Commit Graph

3924 Commits

Author SHA1 Message Date
Campbell Barton
8787366cca Merge branch 'blender-v4.5-release' 2025-06-25 16:34:34 +10:00
Jacques Lucke
f3d58ebb5b Fix: Geometry Nodes: crash with missing linked data-block
Geometry nodes can't be evaluated when the node tree is not available. This
never worked before and the modifier evaluation was "cancelled" later on before
already. However, new code in the modifier evaluation requires the modifier to
be cancelled earlier already which is what this patch does.

Pull Request: https://projects.blender.org/blender/blender/pulls/140923
2025-06-25 08:30:39 +02:00
Guillermo Venegas
2e5138fed8 Refactor: UI: Replace uiItemPointerR with uiLayout::prop_search
This converts the public uiItemPointerR and uiItemPointerR_prop
functions to an object-oriented API (uiLayout::prop_search overloads),
matching the python API.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/140930
2025-06-24 20:47:54 +02:00
Guillermo Venegas
e300d44e69 Refactor: UI: Add uiLayout use_property_decorate methods
This replaces uiLayout use_property_decorate API with uiLayout
methods, following uiLayout refactors and the Python API naming.

Pull Request: https://projects.blender.org/blender/blender/pulls/140887
2025-06-24 03:52:17 +02:00
Guillermo Venegas
d600b1002a Refactor: UI: Add uiLayout use_property_split methods
This replaces uiLayout use_property_split API with uiLayout methods,
following uiLayout refactors and the Python API naming.

Pull Request: https://projects.blender.org/blender/blender/pulls/140874
2025-06-23 19:07:09 +02:00
Guillermo Venegas
cc5ba71114 Refactor: UI: Add uiLayout fixed_size, red_alert, root_panel, search_weight and width methods
This replaces API for accessing the uiLayout fixed_size,
red_alert, root_panel, search_weight and width properties
with methods, following uiLayout refactors and the
Python API naming

Pull Request: https://projects.blender.org/blender/blender/pulls/140673
2025-06-23 06:55:01 +02:00
Guillermo Venegas
091db9d52b Cleanup: UI: Use UI_interface_layout.hh instead of UI_interface.hh
This removes the include `UI_interface_layout.hh` from
`UI_interface_c.hh`, and in many places this swaps the include
from `UI_interface.hh` to `UI_interface_layout.hh`.

Also, cleanups some `UI_interface.hh` includes with
`UI_interface_icons.hh` or `UI_interface_types.hh`
2025-06-20 18:07:47 +02:00
Campbell Barton
05631085f8 Cleanup: spelling in comments (make check_spelling_*) 2025-06-19 11:40:00 +10:00
Guillermo Venegas
96dee123d1 Refactor: UI: Add uiLayout aligment methods
This replaces uiLayout aligment API with uiLayout methods,
following uiLayout refactors and the Python API naming.

Also this converts the layout aligment enum to a fixed enum class.

Pull Request: https://projects.blender.org/blender/blender/pulls/140622
2025-06-19 02:57:37 +02:00
Guillermo Venegas
aa1dcddb3d Refactor: UI: Add uiLayout context_store methods
This replaces uiLayout context_store API with uiLayout methods,
following uiLayout refactors, following the Python API naming.

Pull Request: https://projects.blender.org/blender/blender/pulls/140566
2025-06-18 06:32:40 +02:00
Guillermo Venegas
ba55e16532 Refactor: UI: Add uiLayout block get method
This replaces API for obtaining the uiLayout block with a method,
following uiLayout refactors.

Pull Request: https://projects.blender.org/blender/blender/pulls/140549
2025-06-17 19:30:11 +02:00
Guillermo Venegas
b03e64223c Refactor: UI: Add active_default, activated_init, enabled methods
This replaces API for accessing the uiLayout  active_default,
acviated_init, enabled properties with methods, following uiLayout
refactors and the Python API naming.

Pull Request: https://projects.blender.org/blender/blender/pulls/140226
2025-06-16 20:23:28 +02:00
Hans Goudey
c16ee2c939 Refactor: Use C++ bounds corners function
Remove the last uses of `BKE_boundbox_init_from_minmax` in
favor of the newer `bounds::corners`. Besides clearer naming
and better ergonomics, it's also inline-able which seems to be a
good thing for such a simple function.

