PR #129315 refactored polylines. The shaders now attaches the vertex
attributes as SSBOs. Adding a workaround for polyline shaders to
extract the correct vertex formats when called via Python.
Pull Request: https://projects.blender.org/blender/blender/pulls/132689
Confusing error messages are printed when requesting a clipped builtin
shader via Python that does not exist.
This PR will remove the confusion of the messaging:
- Replaced BLI_assert_unreachable with an assert as it is reachable
code.
- Adding clipped configuration for POLYLINE_UNIFORM_COLOR
Pull Request: https://projects.blender.org/blender/blender/pulls/132686
This renames the struct `Sequence` to `Strip`.
While the motivation for this partially comes from
the "Sequence Design" #131329, it seems like this
is a good refactor whether the design gets implemented
or not.
The `Sequence` represents what users see as strips in the
VSE. Many places in the code already refere to a `Sequence`
as "strip". It's the C-style "base class" of all strip types.
This also renames the python RNA type `bpy.types.Sequence`
to `bpy.types.Strip` which means that this technically breaks
the python API.
Pull Request: https://projects.blender.org/blender/blender/pulls/132179
The max length of the RNA property `ActionSlot.identifier` was set
incorrectly. The setter code did manage the length properly, but the
getter was checking agains that incorrect max length, and rightfully
complained.
Pull Request: https://projects.blender.org/blender/blender/pulls/132691
This PR will add timeline semaphores to be required. It doesn't use
the timeline semaphores yet, but as multiple developments will
rely on it it is better to add the requirement.
Pull Request: https://projects.blender.org/blender/blender/pulls/132683
Framebuffers are getting freed in the GPUContext base class destructor. But
the framebuffer destructors use the MTL/VK/GLContext derived class, whose
destructor has already completed at this point. So these contexts are no
longer valid to use.
Now free the framebuffers earlier.
This caused ASAN warnings, it's not known to cause actual bugs.
Pull Request: https://projects.blender.org/blender/blender/pulls/132504
This code is now only used by annotations but was not updated.
Uses the right properties now and removes the layer mask
one which is not used by annotations.
Pull Request: https://projects.blender.org/blender/blender/pulls/132030
Move the `ID_TAG_ID_LINK_PLACEHOLDER` bit of `id->tag` to
`id->runtime.readfile_data->tags.is_id_link_placeholder`. It also
introduces the necessary stucts and allocation/freeing code.
Old code:
```cpp
if (id_tag & ID_TAG_ID_LINK_PLACEHOLDER) {
```
New code:
```cpp
if (readfile_id_runtime_tags(id).is_id_link_placeholder) {
```
where `readfile_id_runtime_tags(id)` is a getter for
`id->runtime.readfile_data->tags` that is null-safe for
`id->runtime.readfile_data`. The `readfile_data` is not allocated in
these cases:
1. When reading undo steps, because that doesn't have to deal with
versioning or linking (which are the sole purposes for this
struct).
2. When linking from another file (for example from the 'Link...'
operator). The just-linked IDs will have the `readfile_data`
struct, but already-loaded IDs will already have had those freed.
No functional changes intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/132169
Design Task: #131695
Fix bone snapping failure by removing the Armature bounding box check.
That check would go over all the bones, compute the total bounding box,
just to avoid the remaining code (which goes over all the bones anyway).
Not sure why the code is causing these issues, but I'm guessing it's due
to getting the bounding box in the wrong space (could be a bug
introduced in 6212c3c374). Since this call doesn't look like it's an
actual optimization to me, I think it's better to remove it.
Pull Request: https://projects.blender.org/blender/blender/pulls/132602
The compositor crashes if a node inside a node group is connected to a
group input that have a different type and the node group is used
without a connection to that input. That's because the compositor code
assumes the type of the group input without implicit type conversion to
the expected type of the node. To fix this, handle implicit conversion
for unconnected sockets as well.
This patch adds support for using integer sockets in compositor nodes.
