Barschkis 91c1759956 Fluid: Cleaned up some parts of the fluid modifier UI
Especially when expanding the UI panel horizontally, there were some problems with empty space.
2020-03-19 13:15:39 +01:00
Campbell Barton 07c4c86049 Theme: update blender light theme
Also correct gizmo_view_align color.
2020-03-19 12:18:41 +11:00
Campbell Barton b62e1146e1 UI: add view aligned gizmo color
Was hard coded to white making white backgrounds impractical.

D7162 by @billreynish with edits.
2020-03-19 12:09:53 +11:00
Richard Antalik 271231f58e VSE: Strip drawing improvements
This patch include changes:
- Thicker and clearer selection indication
- Slimmer handles
- More transparent muted strips
- Trim frame number is drawn inside the strip
- Strip text is drawn in upper part of strip
- Color strips now have specific color, with chosen color drawn under strip text
- Transition strip will use color of input strips showing direction of transition
- Selecting effect strip will highlight input strips
- Selecting multicam strips will highlight target channel
- Missing media state is now indicated by a red line drawn on the top part of the strip
- A checkerboard pattern is now drawn on the outsides of the meta range
- Hold still regions are now always drawn if existent, with a darker shade of the strip’s background color

Author: Alessio Monti di Sopra <a.monti>

Reviewed By: ISS

Differential Revision: https://developer.blender.org/D6883
2020-03-19 00:24:09 +01:00
Richard Antalik 348d2fa09e VSE: Disk cache
This patch implements dumping images from cache to HDD.
The main goal of this system is to provide a means to achieve consistent playback speed mainly for strips that are not possible to preview in real time.

How to use:
Disk cache has own settings in user preferences for path to storage, size limit and compression level.
To use disk cache, you need to check `Use Disk Cache` box, set `Disk Cache Directory`, `Disk Cache Limit` and save or open existing .blend file.
By default sequencer output will be cached only. Manual setting is possible in cache panel.

Uses:
 - Replacement or alternative for proxies. Disk cache will work with any strip type, supports float images as well.
 - Storage for strip thumbnails.
 - Less RAM needs to be allocated for preview cache

How it works:
Disk cache is extension of RAM cache. Every image, that is stored or deleted in RAM will be stored or deleted on HDD as well. Images can be compressed to save space and for use on slower drives. Compressed images are slower to write and read though.
Images are stored in bulk of 100 rendered frames per one file. This is to overcome slow file access time for large amount of files. Drawback is, that if one frame needs to be redrawn, all 100 frames are deleted.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D5524
2020-03-19 00:07:30 +01:00
William Reynish a12ae67cf7 UI: Update the Clay Thumb Sculpt icon
The previous icon was identical with the Thumb icon.

New icon designed by Damian Winnichenko
2020-03-18 20:38:28 +01:00
Antonio Vazquez 237ef0dcc7 Fix T74842: Remove Vertex Paint hotkeys
There were some conflicts with these keys.
2020-03-18 15:49:58 +01:00
Antonio Vazquez 52c0742560 GPencil: Remove Panel Grease Pencil and move Use Lights to Visibility
It was too much to have a panel for that.
2020-03-18 13:48:30 +01:00
Antonio Vazquez 0af739ae8a GPencil: Remove duplicated Mode parameter from Color Subpanel in Vertex Paint
This parameter is now at Brush level, so it was duplicated in the Color panel.
2020-03-18 13:16:40 +01:00
Brecht Van Lommel 7537cad576 Volumes: add render settings for volume datablock
* Space: volume density and step size in object or world space
* Step Size: override automatic step size
* Clipping: values below this are ignored for tighter volume bounds

The last two are Cycles only currently.

Ref T73201
2020-03-18 11:23:05 +01:00
Brecht Van Lommel fd53b72871 Objects: Eevee and workbench rendering of new Volume, Hair, PointCloud
Only the volume drawing part is really finished and exposed to the user. Hair
plugs into the existing hair rendering code and is fairly straightforward. The
pointcloud drawing is a hack using overlays rather than Eevee and workbench.

The most tricky part for volume rendering is the case where each volume grid
has a different transform, which requires an additional matrix in the shader
and non-trivial logic in Eevee volume drawing. In the common case were all the
transforms match we don't use the additional per-grid matrix in the shader.

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6955
2020-03-18 11:23:05 +01:00
Brecht Van Lommel b0a1cf2c9a Objects: add Volume object type, and prototypes for Hair and PointCloud
Only the volume object is exposed in the user interface. It is based on OpenVDB
internally. Drawing and rendering code will follow in another commit.
https://wiki.blender.org/wiki/Source/Objects/Volume
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes

Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES
build option. These are unfinished, and included only to make it easier to
cooperate on development in the future and avoid tricky merges.
https://wiki.blender.org/wiki/Source/Objects/New_Object_Types

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6945
2020-03-18 11:23:05 +01:00
Brecht Van Lommel 8dcfd392e4 UI: add new icons for Volume, Hair and PointCloud 2020-03-18 11:23:05 +01:00
Alexander Gavrilov 084bf7daee Weight Paint: Implement a new Lock-Relative mode.
This check box alters how weights are displayed and painted,
similar to Multi Paint, but in a different way. Specifically,
weights are presented as if all locked vertex groups were
deleted, and the remaining deform groups normalized.

