Commit Graph

127085 Commits

Author SHA1 Message Date
Campbell Barton b903ce04d8 AUTHORS: add new developers 2023-08-19 14:58:05 +10:00
Campbell Barton ccdaba69a5 Tools: improve progress output for credits & author generation
Show a percentage output as the numbers weren't especially meaningful.

Also use default arguments for credits generator so no arguments
are required to generate all-time credits.
2023-08-19 14:51:38 +10:00
Campbell Barton d78189e406 Tools: set the renameLimit for git_log to avoid warnings
Generating credits/authors would print warnings from commits
that renamed many files, increase the diff.renameLimit to account for
this and suppress the warning.
2023-08-19 14:51:38 +10:00
Harley Acheson 1ce9c2b1f8 Fix #111086: Ignore Scroller Zones in Invisible Regions
If a region is hidden then there is no reason to detect or
consider its (also hidden) scroller action zones.

Pull Request: https://projects.blender.org/blender/blender/pulls/111126
2023-08-18 21:31:35 +02:00
Ray Molenkamp e2af12d368 Cleanup: Update copyright to the new format
Had put my name here since the choice was between the foundation
and me personally, with the blender authors file now being in
place this can be cleaned up.
2023-08-18 11:58:37 -06:00
Harley Acheson 9e71b84f1d UI: Error Logging for Some Screen Operations
WM_report on the unlikely event when an area (smaller than minimums) is
within the combined operation bounds (close or join) and interferes.

Pull Request: https://projects.blender.org/blender/blender/pulls/111280
2023-08-18 19:53:18 +02:00
Ray Molenkamp d5e50460e7 CMake/MSVC: Use /debug:fastlink for debug builds
This changes the default linker options for debug builds to use
fastlinking, this causes the PDB only to be usable on the machine
it is being created on, however since debug builds cannot be
distributed to end users (wont run due to missing debug CRT on
their system) this isn't a problem.

This halves the time required for an incremental link on my system
from 7->3.5 seconds
2023-08-18 10:47:47 -06:00
Ray Molenkamp 0df3aedfa8 CMake/MSVC: Only generate/install stripped PDB for release builds
This renames the WITH_WINDOWS_PDB and WITH_WINDOWS_STRIPPED_PDB cmake
options to WITH_WINDOWS_RELEASE_PDB WITH_WINDOWS_RELEASE_STRIPPED_PDB

The Stripped PDB isn't cost free to generate, and is only needed for
builds that are distributed to end users. There is no benefit in making
one for a debug build as the debugger locally will prefer to use the
bigger un-stripped PDB anyhow.

This also stops the copy/install of the PDB for anything but a release
build, this file is about 1.6G for a debug build, and there is really
no need to do this for local development, as the debugger will find/use
the PDB from its original location.

This brings down the time needed for an incremental link on a debug
build by about 30% (10->7 seconds on my local system)
2023-08-18 10:20:36 -06:00
Bastien Montagne 99e78f1c7a Cleanup: Move Object' FluidModifier internal data handling from 'lib_link' into 'read_data' code.
The only acceptable case to handle internal data in 'lib_link' code is
when it depends on other IDs info. Otherwise, it should be done in
'read_data' code (and versioning if relevant).
2023-08-18 17:31:06 +02:00
Christoph Lendenfeld 0c26d4cc3e Fix: Number input on slider
When using a slider it is possible to enter numbers for an exact value
However that input was capped between 0 and 1,
which is no longer correct since the range can be arbitrary.

Additionally it was divided by 100 because the slider
operator system assumed we'd be working with percentages.

This fixes both of these issues.

Pull Request: https://projects.blender.org/blender/blender/pulls/111269
2023-08-18 17:29:41 +02:00
Rawalanche eb57163fdf UI: Add panel for Node Editor in Preferences
Move Node Editor preferences in the Editing section from `Miscellaneous`
panel into their own `Node Editor` panel.

