Commit Graph

29254 Commits

Author SHA1 Message Date
Omar Emara
9a2c7f334b Compositor: Clarify Alpha Over input names
This patch renames the input of the Alpha Over node to use Background
and Foreground instead of just Image.

Pull Request: https://projects.blender.org/blender/blender/pulls/146352
2025-09-23 18:08:06 +02:00
Bastien Montagne
f7c01e8076 Fix (unreported) Invalid clearing handling in IDP_ResizeIDPArray.
This function would only call `IDP_FreePropertyContent` on the items it
is releasing from its buffer, when reducing the length of the array.

However, it needs to call `IDP_ClearProperty` instead, otherwise some
invalid 'dirty' data is kept in the released properties, e.g. the `len`
value for groups or arrays.

Not sure how this never bit us before, but the recent asserts added by
6cb2226f13 did trigger in that case, once the code was re-using these
released IDProps.

Pull Request: https://projects.blender.org/blender/blender/pulls/146326
2025-09-23 12:10:28 +02:00
Jesse Yurkovich
12cdfb5856 Image: Log errors during image write when using OpenImageIO
Before this change, any accumulated errors from OpenImageIO would be
lost and a nonsensical use of `errno` would be used instead.

An example of the new error log:
```
00:23.188  image.write      | ERROR OpenImageIO write failed: sgi image resolution may not exceed 65535x65535, you asked for 65536x1
```

Pull Request: https://projects.blender.org/blender/blender/pulls/146554
2025-09-22 20:26:55 +02:00
Brecht Van Lommel
f8e03daf37 Fix: Generated image checkboard colors too saturated with working space
Convert from Rec.709 to scene linear when generating these, to
match results in the default working space.

Pull Request: https://projects.blender.org/blender/blender/pulls/146603
2025-09-22 19:06:32 +02:00
Jacques Lucke
5ffc5df4f6 Geometry Nodes: support viewing non-geometry data with viewer node
As discussed in the last geometry nodes workshop, the viewer node now
needs the flexibility to handle new features: bundles, closures, and
lists. This PR takes the opportunity to add support for an arbitrary
number of items. Values are displayed directly in the node are all
displayed in the spreadsheet, where a new tree view allows selecting
which data to view, including nested bundles. Lists, single values,
bundle items, and closure signatures are all visualized in the spreadsheet.

We also prioritize the existing viewer behavior that views a geometry
together with a field, so various special cases are added in the viewer
activation to handle this.

Bundle hierarchies are displayed in the new tree view in the spreadsheet
sidebar. The spreadsheet itself just displays bundle identifiers, types,
and the contained values. Design wise, there might be more integrated
ways to present that hierarchy, but doing it in the tree view is a very
simple starting place.

Interactively added viewer node inputs are now removed automatically
if the link is removed. There is a new "Auto Remove" flag for each input
controlling this behavior. It can't be enabled for all inputs all the time
because then one couldn't e.g. setup the viewer node properly using
a script (which might add a few inputs first and then creates links).
Also when viewer items are added with the plus icon in the sidebar,
they are not automatically removed immediately.

https://code.blender.org/2025/07/geometry-nodes-workshop-july-2025/#view-any-data

Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/144050
2025-09-22 18:08:45 +02:00
Bastien Montagne
849aba1ccf Core: Make ID::runtime an allocated pointer.
Will avoid having to reshuffle all ID types' DNA alignement when
modifying runtime data, avoid writing garbage data in blendfile, allow
usage of non-trivial C++ data in that runtime struct, etc.

NOTE: Trigger for this refactor was this commit in the upcoming packed
data PR (!133801):
https://projects.blender.org/blender/blender/commit/34a2ad81fbdcf7f

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/146046
2025-09-22 18:02:32 +02:00
Brecht Van Lommel
fdc9412b9d Fix: Appending a workspace appends scene data along with it
This probably got broken when expanding was changed to use foreach ID. In the
old code the screen was not part of expanding.

Also adds the appropriate flags for workspace pinned and sequencer scenes.
This was causing issues in particular with the new video editing template, where
appending a workspace would append the Edit scene.

