Instead of storing an optional in the runtime data of each node,
move the field status for the socket to an array in the node tree's
runtime data. This wasn't possible before because selecting nodes
reordered nodes which caused too much cache recomputation.
The benefit is having less geometry-nodes specific data in the
node socket runtime struct, and a slight move to a more data-
oriented storage format.
Pull Request: https://projects.blender.org/blender/blender/pulls/131822
Use static CreateInfos for Overlay-Next shaders using a similar approach to Workbench shader variations.
Remove unused infos and shader sources.
Remove the `gpu_shader_create_info_get_unfinalized_copy` workaround.
Pull Request: https://projects.blender.org/blender/blender/pulls/131514
When the user selects a font, only use characters from that font,
see code comments in BKE_vfontdata_char_from_freetypefont
for details.
Partially reverts [0] which changed behavior when VFont was
updated to use BLF.
Ref: !131821
[0]: 604ee2d036
Rendering animations from Python scripts via `bpy.ops.render.opengl()`
did not trigger any of the notifications in the Metal back-end to
indicate a frame had been rendered and that the associated resources
could be released. This adds a call to GPU_render_step() after each
render. For the original asset in the bug report this reduces the high
memory watermark from 30gb to 13gb for 500 frames. 13gb is likely
still too high and therefore it is likely there are additional leaks
that need to be addressed so this should only be considered a partial
fix.
Authored by Apple: James McCarthy
Co-authored-by: James McCarthy <jamesmccarthy@apple.com>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/131085
Don't just initialize new values to zero but actually take the existing attribute into account.
Once supported, this can also automatically take defaults for built-in attributes into account
without further changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/131794
- Use return values instead of return arguments
- Remove the socket index lookup which was only used once
- Always use the topology cache for node_find_node
- Improve the documentation
- Add a const version of node_find_node
Overall, I think always using the topology cache will give more
predictable performance. Though it may require more cache
rebuilds after the node tree is changed, in practice there are
plenty of other things that require that already. This way, code
that doesn't change the node tree will get better performance
without having to think about the caching.
Pull Request: https://projects.blender.org/blender/blender/pulls/131811
Two commits that basically do the same thing for two `enum`s: give
them a name.
- the `IDWALK_…` enum → `LibraryForeachIDFlag`.
- the `IDWALK_CB_…` enum → `LibraryForeachIDCallbackFlag`.
This way the flags are type-safe, and it's known where values come
from. This is much preferred (at least by me) to just having `int
flags`.
Uses of `0` have been replaced with `IDWALK_NOP` and `IDWALK_CB_NOP`,
as those have the same value and are of the right type.
One invalid use of `IDWALK_NOP` was detected by this change, and is
replaced by `IDWALK_CB_NOP`. And another one in the opposite
direction.
This change might be incomplete; I gave the enum a name, fixed the
compiler errors, and then also updated assignments like `int cb_flag =
cb_data->cb_flag`. I might have missed some assignments to `int`
though.
No functional changes.
----------
I intend to land this PR as its two separate commits. I just put them in the same PR so the buildbot can handle them in one go, and we don't have a stack of highly relatled PRs.
In the future this could also apply to the `IDWALK_RET_…` enum. This one I left out, though, because a proper cleanup there would also have to include their ambiguity on whether they are bitflags (like the enums in this PR) or not. Their values and the code in `BKE_lib_query_foreachid_process()` implies they are bitflags, but in practice they are never or'ed together and just used as discrete values.
Pull Request: https://projects.blender.org/blender/blender/pulls/131803
The material returned by `BKE_object_material_get` could be nullptr when
the material is somehow not a grease pencil material and this situation
needs to be handled. This is likely caused by faulty file from previous
verisons.
Pull Request: https://projects.blender.org/blender/blender/pulls/131714
This patch optimizes the Distance Dilate code by limiting the search
window to areas within the image, avoiding fallback image sampling and
looping redundant pixels. Gives a 1.8x improvement.
Either initial fix (9405bd25d6) was not fully correct (and properly
tested), or something else changed since then, but the handling of
liboverrides in copy/paste of poses would not be correct for local
overrides.
Instead of relying on generic `BKE_lib_id_make_local` to also work
for local liboverrides, add some more logic in `PartialWriteContext::make_local`
to properly handle local liboverrides when the override data needs to get
removed in the copy buffer blendfile.
NOTE: Not super-happy with how make local and removal of liboverrides
somewhat mix together currently. Will need to revisit once again that
whole process at some point.
This only affected the drawing of the modifier UI, not the actual evaluation.
There was a missing check for the object type before retrieving the data from it.
This was reported for freestyle, but was also the case for regular
renders.
So even though MotionBlurModule::init and MotionBlurModule::step return
early when motionblur is disabled, Sampling::init would still up the
samples with motionblur samples (even if motionblur was disabled
alltogether).
To resolve, only do this when motionblur is enabled.
Pull Request: https://projects.blender.org/blender/blender/pulls/131795
The "use attribute" and "attribute name" IDProperties were missing
the overrideable status and the static type status. This was an oversight
from when those tags were added.
