Reference identifiers instead of "above" in code comments as these
tends to become outdated. Even when declarations are removed it's at
least clear that the reference no longer exists instead of referring to
whatever is currently above the declaration.
It's also straightforward to search history for a removed identifier.
Corrected 4 cases of references to things that were no longer above
the doc-strings. Noticed other references which look to be incorrect
but need further investigation.
If a non-instanced collection is linked, any collection exporters on the
linked collection would be active and invokable. This is probably not
desired as it could inadvertently overwrite files from the original.
Disable the operators in this case.
See PR for how each of the various append/link scenarios behave.
Pull Request: https://projects.blender.org/blender/blender/pulls/123149
This is an alternative fix to #123524.
This is necessary, because `sculpt_update_object` is run after
the mesh is evaluated, but before the geometry depsgraph operation
is done. Only after this depsgraph node is done, `DEG_object_geometry_is_evaluated`
will return true.
This approach of `unchecked` methods has been preferred for now
over moving the call to `BKE_sculpt_update_object_after_eval`
to a separate depsgraph node or after depsgraph evaluation.
Some of the existing colors were hard to read with the new
strips design.
Tried following the concept from 2.83 redesign rationale:
* Same saturation for regular strips.
* Lower saturation for effect strips.
* Tried to reduce the hue shift between certain similar effects.
Other changes:
* Match saturation of all regular strips.
* Reduce value and saturation (mostly value) of color tags so
they are readable in both light and dark text.
* Image: Follow node editor Image node socket color.
* Color: Use the same hue as the color node socket.
* Text: Change it so it doesn’t use the same as Image.
* Sound: Use a greener color, less movie-like blue.
* Scene: Light gray, similar fashion to Collections.
* Other strips had minor adjustments.
Images and details in the pull request.
Pull Request: https://projects.blender.org/blender/blender/pulls/123446
While the evaluated result is not well defined, we expect Blender to not crash
when there are dependency cycles.
The evaluation of one object often takes the evaluated geometry of another
object into account. This works fine if the other object is already fully
evaluated. However, if there is a dependency cycle, the other object may not be
evaluated already. Currently, we have no way to check for this and were mostly
just relying on luck that the other objects geometry is in some valid state
(even if it's not the fully evaluated geometry).
This patch adds the ability to explicitly check if an objects geometry is fully
evaluated already, so that it can be accessed by other objects. If there are not
dependency cycles, this should always be true. If not, it may be false
sometimes, and in this case the other objects geometry should be ignored. The
same also applies to the object transforms and the geometry of a collection.
For that, new functions are added in `DEG_depsgraph_query.hh`. Those should be
used whenever accessing another objects or collections object during depsgraph
evaluation. More similar functions may be added in the future.
```
bool DEG_object_geometry_is_evaluated(const Object &object);
bool DEG_object_transform_is_evaluated(const Object &object);
bool DEG_collection_geometry_is_evaluated(const Collection &collection);
```
To determine if the these components are fully evaluated, a reference to the
corresponding depsgraph is needed. A possible solution to that is to pass the
depsgraph through the call stack to these functions. While possible, there are a
couple of annoyances. For one, the parameter would need to be added in many new
places. I don't have an exact number, but it's like 50 or so. Another
complication is that under some circumstances, multiple depsgraphs may have to
be passed around, for example when evaluating node tools (also see
`GeoNodesOperatorDepsgraphs`).
To simplify the patch and other code in the future, a different route is taken
where the depsgraph pointer is added to `ID_Runtime`, making it readily
accessible similar to the `ID.orig_id`. The depsgraph pointer is set in the same
place where the `orig_id` is set.
As a nice side benefit, this also improves the situation in simple cases like
having two cubes with a boolean modifier and they union each other.
Pull Request: https://projects.blender.org/blender/blender/pulls/123444
EEVEE stores light probes using octahedral mapping. Compared to the previous
cubemap storage octahedral has less pixels. The 64x64 is becoming useless
and can be removed. This PR also enables generating light probe maps upto 4k.
Some issues were found: the offset of the sphere inside the atlas
was always set to mipmap level 0 offset. This was hidden because of the texture
wrapping. Also the offset was substracted from the local texture
coordinate when calculating the direction of the pixel. Might be that due
to the incorrect offset (mipmap level 0), the latter issue was never detected.
Pull Request: https://projects.blender.org/blender/blender/pulls/123074
This fixes#121695. `float4x4` matrices are generally expected to be 16 byte aligned.