This involves updating the Result class, node tree compiler, implicit
conversion operation, multi-function procedure operation, shader
operation, and some operations that supports multiple types.
Shader operation internally treats integers as floats, doing conversion
to and from int when reading and writing. That's because the GPUMaterial
compiler doesn't support integers. This is also the same workaround used
by the shader system. Though the GPU module are eyeing adding support
for integers, so we will update the code once they do that.
Domain realization is not yet supported for integer types, but this is
an internal limitation so far, as we do not plan to add nodes that
outputs integers soon. We are not yet sure how realization should happen
with regards to interpolation and we do not have base functions to
sample integer images, that's why I decided to delay its implementation
when it is actually needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/132599
Decimate used `is_quad_convex_v3` to check if faces should be converted
to quads, adjust the epsilon since small faces were being skipped.
Ref: !132342
The "Blender" menu contains seven items in "System / "Redraw Timer"
that are for troubleshooting and testing. Six of the items take far
less than a second, but one takes a long time. "Animation Play" times
how long it takes to play through your current animation ten times. But
there is no way to guess this and some users have run it accidentally
by finding it in menu search. It gives no feedback at all, and there
are no hints on how long it will take. Once it plays through your
animation once you might guess that it runs forever. This PR shows
the test name and where it is in its ten runs. On platforms that
support it this also shows an app progress bar (on the taskbar icon for
Windows).
Pull Request: https://projects.blender.org/blender/blender/pulls/132648
- Using a main function allows the scripts to be imported without
executing logic.
- Declaring `__all__` lets tools such as "vulture" detect unused code.
Rendering a scene with py-drivers would crash after dropping an
extension onto Blender's window then canceling before the update
completed.
This was caused by context.temp_override pushing arguments into the
context but failing to pop them in the case of an error - which would
happen when the popup was closed while the update ran.
ContextTempOverride objects were not freeing the reference to their
arguments when the context managers __exit__ didn't run.
This would happen if __enter__ failed with an unsupported configuration
or if object was created and not used.
Resolve by making ContextTempOverride a container type with GC support.
This also allows the ContextTempOverride to be reused since it's
arguments are now cleared when it's deallocated instead of __exit__.
When hovering over the "Editor Type" button it always shows Shift-F1 as
the shortcut no matter what the current Editor Type is. We already have
specific code for "SCREEN_OT_space_type_set_or_cycle" for the items on
the popup menu, but it doesn't handle the case of hovering the menu
itself. This adds just adds a line to handle this.
Pull Request: https://projects.blender.org/blender/blender/pulls/132612
- Pass large std::function by const ref
- Shift the mesh material assignment helpers inside main namespace
- Use MaterialFaceGroups type alias in more places
- Remove unused bmain argument from import_mesh_skel_bindings
Pull Request: https://projects.blender.org/blender/blender/pulls/132586
Nodes should have the same name in the Add Node menu as their actual
name, but the Spiral node is called "Curve Spiral". Since there is no
ambiguity with another primitive node called Spiral, it can be renamed
to that.
This also fixes an issue with translation, where the node could not be
translated since its name was never extracted to the translation
files.
Pull Request: https://projects.blender.org/blender/blender/pulls/122289
Some recently added versioning code incorrectly assumed that the
noise texture node would always have its storage struct allocated.
Just create the storage struct in versioning where necessary, to
avoid relying on defaults not changing in the future when the
struct is created as the node tree is initialized.
Pull Request: https://projects.blender.org/blender/blender/pulls/132555
The issue was that the propagation of referenced anonymous attributes treated
geometry outputs of the foreach zone as "normal". That means that every
anonymous attributes referenced by the input socket would also be referenced by
the output socket.
However, just like in the repeat zone, this so called "propagate relation" needs
some special behavior, because anonymous attributes references created inside a
zone have to remain inside that zone. Instead, the output node creates a new
anonymous attribute reference that is used outside of the zone.
Pull Request: https://projects.blender.org/blender/blender/pulls/132560
Symptoms were broken `keyframe_type` & `options` (e.g. falsely assuming
'NEEDED' option when this was not provided at all).
