Regression from [0] this was meant to be `EXR_TOT_MAXNAME - 2`,
but wasn't updated when `EXR_TOT_MAXNAME` changed.
Also use UTF8 string copying since it's expected to be UTF8.
[0]: 2c8db87897
This patch turns the options of the Color Balance node into inputs.
In the process, each of the wheels were split into two inputs, a base
float and a color. For instance, Gain is controlled using both a Base
Gain and Color Gain, the former controls the gain for all channels while
the latter controls it per channel.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/138610
Node sockets have many different aspects that affect their visibility and
whether they are grayed out. This patch cleans up the methods used to check if
sockets are visible and adds descriptions that should make it more obvious which
ones should be used.
This also fixes a few places where the wrong method was used which is more
obvious now.
Pull Request: https://projects.blender.org/blender/blender/pulls/139251
The main goal of this patch is that the column widths and ordering is not reset
every time one switches between different contexts.
It does that by keeping track of multiple `SpreadsheetTable`. There is one for
each table that is viewed (so e.g. the point and edge domain of the same mesh
are two different tables). Each table has an identifier and an array of columns.
There is some garbage collection in place so that the number of stored tables
does not increase unbounded.
This also comes with an updated Python API:
```python
import bpy
spreadsheet = bpy.context.screen.areas[...].spaces.active
active_table = spreadsheet.tables.active
print(active_table.id.type)
print(active_table.id.attribute_domain)
print(active_table.columns[0].id.name)
```
In the future, we might add some smarter logic to keep tables with different
identifiers more in sync. We don't have a great heuristic for that yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/139205
Use a similar convention for struct member identifiers,
(the identifiers without surrounding spaces). This allows the values
to be scanned and validated.
When enabled, this normalize the strength by the light area, to keep
the total output the same regardless of shape or size. This is the
existing behavior.
This is supported in Cycles, EEVEE, Hydra, USD, COLLADA.
For add-ons, an API function to compute the area is added for conversion,
in case there is no native support for normalization.
area = light.area(matrix_world=ob.matrix_world)
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/136958
Similar to other renderers, this adds a temperature property to set the
light color using blackbody emission. This can be more convenient than
using nodes, and can improve interop with other software.
This is supported in Cycles, EEVEE, Hydra, USD, COLLADA and FBX.
Pull Request: https://projects.blender.org/blender/blender/pulls/134303
Similar to other renderers, this adds an exposure property to multiply
the light power by 2^exposure. This can be more convenient to control
a wide range of values.
This is supported in Cycles, EEVEE, Hydra, USD, COLLADA and FBX.
Pull Request: https://projects.blender.org/blender/blender/pulls/134528
Previously, we were drawing the context path in the header of the spreadsheet.
However, that had some problems:
* When using a viewer that's somewhere deep in a node group, the viewer path
wouldn't fit.
* Standard editor menus didn't fit in. Also we wanted to add spreadsheet
specific operators that should be in a new menu.
* Couldn't fit more useful data for the context path (like the inspection index
for repeat zones).
This patch solves this by moving the entire context path to the left side bar.
This frees up the header for menus.
The new context panel information is added at the top of the side bar because
then there is a proper hierarchy: `Object > Evaluation State > Viewer Path
(optional) > Instance Selection > Domain Selection`
This patch also adds information about the current inspection index for for-each
and repeat zones. They are not editable yet, but that can be implemented
separately as it might require a few more changes for everything to update
correctly.
The new Viewer Path panel is only displayed when actually showing viewer data.
Pull Request: https://projects.blender.org/blender/blender/pulls/138477
Support parsing C style comments such as:
`char filepath[/*FILE_MAX*/ 1024]`
This is done by skipping white-space inside square brackets
so the value is read as:
`char filepath[1024]`.
Ref: !139196
This patch adds snapping options for the playhead to all animation editors.
The options can be modified through a new dropdown in the editor header.
All editors will show all those options, and they are shared,
so toggling the option in on editor will change it for all other editors too.
Some options are not working/relevant in some editors for example
Strips in the Dope Sheet. However for consistency the option is still shown.
This is a separate menu from the transform snapping menu because
you can toggle the snapping for transform and playhead separately.
Putting it in the existing snapping transform menu would imply that it can
be turned off with the magnet which is not the case.
