Commit Graph

112672 Commits

Author SHA1 Message Date
Jeroen Bakker
5b16da6246 EEVEE: Fix insecure string literal
Detected by Sergey.
2024-09-03 11:10:27 +02:00
Philipp Oeser
d738d76c12 Fix #126942: Memory Leak when creating Pose Asset without camera
In this case, the `PoseBackup` created by
`action_preview_render_prepare` wasnt cleaned up properly (because
`action_preview_render` was earlied out).

So to resolve, call `action_preview_render_cleanup` as well when
earlying out)

Pull Request: https://projects.blender.org/blender/blender/pulls/127067
2024-09-03 10:44:50 +02:00
Sergey Sharybin
5e6105823f Cleanup: Strict compiler warning
Unused function in BLI_index_mask_test.cc when benchamrks are disabled.
2024-09-03 10:29:08 +02:00
Aras Pranckevicius
4c8f22447f VSE: Faster timeline thumbnail drawing
VSE timeline, when many (hundreds/thousands) of thumbnails were visible, was
very slow to redraw. This PR makes them 3-10x faster to redraw, by stopping
doing things that are slow :) Part of #126087 thumbnail improvements task.

- No longer do mute semitransparency or corner rounding on the CPU, do it in
  shader instead.
- Stop creating a separate GPU texture for each thumbnail, on every repaint,
  and drawing each thumbnail as a separate draw call. Instead, put thumbnails
  into a single texture atlas (using a simple shelf packing algorithm), and
  draw them in batch, passing data via UBO. The atlas is still re-created every
  frame, but that does not seem to be a performance issue. Thumbnails are
  cropped horizontally based on how much of their parts are visible (e.g. a
  narrow strip on screen), so realistically the atlas size is kinda
  proportional to screen size, and ends up being just several megabytes of data
  transfer between CPU -> GPU each frame.

On this Sprite Fright edit timeline view (612 visible thumbnails), time taken
to repaint the timeline window:

- Mac (M1 Max, Metal): 68.1ms -> 4.7ms
- Windows (Ryzen 5950X, RTX 3080Ti, OpenGL): 23.7ms -> 6.8ms

This also fixes a visual issue with thumbnails, where when strips are very
tall, the "rounded corners" that were poked right into the thumbnail bitmap
on the CPU were showing up due to actual bitmap being scaled up a lot.

Pull Request: https://projects.blender.org/blender/blender/pulls/126972
2024-09-03 08:25:15 +02:00
Alaska
3196ef1636 Add a script to collect system information when Blender isn't opening
This commit adds a python script that can collect some of the
information necessary to fill out a bug report.

The primary use case is to help users collect system information for
a bug report in the case that Blender can't open.

CMD and sh files are included to help users use the Python script.

Ref !122191
2024-09-03 13:26:54 +10:00
Campbell Barton
d19c13eb82 Cleanup: spelling & punctuation in comments 2024-09-03 12:59:37 +10:00
Guillermo Venegas
7bb8ab8194 Fix #127012: UI popover can not be scrolled upward
Popop overflow can be on top when popup direction is `UI_DIR_UP`, so
this can require a negative scroll.

Pull Request: https://projects.blender.org/blender/blender/pulls/127021
2024-09-02 23:37:55 +02:00
Miguel Pozo
7a55bdeaf9 EEVEE: Enable translation of screen messages
Add `Instance::info_append` so it's easier to log correctly formatted
info, and `Instance::info_append_i18n` to support string localization.

Co-authored-by: Damien Picard
Co-authored-by: Bastien Montagne <mont29@noreply.localhost>
Pull Request: https://projects.blender.org/blender/blender/pulls/124257
2024-09-02 20:13:31 +02:00
Aras Pranckevicius
c4a67ec3c7 Fix #127022: PLY export does not properly clamp vertex colors
PLY always exports vertex colors as bytes currently, but the input
values were not properly clamped to 0..1 range.
2024-09-02 20:28:36 +03:00
Clément Foucault
7d95fed911 Overlay-Next: In-Front support
This adds the missing in-front passes submission
and reorder the passes for better performance.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127020
2024-09-02 19:14:01 +02:00
Sybren A. Stüvel
ea72ed4502 Anim: Fix crash when getting animdata from non-Action editor
Check the space type before casting its data to `SpaceAction*`.

Pull Request: https://projects.blender.org/blender/blender/pulls/127079
2024-09-02 18:07:30 +02:00
Bastien Montagne
810f6a1b5c Refactor: Various remaining changes to PointerRNA usages to use C++ code.
This commit mainly replaces a lot of `memset(0)` by empty value
initialization of `PointerRNA` and related data.

It also moves a few remaining areas from C alloc/free to C++ new/delete
memory hanlding.