Currently, there is no mechanism (afaik) that allows allocating these overaligned types
when loading files from disk. This patch adds an array with alignment information for
each type in `SDNA`. Currently, the alignment is just `__STDCPP_DEFAULT_NEW_ALIGNMENT__`
for all types and is manually set for the `mat4x4f` DNA type. The .blend file format is
not changed at all. The alignment information is purely runtime data.
In the future it would probably be good to generalize this a bit more instead of
hardcoding the alignment for `mat4x4f`, but would make it unnecessarily complex for
now because this is intended for the release branch.
Pull Request: https://projects.blender.org/blender/blender/pulls/123271
This adds a "Legacy Behavior" option to the Limit Rotation constraint that makes
it behave how Limit Rotation constraints did prior to
ed2408400d. Newly created constraints have this
option disabled, but versioning code enables the option on constraints from
older files to ensure that the behavior of e.g. existing rigs is not altered.
This is one part of a two-part fix for #123105. The other part is in PR
extensions/rigify#4.
Pull Request: https://projects.blender.org/blender/blender/pulls/123361
The issue was that we used `from_orthonormal_axes` which obviously expects that
the axes are orthonormal. However, with custom curve normals this is not always the
case. Math wise, an additional normalization is necessary because the cross product
is not automatically normalized anymore.
This change also means that `point_matrix` may have a shearing component. But I
think that's fine here because the matrix is only immediately applied on vertex positions.
This shouldn't affect any case where the normal and tangent are orthonormal.
Pull Request: https://projects.blender.org/blender/blender/pulls/123238
The issue was a floating point precision issue
between the number of the cycle and the time
within the cycle (`cycle` and `cyct`).
Due to that the `cycle` would advance to the
next whole number while the `cycle time`
is still slightly under that.
This is fixed by calculating the `cycle` with double precision.
This has a measurable performance
impact (for `fcm_cycles_time`)
| Before | After |
| - | - |
| 39ns | 44ns |
For fcurves with a cycle modifier,
this code is run at every evaluate call.
The only time when that would be an issue is
in the graph editor, where there is an evaluate
call for roughly every pixel for curves that have a modifier.
However even in that scenario the performance
is the same within run to run variance (for `graph_draw_curves`)
| Before | After |
| - | - |
| 91565ns | 91430ns |
Pull Request: https://projects.blender.org/blender/blender/pulls/123222
This implements (most of) the proposal in #122743:
* Add a new `IDP_FLAG_STATIC_TYPE` IDProperty flag.
* Update `BPy_IDProperty_Map_ValidateAndCreate` and related to never
change an existing property type if statically typed.
The biggest change happens in bpy assignement code, since instead of
replacing the old exisitng property by a newly created one, and copying
over a few settings, now the old property is kept if possible, and a new
one is only created if needed.
And in case the existing property is statically typed, if it cannot be
re-used to store the given value, and error is reported and it remains
unchanged.
`IDP_ARRAY` is also supported for basic numeric types, so 'vector'
properties and such work as expected. Lentgh is considered as part of
the static type (i.e. one can only assign a 3 components py sequence to
a 3-len array property, etc.).
Such in-place update is not yet implemented for `IDP_IDPARRAY` and
`IDP_GROUP` types. While important (especially the group one), they are
not that critical for the current issues related to changing IDProperty
types.
Masks are not updated when edited when using the GPU compositor. That's
because the GPU compositor caches static resources and invalidates them
according to the recalculate flags that the depsgraph flushes to IDs.
The issue is that the flags are not flushed to the evaluated IDs of the
compositor depsgraph, but rather to some other evaluated versions of the
IDs.
To fix this, we make the compositor depsgraph persistent and store it in
the scene runtime. This allows us to reliably track changes to resources
used by the compositor and also reduces the overhead of depsgraph
creation in the compositor job.
Patch originally provided by Sergey.
Fixes#121188.
Pull Request: https://projects.blender.org/blender/blender/pulls/123085
Previously these were shown as missing add-ons, since they have been
intentionally removed, remove them as part of versioning instead
of showing them as "Missing Add-ons". This is especially important
for X3D & STL which were enabled by default which meant any user
loading 4.1 preferences would have them shown as missing add-ons.
Add the color for the new keytype 'generated' to the VSE theme settings
as well.
This includes the versioning code that loads the default from the scene.
Without this, the preference would be initialised to black.
