This reverts part of 36cda3b3116acba3b895daf68689f8af01b62392
and replaces the use of `OB_MODE_PAINT_GREASE_PENCIL`
`OB_MODE_PAINT_GPENCIL_LEGACY` flag instead.
The `OB_MODE_PAINT_GREASE_PENCIL` is removed.
The `GREASE_PENCIL_OT_draw_mode_toggle` operator is removed
and the `GPENCIL_OT_paintmode_toggle` operator is adapted to
work with GPv3.
Pull Request: https://projects.blender.org/blender/blender/pulls/121027
Callers to RNA_struct_name_get_alloc weren't accounting for allocation
which is unlikely as the fixed sized buffers used in these cases were
large.
- CTX_data_dir_get_ex & context_path_add_generic
would use uninitialized stack memory.
- OverrideRNAPathTreeBuilder::build_path & ensure_entire_collection
would leak memory.
Adds an (empty) sculpt mode for Grease Pencil v3 objects.
The object `SCULPT_GPENCIL` mode is re-used for Grease Pencil object
types. A `SCULPT_GREASE_PENCIL` context mode has been added, which is
specific to grease pencil objects. This is necessary for polling tools
and keymaps.
Pull Request: https://projects.blender.org/blender/blender/pulls/119338
Previously retrieving a collection from the context like "selected_ids"
would give a linked list of allocated items. Now it returns a vector of
RNA pointers. Though the number of items is typically fairly small,
using contiguous memory and avoiding many small allocations are
typical performance improvements that could still be beneficial
when there are many items. Iteration also becomes much simpler.
Pull Request: https://projects.blender.org/blender/blender/pulls/119939
These reports were embedded in the window manager DNA,
but they were always cleared when reading it from files. It's clearer
to just not store the reports in files at all. I also moved the reports
initialization and freeing to the constructor and destructor of the
runtime class.
This is the only place `ReportList` was embedded in DNA, so
after this we can move that to use C++ features if we want.
Pull Request: https://projects.blender.org/blender/blender/pulls/118329
Currently most of the data stored in `wmWindowManager` is runtime
data not saved to files. It's confusing that it's declared in DNA then. That
also prevents us from using C++ features. This commit adds an initial
runtime struct. Moving data there can be done as a separate step.
Initially I wanted to look at moving the `ReportList` system to C++.
The runtime struct has to be defined in the blenkernel module because
the members are (will be) used there in a few places.
Pull Request: https://projects.blender.org/blender/blender/pulls/118157
This is a compatibility breaking change to rename all usages of the name
`asset_library_ref` with `asset_library_reference`. Brecht recently
suggested that such abbreviations should be avoided in public API names.
f6a6b27ac1 made the asset representation type available through context
wherever asset handle was previously. This moves us closer to replacing
the asset handle type.
Part of #102877 and #108806.
Makes the asset representation type available in RNA/BPY context
whenever the asset handle type is, so that it can be used instead. See
d04cd3f3e6. With this change we can now replace virtually all usages of
the asset handle type in Python with the asset representation. (Only for
the asset view template we require a collection property taking asset
handles still, for internal reasons.)
Idea is now to first get rid of all usages of asset handle in Python,
so that there's almost no need for further compatibility breaking
changes (unsure if the asset view template can be removed for 4.0
already though). Internal hacks related to it can be removed at any time
still.
Part of #102877 and #108806.
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.
This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.
No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/111976
Generally the context store is owned by `uiBlock`. Other pointers
to the store (in `bContext` and other operator data) shouldn't change
it, so those variables are now const. One exception is the pointer in
`uiLayout`, but that has a clearly short lifetime, so that's okay.
Remove the need for `CTX_store_copy` and `CTX_store_free` by using
C++ copy constructors, unique pointers, and `std::optional`. A few types
are made non-trivial to support this.
Move control over the color of bones from bone groups to the bones
themselves. Instead of using bone groups (which are defined on the pose,
and thus owned by the object), the color is stored on:
- the bone (`struct Bone`, or RNA `armature.bones['bone_name'].color`)
- a possible override on the pose bone (`struct bPoseChannel`, or RNA
`ob.pose.bones['bone_name'].color`).