Part of the effort to make PointerRNA non-trivial (#122431).
2024-09-02 17:40:03 +02:00
Clément Foucault
94608b32ab Overlay-Next: Fix crash in 2D image view 2024-09-02 16:36:23 +02:00
Clément Foucault
1c2918f50f DRW: Fix crash when entering UV editor 2024-09-02 16:17:21 +02:00
Nathan Vegdahl
580be3862a Fix: deleting fcurve in a group creates inconsistent group state
This issue only applied to layered actions.

The issue was that the `restore_channel_group_invariants()` method was
being called too early in the remove fcurve function, and thus fcurves'
group pointers could end up inconsistent with the membership specified
in the groups.

This commit fixes the issue by moving the call to
`restore_channel_group_invariants()` to the end of the function, where
it belongs.

Pull Request: https://projects.blender.org/blender/blender/pulls/127075
2024-09-02 15:38:34 +02:00
Jacques Lucke
a40967685a Cleanup: Geometry Nodes: deduplicate code 2024-09-02 14:33:40 +02:00
Sybren A. Stüvel
a6d7e12e22 Anim: New/Un-assign Slot operators
Add two new operators, `anim.slot_new_for_id` and
`anim.slot_unassign_from_id`. These are used in the Action editor and
the Animation panels in the Properties editor, to respectively create a
new Action Slot for an ID and to unassign whatever slot is currently
assigned to that ID.

The latter operator also replaces the C++ operator
`anim.slot_unassign_object`, which was specifically made for the
Dopesheet header. The Python ones are generic enough to be used there
too.

Pull Request: https://projects.blender.org/blender/blender/pulls/126943
2024-09-02 14:10:49 +02:00
Sybren A. Stüvel
e143c0baee Anim: Fix selection of summary keys of Action/Channel Groups
Fix an issue where selecting a key in the dope sheet summary line for a
channel group would deselect all corresponding keys in the F-Curves of that
group. It was caused by an accidental duplication of the `ChannelBag`.

Pull Request: https://projects.blender.org/blender/blender/pulls/127069
2024-09-02 14:06:43 +02:00
Sybren A. Stüvel
094c8b045d Refactor: Anim, use eEditKeyframes_Select instead of short/int
Use `eEditKeyframes_Select` where sensible, instead of a generic `short`
or `int`.

No functional changes.
2024-09-02 14:06:42 +02:00
Nathan Vegdahl
e291f8230a Fix: range selecting any animation channels always selects slots
The issue was that slots are using `templated_selection_state_update()`
for their basic selection logic, which is used in the same places as the
`ACHANNEL_SET_FLAG` macro and was written to do the same job. However,
the logic was not properly reproduced.

Specifically, `ACHANNEL_SET_FLAG` actually *deselects* when passed
the `ACHANNEL_SETFLAG_EXTEND_RANGE` or `ACHANNEL_SETFLAG_TOGGLE`
selection mode flags. This makes no sense at all, but it turns out to
be functionally important in the case of `ACHANNEL_SETFLAG_EXTEND_RANGE`
because of how it's used, resulting in this bug.

This fixes the issue by changing `templated_selection_state_update()` to
exactly match the logic of `ACHANNEL_SET_FLAG`, in all its nonsensical
glory. I've also added a comment explaining the situation, so it's clear
why the logic is so odd.

Pull Request: https://projects.blender.org/blender/blender/pulls/126981
2024-09-02 13:40:49 +02:00
Julian Eisel
a2e580c0c1 Cleanup: Correct comment on memory utility function
Previous comment was wrong/misleading.
2024-09-02 13:09:31 +02:00
Jacques Lucke
9074da6457 Fix: memory leak when converting vfont to curve 2024-09-02 12:39:52 +02:00
Sybren A. Stüvel
a946244e7e Anim: F-Curve icons, return std::nullopt when RNA path cannot be resolved
Use an `std::optional<int>` to return the icon from
`getname_anim_fcurve()`.

This function is used both to get the name and to get the icon of
whatever the F-Curve is animating. Sometimes the animated struct doesn't
have an icon though. In some cases we need to know whether it could
resolve the RNA path correctly or not, and checking for 'no icon' was
not enough because that may be a valid return value.

The returned icon is now wrapped in an `std::optional<int>`, and a
`std::nullopt` is returned whenever the icon cannot be determined.

No functional changes, except in the two places where the icon is
actually used. In case of error there is now always a fallback to the
struct icon of the animated ID (previously this was only a fallback when
the RNA path was there but could not be resolved; now it's also used
when the RNA path is empty, for example).

Pull Request: https://projects.blender.org/blender/blender/pulls/125666
2024-09-02 11:20:55 +02:00
Sybren A. Stüvel
402e87c6d2 Anim: find Action Slot users on embedded IDs
Find Action Slot users on embedded IDs, such as the Node Tree used by a
Material.