Fix #146156

Pull Request: https://projects.blender.org/blender/blender/pulls/146164
2025-09-22 17:40:38 +02:00
Bastien Montagne
a6d2b21f3e Refactor: Minor changes to 'non-allocated' ID copying and related Depsgraph code.
Mainly:
- Move 're-used' ID reset from `BKE_id_copy_in_lib` to lower-level
  `BKE_libblock_copy_in_lib`.
- Remove call to `deg_tag_eval_copy_id` in `IDNode::init_copy_on_write`,
  as this is already done in `deg_expand_eval_copy_datablock` for all
  CoW IDs anyway (both re-used and newly allocated ones).

This is extracted from !146046 'making ID::runtime an allocated struct'.

Pull Request: https://projects.blender.org/blender/blender/pulls/146593
2025-09-22 16:40:38 +02:00
Brecht Van Lommel
bb57ab3598 Fix #146448: Object copy/paste has wrong colors with working space
Write proper colorspace information into copy buffer blend files.

Pull Request: https://projects.blender.org/blender/blender/pulls/146450
2025-09-22 13:17:49 +02:00
Philipp Oeser
e2c3bfde4f Fix #146535: 3d Text selection is broken
Typo in 6d92bf00a6

Pull Request: https://projects.blender.org/blender/blender/pulls/146561
2025-09-22 11:50:19 +02:00
Hans Goudey
ef08810493 Cleanup: Remove unused data transfer argument
Pull Request: https://projects.blender.org/blender/blender/pulls/146544
2025-09-21 22:13:13 +02:00
Hans Goudey
113d91aba8 Mesh: Restructure join operator for simplicity, speed, consistency
Previously the joining code put the final data into temporary mesh
data, which meant more complexity because it couldn't use the slightly
higher level APIs more commonly used for transferring data.

The process can be simplified by just merging into the active mesh
directly (though some care must be taken when that is used by
multiple selected objects).

This process avoids iterating over attribute data twice, by processing
values at the same time as copying them. Also some of the inner hot
loops are parallelized. There is more opportunity for trivial multi-
threading in the future.

Mismatched attribute types and domains will now choose the higher
complexity type and domain, which should help avoid information loss.

There was a bug with the existing face set processing which would
modify the source meshes. That is now fixed.
2025-09-21 19:11:19 +02:00
Brecht Van Lommel
c2e5622d50 Revert "Shaders: Remove old Preetham and Hosek sky texture models"
These are causing quite a big difference in existing files, which is not
easy to address in versioning. Since the goal of removing this was to
simplify things for us and that's not the case, just revert this change.

This reverts commit ab21755aaf.

Ref #139923

Pull Request: https://projects.blender.org/blender/blender/pulls/146336
2025-09-20 16:52:23 +02:00
Campbell Barton
4a6268e092 Cleanup: various non functional changes for C++ 2025-09-20 16:28:02 +10:00
Nick Alberelli
439fe8a1a0 PyAPI: support logging for Context.temp_override
Adds comprehensive logging system for temp_override context manager to
help developers debug "context is incorrect" operator poll failures.
The logging tracks all context member access during temp_override
sessions and provides detailed summaries to identify context
availability issues.

Features:
- Command-line logging: `./blender --log-level trace --log "context" `
- Python programmatic control: `temp_override_handle.logging_set(True)`
- C-level API: CTX_temp_override_logging_set/get() functions
- Tracks individual member access
- Uses CLOG logging infrastructure

The logging helps identify which context members are accessed during
temp_override sessions and whether they return valid data, making it
easier to debug operator poll functions that fail with context errors.

Ref !144810
2025-09-19 06:48:07 +00:00
Campbell Barton
c2766d2058 Cleanup: use a typed enum for context data type
Ensure all types are handled in switch statements (see !144810).
2025-09-19 08:21:30 +10:00
Brecht Van Lommel
6bef804d17 Fix: Save as Render does not work for some OCIO configs
There was an incorrect assumption that the display colorspace of a
view + display transform uniquely identifies it. But with modern OCIO
configs there is no longer a unique display colorspace per view.

The same wrong assumption was made in the code that refreshes the image
editor after save, and that was fixed as well.

