Previously, the `AttributeIDRef` wrapper was needed because it also had to
contain a pointer to an `AnonymousAttributeID`. However, since
b279a6d703 this is not necessary anymore.
Therefore we can use "raw" `StringRef` now which reduces the mental overhead
when working with attributes and also simplifies code.
Pull Request: https://projects.blender.org/blender/blender/pulls/127140
Functional Changes:
- Custom shapes using empties now supports line width.
- Line width is supported on MacOS.
- Fixed Stick bone drawing on MacOS.
Some shaders are duplicated and ported to the new
primitive expansion API.
The legacy code inside `overlay_armature.cc` have been
guarded behind `NO_LEGACY_OVERLAY` which can
be enabled to make sure no legacy code is used unnoticed.
This allows for spotting more easily code that needs to be
ported. Moreover, it is easier to remove this legacy code
when the time comes.
Rel #102179
Pull Request: https://projects.blender.org/blender/blender/pulls/126474
Resovle regression in [0].
Pointers in `action.chanbase` were used without first loading the
list-base. In this case the intention was to skip loading legacy
data, so clear the list instead.
[0]: c7bf1a697e
Copying an existing scene was creating a new scene where all the
caches were off. Likewise, "show missing media" flag and proxy
settings was not copied either.
Pull Request: https://projects.blender.org/blender/blender/pulls/126876
Original code was quite unorganized and not as easy to read through.
There were basically 3 code paths:
1. Division of `AVStream` duration by its timebase
2. Division of `AVFormatContext` duration by its timebase, with possible
AV offset compensation
3. Simply using frame count from `AVStream`
Finally there was possibility of ending up with duration of 0 in
specific case where `pFormatCtx->duration == AV_NOPTS_VALUE`, but I did
not find any test case for this (Added in aebb32748e).
During investigation for PR #126866, I have concluded, that before
commit 8903205dd9, the code which compared duration of stream and
container was incorrectly always true. But it resulted in correct
behavior for about 4 years. Code was reorganized with that assumption,
so above listed code paths are in order of possible execution. Exception
is code path 3, which is run first, but it's result is pretty much always
discarded.
Since all these workarounds are added around code path 3, it is safe
to assume, that it is least precise, so it should be considered last.
Pull Request: https://projects.blender.org/blender/blender/pulls/127010
Proportional edit works with shortcut in mask mode of image editor but
it was never exposed in UI (header). Also move pivot point along with
proportional edit property to the right of mask template.
Pull Request: https://projects.blender.org/blender/blender/pulls/126482
The change was accidentally done in #121383 which primarily concerned
itself with overlay text colors, but started to use TH_BACK theme color
for the draw manager text (e.g. for geometry nodes value visualization)
outline color. Change behavior to use black or white outline color, based
on lightness of text color.
Pull Request: https://projects.blender.org/blender/blender/pulls/127071
In some cases when there are no faces there are no corner domain
topology attributes. Though this could be changed theoretically,
it's simpler to just make sure they exist in the few places we resize
a mesh rather than creating a new one from scratch.
It's possible for the `bArmature.collection_array` to be null if Bone
Collections were never added after armature creation. This could trip up
undo processing later when we call `MEM_freeN` on the collection.
Use a `MEM_SAFE_FREE` call instead which handles checking for null, as
well as setting to null when complete.
Pull Request: https://projects.blender.org/blender/blender/pulls/126945
Make sure the deform normals caches stored in `SculptSession` are
cleared after topology changes. These should eventually be stored
in an actual mesh rather than `SculptSession` which would simplify
the situation.
Before some recent refactors, normals were always calculated
when creating the sculpt BVH tree. Switching from dyntopo BMesh
back to base mesh sculpting, that didn't happen anymore.
Nowadays it makes more sense to update the normals as necessary
where they are used, so the intent of the code that uses normals
is clearer.
Pull Request: https://projects.blender.org/blender/blender/pulls/127111
Fixes a few issues with point clouds with HIPRT.
1. Crashing when building the BLAS due to an incorrect sized array.
2. A typo leading to all point cloud intersections being skipped.
3. A typo leading to some motion blurred point clouds rendering
as if they were stationary, or not rendering at all.
Pointclouds, with deformable motion blur, with BVH time steps set to >0
still do not render. Curves seem to have the same issue.
Ref #125086
Pull Request: https://projects.blender.org/blender/blender/pulls/125834
The issue was that we were misinterpreting the `ANIMFILTER_FCURVESONLY`
flag in the animation filtering code. We were taking it to mean that
literally only actual fcurve channels should be included, but in fact
it should include the channel groups for those fcurve channels as well.
The graph editor code (but not the dopesheet code) depended on this
interpretation to function correctly, and doesn't display the groups
at all without it.
This fixes the issue by not excluding channel groups even when that
flag is set. This also updates the documentation of that flag to
clarify its actual semantics.
Pull Request: https://projects.blender.org/blender/blender/pulls/127108
This removes `AnonymousAttributeID` which was "attached" to every anonymous
attribute before. It adds more complexity than is justified for its
functionality.
It was originally introduced to keep the reference count of the anonymous
attribute so that it can be deleted automatically when the attribute is not
referenced anymore. For quite some time we have had deterministic attribute
life-times though which don't rely on the reference count anymore.
Anonymous attributes are sometimes shown in the UI as "friendly looking" string
like `"UV Map" from Cube`. Some information necessary for this was also stored
in `AnonymousAttributeID`. However, this can also be solved differently.
Specifically, this functionality has now been added directly to
`AttributeFieldInput`.
This refactor also allows removing `AttributeIDRef` which was mainly introduced
because we had to keep the `AnonymousAttributeID` attached with the attribute
name. Just using simple string types to identify attributes can reduce the
mental overhead quite significantly. This will be done as a separate refactor
though.
Pull Request: https://projects.blender.org/blender/blender/pulls/127081
This change does some preparations before we implement persistent
caching for static shaders.
- Move ownership of pipeline cache to the pipeline pool.
- Use two pools. one is only used for static shaders
other for non static shaders.
Related to #126229
Pull Request: https://projects.blender.org/blender/blender/pulls/127100
The term "tool" is historic from before the actual tool system got
introduced. Since then the term was already a bit confusing, because it
wasn't directly related to the tool system, but there was still some
relationship between the two. Now brushes and their types are decoupled
much more from the tool system, with a single "Brush" tool supporting
all kinds of brushes (draw, grab, cloth, smooth, ...).
For a more clear terminology, use "brush type" instead of "tool".
For #126032 we need to write the brush type to the asset metadata (done
in !124618), so we can filter brushes based on the type (so the grease
pencil eraser tool only shows eraser brushes, for example). I'd like to
use future proof names for that to avoid versioning of asset metadata in
future, so I'd rather do the full naming change now.
RNA properties (thus BPY names) are not changed for compatibility
reasons. Can be done in 5.0, see blender/blender#124201.
Pull Request: https://projects.blender.org/blender/blender/pulls/126796
Calling exit() runs temporary directory cleanup and other atexit
functions that shouldn't be called while Blender runs.
The same issue [0] addresses.
Also add clarifying comments.
[0]: e00b7c4ad4
Remove call to BM_elem_attrs_copy in face interpolation function.
This was copying custom-data which cleared the faces CD_BM_ELEM_PYPTR,
making the Python objects behave as if it was removed.
While the issue could also be fixed by skipping the PYPTR layer,
copying attributes such as the material & normal in a face-data
interpolation function isn't correct. In cases where this is needed,
it's better the caller handles copying attributes.