In order to get the same behavior as before I changed the
C++ bounds function to give the same vertex order as the
older function.

Pull Request: https://projects.blender.org/blender/blender/pulls/140401
2025-06-16 15:49:14 +02:00
Bastien Montagne
bc80ef136e Big Endian Support Removal.
This commit implements #125759.

It removes:
* Blender does not build on big endian systems anymore.
* Support for opening blendfiles written from a big endian system is
  removed.

It keeps:
* Support to generate thumbnails from big endian blendfiles.
* BE support in `extern` or `intern` libraries, including Cycles.
* Support to open big endian versions of third party file formats:
  - PLY files.
  - Some image files (cineon, ...).

Pull Request: https://projects.blender.org/blender/blender/pulls/140138
2025-06-12 10:37:47 +02:00
Campbell Barton
07121d44ae Cleanup: use braces (follow own style guide) 2025-06-11 09:05:26 +00:00
Jesse Yurkovich
860172484a Merge branch 'blender-v4.5-release' 2025-06-10 11:20:43 -07:00
Jesse Yurkovich
9381caf484 Fix: USD: Pass correct frame time when checking ORCO evaluation
Similar to the recent fix 457cccd964.
There was another code path which could pass in the wrong time into USD
for certain Mesh Sequence Cache scenarios.

I was not able to craft a faulty scenario by hand to observe a real
problem though. The scenario begins by importing a USD file needing a
Mesh Sequence Cache modifier and then attaching a particle system  (like
Hair) to the object. This will trigger the specific check calling into
`can_use_mesh_for_orco_evaluation` with the wrong time.

This makes the code path more explicit and passes in the correct time to
USD regardless now e.g. frame 28 vs time 1.166666666666667 (24fps)

Pull Request: https://projects.blender.org/blender/blender/pulls/140092
2025-06-10 20:20:00 +02:00
Guillermo Venegas
ff9c883154 Refactor: UI: Add uiLayout active get and set methods
This replaces API for accessing the uiLayout active state
with methods, following uiLayout refactors and the Python
API naming.

Part of #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/139963
2025-06-10 19:12:00 +02:00
Guillermo Venegas
69d2a43b7a Refactor: UI: Add uiLayout scale and ui_units get and set methods
This replaces API for accessing layout scale and ui-units with methods,
following uiLayout refactors and the Python API naming.
Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/139944
2025-06-06 20:17:56 +02:00
Guillermo Venegas
df75f965d0 Refactor: UI: Add uiLayout default operator call context get and set methods
This converts `uiLayoutSetOperatorContext` and
`uiLayoutGetOperatorContext` function APIs to objects methods
following recent `uiLayout` refactors.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/139890
2025-06-06 06:38:09 +02:00
Guillermo Venegas
25873ccf53 Refactor: UI: Replace uiLayoutSetEmboss and uiLayoutGetEmboss with uiLayout methods
This converts `uiLayoutSetEmboss` and `uiLayoutGetEmboss` function APIs
to objects methods following recent `uiLayout` refactors.
Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/139811
2025-06-05 06:00:02 +02:00
Philipp Oeser
457cccd964 Fix #139782: USD MeshSequenceCache modifier using the wrong frame
It would run into using the same frame twice, looking like "freeze
frames"

Apparently we had a similar issue before, see 3f8ec963e3

Just a PoC to show that this looks like a precision/rounding issue when
getting a "working" `UsdTimeCode`.
In the modifier code, we are doing a roundtrip going from frame >> time
(in seconds -- via `BKE_cachefile_time_offset`) and then back to frame
before we store that in `USDMeshReadParams`.

To avoid the precision loss, this PR introduces
`BKE_cachefile_frame_offset` to stay in the "frame" domain and
circumvent going through FPS alltogether.

There might be better ways to let USD handle the "sightly off"
`UsdTimeCode` better though.