Ref #145519

Pull Request: https://projects.blender.org/blender/blender/pulls/146449
2025-09-18 19:39:29 +02:00
T0MIS0N
416b9990c8 Fix: Artifacting in experimental texture paint on non-manifold meshes
When texture painting a non-manifold mesh, various artifacts are created
on the image texture.

To add seams to the edges of non-manifold UV islands, the texture
painting system reads and writes pixels near the edge of the UV islands.

The offset calculations used to find pixel positions for reading and
writing were not accounting for color channels (RGBA) in the pixel data.
Because of this, the reading function corrupted the color data for the
seams, and the writing function caused the seams to be scaled down and
repeated.

Pull Request: https://projects.blender.org/blender/blender/pulls/146110
2025-09-16 10:05:24 +02:00
Campbell Barton
2e85163d10 Cleanup: use std::trunc(..) 2025-09-16 16:44:14 +10:00
Jesse Yurkovich
d26a79b144 Core: Reduce cost of DupliObject random_id generation
Each dupli is given a PersistentId which is 8 integers, 1 for each level
of recursive duplication that Blender supports. When an instance belongs
to fewer than 8 levels, the id is padded with sentinel values for the
remaining levels. For example, a 2 level dupli may have a persistent id
like:`[7, 4, INT_MAX, INT_MAX, INT_MAX, INT_MAX, INT_MAX, INT_MAX]`

When calculating the instance's `random_id` we were considering all 8
values of the Persistent Id which is unnecessary and wasteful. Now we
only use the minimal values necessary. This does mean that the Object
Info: Random material socket changes values from prior versions however.

This improves the performance of the viewport in some instancing
scenes by roughly 4-6%.

Co-authored-by: Bastien Montagne <mont29@noreply.localhost>
Pull Request: https://projects.blender.org/blender/blender/pulls/145150
2025-09-16 02:15:43 +02:00
Pablo Vazquez
ae7f3a0d18 Fix #146284: Missing Navigation Bar in Preferences
Follow up to !146169

- Add versioning so the new sidebar shows up in old files.
- Remove the hidden flag so it shows up in new Preferences editors.
- Add "Sidebar" toggle to the View menu, and expose region toggle.

Pull Request: https://projects.blender.org/blender/blender/pulls/146321
2025-09-15 18:11:37 +02:00
Omar Emara
e9638b4a0a Compositor: Turn Double Edge Mask node menus into inputs
This patch turns the double edge mask node menus into two boolean
inputs.

Pull Request: https://projects.blender.org/blender/blender/pulls/146304
2025-09-15 13:45:34 +02:00
Omar Emara
3b1faf7594 Compositor: Turn menu options to sockets for pixel nodes
This patch turns node Menu options into menu inputs for Pixel nodes.

Pull Request: https://projects.blender.org/blender/blender/pulls/145596
2025-09-15 12:47:06 +02:00
Bastien Montagne
678be7a703 Fix #146077: Pointers to Duplicated Scenes in Duplicated IDs are not updated.
The new duplicate copy of the scene itself was not properly set-up to
allow the usages of its source to be remapped to the new copy.

Pull Request: https://projects.blender.org/blender/blender/pulls/146177
2025-09-15 10:30:38 +02:00
Habib Gahbiche
1b4daf9d2e Nodes: remove "Use Nodes" in Shader Editor for Object Materials
"Use Nodes" was removed in the compositor to simplify the compositing
workflow. This introduced a slight inconsistency with the Shader Node
Editor.

This PR removes "Use Nodes" for object materials.

For Line Style, no changes are planned (not sure how to preserve
compatibility yet).
This simplifies the state of objects; either they have a material or
they don't.

Backward compatibility:
- If Use Nodes is turned Off, new nodes are added to the node tree to
simulate the same material:
- DNA: Only `use_nodes` is marked deprecated
- Python API:
  - `material.use_nodes` is marked deprecated and will be removed in
6.0. Reading it always returns `True` and setting it has no effect.
  - `material.diffuse_color`, `material.specular` etc.. Are not used by
EEVEE anymore but are kept because they are used by Workbench.