The new feature is intended for use when balancing weights within
a group of bones while all others are locked. Enabling the option
presents weight as if the locked bones didn't exist, and their
weight was proportionally redistributed to the editable bones.

Conversely, the Multi-Paint feature allows balancing a group of
bones as a whole against all unselected bones, while ignoring
weight distribution within the selected group.

This mode also allows temporarily viewing non-normalized weights
as if they were normalized, without actually changing the values.

Differential Revision: https://developer.blender.org/D3837
2020-03-18 11:55:44 +03:00
Julian Eisel dc2df8307f VR: Initial Virtual Reality support - Milestone 1, Scene Inspection
NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.

Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.

To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.

- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.

Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.

---------------

This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)

Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
  regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
  based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
  context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
  to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.

For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.

---------------

A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
  have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
  first bigger application to adopt OpenXR. Congratulations to them and
  ourselves :)

This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report

Differential Revisions: D6193, D7098

Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 21:42:44 +01:00
Aaron Carlisle 3af51cacbf Online Manual Reference: Update 2020-03-17 16:28:58 -04:00
Antonio Vazquez f1eb86c458 GPencil: Rename old color operators to material
The color was used in old version when palettes were used, but now all are materials
2020-03-17 18:29:34 +01:00
Bastien Montagne b852db57ba Add experimental global undo speedup.
The feature is hidden behind an experimental option, you'll have to
enable it in the preferences to try it.

This feature is not yet considered fully stable, crashes may happen, as
well as .blend file corruptions (very unlikely, but still possible).

In a nutshell, the ideas behind this code are to:
* Detect unchanged IDs across an undo step.
* Reuse as much as possible existing IDs memory, even when its content
  did change.
* Re-use existing depsgraphs instead of building new ones from scratch.
* Store accumulated recalc flags, to avoid needless re-compute of things
  that did not change, when the ID itself is detected as modified.

See T60695 and D6580 for more technical details.
2020-03-17 15:02:05 +01:00
Sebastián Barschkis 20d7c04305 Fluid: Re-dded Empty Space option in the UI
This option existed already and was just hidden in the UI. With the new fluids system though, it will only be used for rendering - and not to optimize the cache.
2020-03-17 11:57:04 +01:00
Campbell Barton 47af235ba9 Revert "UI: Add 7 new community themes"
This reverts commit d89e5fcaef.

This was meant to be committed to the add-ons repo.
2020-03-17 10:41:40 +11:00
William Reynish d89e5fcaef UI: Add 7 new community themes
This commit adds 7 themes submitted by the community on Devtalk. These themes both serve specific purposes, provide a greater variety in look & feel, and serve as welcoming homes for users coming on board from other packages. This is the initial commit, but these themes can be continuously updated over time to fix issues and keep them up to date with changes.

Thanks to all contributors, and in particular the makes of the picked themes: Pierre Schiller, Edward Agwi, Vojtěch Lacina, Michail Soluyanov, Jason van Gumster, Mr Wax Police & Jonathan Lampel.

An overview is here: https://developer.blender.org/T74360
2020-03-16 14:25:47 +01:00
Harley Acheson a210b8297f UI: Larger Alert Icons
Adding a set of larger icons for use in informational dialogs.

Differential Revision: https://developer.blender.org/D6859

Reviewed by Campbell Barton
2020-03-14 11:05:09 -07:00
William Reynish b7160f2f0a IC keymap: Fixes for GP
- Remove Shift for drawing poly-lines, just as in the default keymap
  - Use consistent hotkeys for size and strength radial controls
  - Fix some bugs/missing items from the GP merge
2020-03-14 14:00:28 +01:00
Antonio Vazquez 94bad2f30d GPencil: Fix missing context wheel color in Tint tool 2020-03-14 11:58:22 +01:00
Antonio Vazquez b8211a4d7c GPencil: Add Select Vertex Color to menu
This option was missing
2020-03-14 10:45:23 +01:00
Antonio Vazquez d50d410a70 GPencil: Rename operator color_select to select_material
The old name was related to the old palettes.
2020-03-14 10:30:59 +01:00
Campbell Barton 4b38eac4da CMake: use spaces instead of tabs for icon updating script 2020-03-14 15:39:59 +11:00
William Reynish acab745078 UI: Toolbar icons
- Add icons for Sculpt Cloth, Clay Thumb and Draw Face Sets, as well as GP Tint, Replace and Transform Fill tools
  - Tweak icons for Sculpt Rotate, Pinch, Multiplane Scrape, Inflate, Blob, Draw Sharp, based on feedback on Devtalk
2020-03-14 01:31:28 +01:00
Antonio Vazquez be76a37c91 GPencil: Fix UI typo 2020-03-13 15:50:26 +01:00
Antonio Vazquez 48e0af52e6 GPencil: Fix typo error 2020-03-13 13:08:45 +01:00
Antonio Vazquez de9c7bae7b GPencil: Join Tint and Vertex Color modifier
Both are doing almost the same and can be merged. This reduce complexity for user and less code to maintain.

Reviewed By: mendio, pepeland, fclem

Differential Revision: https://developer.blender.org/D7134
2020-03-13 10:28:59 +01:00
Antonio Vazquez 2050baa139 GPencil: Move Vertex Paint mode to topbar
It's more easy to find in the topbar
2020-03-12 20:29:04 +01:00