This makes the read and write API functions match more closely, and adds
asserts to check that the data size is as expected.
There are still a few places remaining that use BLO_read_data_address
and similar generic functions, these should eventually be replaced as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/120994
Because normals are calcualted lazily for all cases "depends_on_normals"
except for BMesh original normals, this is mostly unnecessary. It's actually
probably not necessary at all, because in practice there is always a separate
positions array stored in `EditMeshData` during mesh edit mode modifier
evaluation, bringing us back to the lazy calculation. But anyway, removing
the usage for topology-changing modifiers and modifiers which don't
accept BMesh as input anyway simplifies things.
Pull Request: https://projects.blender.org/blender/blender/pulls/120274
Also access the evaluated deform mesh with a function rather than
directly from object runtime data. The goal is to make it easier to use
implicit sharing for these meshes and to improve overall const
correctness.
Since 1497005054, there is a new `ModifierData.persistent_uid` which
has more use cases than the old `session_uid`. This patch removes
`ModifierData.session_uid` and replaces its usages with the new `persistent_uid`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117909
This adds a new `ModifierData.persistent_uid` integer property with the following properties:
* It's unique within the object.
* Match between the original and evaluated object.
* Stable across Blender sessions.
* Stable across renames and reorderings of modifiers.
Potential use-cases:
* Everywhere where we currently use the name as identifier. For example,
`ModifierComputeContext` and `ModifierViewerPathElem`.
* Can be used as part of a key in `IDCacheKey` to support caches that stay
in-tact across undo steps.
* Can be stored in the `SpaceNode` to identify the modifier whose geometry node
tree is currently pinned (this could use the name currently, but that hasn't been
implemented yet).
This new identifier has some overlap with `ModifierData.session_uid`, but there
are some differences:
* `session_uid` is unique within the entire Blender session (except for duplicates
between the original and evaluated data blocks).
* `session_uid` is not stable across Blender sessions.
Especially due to the first difference, it's not immediately obvious that the new
`persistent_uid` can fulfill all use-cases of the existing `session_uid`. Nevertheless,
this seems likely and will be cleaned up separately.
Unfortunately, there is not a single place where modifiers are added to objects currently.
Therefore, there are quite a few places that need to ensure valid identifiers. I tried to catch
all the places, but it's hard to be sure. Therefore, I added an assert in `object_copy_data`
that checks if all identifiers are valid. This way, we should be notified relatively quickly if
issues are caused by invalid identifiers.
Pull Request: https://projects.blender.org/blender/blender/pulls/117347
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.
In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.
This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.
BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117350
The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.
This commit uses the new macro to translate many strings all over the
UI.
Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
manually, but they are handled by a new regex in the translation
system.
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
For context, see 6d09fa3577. Overall, these values were still
written in some cases, but never used. Nowadays the viewer node and
attribute overlays give even better answers to these needs.
Convert shrinkwrap data arrays to use C++ arrays and BitVector,
use references in "EditMeshData" code, and store both structs
with `std::unique_ptr` instead of a raw allocation.
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
In 2.6 the old method of using bNodeSocket lists in bNodeTree directly
as group sockets was replaced with new group input/output nodes. This
required versioning to create those input/output nodes and then redirect
links to the new node sockets. Because creating nodes relies heavily on
node typeinfo this versioning was done in the `_after_linking` section
of the 2.6 versioning code, running after _all other versioning_
(including for much newer versions!) has already happended.
While typinfo is available at that point, doing such late versioning
causes severe problems when the data structure changes, as is the case
with the recent node panels patch (#111348). The new node group
interface also has versioning code for 4.0, but this runs _before_ the
`_after_linking` code for 2.6! Versioning for node panels expects
sockets in bNodeTree to not have any links pointing at them, but this is
not true for old 2.6 files which have not yet been fully versioned at
that point, because of the late versioning stage. Subsequently 2.6
`_after_linking` code crashes when trying to modify node links with
dangling pointers.
The solution here is to move the old versioning code out of the
`after_linking` stage to restore the expected versioning chain. This
requires creating nodes and node sockets without any typeinfo, but
luckily we only need to create simple known group input/output nodes
which don't have much complicated behavior.
Pull Request: https://projects.blender.org/blender/blender/pulls/111704
The `lib_link` callback cannot always be fully replaced/removed, as in
some case it is also doing some validation checks, or data editing based
on the result of lib_linking internal ID pointers.
The callback has been renamed for that purpose, from `read_lib` to
`read_after_liblink`. It is now called after all ID pointers have been
fully lib-linked for the current ID, but still before the call to
`do_versions_after_linking`.
This change should not have any behavioral effect. Although in theory
the side-effect of this commit (to split lib linking itself, and the
validation/further processing code) into two completely separated steps
could have some effects, in practice none are expected, and tests did
not show any changes in behavior either..
Part of implementing #105134: Removal of readfile's lib_link & expand code.
The only acceptable case to handle internal data in 'lib_link' code is
when it depends on other IDs info. Otherwise, it should be done in
'read_data' code (and versioning if relevant).
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.
There is no reason to do that in the 'lib_link' stage of blendfile
reading, whether the owner ID is linked or local is already known info
at the 'read_data' stage of the process. And it is more logical to do
that in code affecting internal private data of an ID, rather than in
code handling updates of it ID pointers.
Note that the camera's baground image case was already handled in the
'read_data' stage.
No behavioral change expected here.
Previously the panel type name of a modifier (e.g. "MOD_PT_Smooth") was
created by copying from the ModifierTypeInfos name.
This meant that modifiers with the same default name would use
the same identifier for the panels.
Since different object types (e.g. OB_GREASE_PENCIL and OB_MESH)
might want to use the same default modifier name, this PR introduces
an idname field in the ModifierTypeInfo struct. This is then used to
generate the panel type name.
For compatibility reasons, the idname is the same as the name for now.
Note: Because the name was used previously, this means that some
modifiers have spaces in their panel type name.
E.g. "MOD_PT_Volume to Mesh".
Pull Request: https://projects.blender.org/blender/blender/pulls/110468
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/