The parameter order was flipped (leading to false interpretations for
the enum (flag) values).
For historic reference: the `keyframe_type` was introduced in
570fbba3f3 (but in a way that would have broken the existing API),
that was tried to be corrected in 46aaa53998 (but that commit only
flipped the order in the parameter definitions, not in the actual
function `rna_FKeyframe_points_insert`).
So to resolve, correct the order in the function declaration.
Pull Request: https://projects.blender.org/blender/blender/pulls/132595
We were already flipping the minima & maxima the right way, but the
checkboxes for which axis gets limited to a min/max were not updated. So
when a max X actually gets a min X, those checkboxes should be set
accordingly (now done).
Pull Request: https://projects.blender.org/blender/blender/pulls/132265
The issue was that the range for the time offset operator
was so large, that the 0.1 increment seemingly had no effect.
The solution is to add functionality to the slider to specify the increment step.
Since the time offset operator deals in frames it made sense to snap to whole numbers.
Also fixes#132187
For that the increment step has been chosen to allow for 10 steps in the slider range.
Pull Request: https://projects.blender.org/blender/blender/pulls/132554
Only draw relationship lines between a constrained object/bone and its
target when there is actually a valid target. Previously Blender would
always draw a line, which would go to the world origin when the
constraint has no target. This was visually rather noisy and potentially
even misleading when there is actually an object at the origin.
Fixes#131477
Pull Request: https://projects.blender.org/blender/blender/pulls/132592
With the recent sculpt refactor project prior to 4.3, the Sculpt undo
system was changed such that an individual `SculptUndoStep` would store
a single type on the `StepData` struct instead of storing individual
nodes that each had their own type.
This works for most operators supported by Sculpt Mode, however, the
`Apply Base` multires operator was dependent on needing to store both
Geometry and Position data.
To restore old functionality, this commit removes the need for storing
this Position data by instead forcing the object space Sculpt Mode
multires data to be flushed to the tangent space MDisp data prior to
saving the current geometry state so that it can be restored correctly.
This has the following benefits:
* We can continue to assume that Geometry steps represent full-mesh
changes and should require no further specialized processing.
* This better aligns with the future state of trying to flush this
multires data on a per-stroke basis instead of needing to wait unti
lthe user either quits or exits sculpt mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/132569
Simplify the `${CONSTRAINT}_get_tarmat` functions, mostly by reducing
nesting via early returns.
Code like this:
```cpp
void blabla_get_tarmat(...) {
if (VALID_CONS_TARGET(ct)) {
// ... do useful stuff.
}
else if (ct) {
unit_m4(ct->matrix);
}
}
```
now looks like:
```cpp
void blabla_get_tarmat(...) {
if (!VALID_CONS_TARGET(ct)) {
unit_ct_matrix_nullsafe(ct);
return;
}
// ... do useful stuff.
}
```
This is mostly done as preparation for an upcoming functional change.
No functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/132591
UI Lists has some buttons at the bottom related to sorting. One button
sorts in alphabetical order, the other reverses sort order. But when
both buttons are enabled you don't get reserved alpha. Contrary to what
the buttons show, enabling "reversed" turns off alpha sorting so you
just get a reversal of the natural order. This button fixes that so you
can reverse both natural and alpha sorted lists.
Pull Request: https://projects.blender.org/blender/blender/pulls/132578
This rescales the whole scene by its root transform to match the same
visual size while not forcing the user to wait for scale to be applied to
each object.
This is requested by studios whose main applications / USD scenes are
in CM, because referencing and payloading scenes from disparate scales
can cause issues at resolution time.
If "Apply Unit Scale Conversion" is unchecked on import, the user now
has the ability to bring the objects in with a scale factor of 1.0, so that the
objects may be edited as if Blender's scene units matches the imported
stage's.
At export time, a "Stage Meters Per Unit" value can be chosen from a list
of common measurements, as well as setting a custom value.
Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/122804