Related to #126974, which removed command reordering due to some
EEVEE/framebuffer requirements. However buffer can still be reordered
without any artifacts.
Update buffers are common operations and are often isolated; safe to
move them outside the rendering scope.
Pull Request: https://projects.blender.org/blender/blender/pulls/128538
Layer panel (also mask/ transform etc.) and other operators are gone
when properties tab is pinned and gpv3 object is non-active.
To fix this, get grease pencil pointer from `button_context()`
(done in `grease_pencil_context()`).
Continuation of cd476226d8
Pull Request: https://projects.blender.org/blender/blender/pulls/128475
This adds an option `all_keyframes` to the `object.modifier_apply` operator.
With the option enabled, the operator will iterate through all the keyframes,
then apply the modifier and merge the result back into the original
object. This is only done for Grease Pencil objects.
This is how the default `Apply` operation worked in GPv2. This adds the
functionality back but also keeps the current `Apply` behavior for consistency
with other object types.
The UI is also changed to show both options in the dropdown menu.
Again, this is only shown for Grease Pencil objects.
With Geometry Nodes it's possible to add new layers to the geometry.
When applying, this will create a single keyframe on the first frame of
evaluation. Layers with duplicated names in evaluated geometry will
be deduplicated. It's also possible to have layers with empty names.
When applying these get renamed to `Layer` (and `Layer.001` etc.
when such a layer already exists in the original geometry).
Pull Request: https://projects.blender.org/blender/blender/pulls/128487
The poll function of the Grease Pencil edit undo system was changed by accident to include other
object modes like sculpt mode as well. In the other modes, undo steps wouldn't be created correctly.
Instead, fix the poll function to only allow the Grease Pencil undo system to take over in edit mode.
In all other modes fall back to the global undo system.
Fixes#128566 as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/128573
This change uses a symbol map to hide PugiXML symbols from MaterialX libraries
when dependencies are built. This avoids conflict with symbols from pugixml.a
used by Blender for the Grease Pencil SVG exporter.
The root cause of the conflict has been addressed upstream:
https://github.com/AcademySoftwareFoundation/MaterialX/pull/1944
However, the patch does not cleanly apply on 1.38, and it not cleat when the
next 1.39 is released. Additional complication is that reportedly USD does
not yet support MaterialX 1.39.
This fix is only for Linux. Similar thing can be applied on macOS, however so
far I could not reproduce the issue on macOS.
Ref #124173
Pull Request: https://projects.blender.org/blender/blender/pulls/126518
On NVIDIA drivers it is not allowed to pass buffers directly from the
interface to a function as the qualifiers do not match. This is commonly
fixed by first storing it in a local variable to remove the qualifiers
and then pass it to the function that need the object.
Pull Request: https://projects.blender.org/blender/blender/pulls/128571
There are a couple of keymap entries for `OUTLINER_OT_item_activate` in
our keymap. One of them has Ctrl+dblclick as a binding to trigger
recursion, but that one exits early when not dblclicking on the icon.
(introduced in 796577d76e)
It does not exit in a way that the non-dblclick variant can run, for
that we need to exit with OPERATOR_PASS_THROUGH, so that the "other"
operator can run as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/121130
Missing depsgraph tagging the clip.
(elsewhere this area of the code uses 0 as the flag, but I assume using
a proper flag is preferred? using `ID_RECALC_SYNC_TO_EVAL` in this
PR...)
Pull Request: https://projects.blender.org/blender/blender/pulls/128527
This avoids having INSTALL files with an absolute path that is
different from the "main" install path. In practice this should
solve the problem of WIX failing to package Blender 4.3.
Pull Request: https://projects.blender.org/blender/blender/pulls/128556
Turns out it is possible to have code to pick up wrong class
when defining a friend:
```
intern\cycles\device/memory.h(255): warning C4099: 'GPUDevice': type name first seen using 'struct' now seen using 'class'
source\blender\gpu\GPU_platform.hh(69): note: see declaration of 'GPUDevice'
```
Now made it so the classes have forward declaration in the CCL
namespace, avoiding possible conflict with the classes with the
same name in the global namespace.