Forward compatibility:
Always enable 'Use Nodes' when writing blend files.

Known Issues:
Some UI tests are failing on macOS

Pull Request: https://projects.blender.org/blender/blender/pulls/141278
2025-09-14 17:53:54 +02:00
Campbell Barton
62d791c8d6 Cleanup: only use "r_" prefix for return arguments 2025-09-14 23:03:01 +10:00
Campbell Barton
d1b76b6554 Cleanup: only use "r_" prefix for return arguments
Ref !146253
2025-09-14 11:08:50 +00:00
Sean Kim
1104c69a0e Fix #146153: Sculpt tools do not work after duplicating scene
Introduced with 7f3aa617ce

The `PaintMode` is needed when activating the default tool. There were
two things that caused this field on the `PaintRuntime` to be in an
invalid state on duplication:

* The original values for `PaintRuntime` were not copied to the new
  instance.
* When copying `ToolSettings`, the incorrect old value of `Paint` was
  passed to `BKE_paint_copy`, leading to the inability to copy the right
  data.

Pull Request: https://projects.blender.org/blender/blender/pulls/146199
2025-09-14 09:37:48 +02:00
Campbell Barton
e6c0a204f6 Cleanup: use of doxygen params in doc-strings 2025-09-14 15:15:33 +10:00
Jesse Yurkovich
fde6625d8d Cleanup: Reduce size of DupliObject data
Shrink from 216 bytes to 208 by reordering the `random_id` field. Saves
32kb for every 4096 block of duplis in the DupliList container.

Pull Request: https://projects.blender.org/blender/blender/pulls/145149
2025-09-12 21:56:38 +02:00
Nika Kutsniashvili
250384dd57 UI: Theme: Scrubbing/Markers shared region
Continues and depends on #145609, part of #140360 project.

Previously, all 5 animation/video editors had different properties
for Scrubbing/Markers region. This PR adds new Region panel for it,
so that all editors can share one color.

Text color in this region was coming from regular editor text color.
To differentiate between editors (as is the pattern already with other editors),
and allow more modular themeability of regions, new Text color is added
for that region as well.

Video in PR

Pull Request: https://projects.blender.org/blender/blender/pulls/146113
2025-09-12 16:25:56 +02:00
Jacques Lucke
ad27211b77 Refactor: Geometry Nodes: use faster IDProperty group lookup instead of custom VectorSet
Geometry Nodes used a `PropertiesVectorSet` in some places to allow
constant-time `IDProperty` access by name in a group. This used to be a
bottleneck in node groups with hundreds of inputs. Now this separate hash table
is not necessary anymore, because it's `IDProperty` groups now support this
directly since 6cb2226f13.

This also adds a `IDP_GetPropertyFromGroup_null` utility function to be able to
do this refactor more safely. Null pointers were allowed before.

Pull Request: https://projects.blender.org/blender/blender/pulls/146152
2025-09-12 15:43:14 +02:00
Nika Kutsniashvili
7f62d5d85e UI: Theme: Common colors for animation channels
Continuation of #140360

New common properties for Channel and Channel Selected,
used in animation editors.
Previously Dope Sheet, Graph Editor, NLA, and Movie Clip Editor
had separate properties for them.

Video and images inside the PR.

---

> [!important]

- Channels looked different in Dope Sheet and Graph Editor. In the former,
they were same color as the background, so only labels and icons were visible,
in the latter they had a darker color, so their outline was visible. We need to pick
which design we go for now that they're combined. I chose color from Graph
Editor for now, with alpha from Dope Sheet, since only that editor uses alpha.

---

There is a confusion with names of channel colors. In 4.5 there is:
- - "Channel" (singular, blue color) which refers to objects, actions,
and action slots that hold/combine channels.
- - "Channels" (plural, black color) which refers to individual channels.

This goes against how we name things. In theme, especially, we refer to object
colors as "Object", singular, not Objects, plular. Same goes for all elements except
this one, where individual elements are referred in plural.

To lessen the confusion, and also avoid unnecessary breaking changes in the
future (in case we want to rename blue things, which seems likely), in this PR
I swap those names. Main reason is that black color marks individual channels,
so it should be singular, and blue colors are combination of many channels,
so they should be plural. Otherwise even talking about them is awkward.

