This reverts commit 95a114f3ca.
This broke bl_rigging_symmetrize, it seems likely the window was not
NULL on load in this case, setting it to NULL caused the the active
object not to be recognized.
This needs further investigation, reverting for now.
Regression in [0] which caused the window to be NULL when the load_post
handler was called. While this can be worked around using
context.temp_override, keep the previous behavior as this
change wasn't intentional.
[0]: 46be42f6b1
Only use the term len & maxlen when they represent the length & maximum
length of a string. Instead of the available bytes to use.
Also include the data they're referencing as a suffix, otherwise it's
not always clear what the length is in reference to.
Conditional blocks introduce scopes that need to be kept track of,
linear code is easier to follow. So use early exiting (`continue`s in
this case) to reduce cognitive load, a number of devs consider this good
practice.
Previously accessing the extension needed to ensure an extension
on an empty path.
This conflicted with DEBUG_STRSIZE as it was assumed the input was
FILE_MAX, where as it was a small buffer with RNA, see: !107602.
Resolve by separating the function that ensures the extension
with the function that finds valid extensions for a format.
Also pass the size of the filepath to functions that ensure the
extension.
This adds support for building simulations with geometry nodes. A new
`Simulation Input` and `Simulation Output` node allow maintaining a
simulation state across multiple frames. Together these two nodes form
a `simulation zone` which contains all the nodes that update the simulation
state from one frame to the next.
A new simulation zone can be added via the menu
(`Simulation > Simulation Zone`) or with the node add search.
The simulation state contains a geometry by default. However, it is possible
to add multiple geometry sockets as well as other socket types. Currently,
field inputs are evaluated and stored for the preceding geometry socket in
the order that the sockets are shown. Simulation state items can be added
by linking one of the empty sockets to something else. In the sidebar, there
is a new panel that allows adding, removing and reordering these sockets.
The simulation nodes behave as follows:
* On the first frame, the inputs of the `Simulation Input` node are evaluated
to initialize the simulation state. In later frames these sockets are not
evaluated anymore. The `Delta Time` at the first frame is zero, but the
simulation zone is still evaluated.
* On every next frame, the `Simulation Input` node outputs the simulation
state of the previous frame. Nodes in the simulation zone can edit that
data in arbitrary ways, also taking into account the `Delta Time`. The new
simulation state has to be passed to the `Simulation Output` node where it
is cached and forwarded.
* On a frame that is already cached or baked, the nodes in the simulation
zone are not evaluated, because the `Simulation Output` node can return
the previously cached data directly.
It is not allowed to connect sockets from inside the simulation zone to the
outside without going through the `Simulation Output` node. This is a necessary
restriction to make caching and sub-frame interpolation work. Links can go into
the simulation zone without problems though.
Anonymous attributes are not propagated by the simulation nodes unless they
are explicitly stored in the simulation state. This is unfortunate, but
currently there is no practical and reliable alternative. The core problem
is detecting which anonymous attributes will be required for the simulation
and afterwards. While we can detect this for the current evaluation, we can't
look into the future in time to see what data will be necessary. We intend to
make it easier to explicitly pass data through a simulation in the future,
even if the simulation is in a nested node group.
There is a new `Simulation Nodes` panel in the physics tab in the properties
editor. It allows baking all simulation zones on the selected objects. The
baking options are intentially kept at a minimum for this MVP. More features
for simulation baking as well as baking in general can be expected to be added
separately.
All baked data is stored on disk in a folder next to the .blend file. #106937
describes how baking is implemented in more detail. Volumes can not be baked
yet and materials are lost during baking for now. Packing the baked data into
the .blend file is not yet supported.
The timeline indicates which frames are currently cached, baked or cached but
invalidated by user-changes.
Simulation input and output nodes are internally linked together by their
`bNode.identifier` which stays the same even if the node name changes. They
are generally added and removed together. However, there are still cases where
"dangling" simulation nodes can be created currently. Those generally don't
cause harm, but would be nice to avoid this in more cases in the future.
Co-authored-by: Hans Goudey <h.goudey@me.com>
Co-authored-by: Lukas Tönne <lukas@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/104924
- Rename name/filename/path to filepath when it's used for full paths.
- Rename name/path to dirpath when it refers to a directory.
- Rename file to filepath or path (when it may be a file or dir).
- Rename ImBuf::name & anim::name to filepath.
Use bl_run_operators to detect cases when operators would crash
when run in an expected context for the following operators:
- GIZMOGROUP_OT_gizmo_select
- GIZMOGROUP_OT_gizmo_tweak
- GPENCIL_OT_time_segment_move
- OBJECT_OT_add_named
- OBJECT_OT_data_instance_add
- OBJECT_OT_drop_named_material
- SCULPT_OT_mask_by_color
- SEQUENCER_OT_delete
- SEQUENCER_OT_rename_channel
- SEQUENCER_OT_retiming_handle_move
- SPREADSHEET_OT_change_spreadsheet_data_source
- UI_OT_drop_color
Note that some of these situations users were unlikely to encounter,
however there were cases script authors could run into such as deleting
sequence strips without a region or masking by color without a 3D view.
This option is true by default, but it can be changed for
any asset library (that may be using Link as import method).
This also fix "Reset to Default Value" for the Import Method
since this was originally not using the defaults.
Pull Request: https://projects.blender.org/blender/blender/pulls/107345
Currently window manager always tried to create an OpenGL context.
This is incorrect and will fail when using Vulkan. Somehow this
doesn't fail for Metal.
This PR creates a context based on the current selected backend.
Pull Request: https://projects.blender.org/blender/blender/pulls/107301
An operator to allow interactive text selection for 3D Text Objects.