Pull Request: https://projects.blender.org/blender/blender/pulls/128485
In multi-edit mode, the select non-manifold function would exit with
an error if any mesh was in face mode.
While in practice the mode is synced between meshes, it's possible for
them to get out of sync with multiple scenes.
Editing in the middle of a loop on all edit-objects would change their
selection based on the internal order, leaving some unhandled,
returning canceled even though changes where made.
Resolve by checking the selection mode in the operators poll function,
then ensure all edit-meshes selection modes match the active object.
- Track changed state, skip selection updates when unchanged.
- Skip hidden geometry early in iterators,
using "continue" instead of a code-block since this is such a common
check, avoid mixing this with other logic.
- Use full sentences in comments, minor corrections/improvements.
Adds a new "Select by Trait" option to select all 3-poles, 5-poles, etc.
Given the impacts of 3 & 5-poles in topology, operator default is to
select all poles which do not have 4 edges to allow easy inspection.
Select connected vertices/edges/faces based on the mode.
Ref: !128493
Wayland text input could not switch input method.
When using an input method editor (e.g. input Chinese),
switching the input method (e.g. input English -> input Chinese)
during input text was not supported.
Resolve the issue by calling `zwp_text_input_v3_disable` every time
after receiving a `leave` event, and call `zwp_text_input_v3_enable`
every time after receive `enter` event, when text input is enabled.
Ref: !127824
BLI_scanfill could remove edges later needed for feathering,
although this would only occur in specific cases.
Resolve by storing edges before triangle filling.
Duplicate was setting the last-duplicated spline as active,
leaving the active vertex set to the original (non-duplicated) spline.
This caused the active spline/point to get out of sync,
while not an error - it is confusing and should be avoided.
Now the active spline & point are duplicated,
matching active behavior elsewhere (objects for e.g.).
The active vertex was only cleared when it was part of the active-spline
(which isn't guaranteed).
Duplicating & deleting left the active vertex pointing to freed memory.
An unsigned int was used for pointer offset calculation which could wrap
around, for large values or when pointer being checked is from a
different allocation.
Instead of running the ComplianceChecker during just one test, run it
for every export test. A common `export_and_validate` local function is
used in all relevant locations now.
Pull Request: https://projects.blender.org/blender/blender/pulls/128513
USD has the concept of material "purposes" which allows different
materials to be associated for a prim and gives special meaning to them.
These are somewhat similar to display purposes, which we already allow
to be chosen, but are distinct concepts. This PR adds an option for
Import allowing the user to chose which material purpose to load.
Blender currently attempts to load purposes automatically. It starts
with "allPurpose" and then moves to "preview" and "full" in that order.
This behavior is now changed and the automated search is removed to
instead give the user control which purpose to load. Additionally, USD
already has its own fallback behavior during material resolution[1]:
- When given "full" it will first check "full" and fallback to
"allPurpose" if not found. An additional, Blender-specific fallback
to "preview" is also implemented here upon request.
- When given "preview" it will first check "preview" and fallback to
"allPurpose" if not found
- When given "allPurpose", it will only check "allPurpose"
I have opt'd to keep this behavior directly as-is to not introduce
differences that may surprise those already familiar with USD elsewhere.
Additionally, I've set Blender's default import purpose to "full" to
ensure we're loading in the highest quality assets first. Though this
has the obvious risk that "full" assets tend to be quite heavy. We can
change to "preview" if this proves too problematic later.
This does not change how Blender exports materials. Blender always uses
the "allPurpose" binding when writing its USD files.
--------
[1] USD docs:
https://openusd.org/release/api/class_usd_shade_material_binding_a_p_i.html#detailshttps://openusd.org/release/api/class_usd_shade_material_binding_a_p_i.html#UsdShadeMaterialBindingAPI_MaterialResolution
Pull Request: https://projects.blender.org/blender/blender/pulls/128206