Pull Request: https://projects.blender.org/blender/blender/pulls/111261
2023-08-18 15:54:47 +02:00
Weizhen Huang 8367167626 Render: default roughness distribution to Multiscatter GGX
for glass, glossy and principled BSDF. It is more energy-preserving than
GGX, and with the albedo scaling instead of random walk (888bdc1419) the
render time stays reasonable.

Task: #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/111267
2023-08-18 15:51:30 +02:00
Weizhen Huang 639223d92f Fix Cycles hair orientation test failing on Linux/Windows
Increase samples per pixel

Pull Request: https://projects.blender.org/blender/blender/pulls/111262
2023-08-18 15:33:41 +02:00
Pablo Vazquez 26dcc961f5 Markers: Use double-click to rename
For speed and consistency with other areas in Blender like Outliner,
UILists, animation channels, etc.

This is additionally to F2 (Enter in Industry Compatible keymap),
that shortcut is still valid.

Pull Request: https://projects.blender.org/blender/blender/pulls/111264
2023-08-18 15:23:20 +02:00
Falk David 24082ceecc Cleanup: GPv3: Constructors and destructors
The `TreeNode`, `Layer` and `LayerGroup` constructors and destructors
had some inconsistencies. Now the code is a bit more clean and shared.
2023-08-18 15:06:18 +02:00
Bastien Montagne f954329376 Cleanup: Move FCurve's internal data hanlding from 'lib_lkink' to 'read_data' code.
Deciding to forcefully set an ID pointer to null is not ID lib_linking
process, but internal data management.
2023-08-18 14:58:44 +02:00
Bastien Montagne 77eb7898e9 Cleanup: Comment in liboverride hierarchy handling code. 2023-08-18 14:23:41 +02:00
Bastien Montagne dfb002bac6 Cleanup: Move Workspace's internal data handling from 'lib_link' to 'read_data' code.
Decision to clear the pinned scene ID in case of linked data _is_
internal data handling, and not related to updating relationships to
other IDs.
2023-08-18 14:23:18 +02:00
RedMser baeeff9a84 Fix: crash in liboverride hierarchy ensure
Add null checks to logging and fix typo in if-check.

Pull Request: https://projects.blender.org/blender/blender/pulls/111055
2023-08-18 14:20:34 +02:00
Weizhen Huang c40e3dd142 Workaround failing hair test on Linux/Windows
temporarily disable the test before proper fix
2023-08-18 14:14:07 +02:00
Weizhen Huang 6f8011edf7 Cycles: new Principled Hair BSDF variant with elliptical cross-section support
Implements the paper [A Microfacet-based Hair Scattering
Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by
Weizhen Huang, Matthias B. Hullin and Johannes Hanika.

### Features:
- This is a far-field model, as opposed to the previous near-field
Principled Hair BSDF model. The hair is expected to be less noisy, but
lower roughness values takes longer to render due to numerical
integration along the hair width. The hair also appears to be flat when
viewed up-close.
- The longitudinal width of the scattering lobe differs along the
azimuth, providing a higher contrast compared to the evenly spread
scattering in the near-field Principled Hair BSDF model. For a more
detailed comparison, please refer to the original paper.
- Supports elliptical cross-sections, adding more realism as human hairs
are usually elliptical. The orientation of the cross-section is aligned
with the curve normal, which can be adjusted using geometry nodes.
Default is minimal twist. During sampling, light rays that hit outside
the hair width will continue propogating as if the material is
transparent.
- There is non-physical modulation factors for the first three
lobes (Reflection, Transmission, Secondary Reflection).

### Missing:
- A good default for cross-section orientation. There was an
attempt (9039f76928) to default the orientation to align with the curve
normal in the mathematical sense, but the stability (when animated) is
unclear and it would be a hassle to generalise to all curve types. After
the model is in main, we could experiment with the geometry nodes team
to see what works the best as a default.

Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/105600
2023-08-18 12:46:13 +02:00
Falk David d06a6105a7 Fix: GPv3: `TreeNode::is_locked()` function
The function returned `true` for the root node, which it shouldn't.
2023-08-18 12:44:11 +02:00
Falk David 725f1dbf2d Revert: GPv3: DNA rename of `name`
Partially reverts b14a0ee57e.

Instead of renaming the DNA field, use namespaces in C++ to resolve
name collisions (which is the reason this change was done
in the first place).
2023-08-18 12:44:11 +02:00
Hannes Loeschke eda58d6419 Fix #110635: VSE: strip color multiplication affecting alpha channel
Factor of Color>Multiply should not have an effect on the alpha channel.
Alpha values can be adjusted separately by the factor associated to blend mode.
Factors below 1.0 reducing alpha would reduce color twice, while factors
above 1.0 would be clamped to 1.0.

- Removed ops on alpha channel in multiBuf()
- Removed adjustement of ibuf-planes since alpha channel is no longer
  modified

Pull Request: https://projects.blender.org/blender/blender/pulls/110984
2023-08-18 12:36:03 +02:00
Bastien Montagne 591c778b33 Fix (unreported) memleak in Particle lib_link code.
The potential data already read in `instance_weights` listbase needs to
be freed, instead of just clearing the listbase.

Also move some (very old!) versioning code out of Particle's 'lib_link'
code into proper versioning code.
2023-08-18 11:22:50 +02:00
Omar Emara 726ba534fc Realtime Compositor: Support realization of transformations
This patch adds support for the realization of transformations of
operation inputs in the Realtime Compositor. Input socket declarations
can now include a preference to what sort of realization needs to
happen.

All inputs specify realization on the operation domain by default
because that is needed for the correct operation of most operations.

Nodes may choose not to be realized on the operation domain, like the
MapUV, Plane Deform, and Bokeh Blur nodes; that's because their inputs
are treated as transform-less image objects.

Nodes may chose to realize their rotation or scale, like operations that
are not rotation or scale invariant and thus need images of identity
transformations. No nodes are declared as such so far, as this is still
being considered by developers and test builds be published for testing.

This patch coincidentally also fixes #102252 by declaring the Bokeh input
of the Bokeh Blur node to need realization of rotation. Which is the only
functional change of the patch.

Fixes #102252.

Pull Request: https://projects.blender.org/blender/blender/pulls/111179
2023-08-18 10:00:16 +02:00
Christoph Lendenfeld e42c70fd31 Fix #110053: Crash on linked animation data with drivers
When copying (CTRL+L->Animation Data) a driver between two objects
that are linked with library overrides, `AnimData` was not created.
This did crash Blender when it tried to use the `nullptr`

The reason it crashed is because the function
`DEG_id_tag_update()`
was never called.

Fix it by restructuring the code so the function gets called

Pull Request: https://projects.blender.org/blender/blender/pulls/110795
2023-08-18 09:17:55 +02:00
Jeroen Bakker 82c1b9f684 Vulkan: Remove Unneeded Workaround for Shader Interfaces
All shaders have been patched and an error will be generated when using
incompatible shaders, no need to have workaround in the code anymore.
2023-08-18 08:57:37 +02:00
Jeroen Bakker 8477f62ba1 Vulkan: Detect Vulkan Incompatibility When Running OpenGL/MTL
Now that all shaders have been converted to be Vulkan Compatible it is
safe to test for incompatibility when running in OpenGL or MTL.

This detection is only done when blender is compiled in debug mode.
2023-08-18 08:48:22 +02:00
Campbell Barton accc80c73b CMake: blender_lite no longer caches values for other platforms 2023-08-18 15:28:01 +10:00
Campbell Barton 0fb4c107db Makefile: remove "make authors"
Since adding authors involves checking if their contribution requested
exclusion from the AUTHORS list, this isn't an action that should be
run and committed without some manual checking.