Note that renaming isn't a breaking change, because we already "broke" them
by moving them to common path from individual editors.

Pull Request: https://projects.blender.org/blender/blender/pulls/146091
2025-09-12 14:49:27 +02:00
Campbell Barton
1e2ed785f7 Cleanup: use assume attribute to quiet array bounds warning for GCC 15
Ref !146150
2025-09-12 22:03:35 +10:00
Nika Kutsniashvili
534b5f1f4f UI: Theme: Shared regions
Continuing recent attempts to combine theme settings
and reduce complexity. part of #140360
This PR adds new root panel in theme called "Regions" which for now
includes two subpanels:

# Asset Shelf
This is just moving asset shelf from root to regions, where
it's more appropriate and less noisy.
No functional changes. (alternative to #144267)

# Channels
Previously known as "Theme Space List", or "Source List",
but in user interface we refer this region as "Channels".
This region is shared by all animation/video editors, and each had
a separate panel for theme properties. Now they're combined, and all
editors follow settings defined in Regions -> Channels.

Additionally, "Source List Title" property, which was never used is removed.
Properties are also renamed to be more intuitive and shorter.

# Toolbar / Sidebar
Previously was registered separately on every single editor. This allowed
for some extra customization, but in 5.0 need for this is reduced very much,
because elements drawn in those regions (tabs & tools) are also generalized,
so it makes sense to want same background color for them as well.

> This replaces 46 properties with 5, reducing the total by 41.
> Videos in PR

Pull Request: https://projects.blender.org/blender/blender/pulls/145609
2025-09-12 13:22:50 +02:00
Bastien Montagne
8d985f38de Fix broken build.
Broken by 6cb2226f13, due to very recent refactor in 84511b8509...
2025-09-12 12:05:21 +02:00
Jacques Lucke
6cb2226f13 Refactor: IDProperty: accelerate looking up properties by name
Currently, `IDP_GetPropertyFromGroup` is a common bottleneck because it has to
iterate over all properties to find the one with the right name.

This patch adds a hash table to id property groups that finding properties by
name in O(1) instead of O(n). The main tricky aspect is to find all the places
where this needs to be created/updated/freed. I tried to find all places but if
I missed some place, it should be easy to fix.

Pull Request: https://projects.blender.org/blender/blender/pulls/140907
2025-09-12 11:34:38 +02:00
Campbell Barton
84511b8509 Core: add type checks to ID property accessors
Since moving the C++ ID property access macros cast "const" away,
replace with get/set accessors and add asserts that correct types
are used.
2025-09-12 06:29:42 +00:00
Campbell Barton
975f42b7b2 Cleanup: use doxygen comments to end groups 2025-09-12 10:19:56 +10:00
Sean Kim
a426e70bf6 Fix: Use new USER_DEVELOPER_TOOL_TEST macro where appropriate
Missed in fb91e576ca

Changes all of the non-sanitized, always available options to use the
new macro to match previous behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/146118
2025-09-12 01:42:52 +02:00
Christoph Lendenfeld
baafbd8e95 Anim: Remove PBONE_SELECTABLE macro
This patch replaces the `PBONE_SELECTABLE` macro with functions.
There is a slight functional change in that for pose bones: the visibility
is now correctly accounted for. Before this change it would always look
at the `Bone` visibility. This is no longer the correct way to
check for that since a43359eb88
moved that to the pose bone

Part of #138482

Pull Request: https://projects.blender.org/blender/blender/pulls/145974
2025-09-11 10:00:13 +02:00
Sean Kim
0b19cb35b6 Cleanup: Various organizational changes for brush.cc
* Reformats comment, moves it near related code
* Adds doxygen section
* Reorganizes function order

Pull Request: https://projects.blender.org/blender/blender/pulls/146050
2025-09-11 05:01:37 +02:00
Sean Kim
e9295fad65 Sculpt: Avoid setting vertex normal to the zero vector
It is possible for the simple vertex normal calculated during Paint
BVH normal updates to have a length of 0 if the connected faces cancel
each other out. This is a generally unlikely scenario, but will almost
always lead to further corruption of the mesh with the new normal.

