Commit Graph

8628 Commits

Author SHA1 Message Date
Philipp Oeser
e219cddae5 Merge branch 'blender-v4.0-release' 2023-10-24 10:41:08 +02:00
Philipp Oeser
dcdafaa9f5 Fix #114082: Disabling Geometry Nodes is_tool also disables is_modifier
fd9d22ba57 introduced `GeometryNodeAssetTraitFlag` (at that time
`GEO_NODE_ASSET_POINT_CLOUD` was the max enum value), then 6da4b87661
added `GEO_NODE_ASSET_MODIFIER` (but the max enum value was not changed
accordingly).

Pull Request: https://projects.blender.org/blender/blender/pulls/114092
2023-10-24 10:40:28 +02:00
Dalai Felinto
6b7d0fe425 GPv3: Layer Selection modifier input
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.
2023-10-23 15:49:34 +02:00
Dalai Felinto
f312be62ea GPv3: Named Layer Selection field
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.
2023-10-23 15:49:34 +02:00
Campbell Barton
a60de8a940 Merge branch 'blender-v4.0-release' 2023-10-23 12:22:52 +11:00
Richard Antalik
14827de2a9 Fix #112267: Multiply doesn't multiply alpha channel
After eda58d6419, multiply operation does not affect alpha channel, but
Some users do expect this feature present.

This adds option `multiply_alpha`, so that multiplication (in strip
color panel) will affect alpha channel as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/113791
2023-10-23 02:37:41 +02:00
Campbell Barton
c8c2343b4b Cleanup: spelling in comments 2023-10-23 10:09:05 +11:00
Douglas Paul
f5c9acc154 GPv3: Reimplement how customdata is updated when layers are re-ordered
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
2023-10-21 16:47:17 +02:00
Harley Acheson
0bde01eab5 UI: Configurable UI Font Weight
Allows selecting different font weights in Text Styles

Pull Request: https://projects.blender.org/blender/blender/pulls/112454
2023-10-21 00:28:28 +02:00
Hans Goudey
8c0fc33739 Cleanup: Fix const correctness of node tree interface cache API
It shouldn't be possible to retrieve a mutable interface item from
a const node tree. Unfortunately that means we have to duplicate
the accessor methods. Fortunately they are very small.
2023-10-20 19:37:39 +02:00
Falk David
e433a8eaaf GPv3: Replace find API with find_node_by_name
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.
2023-10-20 19:05:31 +02:00
Clément Foucault
7b97bc48d8 EEVEE-Next: Rework the material panel
- Adds the missing new RNA definitions
- Split settings panel into surface and volume
- Expose displacement and volume nodetree panels
- Rename `Cull Backfaces` to `Backface Culling`
  for consistency
- Rename `use_backface_culling_probe` to
  `lightprobe_volume_single_sided` for accuracy
  and avoiding confusion as it is not a real
  backface culling.
- Rename `Screen Space Refraction` to
  `Raytrace Refraction` for accuracy.

Motivation is to make it closer to cycles now
that EEVEE is compatible with more features.

Pull Request: https://projects.blender.org/blender/blender/pulls/113971
2023-10-20 16:59:20 +02:00
Hans Goudey
89e3ba4e25 Mesh: Replace auto smooth with node 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
2023-10-20 16:54:08 +02:00
Clément Foucault
2a725001d1 EEVEE-Next: Material Pipeline Refactor
- Add mandatory forward opaque prepass for any opaque region
- Rename the "Show Backface" pass as `MAT_PIPE_PREPASS_OVERLAP`
- Replace Blend mode by Surface Render Method
- Add do versioning for `surface_render_method`
- Rename the Prepass pipe enum for consistency as they share
  the same depth shader
- Makes sure all object types subscribe to all passes

This does not change the UI yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/113968
2023-10-20 15:52:42 +02:00
Miguel Pozo
e24cd6b524 EEVEE-Next: Shadows backface culling
Add optional backface culling for shadows.

Pull Request: https://projects.blender.org/blender/blender/pulls/113969
2023-10-20 15:47:33 +02:00
Clément Foucault
f79b86553a EEVEE-Next: Add mesh volume bounds estimation
This adds correct object bounds estimation.

This works by creating an occupancy texture where one
bit represents one froxel. A geometry pre-pass fill this
occupancy texture and doesn't do any shading. Each bit
set to 0 will not be considered occupied by the object
volume and will discard the material compute shader for
this froxel.