Pull Request: https://projects.blender.org/blender/blender/pulls/139793
2025-06-04 11:04:37 +02:00
Hans Goudey
77b14f2dcb Cleanup: Grammar: Fallback vs. fall back
The former is a noun or adjective, the latter is a verb.
2025-06-02 17:13:56 -04:00
Jacques Lucke
3afc1cbbe1 Refactor: Nodes: change int to enum for bNodeSocketType.type
This eliminates the need for explicit type casts in many places.

Pull Request: https://projects.blender.org/blender/blender/pulls/139710
2025-06-02 13:50:07 +02:00
Guillermo Venegas
390254c05f Refactor: UI: Remove uiItemStringO API
This function has no Python equivalent. Using the
returned pointer to write properties is enough, and
is equivalent to how it is done in Python.

Pull Request: https://projects.blender.org/blender/blender/pulls/139448
2025-05-28 14:38:54 +02:00
Hans Goudey
b80f1f5322 Geometry Nodes: Socket structure type and display changes
Implementation of #127106.
This is just a visual representation of the field/single/grid
status of sockets to make the workflow more intuitive. With
a visual representation for volume grid sockets, volume features
should be unblocked for further development. The structure type
will also be used to distinguish list sockets in the interface.

Group input nodes now have a "Structure Type" option instead of
the existing "Single Value Only". Usually the auto option should be
enough, but in some cases where the inferencing cannot (yet) make
a clear determination, it can be helpful to choose a specific type.

The new visualization and the group input structure type option
are hidden behind a new experimental option for now.

Pull Request: https://projects.blender.org/blender/blender/pulls/134811
2025-05-28 02:33:47 +02:00
Jacques Lucke
26ce934148 Refactor: Geometry Nodes: extract modifier UI code to separate file
The goal is to be able to reuse parts of this code in all the places that call
Geometry Nodes. Currently, that's only a modifier and an operator. More places
may follow in the future though.

This patch does not implement any of the code-reuse yet, it just extracts the
code into a separate file. Follow-up patches will work towards better
code-reuse.

Note, this extracts the entire modifier drawing, including error messages,
baking etc. I found this to be easier, because they still often share a common
core (like getting the logged data).

Pull Request: https://projects.blender.org/blender/blender/pulls/139379
2025-05-24 12:50:02 +02:00
Jacques Lucke
680e53fcee Cleanup: Geometry Nodes: rename GeoModifierLog to GeoNodesLog
Nowadays, Geometry Nodes is not only evaluated by a modifier, but also by an
operator and in the future potentially by brushes. Therefore, the old name was
misleading because it sounded like it was specific to the modifier.

Pull Request: https://projects.blender.org/blender/blender/pulls/139378
2025-05-24 10:39:36 +02:00
Jacques Lucke
70ce733b8c Refactor: Nodes: add general NodeComputeContext
This is used as base class for the compute contexts for group and evaluate
closure nodes. Furthermore, in the future this can be used for the compute
context that is passed into field evaluation.

Pull Request: https://projects.blender.org/blender/blender/pulls/139377
2025-05-24 10:39:24 +02:00
Jacques Lucke
0b24f15939 Spreadsheet: persistent table layouts
The main goal of this patch is that the column widths and ordering is not reset
every time one switches between different contexts.

It does that by keeping track of multiple `SpreadsheetTable`. There is one for
each table that is viewed (so e.g. the point and edge domain of the same mesh
are two different tables). Each table has an identifier and an array of columns.

There is some garbage collection in place so that the number of stored tables
does not increase unbounded.

This also comes with an updated Python API:
```python
import bpy
spreadsheet = bpy.context.screen.areas[...].spaces.active
active_table = spreadsheet.tables.active
print(active_table.id.type)
print(active_table.id.attribute_domain)
print(active_table.columns[0].id.name)
```

In the future, we might add some smarter logic to keep tables with different
identifiers more in sync. We don't have a great heuristic for that yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/139205
2025-05-23 06:07:04 +02:00
Campbell Barton
84694bf635 Cleanup: add inline array size comments and minor corrections 2025-05-23 14:03:20 +10:00
Guillermo Venegas
99e9b2522b Refactor: UI: Remove uiItemBooleanO API
This function has not python equivalent, using the
returned pointer to write properties seems enough,
equivalent to how it is done in Python.