When the pose bone is set to its default color, the color is determined
by the armature bone. In armature edit mode, the armature bone colors
are always used, as then the pose data is unavailable.
Versioning code converts bone group colors to bone colors. If the
Armature has a single user, the group color is stored on the bones
directly. If it has multiple users, the group colors will be stored on
the pose bones instead.
The bone group color is not removed from DNA for forward compatibility,
that is, to avoid immediate dataloss when saving a 3.6 file with 4.0.
This is part of the replacement of bone groups & armature layers with
bone collections. See the design task at #108941.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
Renames `OB_MODE_EDIT_GPENCIL`, `OB_MODE_PAINT_GPENCIL`, `OB_MODE_SCULPT_GPENCIL`, `OB_MODE_WEIGHT_GPENCIL`, `OB_MODE_VERTEX_GPENCIL, and the context modes` to `*_LEGACY`.
Pull Request: https://projects.blender.org/blender/blender/pulls/109648
Similar to 5f16e24cc9, this adds support for edit mode
to the point cloud object type, which is currently hidden behind an
experimental option. No interaction is possible yet, for now this
can be used as a testing for a node-group-operator-only mode.
This was due to a wrong mapping of tools in the toolbar.
The fix makes sure that the correct selection tools are used for the
old grease pencil objects.
In order to accomplish this properly, the new grease pencil objects
use their own edit mode context.
This way the two objects are cleanly seperated.
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
Adds the initial stage for the grease pencil 3.0 project.
This patch includes:
* New ID and new object type.
* New DNA structures.
* New drawing engine for grease pencil (gpencil-next).
* Tests for the new grease pencil data-type.
* A few operators for conversion, switching modes and (simple) drawing.
Exposed to the user:
* An experimental option to switch to the new grease pencil.
* This will switch the grease pencil render engine to gpencil-next which can only render the new object type.
Current grease pencil objects will no longer render.
* Changing this option currently requires a restart of blender (for the keymap to update).
* A conversion setting in the `Object` > `Convert To` operator.
* A drawing operator in `Draw Mode`.
Pull Request: https://projects.blender.org/blender/blender/pulls/106848
Various UI code would store the `AssetHandle` in a way that turns out to
be unsafe. The file-data is part of the file browser caching system that
releases file-data when a certain maximum of items is in the cache. So
even while just iterating over the assets, earlier iterated asset
handles may become invalid. Now asset handles are really treated as
volatile, short lived objects.
For the asset-view, the fix was more involved. There we need an RNA
collection of asset-handles, because the UI list code requires that. So
we create a dummy collection and get the asset handles as needed by
index. This again meant that I had to keep the index of the collection
and the asset-list in sync, so all filtering had to be moved to the UI
list.
I tried duplicating the file-data out of the cache instead, but that
caused problems with managing the memory/ownership of the preview
images.
`AssetHandle` should be removed and replaced by `AssetRepresentation`,
but this would be an even more disruptive change (breaking API
compatibility too).
Fixes#104305, #105535.
Pull Request: #105773
Caused by 7d7e90ca68.
When accessing context members from the windowmanager context
(`C->wm.store` which is mainly used for UI related stuff) the above
commit broke behavior in `CTX_store_ptr_lookup` in that it changed and
would **always** return NULL if no type is passed in. The call to
`CTX_store_ptr_lookup` from `ctx_data_get` **always** passes in NULL
though.
Accessing other context members survived since they take a different
code path in `ctx_data_get` and dont use `CTX_store_ptr_lookup`.
Now also return the entry if a NULL type was passed as it was before.
Fixes T103370, T103405, T103417
Differential Revision: https://developer.blender.org/D16840
Duplicating context lists took a measurable amount of time when drawing
large node trees in the node editor. Instead of using a linked list of
entries, which results in many small allocations, use a vector. Also,
use std::string and StringRefNull instead of char buffers and pointers.