Pull Request: https://projects.blender.org/blender/blender/pulls/125666
2024-09-02 11:20:51 +02:00
Jeroen Bakker
835e626a28 Workbench: Fill unused texture slots
Workbench doesn't fill all texture slots. In OpenGL it should match what
the shader is using, where some texture slots that have been defined can
be optimized away when not used. The Vulkan backend however uses all the
resources that has been defined in the shader create info.

When using a texture shader in workbench the shader would raise a
validation warning as there are slots defined that are never uploaded.
This PR fixes this by always set dummy textures in those slots.

Pull Request: https://projects.blender.org/blender/blender/pulls/127064
2024-09-02 11:12:47 +02:00
Pablo Vazquez
2076abba01 UI: Rename Clip Editor Dopesheet to Dope Sheet
Matching the name of the Dope Sheet animation editor.

Pull Request: https://projects.blender.org/blender/blender/pulls/126985
2024-09-02 10:54:50 +02:00
Clément FOUCAULT
895e315f2e Overlay-Next: Add Alt+B clipping support
Add back clipping using the same GL clip planes as before.

The difference is that the clip planes are now stored in the
`GlobalsUboStorage` instead of relying on another separate
UBO.

One annoyance of the current design is that the `overlay::Instance`
has to be created with the clipping state. This could be fixed later
by making the shader module a pointer instead of a reference.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/127018
2024-09-02 10:54:10 +02:00
Campbell Barton
a60690e0f3 Fix assertion when curves have co-located points
Scaling 2 points to 0 would assert. Remove the assertion
as this isn't an error.

Also ensure `anim_path_accum_length` is freed when a new
length isn't calculated.
2024-09-02 17:00:47 +10:00
Campbell Barton
ff3949426c Cleanup: spelling in comments 2024-09-02 16:55:19 +10:00
Jesse Yurkovich
cb79df9343 Cleanup: Formatting
Pull Request: https://projects.blender.org/blender/blender/pulls/127063
2024-09-02 05:55:13 +02:00
Howard Trickey
8549bc94de Fix #126511: Crash when Bevel + Mark Seam or Sharp
The code for marking seams or sharp in a bevel was nonsense
for terminal edges (beveled edges that are the only beveled
edge at a vertex). It was written assuming that either the
number of segments is 1 or there is a mesh ADJ pattern, which
is not the case if there is a terminal edge with segments > 1.
The immediate fix for infinite loops is to project against trying
to execute this code for terminal edges.
Also made current code clearer and removed duplication.
It is a future TODO to make it do something sensible for terminal
edges instead of a no-op. Incidentally I notice that it also doesn't
work for mitered booleans, but it won't infinite loop in that case.
To fix both of these cases, we should try to count boundary vertices
to skip rather than edges to skip.
2024-09-01 19:21:12 -04:00
Clément FOUCAULT
b13593e0be GPU: Silence warnings when not building with renderdoc support 2024-09-01 13:15:56 +02:00
Aras Pranckevicius
4b76b398d5 Fix: Vulkan code build failure when Renderdoc is enabled
8ae0264459 broke the build when both Vulkan and Renderdoc options
are on
2024-09-01 12:32:02 +03:00
Aaron Carlisle
7675b5a0b4 Fix: MEM_new/MEM_freeN mismatch in menu search code 2024-08-31 15:33:52 -04:00
Pratik Borhade
de487a6712 Fix #126872: Cannot assign custom preview to node asset
Caused by 03ae57dd8b
Custom preview operator uses `lib_id_preview_editing_poll`. To enable
this operator in UI, move the new condition to `lib_id_generate_preview_poll`
poll function so adding custom preview to unsupported type would
still be possible.

Co-authored-by: Julian Eisel

Pull Request: https://projects.blender.org/blender/blender/pulls/126874
2024-08-31 13:14:24 +02:00
Hans Goudey
d31c633f4c Sculpt: Reduce size of undo node struct
This struct should be split in the future, but for now its size matters
since one is created for every BVH node for every undo step. Removing
the inline buffers for the arrays is a simple way to reduce the size
from 672 to 400 bytes.
2024-08-30 23:54:41 -04:00
Hans Goudey
e950bea4df Cleanup: Sculpt: Remove unused field from undo Node struct 2024-08-30 23:49:08 -04:00
Hans Goudey
a7ecca9ed1 Cleanup: Sculpt: Pass mesh as const reference to BVH build 2024-08-30 22:57:37 -04:00
Hans Goudey
ba4a131295 Sculpt: Avoid mutable retrieval of positions when building BVH
This can avoid a copy when the positions are shared at first.
Part of #118145.
2024-08-30 22:57:37 -04:00
Sean Kim
ead0e2d1f8 Cleanup: Sculpt: Remove unnecessary default case statements
Pull Request: https://projects.blender.org/blender/blender/pulls/127003
2024-08-31 04:04:34 +02:00
Sean Kim
0df133559c Refactor: Store active_vert_ as ActiveVert not PBVHVertRef
This commit changes the raycasting code to store values as the
`ActiveVert` type instead of `PBVHVertRef` to avoid needing to check the
type of the PBVH when retrieving information.