Since the script works without arguments and isn't an action most
developers should be running & committing, having a convenience entry
isn't especially useful.
2023-08-18 09:26:02 +10:00
Campbell Barton dbe0f0cfe0 Gitea: add note that developers must opt-out of inclusion in AUTHORS 2023-08-18 09:23:43 +10:00
Campbell Barton 74b4bb7c4c Doc: correct code-comment 2023-08-18 09:16:25 +10:00
Campbell Barton bc1ffdce5b Cleanup: spelling in comments 2023-08-18 08:56:12 +10:00
Campbell Barton bf35eb9cbc Cleanup: format 2023-08-18 08:38:02 +10:00
Almaz-Shinbay 28f4bb2007 Outliner: Port modifier elements to new tree-element code design
No user visible changes expected.

Part of #96713, continuation of work started in 249e4df110 and 2e221de4ce.
Refer to these for a motivation and design overview.

Adds new classes for modifier elements.

Pull Request: https://projects.blender.org/blender/blender/pulls/111114
2023-08-17 23:24:16 +02:00
Harley Acheson d308f35896 UI: Make View3D Header Overlapped
Allow the View3D Header region to become transparent if "Region
Overlap" is enabled AND the Alpha of the Header's theme color is less
than 255. Basically its RGN_TYPE_HEADER and RGN_TYPE_TOOL_HEADER will
behave and look the same.

Pull Request: https://projects.blender.org/blender/blender/pulls/111194
2023-08-17 22:57:11 +02:00
Michael Kowalski 6f4cb9bc56 USD: Skeleton and blend shape import
Added support for UsdSkel animation import.

This addresses #110076.

Added USDSkeletonReader class which imports UsdSkelSkeleton primitives
as armatures.

Extended USDMeshReader to import UsdSkelBlendShape as shape keys.

Extended USDMeshReader to import USD skinning data as as deform groups
and an armature modifier on the mesh object.

Added USDMeshReader::get_local_usd_xform() to override the transform
computation to account for the binding transformation for skinned meshes.

Pull Request: https://projects.blender.org/blender/blender/pulls/110912
2023-08-17 20:11:51 +02:00
Bastien Montagne 1b25849ea6 Fix (unreported) missing handling of plane tracks' image ID pointer in MovieClip foreach_id code. 2023-08-17 19:58:07 +02:00
Bastien Montagne 75eb7ace73 Cleanup: move internal data handling from Mesh 'lib_link' to 'read_data' code.
No behavioral change expected from this commit.
2023-08-17 19:45:09 +02:00
Bastien Montagne 7d6e47a2b0 Fix (unreported) missing handling of Maks' spline parent ID pointer in foreach_id code. 2023-08-17 19:26:01 +02:00
Bastien Montagne 3822d8e3fc Fix (unreported) LineStyle foreach_id callback skipping some NULL ID pointers.
Not sure how bad that was in practice, was likely harmless. But
foreach_id logic should never decide to not process an ID pointer
because its value is NULL. Callback code is expected to handle NULL
pointers appropriately.
2023-08-17 19:19:05 +02:00
Bastien Montagne a083e1cd0f Cleanup: Remove unused `image` Image pointer from LigthPrope data.
This pointer was fully unused, no point in keeping it around.
2023-08-17 18:57:54 +02:00
Bastien Montagne 3e0c95d1fc Cleanup: Remove unused `parallax_ob` Object pointer from LigthPrope data.
This pointer was fully unused, not even by 'bare metal' ID management
code (like foreach_id or lib_link areas). No point in keeping it around.
2023-08-17 18:45:19 +02:00
georgiy.m.markelov@gmail.com 37269c78d2 Hydra: saving changed to unpacking for packed images
For Hydra renderers to access packed images they need to be written to
disk. Previously it would save the image, but unpacking is much faster.