There is 2 method of computing the occupancy map:
- Atomic XOR: For each fragment we compute the amount of
  froxels **center** in-front of it. We then convert that
  into occupancy bitmask that we apply to the occupancy
  texture using `imageAtomicXor`. This is straight forward
  and works well for any manifold geometry.
- Hit List: For each fragment we write the fragment depth
  in a list (contained in one array texture). This list
  is then processed by a fullscreen pass (see
  `eevee_occupancy_convert_frag.glsl`) that sorts and
  converts all the hits to the occupancy bits. This
  emulate Cycles behavior by considering only back-face
  hits as exit events and front-face hits as entry events.
  The result stores it to the occupancy texture using
  bit-wise `OR` operation to compose it with other non-hit
  list objects. This also decouple the hit-list evaluation
  complexity from the material evaluation shader.

## Limitations
### Fast
- Non-manifolds geometry objects are rendered incorrectly.
- Non-manifolds geometry objects will affect other objects
  in front of them.
### Accurate
- Limited to 16 hits per layer for now.
- Non-manifolds geometry objects will affect other objects
  in front of them.

Pull Request: https://projects.blender.org/blender/blender/pulls/113731
2023-10-19 19:22:14 +02:00
Campbell Barton
e7e4e63313 Cleanup: spelling in comments, white-space in comments 2023-10-19 18:53:16 +11:00
Falk David
74facf9841 GPv3: Add wrapper class for DrawingReference
Adds a simple C++ wrapper so we don't have to use
`MEM_dupallocN`, `MEM_freeN` etc.
2023-10-18 11:27:01 +02:00
Falk David
f59827de74 GPv3: Add API to copy and add a layer
This adds a core API to add a new layer by copying a source layer.
2023-10-17 15:41:50 +02:00
Hans Goudey
4ae4e25dc2 Merge branch 'blender-v4.0-release' 2023-10-17 09:25:51 +02:00
Hans Goudey
820f0c24c4 Mesh: Add versioning to convert old face maps to boolean attributes
See #105317

In 46cf093270, face maps were just converted to an integer
attribute. While the internal data remains the same that way, we lose
the names and some convenient methods of interaction. This commit
additionally converts each face map to a separate boolean attribute
using the old name. This does require that no attributes were using that
name already.

Each boolean attribute can be thought of as a selection, accessible in
geometry nodes and properly interpolated by mesh processing
algorithms. The selections no longer have to be unique, meaning
one face can be part of multiple selections.

Pull Request: https://projects.blender.org/blender/blender/pulls/113769
2023-10-17 09:17:07 +02:00
Bastien Montagne
9859622a66 BKE_reports: make the API thread-safe.
This commit makes using (most of) `BKE_report` API safe in
multi-threaded situation.

This is achieved by adding a `std::mutex` lock to the `ReportList`
struct (in a slightly convoluted way unfortunately, due to this being a
DNA struct). This lock is then used to make most operations on
`Reportlist` data thread-safe.

Note that while working on this, a few other minor issues aroze in
existing usages of Reportlist by the WM code, mainly the fact that
`wm_init_reports` and `wm_free_reports` were both useless:
  - init was called in a context where there is not yet any WM, so it
    was doing nothing.
  - free was called on a WM that would be later freed (as part of Main
    freeing), which would also call cleanup code for its `reports` data.
Both have been removed.

Further more, `wm_add_default` (which is the only place where a WM ID is
created) did not initialize properly it reports data, this has been
fixed.

This change is related to the wmJob thread-safety tasks and PRs (#112537,
!113548).

Pull Request: https://projects.blender.org/blender/blender/pulls/113561
2023-10-13 11:29:59 +02:00
Bastien Montagne
86fb43d57a Merge commit '2d703e9200985122b4b953be67b452f7679bf113'
Conflicts:
	source/blender/nodes/NOD_node_declaration.hh
2023-10-12 18:56:12 +02:00
Damien Picard
2d703e9200 I18n: add label declaration to node sockets so they can be shortened
In !112591, nodes got the ability to group sockets into panels. The
labels for these sockets are automatically shortened if they begin
with the same text as their parent labels. For instance, "Transmission
Weight" will be shortened to just "Weight" because it is under the
"Transmission" panel.

While this is a good heuristic for English, it breaks down in
languages which do not have the same word order.

This commit adds a `.short_label()` callback to socket declarations so
that a shortened label can be explicitly declared.

It also adds two regexps to the translation script so that these new
fields can be extracted to the .po translation files. One extracts the
label with a translation context, the other without. Only the one
without context is currently in use.

The current automatic shortening logic is kept and will be used only
if a shortened label is not manually provided.

Fixes #112970: Node socket labels under panels are not shortened when
translated.

