Commit Graph

173 Commits

Author SHA1 Message Date
Jacques Lucke
d35351fdc8 Fix #139364: FileHandler example for shader editor does not work 2025-05-24 18:46:42 +02:00
Jacques Lucke
70ce733b8c Refactor: Nodes: add general NodeComputeContext
This is used as base class for the compute contexts for group and evaluate
closure nodes. Furthermore, in the future this can be used for the compute
context that is passed into field evaluation.

Pull Request: https://projects.blender.org/blender/blender/pulls/139377
2025-05-24 10:39:24 +02:00
Habib Gahbiche
eb51e0a206 Compositor: gizmo for Split node
The gizmo is a line (implemented as a 2d cage gizmo) that can be
dragged accross the image vertically or horizontally.

Pull Request: https://projects.blender.org/blender/blender/pulls/139107
2025-05-22 11:19:09 +02:00
Jacques Lucke
f3294bbd06 Nodes: improve drawing with invalid zone links
Previously, whenever the zone detection algorithm could not find a result, zones
were just not drawn at all. This can be very confusing because it's not
necessarily obvious that something is wrong in this case.

Now, invalid zones and links that made them invalid have an error.

Note, we can't generally detect the "valid part" of zones when there are invalid
links, because it's ambiguous which links are valid. However, the solution here
is to remember the last valid zones, and to look at which links would invalidate
those. Since the zone-detection results in runtime-only data currently, the
error won't show when reopening the file for now.

Implementation wise, this works by keeping a potentially outdated version of the
last valid zones around, even when the zone detection failed. For that to work,
I had to change some node pointers to node identifiers in the zone structs, so
that it is safe to access them even if the nodes have been removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/139044
2025-05-19 17:25:36 +02:00
Endor H
309ce182b8 Nodes: Allow dragging Group Inputs from the panel into the nodes editor
This patch adds support for creating Group Input nodes by dragging input sockets
and panels from the group interface tree-view in the side bar. This
significantly simplifies creating a Group Input node for a specific input when
there are lots of them.

These cases are supported:
* Dragging an input socket creates a Group Input node just for that socket.
* Dragging a panel without panel-toggle creates a Group Input node containing
  all sockets in the panel.
* Dragging a panel with panel-toggle creates a Group Input for the panel-toggle.
* Dragging a panel with panel-toggle while holding Ctrl creates a Group Input
  with the panel-toggle and all sockets in the panel.

This is supported in all node tree types.

Pull Request: https://projects.blender.org/blender/blender/pulls/137739
2025-05-13 07:17:48 +02:00
Jacques Lucke
1363319844 Geometry Nodes: add Import VDB node
This adds an Import VDB node. It loads all the grids from a .vdb file and hence
outputs a Volume geometry instead of an individual grid.

The grids are cached through the existing volume grid file cache, so they are
automatically deduplicated when volume grids are loaded from files in other
ways.

Pull Request: https://projects.blender.org/blender/blender/pulls/138380
2025-05-06 04:13:11 +02:00
Jacques Lucke
0553f96bec Fix: Nodes: missing node tree centering
When a new node tree becomes active based on the context, the node editor was
not centered on the new tree. This can easily lead to the situation where there
is no node visible, and the user first has to search for the nodes.

The reason for this is unexpectedly special:
* `snode_set_context` calls `ED_node_tree_start` which adds the `NC_SCENE |
  ND_NODES` notifier.
* Typically, this would update the `View2D` of the region in
  `node_area_listener`.
* However, `snode_set_context` is called from
  `wm_event_do_refresh_wm_and_depsgraph` which happens after(!) the listeners
  run. Therefore, the node editor is redrawn before the listener is handled.
* During redraw, the stored view center is overridden. When it is later used in
  the listener, the value is lost already.

This patch solves this by updating the view center eagerly when opening changing
what node tree is visible, instead of trying to it lazily where the required
information might be lost already.

Pull Request: https://projects.blender.org/blender/blender/pulls/138389
2025-05-06 04:12:03 +02:00
Jacques Lucke
e8d1491e62 Refactor: Depsgraph: simplify query API further
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138317
2025-05-02 15:08:29 +02:00
Brecht Van Lommel
388a21e260 Refactor: Eliminate various void pointers passed to MEM_freeN
It's safer to pass a type so that it can be checked if delete should be
used instead. Also changes a few void pointer casts to const_cast so that
if the data becomes typed it's an error.