Playhead snapping is explicitly disabled for the drivers editor
because there is no playhead to drag around.
Snapping to Frame/Second intervals takes the scene start as a starting point.
That means you can snap to the n-th second of the animation even though
it might not start at frame 1. The preview range is NOT taken into account
by design since the use case is working on a sub-section of the animation
in which case the snap target should not change.
Snapping is toggled by pressing CTRL as indicated by the status bar.
Snapping to Frames/Seconds is absolute, meaning no matter
how far away your cursor it will snap to the closest snap point.
All others only snap to things if they are close to the cursor in pixel values.
When mixing those two behaviors, it prefers relative snapping.
If no point is close enough to snap relative,
it will fall back to absolute snapping.
Based on the prototype #135913
Part of #135794
Pull Request: https://projects.blender.org/blender/blender/pulls/137278
Previously, when a socket was detected to be unused, it was just grayed out.
This patch adds support for automatically hiding unused sockets based on this
convention: Menu inputs control visibility while other inputs only control
whether something is grayed out.
More specifically, an input is visible if any of these conditions is met:
* It affects the output currently.
* It never affects the output. In this case its usage does not depend on any
menu input.
* It is used if all non-menu inputs are considered to be unknown.
In the future, we could support customizing which inputs are allowed to control
visibility. For now it's good to use the convention that Blender generally
follows itself.
As before, panels are grayed out if they only contain grayed out sockets and
panels are hidden when they don't contain any visible sockets.
Hiding inputs works in group nodes, the Geometry Nodes modifier and node
operators. In theory it will work for all node tree types, but since only
Geometry Nodes supports the Menu Switch node currently, this patch currently
only makes a difference there.
The implementation reuses the existing `SocketUsageInferencer` with a different
sets of inputs. So no new core-inferencing logic was needed.
Design task: #132706.
Pull Request: https://projects.blender.org/blender/blender/pulls/138186
This should make VSE code more readable and easier to understand from an
outside perspective.
The name was chosen to be `channel` rather than `channel_index` to keep
things short and concise -- it should be clear based on the context
whether we are talking about the strip's channel index (singular case,
`Strip::channel` or `SeqTimelineChannel::index`) vs. the channel list
(plural case, e.g. `Editing::channels`).
Pull Request: https://projects.blender.org/blender/blender/pulls/138919
This patch turns the options of the Crop node into inputs.
Instead of specifying the bounds of the crop, the inputs now specify the
Width and Height of the crop region. The Crop Image Size option was
renamed to Alpha Crop and inverted, so it now defaults to actual
cropping. The Relative option was removed, as it is now superseded by
the Relative To Pixel node, and removal was done to facilitate the
options to inputs project.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/139163
This improves implicit node inputs in multiple ways:
* Fix crash when switching a group input socket type from e.g. vector to
integer, while the default input is set to "position". Now, the default input
type is reset automatically if it's invalid.
* Add Left/Right Handle as possible implicit vector inputs (next to Position and
Normal). Those were the only ones that we used internally that were not
exposed yet.
* When creating a new group input from an existing socket, also initialize the
default input based on the socket. E.g. when grouping a `Set Position` node,
the `Position` input of the group will now also use the position attribute by
default.
In addition to these user-level changes, some internal changes were done too:
* Use unified `NodeDefaultInputType` in node declaration instead of function
pointers which were hard to propagate to node groups.
* Use a new reusable `socket_type_supports_default_input_type` function in rna
to filter the list of possible input items.
Pull Request: https://projects.blender.org/blender/blender/pulls/139139
The Smoke Surface Emission is the height of the smoke from the mesh surface.
It is measured in Domain Grid Units, and if the grid unit is relatively big
(compared to the mesh), the smoke emission is huge.
To fix that the Surface Emission was decreased from 1.5 to 1.0. As a result
it is possible to emit smaller smokes (width 2, previously 3).
Further decreasing default value of Surface Emission is not recommended,
as in some cases (too small mesh compared to Grid Unit) will result not
emitted smoke.