Pull Request: https://projects.blender.org/blender/blender/pulls/113070
2023-10-12 17:51:37 +02:00
Falk David
faa24698a5 GPv3: Implement expanding of Grease Pencil component in the spreadsheet
This patch adds the ability for users to expand the grease pencil component in the spreadsheet and see the values for each `CurvesGeometry` in each layer.

It also makes it so that all the geometry components can be expanded for consistency.

Pull Request: https://projects.blender.org/blender/blender/pulls/113507
2023-10-12 16:51:44 +02:00
Christoph Lendenfeld
1f995917a9 Refactor: Replace autokey macros with functions
No functional changes

The following macros have been replaced with identically named functions
* IS_AUTOKEY_ON
* IS_AUTOKEY_MODE
* IS_AUTOKEY_FLAG

Pull Request: https://projects.blender.org/blender/blender/pulls/113610
2023-10-12 16:20:18 +02:00
Falk David
49b21eba11 GPv3: Support crazyspace in selection code
This adds `GreasePencilEditHints` and correctly implements
`crazyspace::get_evaluated_grease_pencil_drawing_deformation`
to support querying the deformation of points after evaluation.
This is needed for users to properly select points in edit mode while
seeing the effects of the modifiers.

Pull Request: https://projects.blender.org/blender/blender/pulls/113586
2023-10-12 15:42:04 +02:00
Hans Goudey
20d8f27ed2 Geometry Nodes: Add default input option for node groups
In order to recreate the behavior of some builtin nodes
which have implicit inputs for ID/Index or positions, provide
a hard-coded list of default/unconnected fields for sockets.

The point is to let assets recreate the behavior of builtin
nodes in a simple way that's easy to change in the future if
this becomes a more generalized feature. A hardcoded list
makes this predictable and simple in the meantime.

When the option is set to something besides "Default Value"
it overrides the "Hide Value" option. Otherwise the default
input would conflict with the visible default value button.

This makes it possible to add #109846 as an asset in the
essentials bundle. The design is meant to be easily
extendable for shader nodes, though that isn't included
in this commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/113175
2023-10-12 14:04:44 +02:00
Falk David
f43426f0de GPv3: Rename layer domain to just "Layer"
We had a short discussion on this change. "Grease Pencil Layer" is
just a bit too long, especially in the UI. Even though "Layer" might be
ambiguous, it shouldn't be in the context of geometry nodes. There are
currently no other "Layers" and if there were, using the same domain
name could be fine (just like we reuse the point domain for e.g. vertices
in meshes and control points in curves).

This also renames the internal enum to `ATTR_DOMAIN_LAYER`

Pull Request: https://projects.blender.org/blender/blender/pulls/113589
2023-10-12 13:54:32 +02:00
Clément Foucault
4bddbe85f6 EEVEE-Next: Move out of experimental options
See #93220
2023-10-11 20:38:28 +02:00
Miguel Pozo
1ba16edaf0 EEVEE-Next: Rename light probes
Update to the new naming convention for `Light Probes`:

`Reflection Cubemap` -> `Sphere`
`Reflection Plane` -> `Plane`
`Irradiance Grid` -> `Volume`

Note that this breaks the Python API (`bpy.types.LightProbe.type`).

Pull Request: https://projects.blender.org/blender/blender/pulls/113452
2023-10-11 19:38:42 +02:00
Jacques Lucke
613a0ad651 Cleanup: move panel runtime data out of dna header 2023-10-11 11:48:37 +02:00
Jacques Lucke
663aa3538d UI: allocate panel runtime data separately
This results in better separation for what is stored in .blend files and what is not.
Also allows us to potentially use C++ in panel run-time data.

Pull Request: https://projects.blender.org/blender/blender/pulls/113502
2023-10-10 18:17:31 +02:00
Falk David
3931a54e08 GPv3: Initial Geometry Nodes support
This implements the core changes for this design: https://devtalk.blender.org/t/grease-pencil-integration-into-geometry-nodes/31220

The changes include:
* Add `CustomData` for layer attributes
* Add attribute support for the `GreasePencilComponent` to read/write layer attributes. Also introduces a `Layer` domain.
* Implement a `GreasePencilLayerFieldContext` and make `GeometryFieldContext` work with grease pencil layers.
* Implement `Set Position` node for `Grease Pencil`.