Note that the 'Blender Light' theme does not have any colors for any of
the key types, so I also didn't add the 'generated' type there.
Pull Request: https://projects.blender.org/blender/blender/pulls/123005
Fixes#116567
The issue was with a flag that skips a particular post-evaluation step
specially for the Child Of constraint. The flag wasn't getting properly
unset when the constraint target was removed, and therefore that
post-evaluation step was getting erroneously skipped in some cases.
This commit fixes the issue by always setting the flag appropriately in
the Child Of evaluation function itself. This is admittedly rather
hacky, but no more hacky than the existence of the flag in the first
place.
Pull Request: https://projects.blender.org/blender/blender/pulls/122881
This changes fixes a wrong mesh as a result of apply base mesh from the Multires modifier
In the previous code some corner vertices where incorrectly assigned to null and skipped form processing as a safety guard
that was only relevant when the mesh had hidden faces in edit mode. The hidden corner vertices bug is handled now when checking
> if (corner_x_index < 0 || corner_y_index < 0) {
> continue;
> }
Since the patch that caused this error was a fix to a previous infinite loop bug,
I also tested and made sure this updated patch still fixes the original issue it was trying to fix.
Note: This PR replaces #122845 due to a large amount of git rebase issues.
Pull Request: https://projects.blender.org/blender/blender/pulls/122859
Mainly correct/update some comments (e.g. missing reference to Boolean
type), and add some notes essentially about issues with current IDProp
String code (see also #86960 ).
No functional change.
This fixes a bug that happens when two drawings in the same grease pencil
data-block reference the same array. In this case, the same attribute array
pointer is written to .blend files for both drawings. However, when loading the
.blend file, it was not detected that the data is shared. Instead each drawing
would think that it was the single owner of the array even though it was shared.
The same problem can technically occur for all kinds of shared data, and not
just for grease pencil. However, only grease pencil shows this issue currently,
because it can easily happen that the same attribute is shared between different
`CustomData` within the same data-block. This very rarely happens with meshes or
curves, because different `CustomData` usually have different sizes and don't
share the same arrays.
A previous fix (cc891aa699) solved pretty much the same issues for the case
when two layers in the same `CustomData` share data. This original fix is now
generalized and is integrated with `BLO_read_shared` which makes it less error
prone. For each data-block, the `BlendDataReader` now remembers which shared
data it has loaded before so that it is not loaded again.
In the future this could be extended to support data that is shared between
data-blocks, but that's not as straight forward as one would hope currently. For
various reasons, different data-blocks could store independent data at the same
pointer. I specifically noticed that with a regression test file:
`blender/tests/data/modeling/geometry_nodes/attributes/attribute_statistics.blend`.
To support it, one solution could be to tag `BHead` in .blend files to indicate
that a specific pointer is shared and unique within the entire file. But that's
for another day.
Pull Request: https://projects.blender.org/blender/blender/pulls/122780
The buttons to upgrade or sync extensions called extension
operators via bpy.app.handlers, requiring awkward glue-code
which didn't show error reports in to the user.
Remove these operators and call the upgrade & sync operators directly.
Support for "System" extensions as an alternative to the current
"User" extensions repository.
The purpose of this change is to support bundling extensions for
offline work or in environments where users setting up thier own
extensions isn't desirable, see #122512.
Details:
The default "System" repository on Linux will for example use:
- `/usr/share/blender/4.2/extensions/{system}` For system installs.
- `./4.2/extensions/{system}` For portable installs.
- Blender's default startup now has a "System" repository
which users or administrators may populate.
- Repositories can select between User/System paths,
setting a custom path overrides overrides this setting.
- Add "BLENDER_SYSTEM_EXTENSIONS" (matching "BLENDER_LOCAL_EXTENSIONS").
Ref !122832
Update PBVH GPU argument initialization to prefer using the PBVH mesh
attributes instead of the evaluated mesh attributes for color.
The values can be out of sync due to differences with the evaluated
and original mesh data.
Pull Request: https://projects.blender.org/blender/blender/pulls/122850
Originally this would replace scripts that come bundled with Blender,
but it's unclear how this is useful.
Searching for this online mainly leads to people asking how they can
use it to add scripts. For example in a studio environment you might
want to deploy add-ons and startup scripts for all users.
