BLF_buffer was trying to accept "how many colors channels in output
image?" argument and doing math with it, but in the lowest level code
was always writing out full 4 channels for each pixel.
All the call sites would ever call it with argument of 4 however, and
that is why no one noticed the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/121630
This implements removing of groups and adds an operator
`GREASE_PENCIL_OT_layer_group_remove`.
Groups can be removed in two ways:
* Remove the group and keep the children.
* Remove the group together with all its children.
Based on an earlier attempt by @PratikPB2123 here: !121611
Pull Request: https://projects.blender.org/blender/blender/pulls/121663
This allows to expose these settings in the Performance panel in the
render buttons. Also moves compositor-specific options away from the
generic node tree structure.
For the backwards-compatibility the options are still present in the
DNA for the bNodeTree. This is to minimize the impact on the Studio
which has used the GPU compositor for a while now. They can be
removed in a future release.
There is no functional changes expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/121583
This adds the functions `has_active_group` and `get_active_group`,
similar to the `has_active_layer` and `get_active_layer` ones.
Also refactors some of the code to use these new functions instead.
While `do_versions_after_setup` does more than what was previously done
by link/append code (essentially also handles pre-2.50 IPO and sound
proxy conversions), there is no real fundamental reasons to not use it
in linking code.
The IPO and sound proxy conversion codes are likely fully broken for
linked data - but they should then be removed or fixed, since they will
be applied on linked data in blendfile reading case anyway.
And in general, versioning should 'just work' the same when loading a
whole blendfile, or linking some data from a library. Keeping things
separate only makes it harder to work with, and easier to hide issues
with linked data.
While `BKE_blendfile_link` is used in both cases, there is a small
subset of its code only executed in linking case. It now lives into its
own util function, for clarity.
There should be absolutely no functional change in this commit.
Handling of the blendfile handle freeing when linking data from a
blendfile requiring endianness conversion was totally broken, leading
to double-freeing attempts.
Guess that the fact that this was never reported shows how rare
'big-endian' blendfiles are nowadays... But we still have a few in our
test repo.
This function returned the duration in frames for a keyframe, but
for keyframes that are implicitly held until the next keyframe,
it makes more sense to return 0.
For `insert_frame` a duration of 0 also creates an implicit hold
so this is more consistent with this API and removes a few checks
elsewhere.
EEVEE-Next world volume are infinite like Cycles. EEVEE-Classic world volumes
end at the clip_end of the camera/viewport. This can lead to confusion as
it would render different then expected.
This PR adds an operator to convert a world volume into a mesh volume. The
operator can be found in the shader editor (world mode) and in the properties
panel/World/Volume.
**Why an operator?**
As this alters the content of the scene we want the artist to be in control of
the conversion. Doing it automatic lead to a lot of complexity and cases that
might not be expected by the user.
Pull Request: https://projects.blender.org/blender/blender/pulls/119734
Debug crash when undoing the selection of layer group. `active_node`
points to garbage memory in this case.
In release mode, undo does not select the group due to missing
`should_be_active`.
Noticed this during !121611
Pull Request: https://projects.blender.org/blender/blender/pulls/121615
This allows setting a color tag for node groups which affects the header
color of group nodes. With this, node groups can look even more similar
to built-in nodes. The only remaining difference is the node group icon in
the node header.
Blender has quite a few different built-in color tags. Most of those are
exposed with very few exceptions. For example, the layout, interface
and pattern categories are not exposed because they are only for built-in
nodes or are not used anymore.
It's generally agreed upon that the set of different color tags is likely too
large. Some differences between color make more sense in some contexts
than in others. In the interest of consistency, it was decided to expose all
these categories anyway. If we ever decide to consolidate them, the worst
that can happen is that a group looses it's category, which wouldn't be too bad.
Pull Request: https://projects.blender.org/blender/blender/pulls/121385
Based on the design in #120230.
* Replaces the `Shade Smooth by Angle` operator with `Shade Auto Smooth`
in the object context menu menu.
* The new operator automatically adds and removes the modifier instead
of being a destructive operation.
* The `Shade Smooth` and `Shade Flat` operators now remove the
`Smooth by Angle` modifier automatically.
* Add a pin option to modifiers, which limits dragging and keeps the
modifier after newly added modifiers in the list.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121494
This is part of #121565.
Refactors `legacy_gpencil_to_grease_pencil` to use
`GreasePencil::insert_frame` instead of manually creating
the drawing array.
Now `legacy_gpencil_frame_to_grease_pencil_drawing`
actually returns a drawing by value.
Note: This means that we're now resizing the drawing
array for every frame in every layer, but this can be optimized
later.
This is part of #121565.
Renames the `insert_blank_frame` function to `insert_frame`.