Note: These changes are only accessible/visible with the `Grease Pencil 3.0` experimental flag enabled.
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/112535
2023-10-10 16:49:30 +02:00
Jeroen Bakker
25a1cea8e2 EEVEE-Next: Scene Reflection Probe Resolution
This PR reuses the scene specific reflection probe resolution for all
reflection light probes in the scene. The target is to have a automatic
detection for the resolution. But as long as we don't have a mechanism
for detection it is better to not introduce a new UI element that will
be removed within the foreseen future.

This setting is currently used by EEVEE and EEVEE-Next. EEVEE supports
resolutions upto 4096px. This will be clamped to 2048 when using
EEVEE-Next.

The motivation for this is that EEVEE-Next will soon replace
EEVEE and 4096 can then be removed from the choices that the user can
made. Adding as separate option could need synchronization, and that
option would also be temporary as it will be removed by the resolution
detection mechanism.

Pull Request: https://projects.blender.org/blender/blender/pulls/113491
2023-10-10 14:50:17 +02:00
Hans Goudey
1ccba4d9fe Nodes: Use index instead of reordering for draw order
Currently nodes are reordered so that the "on top" nodes are last in
the list. Node order changing for simple operations like selection
means we either have to reevaluate the node tree data-block on
selections or accept that the evaluated order can be different from the
original. Currently we do the latter (see d76a0e98ba), but
makes it complex to access nodes by index, and is hard to reason about.

Instead of reordering nodes, store the ui order in the node itself
and sort the nodes before drawing them or doing any processing
that depends on the "depth."

The "selected_nodes" list in the context is no longer ordered by the
recent selection.

Pull Request: https://projects.blender.org/blender/blender/pulls/113419
2023-10-10 10:57:51 +02:00
Omar Emara
203559757a Compositor: Allow variable size Kuwahara
This patch changes the size property of the Kuwahara into a node socket
to allow variable size Kuwahara.

Pull Request: https://projects.blender.org/blender/blender/pulls/112946
2023-10-10 10:10:18 +02:00
Miguel Pozo
f54205cfdd EEVEE Next: Optional surfel backface culling
Allow disabling surfels backfaces from contributing to volume probes.

Pull Request: https://projects.blender.org/blender/blender/pulls/113362
2023-10-09 17:02:14 +02:00
Jeroen Bakker
61b463d5e4 EEVEE-Next: Planar Probe Pipeline
This PR is contains the initial capture pipeline for planar probes.

It requires work to generate the correct view to capture and to include
the result during ray tracing. These will be developed in a separate PR.

This PR detects if a planar probe is active in the scene. If this is
the case the planar probe pipeline will be activated. During rendering
this is done by querying the depsgraph, during viewport drawing this
is done during sync. If an planar probe is detected and the pipeline
wasn't activated. The pipeline will be activated and the sampling
will be reset to ensure the pipeline is filled with all objects.

Per object the user can set the visibility of the object in planar
reflections.
![image](/attachments/fcfb40f9-f174-491c-bfba-e7f00f49aa1c)

For a reflection plane the resolution and clipping offset can be set.
EDIT: Resolution option was removed because too complex to
implement with the little time we have at the moment.
![image](/attachments/e42ad9ce-8af8-45d1-aa3a-630db1901ad3)

Related to #112966

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113203
2023-10-08 19:49:58 +02:00
Campbell Barton
0df1a0df3d WM: use time-stamps from events for double-click check
Using the time from events is more accurate under Wayland which
can create events while the main thread is busy.
2023-10-08 19:30:52 +11:00
Campbell Barton
c1a01ae7b4 WM: move last press time from the wmEvent into wmWindow
This was only ever used in the wmWindow::eventstate so it doesn't
make sense to store in every event.
2023-10-08 16:16:57 +11:00
Campbell Barton
0742ef808f Fix writing past struct bounds of GHOST_TEventImeData
IME editing would cast GHOST_TEventImeData to wmIMEData then read/write
an additional member that doesn't exist in GHOST_TEventImeData.

In practice it's likely struct padding prevented this from showing up
as a bug. Nevertheless it's bad practice to rely on this.

- Make GHOST_TEventImeData read-only, move the is_ime_composing boolean
  into the window.
- Add static assert to ensure both structs are the same size.
- Correct code comments.
2023-10-08 14:29:08 +11:00
Falk David
7e87435cf4 GPv3: Initial drawing tool
This PR implements an initial drawing tool that can already be used for testing.
While this is not fully feature complete (compared to the current grease pencil draw tool) the following is already implemented:

* Pressure support for radius and opacity.
* Material color and vertex color support.
* New active smoothing algorithm based on curve fitting.
* Simplify algorithm as a post-process step.