Even if you wanted to use it for replacement though, it wasn't really
doing that and inconsistent for different types of scripts:
* startup: ignored
* modules: replaces bundled scripts
* presets: adds to bundled scripts
* addons (in 4.1): ignored
* addons_core (in 4.2): ignored
* startup/bl_app_templates_system: replaces bundled scripts
This change makes it add scripts from this path for all. This is a
breaking change, though arguably this feature was just broken to
begin with and not used much in practice because of that.
The alternative would be add a new set of environment variables to
avoid breaking existing behavior. But that also means keeping around the
broken behavior or fixing it in another way.
Supporting multiple paths may be used too, but for now just support
a single one as doing this for all BLENDER_SYSTEM variables is
non-trivial. The main use case for that would be add-ons anyway, and
those will mainly be handled through upcoming
BLENDER_SYSTEM_EXTENSIONS instead.
Ref #122512
Pull Request: https://projects.blender.org/blender/blender/pulls/122689
Seems to be dependent on specific compiler/cmake version.
Is a typical mixture of missing dependencies between libraries,
object files which do not get referenced from other files in the
target, and whole-archive linking of the blender_test target.
Pull Request: https://projects.blender.org/blender/blender/pulls/122801
There is a mechanism to store config files in the same folder as the
Blender executable. The typical use case is putting Blender on a USB
drive and taking the config with you.
However the problem is that this is using the 4.2/ folder, which is fine
for config/ but with e.g. addons, studiolights and now extensions this
is mixing user and system files. This requires exceptions, doesn't
work well in some cases and is just generally not great design.
Instead use a folder named portable/ that is separate.
Pull Request: https://projects.blender.org/blender/blender/pulls/122778
The Film-like curve mapping option in the RGB Curves node in the
compositor produces bad results when editing its RGB curves. That's
because Film-like curve mapping only works with the combined curve by
definition, since it is a hue preserving mapping. Furthermore, the
Film-like option ignored the white balancing step altogether.
To fix this, we hide the current curve option for the File-like option
and only allow editing the combined curve, handing the same case for
versioning and RNA updates. Further, we port the implementation from the
realtime compositor which is both correct and takes white balancing into
account.
Pull Request: https://projects.blender.org/blender/blender/pulls/122762
This patch implements blue-noise dithered sampling as described by Nathan Vegdahl (https://psychopath.io/post/2022_07_24_owen_scrambling_based_dithered_blue_noise_sampling), which in turn is based on "Screen-Space Blue-Noise Diffusion of Monte Carlo Sampling Error via Hierarchical Ordering of Pixels"(https://repository.kaust.edu.sa/items/1269ae24-2596-400b-a839-e54486033a93).
The basic idea is simple: Instead of generating independent sequences for each pixel by scrambling them, we use a single sequence for the entire image, with each pixel getting one chunk of the samples. The ordering across pixels is determined by hierarchical scrambling of the pixel's position along a space-filling curve, which ends up being pretty much the same operation as already used for the underlying sequence.
This results in a more high-frequency noise distribution, which appears smoother despite not being less noisy overall.
The main limitation at the moment is that the improvement is only clear if the full sample amount is used per pixel, so interactive preview rendering and adaptive sampling will not receive the benefit. One exception to this is that when using the new "Automatic" setting, the first sample in interactive rendering will also be blue-noise-distributed.
The sampling mode option is now exposed in the UI, with the three options being Blue Noise (the new mode), Classic (the previous Tabulated Sobol method) and the new default, Automatic (blue noise, with the additional property of ensuring the first sample is also blue-noise-distributed in interactive rendering). When debug mode is enabled, additional options appear, such as Sobol-Burley.
Note that the scrambling distance option is not compatible with the blue-noise pattern.
Pull Request: https://projects.blender.org/blender/blender/pulls/118479
PBVH_UpdateRedraw was always combined with PBVH_UpdateBB.
The use for the "redraw update" isn't clear anyway, since there are
more specific tags for everything that would require a redraw.
This handles the transition to EEVEE-Next (now EEVEE).
This removes some things that make no sense to keep
even for compatibility.
- Scene.eevee.light_cache_data
- Scene Light cache operators
- Scene Light cache RNA properties
The remaining legacy properties will be removed later
on to avoid python API breakage.
We keep the identifier of EEVEE-Next as `BLENDER_EEVEE_NEXT`
to avoid addons being incorrectly silently made compatible
with the EEVEE-Next where the Python API is different.
This renaming should be done in 5.0 release.
Thank you EEVEE-Legacy, you served us well.
Pull Request: https://projects.blender.org/blender/blender/pulls/122433