This commit fixes the flag on new modifier properties as they're created
and applies versioning to old properties. It also fixes the poll of the toggle
input attribute operator so that it isn't possible on non-editable objects.
Pull Request: https://projects.blender.org/blender/blender/pulls/131768
There is a case where the active image index could be placed on an
non-existing tile. This PR fixes this by keeping track of the active
tile when looping over all tiles.
Pull Request: https://projects.blender.org/blender/blender/pulls/131789
The issue was that when using a specific selection set,
the property `selection_set_index` is set to a specific index.
That index would persist to the next call of the operator
when trying to call it from the selection set list. The fix is to explicitly reset the
index to -1 when calling the operator from the list, because
that means the active selection set will be used.
Pull Request: https://projects.blender.org/blender/blender/pulls/131675
The GPU compositor and the new CPU compositor return zero for the Speed
pass, that's because the output identifier was used as the pass name
which is not guaranteed to work for existing files. To fix this, use the
socket data pass name instead.
As characters were evaluated, the VFontData was set.
This was then used to calculate text alignment.
Resolve by always using the "Regular" font metrics.
Tidy up:
- Use blender::Map and blender::Vector for newly created `prim_map`
- Leave bread-crumb comment for moving map creation outside of loop
- Expand UI tooltip for newly added export option
Pull Request: https://projects.blender.org/blender/blender/pulls/131770
When processing volume names for the File Browser sidebar lists we are
properly handling Windows "wide" characters (UTF-16) as long as they
are single wide characters, so below U+FFFF. For characters above this
value we get a pair of UTF-16, and end up trying to convert each to
UTF-8 as separate UTF-32 values. The result is blank output and a
console error that "surrogates not allowed." This PR just does this
conversion correctly using utfconv.
Pull Request: https://projects.blender.org/blender/blender/pulls/131763
When importing an USD, the Blender object names do not necessarily match
Prim names:
```
#usda 1.0
def Xform "xform1"
{
def Mesh "MyObject" # Will be imported as "MyObject"
}
def Xform "xform2"
{
def Mesh "MyObject" # Will be imported as "MyObject.001"
}
def Xform "xform2"
{
def Mesh "MyObject" # Will be imported as "MyObject.002"
}
```
This makes it difficult in the [USD Import Hooks]
(https://docs.blender.org/api/current/bpy.types.USDHook.html) to link a
Blender object back to its source Prim for additional processing. A
typical use cases for games is to generate UVs, create and apply a
material on the fly when importing a collision shape that does not have
a visual representation (hence no materials) based on some Prim
attributes, but that the artist needs to differenciate in Blender's
viewport.
The Import context exposes a new method `get_prim_map()` that returns a
`dict` of `prim path` / `list of Blender ID`.
For example, given the following USD scene,
```
/
|--XformThenCube [def Xform]
| `--Cube [def Cube]
|--XformThenXformCube [def Xform]
| `--XformIntermediate [def Xform]
| `--Cube [def Mesh]
|--Cube [def Cube]
`--Material [def Material]
`--Principled_BSDF [def Shader]
```
the `get_prim_map()` method will return a map as:
```python
@static_method
def on_import(import_context):
pprint(import_context.get_prim_map())
```
```json
{
"/Cube": [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]],
"/XformThenCube": [bpy.data.objects["XformThenCube"]],
"/XformThenCube/Cube": [bpy.data.objects["Cube"], bpy.data.meshes["Cube"]],
"/XformThenXformCube": [bpy.data.objects["XformThenXformCube"]],
"/XformThenXformCube/XformIntermediate": [bpy.data.objects["XformIntermediate"]],
"/XformThenXformCube/XformIntermediate/Cube": [bpy.data.objects["Cube.001"], bpy.data.meshes["Cube.001"]],
"/Material": [bpy.data.materials["Material"]],
}
```
Co-authored-by: Odréanne Breton <odreanne.breton@ubisoft.com>
Co-authored-by: Sttevan Carnali Joga <sttevan.carnali-joga@ubisoft.com>
Co-authored-by: Charles Flèche <charles.fleche@ubisoft.com>
Change name of OBJECT_OT_editmode_toggle to "Edit Mode" and name of
PAINT_OT_texture_paint_toggle to "Texture Paint Mode" to display in a
more consistent manner in Undo History.
Pull Request: https://projects.blender.org/blender/blender/pulls/112703
Currently each node's position is stored in the coordinate space of
its parent. To find the location of a node on the canvas, we have to
apply the translation of each of its parents. Also, nodes have hidden
"offset" values used while transforming frame nodes. Together,
those made the system much more complicated than necessary,
and they made the Python API ineffective.
This commit removes usage of the offset values and moves nodes
to be stored in the "global" space of the node canvas. It also resolves
some weird behavior when resizing frame nodes, and fixes a few bugs.
The change is forward compatible, so we still write files with nodes in
the old parent-space format. In 5.0 the conversion when writing can be
removed. The existing Python API also stays the same. A new
"location_absolute" property gives node locations in global space,
and changing the old property also moves the child nodes of frames.
Resolves#92458, #72904.
Pull Request: https://projects.blender.org/blender/blender/pulls/131335