Instead of returning a boolean for if the keyframe was created,
return a pointer to the drawing. This aligns more with how
we're using this API. After inserting a keyframe, it's common
to then e.g. write to the newly created drawing.
Also use sensible default parameter values for the duration
(default = implicit hold) and the keyframe type
(dafault = `BEZT_KEYTYPE_KEYFRAME`).
With this change, we're moving closer to the goal of
only allowing to create drawings by creating keyframes.
This is part of #121565.
Since the function `Layer::add_frame` returns the `GreasePencilFrame`,
the `drawing_index` can be assigned after it's created.
This brings us a bit closer to the goal of only changing drawing indices
of frames in the internal API.
There are few issues with the logic and implementation of this option:
- While the first pass is faster in the terms of a wall-clock time, it
is often not giving usable results to artists, as the final look of
the result is so much different from what it is expected to be.
- It is not supported by the GPU compositor.
- It is based on some static rules based on the node type, rather than
on the apparent computational complexity.
The performance settings are planned to be moved to the RenderData, and
it is unideal to carry on such limited functionality to more places. There
are better approaches to quickly provide approximated results, which we can
look into later.
Pull Request: https://projects.blender.org/blender/blender/pulls/121558
This adds a new `Axes to Rotation` node which creates a new rotation.
In many cases, the primary and secondary axis inputs are a normal and
tangent of a mesh or curve. This provides a simpler and more direct way
to create this rotation compared to using two `Align Rotation to Vector` nodes.
This more direct way of computing the rotation also allows us to optimize
the case better.
The node rotates one axis (X, Y or Z) to the given primary axis direction. Then
it rotates around that primary direction to align the second axis to the given
secondary direction. Ideally, both input axes are orthogonal. However, the node
still creates the "best" rotation when they are not orthogonal. If one or the axes
is zero or both are (close to) parallel, the resulting rotation is unstable. There is
not too much the node can do to make it more stable.
Pull Request: https://projects.blender.org/blender/blender/pulls/104416
As part of #121565.
To avoid using drawing indices outside of the internal grease pencil API,
this refactor adds the functions `GreasePencil::get_eval_drawing` to replace
the `get_eval_grease_pencil_layer_drawing*` functions.
Pull Request: https://projects.blender.org/blender/blender/pulls/121567
This allows node groups to have a description that is shown in the add menu
or when hovering over the node header.
This new description is stored in `bNodeTree.description`. Unfortunately, it
conflicts a bit with `ID.asset_data.description`. The difference is that the latter
only exists for assets. However, it makes sense for node groups to have
descriptions even if they are not assets (just like `static` functions in C++ should
also be able to have comments). In some cases, node groups are also generated
by addons for a specific purpose. Those should still have a description without
being reusable to make it easier to understand for users.
The solution here is to use the asset description if the node group is an asset,
and to use `bNodeTree.description` otherwise. The description is synced
automatically when marking or clearing assets.
A side benefit of this solution is that appended node group assets can keep their
description, which is currently always lost.
Pull Request: https://projects.blender.org/blender/blender/pulls/121334
Text strips in VSE got:
- Configurable shadow angle and offset (previously shadow location relative to
text was fixed). Currently the shadow position is rounded to integer pixel
locations; sub-pixel positioning might come later.
- Optional shadow blur amount.
- Optional outline, with color and outline width controls. Outline is
implemented using jump flooding algorithm.
Images and more detail in pull request.
Pull Request: https://projects.blender.org/blender/blender/pulls/121478
This (experimental, for now) node retrieve's voxel values
at specific voxel indices for a grid input. It's similar to the
Sample Grid node (77cba3d551), but there is
no interpolation, and it uses indices instead of positions.
Pull Request: https://projects.blender.org/blender/blender/pulls/118690
Previously in
```
edge_y = edge_step(current_vertex_y, edge_y, ¤t_vertex_y);
while (!BM_elem_flag_test(current_vertex_y, BM_ELEM_TAG))
```
With hidden faces this code enters in an infinite loop by returning the same null
edge in edge_step() and the same current_vertex_y causing Blender to crash.
The current fix solves the infinite loop and provides a solution when faces are hidden.
This causes the hidden faces to be merged into one for unsubdivided per original dev's implementation.
At minimum the crash is identified and a solution proposed.
Attached is a video of the fix
Pull Request: https://projects.blender.org/blender/blender/pulls/121086
This changes the following keyframing functions to return
`SingleKeyingResult`, which is in turn used for better failure
reporting in the higher-level functions that call them:
- `KeyframeStrip::keyframe_insert()`
- `insert_vert_fcurve()`
As a side effect, this also means that
`rna_KeyframeAnimationStrip_key_insert()` can no longer return an
`FCurve *`, and now instead returns a bool indicating success.