Pull Request: https://projects.blender.org/blender/blender/pulls/137404
2025-04-21 17:59:41 +02:00
Jacques Lucke
f442c86197 Depsgraph: improve type safety when getting evaluated or original ID
The goal here is to avoid having to cast to and from `ID` when getting the
evaluated or original ID using the depsgraph API, which is often verbose and not
type safe. To solve this, there are now `DEG_get_original` and
`DEG_get_evaluated` methods which are templated on the type and use a new
`is_ID_v` static type check to make sure it's only used with valid types.

This allows removing quite some verbosity on all the call sites. I also removed
`DEG_get_original_object`, because that does not have to be a special case
anymore.

Pull Request: https://projects.blender.org/blender/blender/pulls/137629
2025-04-17 13:09:20 +02:00
Jacques Lucke
a0444a5a2d Geometry Nodes: support viewers in closures
This adds support for having viewer nodes in closures. The code attempt to
detect where the closure is evaluated and shows the data from there.

If the closure is evaluated in multiple Evaluate Closure nodes, currently it
just picks the first one it finds. Support for more user control in this case
may be added a bit later. If the Evaluate Closure node is in e.g. the repeat or
foreach zone, it will automatically use the inspection index of that zone to
determine what evaluation to look at specifically.

Overall, not too much had to change conceptually to support viewers in closures.
Just some code like converting between viewer paths and compute contexts had to
be generalized a little bit.

Pull Request: https://projects.blender.org/blender/blender/pulls/137625
2025-04-16 23:35:59 +02:00
Jacques Lucke
f301dfbb10 Cleanup: Nodes: deduplicate logic to get zone for node
Since nodes are not uniquely assigned to zones (some nodes are in two
zones at the same time), it's better not to expose this detail in multiple
APIs. This avoids having to explain the behavior multiple times.

Now one just has to use `get_zone_by_node/socket` and can then use
a seperate method to get the zone stack for that zone like before.
2025-04-16 14:09:48 +02:00
Endor H
4ee56b9b36 Fix: Crash when dragging assets between nodes area and status bar
The issue was a missing null check in a poll function.

Pull Request: https://projects.blender.org/blender/blender/pulls/137594
2025-04-16 13:39:05 +02:00
Jacques Lucke
79d9e60076 Geometry Nodes: initial support for showing logged data in closures
This adds initial support for showing logged data in closures. This is more
tricky than the other zone types, because the zone content is evaluated
elsewhere. The main new thing here is a function that attempts to find where a
given closure is evaluated statically.

Finding this place statically is also important because we generally decide
which compute contexts we want to log before evaluation starts. That's because
we don't want to log everything (which is expensive), but just the places that
the user is currently looking at.

This also changed a bunch of CMakeLists.txt files so that these modules can
include NOD_* stuff, which is generally fine everywhere in editors code.

Pull Request: https://projects.blender.org/blender/blender/pulls/137403
2025-04-15 18:03:25 +02:00
Jacques Lucke
411d4204f6 Refactor: Geometry Nodes: simplify getting compute context for edittree
This adds a simple `compute_context_for_edittree` function that returns the
"active" compute context for the given node editor. This is used in various
places, but previously one had to construct the compute context in multiple
steps (first find the root context (modifier/operator), then handle the tree
path). Since the edittree already has a specific active context, there should be
an easy way to retrieve that.

This also adds a few extra check that avoid redundant work that was done before.

Pull Request: https://projects.blender.org/blender/blender/pulls/137525
2025-04-15 15:24:29 +02:00
Jacques Lucke
e02a88929f Refactor: Geometry Nodes: extract function to create compute context for zone
This functionality was duplicated in two places and #137403 adds another place
where it is needed.
2025-04-15 10:36:51 +02:00
Jacques Lucke
be266a1c0c Refactor: Geometry Nodes: replace ComputeContextBuilder with ComputeContextCache
While `ComputeContextBuilder` worked well for building simple linear compute
contexts, it was fairly limiting for all the slightly more complex cases where
an entire tree of compute contexts is built. Using `ComputeContextCache` that is
easier to do more explicitly. There were only very few cases where using
`ComputeContextBuilder` would have still helped a bit, but it's not really worth
keeping that abstraction around just for those few cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/137370
2025-04-14 17:47:56 +02:00
Jacques Lucke
183dfa68c9 Geometry Nodes: log closure evaluations
The goal is to log information about which closures are evaluated where. This
information is not exposed in the UI yet, but will be needed to be able to debug
the evaluation and inspect socket values within closures.