This is from the code of Yash Dabhade (yashdabhade) for GSoC 2022
with corrections and simplifications. Also includes double-click for
word selection.
Pull Request: https://projects.blender.org/blender/blender/pulls/106915
Function `WM_keymap_guess_opname()` skipped `UI_OT` operator types. In
some cases this is detremental to workflow, see #105371.
To exclude operators from getting keyboard shortcut it was suggested by
Campbell to use flag `OPTYPE_INTERNAL` or make new one.
Pull Request: https://projects.blender.org/blender/blender/pulls/105383
Completes the TODO in GHOST_SystemPathsCocoa::addToSystemRecentFiles
Also renames the filename parameter to the more appropriate filepath.
The recently opened/saved file will now also show up in:
- Blender Dock icon > Right click.
- Three finger swipe down in Open Blender i.e., App Expose
Based on a earlier contribution by @jenkm.
Pull Request: https://projects.blender.org/blender/blender/pulls/107174
- Split out WM_init_splash_on_startup(..) which performs startup checks.
- WM_init_splash(..) now shows the splash (ignoring preferences).
- Avoid calling BLI_exists on an empty string (in some cases).
Add WM_window_pixels_read & WM_window_pixels_read_sample that
use front-buffer pixel reading when supported.
Note that direct access to reading from the front-buffer is still needed
for writing thumbnails - where redrawing can cause problems
(see code-comments).
- Use off-screen drawing when reading from the front-buffer isn't
supported.
- Add a capabilities flag for reading the front-buffer which is always
disabled on WAYLAND.
- Add GPU_offscreen_read_pixels_region, used for reading a sub-region of
an off-screen buffer - use for color-picking a single pixel.
Currently the Textures used for offscreen rendering don't have
the `GPU_TEXTURE_USAGE_HOST_READ` flag. But some cases it is
needed. This PR adds a parameter when creating an offscreen
buffer.
Other solution could be to add this flag to all textures, but
we chose not to do this as that reduces the amount of fine-tuning
options for Metal/Vulkan backends. GPU can store textures
differently based on its actual usage.
This option isn't available in the python API as we don't expect
add-on developers to fine-tune texture usages to this extent.
For convenience `GPU_TEXTURE_USAGE_ATTACHMENT` is by default
always added.
Pull Request: https://projects.blender.org/blender/blender/pulls/106899
This is the case e.g. of the `parent` collection pointer of collections
children of a scene's master collection, or some nodetree pointers in
the UI data (node editor).
Right now handling of this new flag is exactly the same as in owning
embedded case, the distiction between both usages will happen in future
commits.
This commit is expected to have no behavioral change at all.
- "Lens" can be a transparent object used in cameras, or specifically
its property of focal length
- "Empty" can be an adjective meaning void, or an object type. The
latter is already disambiguated using `ID_ID`
- "New" and "Old" are adjectives that can have agreements in some
languages
- "Modified" is an adjective that can have agreement in some languages
- "Clipping" can be a property of a camera, or a behavior of the
mirror modifier
- "Value" in HSV nodes, see #105113
- "Area" in the Face Area geometry node, can mean a measurement or a
window type
- "New" is an adjective that can have agreement
- "Tab" can be a UI element or a whitespace character
- "Volume" can mean a measurement or an object type. The latter is
already disambiguated using `ID_ID`
These changes introduce the new `BLT_I18NCONTEXT_TIME` translation
context.
They also remove `BLT_I18NCONTEXT_VIRTUAL_REALITY`, which I added at
one point but then couldn't find which messages I wanted to fix with
it.
Ref #43295
Pull Request: #106718
Check the specific case of `OP_IS_REPEAT_LAST` and recalculate
the orientation.
To that, pass the `OP_IS_REPEAT` and `OP_IS_REPEAT_LAST` flags as
inheritance to macro operators.
Introduces *ARegionType.poll()* as a way to dynamically add/remove a region. The region is still there internally, but is not accessible to the user.
Previously editors would to this manually, by either removing/adding regions altogether, or hiding them, unsetting their alignment (so no AZones are added I assume) and removing their event handlers. Polling makes this much simpler.
We plan to use this in #102879.
This patch refactors multiple editors to use region polling:
- File Browser
- Sequencer
- Clip Editor
- Preferences
Notes:
- Previously, editors would lazy-create some of the regions. Versioning is added here to ensure they are always there. Could be a separate patch.
- Some editors reuse a region in different display modes, and so additional work needs to be done to reinit regions they become available or the mode changes. Typically `V2D_IS_INIT` is unset for that, which isn't great. Could be improved, but not a new issue.
Behavior change:
- When the Preferences are opened as a regular editor, the "execution" region in the preferences that displays the *Save Preferences* button would still be there, but empty with a scrollbar.
This patch makes it disappear entirely.
## Implementation
- Introduces `ARegionType.poll()`
- Before a window is drawn, all contained regions have their poll checked, and the result is stored in a flag (`RGN_FLAG_POLL_FAILED` - runtime-only flag).
- If the result of the poll changes, the area is re-initialized and event handlers are added/removed.
- UI code checks the flag as needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/105088
Very sadge to see this kind of mistakes still exist in 2023 code...
While in theory this commit could be backported to (LTS) releases, would
rather only do it if/when proven it actually fixes user-facing issues.
Fixing such issues so deep in ID management code can have completely
unexpected side effects.
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
For example
```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```
becomes
```
OIIOOutputDriver::~OIIOOutputDriver() {}
```
Saves quite some vertical space, which is especially handy for
constructors.
Pull Request: https://projects.blender.org/blender/blender/pulls/105594