Ref: #110765

Pull Request: https://projects.blender.org/blender/blender/pulls/110933
2023-08-17 18:09:51 +02:00
Falk David 0bc755face Fix #109403: GP doesn't render selection outline
The issue was that there was a change in the shader that expected
a specific flag to be set. The current grease pencil code did not
set these flags.

This fix separates the old and new shader code so that
the old way of rendering the strokes remains untouched.

Pull Request: https://projects.blender.org/blender/blender/pulls/111227
2023-08-17 18:09:04 +02:00
Clément Foucault 672d25b02d EEVEE-Next: Shadow Rendering Refactor
Split shadow rendering per LOD per tilemap and improve
fragment shader invocation rate by using multi-viewport.

Also changes the layout of the atlas to be 4 x 4 x Layers.
This allow to grow the atlas while keeping the content
and page indirection correct, but this isn't implemented
in this patch.

# First attempt

Shadow rendering using atomic proved to be less than ideal
and performance were not quite to an acceptable level.

The previous method had issue with atomic contention when
a lot of triangle would overlap and too many fragment shader
invocations with quite complex indirection rules and biases
which made the technique costly.

The new implementation leverage multi viewport and
layered rendeing to effectively replace the need for atomic
and render directly to the shadow atlas. Using the well
supported extension these are free on modern hardware and
do not need a geometry shader.

One view per tile is needed since we use the viewport index
and the layer index as a way to index a specific tile in the
array.

# Geometric Complexity Problem

The counterpart of this is that we need to draw one geometry
instance per tile which is 32x32 time more instances (at most)
than with the previous method.

This means that we will have to find a way to mitigate this
geometry cost by either reducing the number of tiles per
tilemaps (in other words, making the system less memory efficient)
or splitting complex objects' geometry into smaller, more
cull friendly chunks (for example, like the sculpt PBVH nodes).
The later seems to be a longer term solution as it requires
way too much engineering time we have right now.

# Update Lag Problem

This also mean we can only update up to 64 tile per redraw
which is not enough even in the most basic cases. This leads
to missing or over shadowing when a light updates until there
is no updates and the shadow rendering can catch up.

One possible solution is to update a lower LODs first waiting
until there is no update to render. This would allow no artifact
during the transforms (unless there is too many light updates
even for lowest LOD, but that was an issue also for the
previous implementation). This could also help with the
geometric complexity.

# Solution

In the end, we decided to have one view per lod. This limits
the complexity of the fragment shader (improve speed),
reduces the number of views per tilemap (fix update lag),
and reduces the number of instances.
This also mean we cannot render directly to the atlas anymore
and reverted to the atomic solution. Using the smallest
possible viewport, we assure that there isn't that much fragment
shader invocations which was one of the bottleneck. And also
reduces the amount of geometry instances that pass the
clipping test.

Pull Request: https://projects.blender.org/blender/blender/pulls/110979
2023-08-17 17:35:19 +02:00
Sergey Sharybin 3a3390fcdd Cleanup: Strict compiler warning
Pull Request: https://projects.blender.org/blender/blender/pulls/111233
2023-08-17 17:22:08 +02:00
Omar Emara 9ef2310e5f Realtime Compositor: Implement Anisotropic Kuwahara
This patch implements the Anisotropic Kuwahara filter for the Realtime
compositor and replaces the existing CPU implementation with a new one to be
compatible with the GPU implementation. The implementation is based on three
papers on Anisotropic Kuwahara filtering, presented and detailed in the code.

The new implementation exposes two extra parameters that control the sharpness
and directionality of the output, giving more artistic freedom.

While the implementation is different from the existing CPU implementation, it
is a higher quality one that is also faster and conforms better to the methods
described in the papers.

Examples can be seen in the pull request description.

Pull Request: https://projects.blender.org/blender/blender/pulls/110786
2023-08-17 16:58:36 +02:00
Bastien Montagne eb582b9441 Cleanup: move internal data handling from ScreenArea 'lib_link' to 'read_data' code.
No behavioral change expected from this commit.
2023-08-17 16:33:47 +02:00