Fix#132613: Issue with large smoke domain and small emitter
Pull Request: https://projects.blender.org/blender/blender/pulls/138567
* Move colorband and theme DNA to own headers
* Move some anim, curve, modifier and space enums to new headers
* Move data transfer enums to DNA
* Duplicate imbuf proxy and GPU backend enums
For a few reasons:
* Reduce number of includes in DNA headers
* Don't define enums used in DNA outside of DNA
* Move theme settings to separate header for userdef_default_theme.c
* Prepare for using default initializers in DNA headers. (#134531)
Pull Request: https://projects.blender.org/blender/blender/pulls/138831
It's not common for object data to reference it's object type
so name the struct member to make this clear.
Also remove BKE_curve_type_get which is no longer needed.
- Make Curve::type the source of truth for the curve type,
instead of Curve::vfont, since it's possible for this to be
set to null from RNA which effectively changed it's type.
See #138730.
- Update objects to match the curve type on file read.
Without this, an object may link to a curve in another file which
can be replaced by a curve data-block of a different type.
Note that updating the object type was already being done
when reloading library data and setting object data,
just not on file load.
Ref !139137
This patch adds a new Relative To Pixel node in the compositor. The node
converts values that are relative to the image size to values that are
in terms of pixels.
This is useful to use relative values in nodes that take pixel values.
For instance, the Kuwahara node has an input that defines the filter
size in pixels. If one wants to define it relative to the image size
instead, one can use this node.
The node can operate on float and 2D vector values. Further, the node
can do the conversion relative to a number of image properties:
- Per Dimension: Each dimension gets converted independently. The X
value is relative to the X dimension and the Y value is relative to
the Y dimension. This mode is special because in float mode, the
output will be a factor as opposed to a float.
- X: Relative to the x dimension.
- Y: Relative to the y dimension.
- Greater: Relative to the greater dimension.
- Smaller: Relative to the smaller dimension.
- Diagonal: Relative to the diagonal of the image.
Pull Request: https://projects.blender.org/blender/blender/pulls/138773
This field's usage was removed with the brush assets project, previously
it was used during runtime in the `PAINT_OT_brush_select` operator.
This commit tags the DNA field as deprecated and marks the overall
`brush.cc` file with `#define DNA_DEPRECATED_ALLOW` to follow a similar
pattern as other BKE files dealing with I/O of ID types.
The field was added in 147b4b13ba and
updated in 7b7aba31f2 to prevent invalid
pointers from remaining on the brush.
Pull Request: https://projects.blender.org/blender/blender/pulls/138578
Previously modifiers can only filter single layers, now filtering by
layer group is also supported.
This adds a toggle to the layer filter to switch to filtering by groups.
Resolves #123323.
Pull Request: https://projects.blender.org/blender/blender/pulls/123353
- User visible rename: "Use Armature Setting" -> "Armature Defined"
(just added in 8bf73386f2)
- Internal code only: rename eArmature_Drawtype enum items to have
ARM_DRAW_TYPE_ prefix, instead of just ARM_ (just ARM_ is used in
several unrelated enums, leading to confusion)
This is re-apply of PR !138982 was backed out in cef7cb4534 due to
Win x64 buildbot failure. The error was:
```
view3d_navigate_view_all.cc(321): error C2672: 'blender::bounds::transform_bounds': no matching overloaded function found
view3d_navigate_view_all.cc(322): error C2784: 'blender::Bounds<blender::VecBase<T,3>> blender::bounds::transform_bounds(const blender::MatBase<T,Size,Size,NumCol*NumRow%4==0?4:1*sizeof(T)> &,const blender::Bounds<blender::VecBase<T,3>> &)': could not deduce template argument for 'const blender::MatBase<T,Size,Size,NumCol*NumRow%4==0?4:1*sizeof(T)> &' from 'const blender::float4x4'
```
which has nothing whatsoever to do with the PR. But something
in the PR (i.e. rename of a completely unrelated enum entries)
presumably makes this specific VS2019 compiler version not be
able to resolve template argument type. Again, in completely
unrelated file with completely unrelated types.
So "the fix" is to help VS2019 compiler in that place by explicitly
specifying the template types. What exactly in the original
change triggers the issue, remains a mystery. "It is known" that
VS2019 is quite funky in template argument deduction, maybe this
is one of these cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/138995
This commit adds a toggle functionality to the `brush.asset_activate`
operator that makes it behave similarly to the `paint.brush_select`
parameter of the same name.