This is part of an ongoing progressive refactor to improve error
messages and failure handling in the keyingframing code.
Pull Request: https://projects.blender.org/blender/blender/pulls/121517
BKE_mesh_validate is called by mesh.validate() Python API, as well as optionally
when doing file imports. This PR speeds it up a bit:
- Faster face data sorting by using parallel sort instead of qsort,
- One allocation for all face vertex indices, instead of a separate allocation
for each face,
- (more like a fix) Validation no longer adds a MDeformVert layer when there was
none in the input mesh.
- Small cleanups (more const inputs, etc.)
On my Windows/VS2022/Ryzen5950X machine, import time in seconds (validation on
before this PR -> validation on with this PR, validation off):
- USD (Intel Moore Lane): 9.1 -> 6.7, 4.8.
- OBJ (Blender 3.0 splash): 22.7 -> 18.6, 16.5.
Pull Request: https://projects.blender.org/blender/blender/pulls/121413
Bezier handles are recalculated in many places in the
animation code. Threading that code can give a performance
boost all over Blender.
This patch only threads a part of the handle calculation code.
`BKE_nurb_handle_smooth_fcurve` can still be run in parallel,
but that's more complicated, so not done in this PR.
Overall this patch mostly benefits code paths that are not already threaded.
------
Performance delta
| Action | Before | After |
| - | - | - |
| `recalcData_graphedit` moving a single key | 1.06 ms | 1.0 ms |
| `recalcData_graphedit` moving 300 keys of a single FCurve | 1.6 ms | 1.4 ms |
| `recalcData_graphedit` moving 300 keys of multiple FCurves | 60 ms | 55 ms |
| `ANIM_animdata_update` when using the Breakdown operator in the GE | 90 ms | 73 ms |
Test file used
https://download.blender.org/ftp/sybren/animation-rigging/heavy_mocap_test.blend
Pull Request: https://projects.blender.org/blender/blender/pulls/119388
Cleanup to avoid unnecessary copies of VArray. This
requires ref-qualifier overloads of dereference operator
of attribute reader and some move operators and constructor
overloads in the code.
Pull Request: https://projects.blender.org/blender/blender/pulls/118437
- Remove meaningless const for by-value arguments in declarations
- Use std::move for strings (otherwise StringRef should be used)
- Move struct to C++ namespace
- Avoid unnecessary namespace specification
- Use static constexpr instead of macros
- Add const for other arguments in function definitions
- Avoid copying struct in for loop
- Remove redundnat "private" in class
This PR fixes the ternary operation to avoid indexing into a cleared
`BitGroupVector`when trying to create an `IndexMask` for a mesh
with no hidden elements.
Pull Request: https://projects.blender.org/blender/blender/pulls/121461
Remove options that are duplicate and change description of options, so
they describe bit better, how timecodes are actually used.
Timecodes in Blender have pretty much nothing in common with more widely
known term "timecode". This confused users (and developers).
There were 5 options of which 3 were exactly same. This commit leaves
user with 3 options:
- Use timecodes for normal seeking/playback - Record Run
- Ensure, that no frame is duplicated or skipped - "Record Run No Gaps"
- Do not use timecodes - "None"
More verbose description was added to the definition in code.
Naming of these timecode types was kept, even if it is incorrect to not
break scripts and habits.
Pull Request: https://projects.blender.org/blender/blender/pulls/121001
In larger scenes Blender could crash when duplicating frames in GPv3.
This was caused by a dangling reference in `insert_duplicate_frame`.
The source frame could become invalid when the frames map was
reallocated due to `layer.add_frame(dst_frame_number, ...)` a few lines
later in the code.
The fix replaces the reference and assigns by value.
Pull Request: https://projects.blender.org/blender/blender/pulls/121414
Previously, menu sockets were sometimes shown as integers or strings
in socket tooltips. Now, they are always shown as "Menu" type. This also
changes how these values are logged. Previously, they were logged as
strings. Now, only the integer identifier is logged and the name is looked
up when drawing the tooltip.
Pull Request: https://projects.blender.org/blender/blender/pulls/121236
Rather than storing asset shelf types only for the space type defined
with `bl_space_type`, store them statically/globally so that asset shelf
popups can later be displayed in any space. In earlier designs the asset
shelf was more space dependent than it is now.
For example the brush selector asset shelf popup being implemented for
the brush assets project should be available in the tool settings UI,
which is also displayed in the Properties. If the asset shelf type is
space dependent, this popup won't work in the Properties.
To be clear, `bl_space_type` will still be what defines where the asset
shelf region will be available. But the popup version can be displayed
anywhere.
Pull Request: https://projects.blender.org/blender/blender/pulls/121411