The issue was that the undo system detected that node trees have been changed
even though they have not. This is because the memory dump of the node tree
changed after unrelated changes. The root issue was that
`bNodeTreeInterface::write` also wrote the struct, and the pointer of the
`bNodeTreeInterface` itself. While this pointer is generally stable, it is not
during file-write, because when IDs are written, a shallow copy is created
first (see `BLO_write_init_id_buffer_from_id`). The temporary buffer for this
shallow copy is allocated on the heap, so its pointer may change over time.
The fix is to simply not write the `bNodeTreeInterface` separately, since it's
already embedded in `bNodeTree`.
Pull Request: https://projects.blender.org/blender/blender/pulls/114322
The last good commit was 8474716abb.
After this commits from main were pushed to blender-v4.0-release. These are
being reverted.
Commits a4880576dc from to b26f176d1a that happend afterwards were meant for
4.0, and their contents is preserved.
Creating a new window then a new scene would crash on undo
because the undo step loaded would not contain the new windows scene.
Regression introduced since 3.6.
This issue happend when a geometry nodes modifier wouldn't output grease
pencil geometry. In this case, we write an emtpy grease pencil
data-block to the evaluated `geometry_set`. But we don't update the
`eval_frame` that indicates on what frame the grease pencil data-block
was evaluated on.
The fix makes sure we update the `eval_frame` even if the output is
empty.
Additionally, there was a missing return in the
`get_evaluated_grease_pencil_drawing_deformation` function that lead
to an empty `deformation.positions` span.
The fix makes sure we return the correct deformation with the correct
positions.
When retrieving a color attribute to paint it, the layer data needs to
be unshared so that it doesn't modify data from separate meshes.
In the past I think we've unknowingly avoided this problem by porting
code to the new attribute API. I've been refactoring `PBVH` and
`SculptSession` to make that possible (removing the long-lived
layer pointers in the two structs). But that wouldn't fit as a bug fix.
In the meantime, make sure the color attribute data is un-shared
and separate "for read" and "for write" versions of the function.
Pull Request: https://projects.blender.org/blender/blender/pulls/114119
A curve with only two points shouldn't be considered cyclic. Otherwise
a duplicate edge is added between the points. This fixes the utility
that calculates the segment count to account for this and adjusts
other code to account for that as necessary. Curves now evaluate
correctly to a single evaluated segment in this case (in the case of
Bezier and NURBS curves, it depends on the resolution though).
Co-authored-by: Dalai Felinto <dalai@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/114095
The PBVH is given the evaluated positions from the end of the modifier
stack, but then updates normals from the original mesh based on those
positions. This causes a feedback loop, even when in vertex paint mode.
As mentioned in a comment, calculating these normals and duplicating
the arrays is quite wasteful. But it's necessary since the PBVH always
assumes we are interested in modifying the positions, and also always
retrieves the normals from the original mesh too. Those things would
be good to untangle at some point too, but for now this change is small
and helps to clarify the situation as well.
Caused by: b339e3937d
Pull Request: https://projects.blender.org/blender/blender/pulls/114118
The goal is to make it possible to have more or less reliable way
to perform performance comparisons of changes in algorithms used
in dynamic topology.
This change allows to run Blender with the following arguments:
blender --log "sculpt.detail,pbvh.bmesh" --log-level 2
and see timing of dynamic topology flood-fill operation, as well as
individual timings of edge subdivision/collapsing.
Pull Request: https://projects.blender.org/blender/blender/pulls/114099
No functional changes.
Changing old C code to C++ by returning a `Vector` from `ANIM_setting_get_rna_values`.
This reduces the argument count for that function and simplifies the code.
Pull Request: https://projects.blender.org/blender/blender/pulls/113931
The issue was that a node was supposed to propagate an anonymous
attribute that is only created further to the right in the tree. This does not
during inferencing, where uses of fields can only come to the right of its
creation. Note, all fields coming out of the repeat input/output node are
new field sources during inferencing.
Now, only field sources that are passed from the outside into the repeat zone
can be propagated from the repeat output to the repeat input node.
Solving this also showed another issue where anonymous attributes are
not properly propagated through a repeat zone where there is no link between
the repeat input and output node. In such cases, data is still propagated between
those two nodes when the number of iterations is zero.
Known limitations to be addressed separately:
* We are not warning/keeping track of the named layers.
* There is no lookup for layers (groups) yet.
Ref !113908.
This field supports either a Layer, or a Layer Group name as input,
and outputs a selection.