If we detect this case, set the vertex normal to (0, 0, 1)

Pull Request: https://projects.blender.org/blender/blender/pulls/146004
2025-09-11 01:20:10 +02:00
Sergey Sharybin
3ef2df3893 Cycles: Remove Use Tiling option
Always enforce tiling of some size, up to the 8k tile size.

Rendering very big images without tiles have a lot of challenges.
While solving those challenges is not impossible, it does not seem to
be a practical time investment.

The internals of the way how Cycles work, including Cycles Standalone
is not affected by this change.

A possible downside is that path guiding might not work exactly how one
would expect it to due to lack of information sharing across multiple
tiles. This is something that never worked nicely, and camera animation
and border render has the same issues, so it is not considered a stopper
for this change.

Fixes #145900

Co-authored-by: Brecht Van Lommel <brecht@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/146031
2025-09-10 17:15:07 +02:00
Hans Goudey
5afaa1c4bd Nodes: Move value to Combine XYZ from link-drag-search
Same as was implemented for some other cases in commits like
1a4c16a784

Pull Request: https://projects.blender.org/blender/blender/pulls/146033
2025-09-10 16:59:29 +02:00
Brecht Van Lommel
6d25aad41f Cycles: Remove Alembic procedural
This was added for a fairly specialezed use case and is no longer being used
as far as we know. A future replacement would be to add a USD/Hydra procedural,
for which most of the groundwork already exists.

Pull Request: https://projects.blender.org/blender/blender/pulls/146021
2025-09-10 16:39:01 +02:00
Jacques Lucke
0484738f8b Fix: Geometry Nodes: false warning when passing gizmo data through instance-only nodes
There was a `Realized data in input geometry is ignored` warning when passing
gizmo data through instance-only nodes. This was because the node thought that
this data is "realized data" (like a mesh, curves, etc). This patch removes the
warning by making the check for realized data more precise.

Pull Request: https://projects.blender.org/blender/blender/pulls/146014
2025-09-10 11:29:43 +02:00
Jacques Lucke
32c301e3cf Shader Nodes: support repeat zones, closures and bundles
This adds a function that can turn an existing `bNodeTree` into an inlined one.
The new node tree has all node groups, repeat zones, closures and bundles
inlined. So it's just a flat tree that ideally can be consumed easily by render
engines. As part of the process, it also does constant folding.

The goal is to support more advanced features from geometry nodes (repeat zones,
etc.) in shader nodes which the evaluator is more limited because it has to be
able to run on the GPU. Creating an inlined `bNodeTree` is likely the most
direct way to get but may also be limiting in the future. Since this is a fairly
local change, it's likely still worth it to support these features in all render
engines without having to make their evaluators significantly more complex.

Some limitations apply here that do not apply in Geometry Nodes. For example,
the iterations count in a repeat zone has to be a constant after constant
folding.

There is also a `Test Inlining Shader Nodes` operator that creates the inlined
tree and creates a group node for it. This is just for testing purposes.

#145811 will make this functionality available to the Python API as well so that
external renderers can use it too.
2025-09-09 16:15:43 +02:00
Sybren A. Stüvel
78032d57e7 Fix #145753: Crash deleting a keyframe for another slot when tweaking
When deleting the last key of an F-Curve, the F-Curve itself also gets
deleted. This is now done via the same code as deleting F-Curves from
the channel list.

Before this fix, a deletion function was used that's not capable of
deleting from Actions in NLA strips, which is why it crashed.

Pull Request: https://projects.blender.org/blender/blender/pulls/145929
2025-09-09 10:14:46 +02:00
Jacques Lucke
6066a0f83c Mesh: Optimize sparse face to vertex attribute interpolation
This was found to be a bottleneck in #136477. Before this conversion would
always convert the entire attribute. However, the caller only required a single
index. Now the attribute is interpolated lazily when specific indices are
requested later.

Pull Request: https://projects.blender.org/blender/blender/pulls/145934
2025-09-09 07:58:44 +02:00