When the operator has this option enabled, using the operator or
pressing the relevant key will either:
* Activate the specified brush and store it if the current brush does
not match the specified brush
* Activate the previously stored brush if it exists.
This option is exposed in the keymaps and enabled by default for the
Sculpt Mask brush.
This allows, for example, users to press 'M' to switch to the mask brush
and then press 'M' again to switch back to their previously active
brush.
Partially addresses this RCS submission: [1]
[1] https://blender.community/c/rightclickselect/1VwZ/
---
### Notes
This commit does not currently clear the `AssetWeakReference` when switching paint modes.
Pull Request: https://projects.blender.org/blender/blender/pulls/138845
- User visible rename: "Use Armature Setting" -> "Armature Defined"
(just added in 8bf73386f2)
- Internal code only: rename eArmature_Drawtype enum items to have
ARM_DRAW_TYPE_ prefix, instead of just ARM_ (just ARM_ is used in
several unrelated enums, leading to confusion)
Pull Request: https://projects.blender.org/blender/blender/pulls/138982
Armature bone display mode (Octahedral, Stick, Envelope, B-Bone,
Wire) could only be set on the whole armature. This adds ability to
override the display mode per-bone (by default bones use the
same display mode as the armature).
Images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/138445
No functional changes intended.
This moves the functions
* ANIM_bone_is_visible
* ANIM_bone_is_visible_ebone
* ANIM_bone_is_visible_pchan
into new files `ANIM_armature.hh`/`armature.cc`.
They were previously in `ANIM_bone_collections.hh` but don't
directly have anything to do with bone collections.
It also puts the functions into the `blender::animrig::` namespace
and removes the `ANIM_` prefix as is the standard for C++ files.
Part of #138482
Pull Request: https://projects.blender.org/blender/blender/pulls/138833
Our IME input system relied on passing around pointers to global variables.
However this will not work as the Wayland input handling is multithreaded so the content of the global variable would change while the event loop were reading the data.
Pull Request: https://projects.blender.org/blender/blender/pulls/138871
No functional changes intended.
This adds `typedef`s for the enums used by Shape Keys.
Doing so makes it clear what kind of values are stored
under the `flag` and `type` fields.
Also adding/cleaning-up comments that various functions
in `key.cc` can be changed to a `switch/case`.
In preparation for #136838
Pull Request: https://projects.blender.org/blender/blender/pulls/138595
At this point, with pen tilt functionality having received the following
changes recently:
* Consistency between platforms for what pen tilt values represent
* Inactive cursor visualization
* Invertable per-brush strength
The majority of the work that remains is wider testing and addressing
per-device issues, thus it makes sense to make this option available in
release builds.
By default, no brushes packaged with Blender have a non-zero Tilt
Strength, making this option opt-in by default.
The following brushes support this option:
* Draw
* Draw Sharp
* Flatten
* Fill
* Scrape
* Plane
* Clay Strips
With a non-zero Tilt Strength value on the brush, the normal of the
brush plane is tilted in the same direction as the user's pen, where a
perpendicular orientation for the pen matches the behavior with a Tilt
Strength of 0.
Resolves#82877
Pull Request: https://projects.blender.org/blender/blender/pulls/137574
The available mix modes on the Action Constraint only allowed
*combining* the Action's transforms with the input transforms, but
unlike most other constraints lacked a way to completely
override/replace those transforms.
This PR adds a "Replace" mix mode to the Action Constraint, bringing it
in line with most of the other constraints already in Blender.

----
Test file: [action_constraint_replace_mode.blend](/attachments/fc3417a8-b60a-4212-9840-5b59191e9ed9)
- The small bone at the top is the action constraint target (translating it right-left triggers the action constraint).
- Both two-bone chains are set up with action constraints. The base bones of each chain additionally have a copy location constraint to the small sideways bone, placed before the action constraint in their constraint stack.
- The chain on the left has the default mix mode, which allows you to manipulate the bones on top of what the action constraint does, and allows the copy location constraint on the base bone to work.
- The bones on the right have the new "Replace" mix mode, and therefore manipulating them does not affect the final constrained transformation, and the copy location on the base bone is overridden by the action constraint.