The nodes that use this should add the name to the list of Named
Dependencies of the node-tree.
Ref !113908.
Translation markers `N_()` were added to IDs' plural names in !113912.
I also renamed some of those because I thought there were only display
names.
This commit reverts the renaming, leaving only the addition of the
markers.
Pull Request: https://projects.blender.org/blender/blender/pulls/114030
Instead of calculating the expected insertion index for a customdata entry being moved, this implementation just records the initial layer indices so that it can compare them with the final indices to determine how the customdata entries need to be re-arranged.
Also simplifies the `add_layer` function and adds an implementation that just takes a `name` and adds a new layer with that name to the root group.
Pull Request: https://projects.blender.org/blender/blender/pulls/113962
This adds the keybindings, menu, and functionally for the edit mode transform operators to grease pencil v3.
The transform operation include:
* translate, rotate, scale, change opacity, change radius
Pull Request: https://projects.blender.org/blender/blender/pulls/111836
The repeat zone needs some special treatment during anonymous attribute
inferencing, because it propagates those attributes directly from the repeat
input to the repeat output node and vice versa.
Now the algorithm uses multiple passes if necessary to reach a stable
inferencing result.
Pull Request: https://projects.blender.org/blender/blender/pulls/113970
Avoid const for variables stored by value in structs/classes,
since that is redundant with the constness of the owner itself.
std::move a few strings that were missed before.
Instead of having two APIs (`find_layer_by_name` +
`find_layer_group_by_name`) replace them with a single API
`find_node_by_name`.
This returns a `TreeNode` but the caller can easily check if it's a
layer or a group.
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
Caused by 425b871607.
The root issue was that these two states of the hash table were
mixed up in 425b871607: (1) the hash table exists and (2) the hash
table is empty.
The use of `std::optional` restores these two different states again.
The issue is probably deeper and affects more cases. The plane with an
edge loop in the center added was the case which shown the error.
Caused by a mistake in the refactor in 062169698a which left an array
size uninitialized before filling it in.
Pull Request: https://projects.blender.org/blender/blender/pulls/113972
Extract:
- Sculpt filter types from the Sculpt menu. Some of these types use a
custom label, different from those defined in the operator RNA,
which was never extracted.
- "Today" and "Yesterday" from the file browser modification date.
- All name_plural from IDs, as these are used in the UI to list which
data block is to be removed, when calling outliner.orphans_purge.
Disambiguate:
- "Area", meaning the measurement of a surface as opposed to a place.
Some messages reported by Satoshi Yamasaki in #43295.
Pull Request: https://projects.blender.org/blender/blender/pulls/113912
Their return value was only used in one place.
Change it to comparison with a stored name, and make the functions
to return void instead.
Removing the return boolean makes it possible to change underlying
functions to work with std::string and return unique name by value.
Pull Request: https://projects.blender.org/blender/blender/pulls/113934
Currently object bounds (`object.runtime.bb`) are lazily initialized
when accessed. This access happens from arbitrary threads, and
is unprotected by a mutex. This can cause access to stale data at
best, and crashes at worst. Eager calculation is meant to keep this
working, but it's fragile.
Since e8f4010611, geometry bounds are cached in the geometry
itself, which makes this object-level cache redundant. So, it's clearer
to build the `BoundBox` from those cached bounds and return it by
value, without interacting with the object's cached bounding box.
The code change is is mostly a move from `const BoundBox *` to
`std::optional<BoundBox>`. This is only one step of a larger change
described in #96968. Followup steps would include switching to
a simpler and smaller `Bounds` type, removing redundant object-
level access, and eventually removing `object.runtime.bb`.
Access of bounds from the object for mesh, curves, and point cloud
objects should now be thread-safe. Other object types still lazily
initialize the object `BoundBox` cache since they don't have
a data-level cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/113465
Mainly to simplify code and also add some add type safety, replace
`GSet` with `blender::Set` for the storage of BMesh triangles and
vertices on each PBVH node. Some initial tests point to better
performance too, but the numbers are hard to verify so far.
Because of the larger `PBVHNode`, memory usage slightly increases
(observed a 2% increase with a 1M face grid) for regular Mesh sculpting,
but it seems `Set` is more memory efficient than `GSet`, because I also
observed a 10% decrease in memory usage for dynamic topology.
In the future nodes can be split in a more data-oriented fashion to
reduce memory usage overall.
This also makes it simpler to switch to another type in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/113907