Pull Request: https://projects.blender.org/blender/blender/pulls/137351
2025-04-11 17:58:40 +02:00
Habib Gahbiche
b148593c5d Compositor: implement gizmo for ellipse mask node
Implement ellipse gizmo for the ellipse mask node. Behavior and implementation are similar to the box node with the exception that corners are always visible.

Pull Request: https://projects.blender.org/blender/blender/pulls/137115
2025-04-11 10:32:43 +02:00
Habib Gahbiche
24faa4d856 Compositor: gizmo for box mask
A box mask can now be manipulated using a (rotated) rectangle gizmo.

Changes:
- Implementation is based on crop gizmo. Some functionalities were generalized for both crop and box mask (later should be used for ellipse mask as well)
- Support offset caused by transform nodes in compositor
- Support rotation for 2d gizmos

Note: a known issue about stretched rotation handle will be handled in a separate patch, see https://projects.blender.org/blender/blender/pulls/137079

Pull Request: https://projects.blender.org/blender/blender/pulls/122693
2025-04-07 12:18:40 +02:00
Guillermo Venegas
61783caa7f UI: Rename Add File Node operator to Add Image as Node
`Add File Node` name is too generic. This operator only handles
opening images and movies as nodes, not script files or other kind of files as nodes.

Pull Request: https://projects.blender.org/blender/blender/pulls/122561
2025-03-21 22:49:13 +01:00
Hans Goudey
835696f152 Geometry Nodes: Move import nodes out of experimental
The import nodes are considered complete enough to expose without
the experimental option. This commit removes the option so they will
be exposed in 4.5. There are still some possible future improvements,
including automatic caching, possibly exposing more input sockets,
and possibly including imported paths in the "Internal Dependencies"
panel. Those are considered non blocking though.

Pull Request: https://projects.blender.org/blender/blender/pulls/135957
2025-03-17 13:54:48 +01:00
Hans Goudey
9287bb759b Geometry Nodes: Import Text node
As a small addition to the import node features for 4.5,
this simple node imports a text file as a string. Potential
use cases include retrieving text for motion graphics.

Currently this just allows .txt files. More extensions could
be allowed in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/135459
2025-03-06 18:47:30 +01:00
Bastien Montagne
dd168a35c5 Refactor: Replace MEM_cnew with a type-aware template version of MEM_callocN.
The general idea is to keep the 'old', C-style MEM_callocN signature, and slowly
replace most of its usages with the new, C++-style type-safer template version.

* `MEM_cnew<T>` allocation version is renamed to `MEM_callocN<T>`.
* `MEM_cnew_array<T>` allocation version is renamed to `MEM_calloc_arrayN<T>`.
* `MEM_cnew<T>` duplicate version is renamed to `MEM_dupallocN<T>`.

Similar templates type-safe version of `MEM_mallocN` will be added soon
as well.

Following discussions in !134452.

NOTE: For now static type checking in `MEM_callocN` and related are slightly
different for Windows MSVC. This compiler seems to consider structs using the
`DNA_DEFINE_CXX_METHODS` macro as non-trivial (likely because their default
copy constructors are deleted). So using checks on trivially
constructible/destructible instead on this compiler/system.

Pull Request: https://projects.blender.org/blender/blender/pulls/134771
2025-03-05 16:35:09 +01:00
Hans Goudey
9cade06f5f Refactor: Nodes: Use Map instead of GHash for compositor previews
Replace `bNodeInstanceHash` with a `Map`. Move it to the node tree
runtime data. Simplify some code by removing the tag from the hash
value and collecting unused previews directly. Then just remove a
bunch of code that's now unused.