It also fixes a case that did not reset the active vert when performing
a raycast.

Pull Request: https://projects.blender.org/blender/blender/pulls/127000
2024-08-30 21:45:59 +02:00
Harley Acheson
fb651c1613 UI: Show Splash Version Text in White
The version text shown over the splash screen image needs to always be
white regardless of the theme. With "Blender Light" this text is black
and almost impossible to read. This PR adds the ability to set a
specific color for labels without icons and does so for the splash
screen.

Pull Request: https://projects.blender.org/blender/blender/pulls/126340
2024-08-30 20:52:17 +02:00
Bastien Montagne
0ade063f33 Refactor: Move KeyMaps and Operators PointerRNA storage to C++ allocations.
This commit essentially moves allocation of KeyMaps and Operators
PointerRNA data storage to use C++ new/delet, instead of C alloc/free.

Part of the effort to make PointerRNA non-trivial (#122431).

Pull Request: https://projects.blender.org/blender/blender/pulls/126935
2024-08-30 20:44:00 +02:00
Hans Goudey
5be7eae049 Fix: Missing multithreading in PBVH bounds update
Just a performance concern.
Mistake in 52bf292349.
2024-08-30 14:20:45 -04:00
Sean Kim
c2aa9ac9cf Fix #126914: Sculpt crash after unsubdividing has no effect
With c20bb31325 the `active_vert` related
methods added a check against the relevant pbvh type. In certain
situations, the PBVH is freed but is not refreshed prior to the cursor
being drawn.

In the long term, we want the PBVH to be owned by the mesh, not the
`SculptSession`, so adding more logic around ensuring depsgraph tags
with PBVH changes to implicitly regenerate the PBVH is a step in the
wrong direction.

Additionally, it doesn't make sense that we don't ensure the PBVH exists
before accessing the `active_vert`, as its context is dependent on the
PBVH.

Therefore, this commit introduces multiple changes:
* Ensures that the PBVH exists prior to doing a raycast or other cursor
  related actions
* Removes the checks against the PBVH type in `SculptSession` in
  favor of debug asserts to avoid crashes and assist in finding other
  situations where the state of the PBVH is ambiguous.

Pull Request: https://projects.blender.org/blender/blender/pulls/126953
2024-08-30 19:46:12 +02:00
Omar Emara
bb87690549 Fix #126984: CPU/GPU difference in jitter Lens Distort
The Lens Distort node is different between CPU and GPU when jitter is
enabled. That's because GPU incorrectly assumed that jitter with no
dispersion would have no effect. So we fix this by adjusting the
identity condition.

Further more, the green channel was not jittered for the GPU, that's
because the jitter was only seeded by the integration steps and was thus
constant for all channels. And since the green channel is the result of
addition of two opposite accumulations, the green channel was left
unaltered. To fix this, we include the start channel of the integration
in the seed to the jitter to make sure different channels get different
jitter.

Pull Request: https://projects.blender.org/blender/blender/pulls/126993
2024-08-30 18:44:29 +02:00
Laurynas Duburas
ce28af7352 Overlay-Next: Image
Overlay-Next version of image.

Rel #102179

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/126243
2024-08-30 18:11:14 +02:00
Clément Foucault
cfb261928c Overlay-Next: Fluid
Straight-forward port.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/126878
2024-08-30 17:48:52 +02:00
Clément Foucault
e22b931cfb Overlay-Next: Xray Fade
Straight-forward port.

Rel #102179

Pull Request: https://projects.blender.org/blender/blender/pulls/126967
2024-08-30 17:33:28 +02:00
Julian Eisel
3386761411 Sculpt/paint: Write brush types to brush asset metadata
This way we can query the brush types, e.g. to filter out eraser brushes
in the brush asset selector while the eraser tool is selected, see
https://projects.blender.org/blender/blender/issues/126032.

Technically a brush may have different brush types depending on the
mode. So we store a type for all supported modes.

Ideally the name of the custom metadata property would match the name of the
properties in RNA. They will match after #126796, the names here are the new
ones, to avoid having to version asset metadata.

Pull Request: https://projects.blender.org/blender/blender/pulls/124618
2024-08-30 17:00:10 +02:00