Some deliberate limitations include:
* The drawing plane is always the front plane. Drawing on surfaces is also not supported.
*

The current approach has not been optimized for performance yet. The goal was to have a straightforward implementation
first and then focus on performance later.

There are numerous parameters in the code that are hard-coded for now. These should be exposed at some point, potentially as user settings.

Pull Request: https://projects.blender.org/blender/blender/pulls/110093
2023-10-06 10:49:54 +02:00
Miguel Pozo
b4de568cc4 EEVEE-Next: Tests support
Enable tests for EEVEE Next.

As a workaround for allowing the use of EEVEE Next (still an
experimental feature) with `--factory-startup`, `arg_handle_engine_set`
enables the feature when `-E BLENDER_EEVEE_NEXT` is used.
In addition, EEVEE Next is always registered, so it's available when
calling `WM_init`.
If it's actually disabled, it will be immediately unregistered after that.

Notes:
- `get_gpu_device_type` always fails with error:
  > GPU API is not available in background mode
- Setup and tests are the same as EEVEE. There are many tests that
  only make sense for Cycles, and many EEVEE Next features that are
  not actually tested.

Pull Request: https://projects.blender.org/blender/blender/pulls/112161
2023-10-05 16:02:49 +02:00
Omar Emara
a609af06f9 Cleanup: Clarify the use of DrawDataList 2023-10-05 14:49:51 +03:00
Jacques Lucke
012289b1e7 Geometry Nodes: deduplicate code to deal with dynamic socket amounts
The goal of this refactor is to reduce the amount of boilerplate code that is
necessary to have a dynamic number of sockets on nodes. This is achieved
by making the code more reusable. Currently, only the simulation and repeat
zone nodes make use of this. However, even with just those two, the amount
of code is reduced already. The benefit of this refactor will become even more
significant as more nodes support a dynamic number of sockets. For example,
the bake node and for-each zone will also benefit from this.

We could probably make some of the utility functions non-templates using type
erasure. This could reduce the compilation overhead when the number of nodes
with item arrays increases. The main reason for why everything is templated
now is that it made this refactor easier. Without this patch, all the code was
essentially "manually templated". So the implementations look still similar to
before now, just that concrete types are replaced with template parameters.

No user-visible changes are expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/113114
2023-10-04 11:02:52 +02:00
Omar Emara
17bdf18397 Realtime Compositor: Implement Keying Screen node
This patch implements the Keying Screen node for the Realtime
Compositor. Draw data was introduced to the Movie Clip ID to allow
caching of the keying screen.

Pull Request: https://projects.blender.org/blender/blender/pulls/113055
2023-10-04 07:35:07 +02:00
Omar Emara
75c947a467 Compositor: Use RBF Interpolation in Keying Screen node
This patch changes the interpolation algorithm utilized by the Keying
Screen node to a Gaussian Radial Basis Function Interpolation. This is
proposed because the current Voronoi triangulation based interpolation
has the following properties:

- Not temporally stable since the triangulation can abruptly change as
  tracking markers change position.
- Not smooth in the mathematical sense, which is also readily visible in
  the artists sense.
- Computationally expensive due to the triangulation and naive
  rasterization algorithm.

On the other hand, the RBF interpolation method is temporally stable and
continuous, smooth and infinitely differentiable, and relatively simple
to compute assuming low number of markers, which is typically the case
for keying screen objects.

This breaks backward compatibility, but the keying screen is only used
as a secondary input for keying in typical compositor setups, so one
should expect minimal difference in outputs.

Pull Request: https://projects.blender.org/blender/blender/pulls/112480
2023-10-04 07:07:04 +02:00
Harley Acheson
82bfc41d0c UI: Allow Separate Configuration of Subpixel Antialiasing
Separate user configuration of subpixel antialiasing from the hinting
options. For example, this allows turning this on while hinting is
"None", or off when hinting is "Full".

Pull Request: https://projects.blender.org/blender/blender/pulls/113027
2023-09-29 19:02:25 +02:00
Philipp Oeser
16e4eeb9c0 Text objects: make CharInfo mat_nr zero-based
For text objects, the CharInfo mat_nr material index used to start at 1
(not at zero like for meshes or nurbs).
Code was mostly considering this (but not in all places, so material
index handling (removing/moving) could still go wrong.

As an alternative to !109746 (where it was made sure all places would
make the right assumption about mat_nr starting at 1), this PR now
changes the mat_nr to be zero-based.

This is more in line with other places handling material indices.

Versioning code is in place to properly convert old files.

Fixes #109491

Pull Request: https://projects.blender.org/blender/blender/pulls/112954
2023-09-28 11:46:52 +02:00