Note that texture node previews haven't been working for a while
anyway, and the experimental shader node previews seem to use
a different system (this one is a remnant of Blender Internal).

Pull Request: https://projects.blender.org/blender/blender/pulls/135310
2025-03-03 14:04:20 +01:00
Jacques Lucke
252a9b63ed Geometry Nodes: support creating import nodes when dropping file paths
Now import nodes are automatically created in Geometry Nodes when dropping
`.obj`, `.stl`, `.ply` and `.csv` files. Note that this is still hidden behind an
experimental feature flag.

Pull Request: https://projects.blender.org/blender/blender/pulls/135036
2025-02-24 16:25:50 +01:00
илья _
119fc054f8 Cleanup: BKE: Nodes: Pass-by-reference
Restriction of the nodes api to clearly define never-null function arguments.
Side effects: some assertions and null-check (with early return) were removed.
On the caller side is ensured to never derefer null to pass argument (mainly in RNA).
In addition, one pointer argument now actually a return type.

By-reference return types instead of pointers going to be separate kind of
change since also imply of cleaning up variables created from reference.

Also good future improvement would be to mark a copy-constructor as
explicit for DNA node types.

Pull Request: https://projects.blender.org/blender/blender/pulls/134627
2025-02-19 13:44:11 +01:00
Julian Eisel
fa4026f2bf Revert "Fix #130372: Implements memory of the previous state of eSpace_Types."
This reverts commit afec64739a.

The commit introduces a regression where opening the Asset Browser opens
the File Browser instead, same for other editor sub-types, see
blender/blender#134630.
blender/blender!134642 proposes a different solution and reverts this,
which I prefer too. Better to the revert separately from trying a
different fix for the initial bug, makes reviewing easier too.
2025-02-18 14:09:42 +01:00
Pratik Borhade
19631cae8a Fix #134428: Switching Animation Slots does not update node UI
Node region is not tagged to redraw when animation slot is changed.
`action_slot` RNA prop has `NC_ANIMATION`notifier set, use the same in
`node_region_listener` to tag region redraw.

Pull Request: https://projects.blender.org/blender/blender/pulls/134435
2025-02-18 10:33:23 +01:00
Harley Acheson
37c0b2c47d Fix #134592: Node Editor space_*_get Unregistered Tree Type Returns
When needing a friendly title and icon for windows and screen areas we
use SpaceType callbacks. For Node editors this could crash for custom
node trees that are unregistered. node_tree_type_find returns nullptr
since this custom tree type is not in the map. In this case just return
translated "Node Editor".

Pull Request: https://projects.blender.org/blender/blender/pulls/134692
2025-02-17 20:03:22 +01:00
Fabricio Luis
afec64739a Fix #130372: Implements memory of the previous state of eSpace_Types.
This implements the memorization of the previous state of a space's
subtype for those that have multiple modes. Introduces an optional
space_subtype_prev_get callback, implemented for SPACE_ACTION,
SPACE_FILE, SPACE_GRAPH, SPACE_IMAGE and SPACE_NODE. This means we
can always return to the previous mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/133846
2025-02-13 18:45:00 +01:00
Omar Emara
e53ac805af Compositor: Avoid redundant output computations
This patch allows the compositor context to specify exactly which
outputs it needs, selecting from: Composite, Viewer, File Output, and
Previews. Previously, the compositor fully executed if any of those were
needed, without granular control on which outputs are needed exactly.

For the viewport compositor engine, it requests Composite and Viewer,
with no Previews or File Outputs.

For the render pipeline, it requests Composite and File Output, with
node Viewer or Previews.

For the interactive compositor, it requests Viewer if the backdrop is
visible or an image editor with the viewer image is visible, it requests
Compositor if an image editor with the render result is visible, it
requests Previews if a node editor has previews overlay enabled. File
outputs are never requested.

Pull Request: https://projects.blender.org/blender/blender/pulls/133960
2025-02-04 08:34:48 +01:00
Brecht Van Lommel
3725fad82f Cleanup: Various clang-tidy warnings in editors
Pull Request: https://projects.blender.org/blender/blender/pulls/133734
2025-01-31 17:03:17 +01:00
Jonas Holzman
22582bf6f0 UI: Node Editor Color Drag & Drop Support
This patch adds support for drag and dropping colors (from color buttons) into
the Compositing, Shading and Geometry node trees.