Pull Request: https://projects.blender.org/blender/blender/pulls/138316
This patch renames `seq1` and `seq2` to `input1` and `input2` in `Strip`
and `StripSelection` structs to consist with recent refactors in
#132179. It also renames other instances of `seq1` and `seq2` (e.g.
local variables) to `strip1` and `strip2` instead.
There is only one small breaking change to the Python API with
`strips.new_effect()` taking in the new names now. There should be
no other functional changes involved.
Pull Request: https://projects.blender.org/blender/blender/pulls/138296
Previously, the modifier name was used to identify it in a compute context or
viewer path. Using `ModifierData.persistent_uid` (which was only introduced
later) has two main benefits: * It is stable even when the modifier name
changes. * It's cheaper and easier to work with since it's just an integer
instead of a string.
Note: Pinned viewer nodes will need to be re-pinned after the change.
Pull Request: https://projects.blender.org/blender/blender/pulls/138864
Rework internals of how VSE caching is done. Primarily to make all the
caching logic more understandable from development point of view, but
also has several user visible implications (more details in the PR):
- Simpler and fewer caching UI options,
- Disk cache is gone (primary reason: proxies are kinda the same thing),
- VSE cache size set in preferences is actual size used for VSE caches
now (previously caching stopped as soon as whole Blender used that
much memory, even if some memory usage was not about VSE at all),
- Certain scenarios of cache invalidation are faster now.
Pull Request: https://projects.blender.org/blender/blender/pulls/137926
Currently, there are two main annoying problems with columns widths in the
spreadsheet:
* The initial column width is often too small. This is especially noticeable
with the ID integer attribute.
* There is no way to change the column width.
This patch improves both of these aspects. The initial column width will now be
derived from the content of the spreadsheet. This initial width is then stored
in DNA to make it editable and to avoid having to recompute it on each redraw.
Furthermore, there is a new modal operator to change the width of a column.
Pull Request: https://projects.blender.org/blender/blender/pulls/138657
No functional changes intended.
This just replaces all calls to `PBONE_VISIBLE` and `EBONE_VISIBLE`
with appropriate functions.
In the case of editbones it is just the function that the macro already contained.
For pose bones, a new function was added that mirrors what the macro had.
Using a function will make it easier to change how selection is queried in the future.
part of #138482
Pull Request: https://projects.blender.org/blender/blender/pulls/138819
This adds a new `DNA_sdna_type_ids.hh` header:
```cpp
namespace blender::dna {
/**
* Each DNA struct has an integer identifier which is unique within a specific
* Blender build, but not necessarily across different builds. The identifier
* can be used to index into `SDNA.structs`.
*/
template<typename T> int sdna_struct_id_get();
/**
* The maximum identifier that will be returned by #sdna_struct_id_get in this
* Blender build.
*/
int sdna_struct_id_get_max();
} // namespace blender::dna
```
The `sdna_struct_id_get` function is used as replacement of
`SDNA_TYPE_FROM_STRUCT` in all places except the DNA defaults system. The
defaults system is C code and therefore can't use the template. There is ongoing
work to replace the defaults system as well though: #134531.
Using this templated function has some benefits over the old approach:
* No need to rely on macros.
* Can use type inferencing in functions like `BLO_write_struct` which avoids
redundancy on the call site. E.g. `BLO_write_struct(writer, ActionStrip,
strip);` can become `BLO_write_struct(writer, strip);` which could even become
`writer.write_struct(strip);`. None of that is implemented as part of this
patch though.
* No need to include the generated `dna_type_offsets.h` file which contains a
huge enum.
Implementation wise, this is done using explicit template instantiations in a
new file generated by `makesdna.cc`: `dna_struct_ids.cc`. The generated file
looks like so:
```cpp
namespace blender::dna {
template<typename T> int sdna_struct_id_get();
int sdna_struct_id_get_max();
int sdna_struct_id_get_max() { return 951; }
}
struct IDPropertyUIData;
template<> int blender:🧬:sdna_struct_id_get<IDPropertyUIData>() { return 1; }
struct IDPropertyUIDataEnumItem;
template<> int blender:🧬:sdna_struct_id_get<IDPropertyUIDataEnumItem>() { return 2; }
```
I tried using static variables instead of separate functions, but I didn't
manage to link it properly. Not quite sure yet if that's an actual limitation or
if I was just missing something.
Pull Request: https://projects.blender.org/blender/blender/pulls/138706