Additional support was added for dragging and dropping colors with an Alpha
component (which was previously ignored), both in the context of the Node Editor
and for Color Buttons in general. This handles cases like drag and dropping a
color from an RGB to an RGBA button, which recreates the color with a default
Alpha value of 1.0.

Pull Request: https://projects.blender.org/blender/blender/pulls/129026
2025-01-30 12:37:15 +01:00
Hans Goudey
f2c9fccee0 Cleanup: Move legacy node integer types defines to separate header
Moving these defines to a separate header makes their "legacy" status
more obvious. This commit just adds the include wherever necessary.

Followup to 971c96a92c.

Pull Request: https://projects.blender.org/blender/blender/pulls/132875
2025-01-09 20:03:08 +01:00
Jacques Lucke
971c96a92c Nodes: rename integer type of nodes to type_legacy
The new description for `bNode.type_legacy`:
```
  /**
   * Legacy integer type for nodes. It does not uniquely identify a node type, only the `idname`
   * does that. For example, all custom nodes use #NODE_CUSTOM but do have different idnames.
   * This is mainly kept for compatibility reasons.
   *
   * Currently, this type is also used in many parts of Blender, but that should slowly be phased
   * out by either relying on idnames, accessor methods like `node.is_reroute()`.
   *
   * A main benefit of this integer type over using idnames currently is that integer comparison is
   * much cheaper than string comparison, especially if many idnames have the same prefix (e.g.
   * "GeometryNode"). Eventually, we could introduce cheap-to-compare runtime identifier for node
   * types. That could mean e.g. using `ustring` for idnames (where string comparison is just
   * pointer comparison), or using a run-time generated integer that is automatically assigned when
   * node types are registered.
   */
```

Pull Request: https://projects.blender.org/blender/blender/pulls/132858
2025-01-09 15:28:57 +01:00
Hans Goudey
13b79072e2 Refactor: Nodes: Use C++ new, std::string in node/socket/tree types
Make the type structs non-trivial, use new and delete for allocation and
freeing, and use std::string for most strings they contain. Also use
StringRef instead of char pointers in a few places. Mainly this improves
ergonomics when working with the strings.

Pull Request: https://projects.blender.org/blender/blender/pulls/132750
2025-01-08 16:34:41 +01:00
Hans Goudey
c10ef088a6 Refactor: Replace node types GHash with C++ container
Use VectorSet and Map instead of GHash. This can improve
performance, but the main point is to improve type and memory
safety and simplify code.

Pull Request: https://projects.blender.org/blender/blender/pulls/132240
2024-12-23 17:45:15 +01:00
Hans Goudey
504ac41ae7 Cleanup: Remove math include from two headers 2024-12-04 08:52:37 -05:00
Hans Goudey
129a2aa0f4 Refactor: Move region runtime data out of DNA
Pull Request: https://projects.blender.org/blender/blender/pulls/130303
2024-11-21 19:34:53 +01:00
Hans Goudey
091c175c5c Refactor: Move region runtime to separate C++ runtime struct
This allows using C++ types in the region runtime data, which will
make it easier to move the remaining runtime data out of the
`ARegion` DNA type and improve code readability in these areas.

Pull Request: https://projects.blender.org/blender/blender/pulls/130196
2024-11-15 02:00:11 +01:00
Jacques Lucke
6e5e01e630 Geometry Nodes: new For Each Geometry Element zone
This adds a new type of zone to Geometry Nodes that allows executing some nodes
for each element in a geometry.

## Features

* The `Selection` input allows iterating over a subset of elements on the set
  domain.
* Fields passed into the input node are available as single values inside of the
  zone.
* The input geometry can be split up into separate (completely independent)
  geometries for each element (on all domains except face corner).
* New attributes can be created on the input geometry by outputting a single
  value from each iteration.
* New geometries can be generated in each iteration.
    * All of these geometries are joined to form the final output.
    * Attributes from the input geometry are propagated to the output
      geometries.

## Evaluation

The evaluation strategy is similar to the one used for repeat zones. Namely, it
dynamically builds a `lazy_function::Graph` once it knows how many iterations
are necessary. It contains a separate node for each iteration. The inputs for
each iteration are hardcoded into the graph. The outputs of each iteration a
passed to a separate lazy-function that reduces all the values down to the final
outputs. This final output can have a huge number of inputs and that is not
ideal for multi-threading yet, but that can still be improved in the future.

## Performance

There is a non-neglilible amount of overhead for each iteration. The overhead is
way larger than the per-element overhead when just doing field evaluation.
Therefore, normal field evaluation should be preferred when possible. That can
partially still be optimized if there is only some number crunching going on in
the zone but that optimization is not implemented yet.

However, processing many small geometries (e.g. each hair of a character
separately) will likely **always be slower** than working on fewer larger
geoemtries. The additional flexibility you get by processing each element
separately comes at the cost that Blender can't optimize the operation as well.
For node groups that need to handle lots of geometry elements, we recommend
trying to design the node setup so that iteration over tiny sub-geometries is
not required.

An opposite point is true as well though. It can be faster to process more
medium sized geometries in parallel than fewer very large geometries because of
more multi-threading opportunities. The exact threshold between tiny, medium and
large geometries depends on a lot of factors though.

Overall, this initial version of the new zone does not implement all
optimization opportunities yet, but the points mentioned above will still hold
true later.

Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
Iliya Katueshenock
1b67be14c6 Cleanup: BKE: Nodes: Functions renaming
Use snake style naming for all the kernel nodes functions.
Omit kernel prefix in the names since of the using namespace.
Use full forms of the terms
('iter' -> 'iterator', 'ntree' -> 'node_tree', 'rem' -> 'remove', ...).

Pull Request: https://projects.blender.org/blender/blender/pulls/126416
2024-08-19 20:27:37 +02:00
Jacques Lucke
5861b078f7 Core: rename ID.flag and ID.tag values
Previously, values for `ID.flag` and `ID.tag` used the prefixes `LIB_` and
`LIB_TAG` respectively. This was somewhat confusing because it's not really
related to libraries in general. This patch changes the prefix to `ID_FLAG_` and
`ID_TAG_`. This makes it more obvious what they correspond to, simplifying code.

Pull Request: https://projects.blender.org/blender/blender/pulls/125811
2024-08-07 12:12:17 +02:00
Jacques Lucke
09bae67c86 Fix: Geometry Nodes: missing topology cache 2024-07-31 14:53:33 +02:00
Bastien Montagne
c607ead4b7 Refactor: Makesrna: move generated code further in C++.
This commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.

It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.

Pull Request: https://projects.blender.org/blender/blender/pulls/124469
2024-07-15 16:39:45 +02:00
Harley Acheson
2ca366827c Cleanup: Space_node.cc static_casts
Use of static_cast in place of c-style casts in space_node.cc.

Pull Request: https://projects.blender.org/blender/blender/pulls/124562
2024-07-12 17:14:59 +02:00
Harley Acheson
82ca220ad4 Cleanup: Const Arguments for ScrArea name_get Functions
Const arguments for ED_area_name, and space_name_get callbacks.

Pull Request: https://projects.blender.org/blender/blender/pulls/124560
2024-07-12 01:13:44 +02:00
Harley Acheson
a82954cb63 UI: Improved Area Icon Using a SpaceType Callback
Centralized method to obtain ScrArea icons. Areas can add an optional
space_icon_get callback to provide an icon that differs by subtype. If
not defined then ED_area_icon will return RNA UI icon, which is correct
in cases without area subtypes.

Pull Request: https://projects.blender.org/blender/blender/pulls/124556
2024-07-12 00:08:19 +02:00
Harley Acheson
1f3d1048d4 Fix #124070: Improved Area Names Using a SpaceType Callback
Centralized method to obtain ScrArea names. Areas can add an optional
space_name_get callback to provide a name that differs by subtype. If
not defined then ED_area_name will return RNA UI name, which is correct
in cases without area subtypes. This eliminates the current use of
RNA_property_enum_name_gettexted using a temporary context, which
results in the reported (hard to duplicate) error.

Pull Request: https://projects.blender.org/blender/blender/pulls/124488
2024-07-11 20:40:06 +02:00