Pull Request: https://projects.blender.org/blender/blender/pulls/139295
2025-05-23 01:07:12 +02:00
Jacques Lucke
5457cca3de Nodes: auto-hide unused inputs if usage depends on menu
Previously, when a socket was detected to be unused, it was just grayed out.
This patch adds support for automatically hiding unused sockets based on this
convention: Menu inputs control visibility while other inputs only control
whether something is grayed out.

More specifically, an input is visible if any of these conditions is met:
* It affects the output currently.
* It never affects the output. In this case its usage does not depend on any
  menu input.
* It is used if all non-menu inputs are considered to be unknown.

In the future, we could support customizing which inputs are allowed to control
visibility. For now it's good to use the convention that Blender generally
follows itself.

As before, panels are grayed out if they only contain grayed out sockets and
panels are hidden when they don't contain any visible sockets.

Hiding inputs works in group nodes, the Geometry Nodes modifier and node
operators. In theory it will work for all node tree types, but since only
Geometry Nodes supports the Menu Switch node currently, this patch currently
only makes a difference there.

The implementation reuses the existing `SocketUsageInferencer` with a different
sets of inputs. So no new core-inferencing logic was needed.

Design task: #132706.

Pull Request: https://projects.blender.org/blender/blender/pulls/138186
2025-05-22 04:48:43 +02:00
Brecht Van Lommel
ee1a460f42 Revert "Refactor: Add and use MEMCPY_STRUCT_AFTER_CHECKED"
Needs more review, see #138830.

This reverts commit 5ac631d02b.
2025-05-20 17:32:49 +02:00
Guillermo Venegas
44160a0524 Refactor: UI: Replace uiItemFullO with class method uiLayout::op
This converts the public `uiItemFullO` function to an object oriented
API (an `uiLayout::op` overload), matching recents changes in the API.

Changes includes the removal of the paramether `IDProperty *properties`
that seems unused (all places just sets `nullptr`, can be added as last
argument with `nullptr` as default value though), and instead of using a
return paramether the function now returns the pointer to write properties.

Pull Request: https://projects.blender.org/blender/blender/pulls/138961
2025-05-20 15:19:34 +02:00
Brecht Van Lommel
5ac631d02b Refactor: Add and use MEMCPY_STRUCT_AFTER_CHECKED
Check if either the memory is zero or already matches the default value,
and copy. This simplifies a common pattern to a single line.

Preparing for default initializers in DNA (#134531).

Pull Request: https://projects.blender.org/blender/blender/pulls/138830
2025-05-20 13:27:08 +02:00
Jacques Lucke
f3294bbd06 Nodes: improve drawing with invalid zone links
Previously, whenever the zone detection algorithm could not find a result, zones
were just not drawn at all. This can be very confusing because it's not
necessarily obvious that something is wrong in this case.

Now, invalid zones and links that made them invalid have an error.

Note, we can't generally detect the "valid part" of zones when there are invalid
links, because it's ambiguous which links are valid. However, the solution here
is to remember the last valid zones, and to look at which links would invalidate
those. Since the zone-detection results in runtime-only data currently, the
error won't show when reopening the file for now.

Implementation wise, this works by keeping a potentially outdated version of the
last valid zones around, even when the zone detection failed. For that to work,
I had to change some node pointers to node identifiers in the zone structs, so
that it is safe to access them even if the nodes have been removed.

Pull Request: https://projects.blender.org/blender/blender/pulls/139044
2025-05-19 17:25:36 +02:00
YimingWu
236f401695 Grease Pencil: Allow filtering by layer groups in modifiers
Previously modifiers can only filter single layers, now filtering by
layer group is also supported.

This adds a toggle to the layer filter to switch to filtering by groups.

Resolves  #123323.

Pull Request: https://projects.blender.org/blender/blender/pulls/123353
2025-05-19 13:56:35 +02:00
Jacques Lucke
b2b22cb66d Cleanup: Nodes: switch using enum instead of int
This simplifies adding more interface item types, because there will
be a compiler warning when it's not handled somewhere.
2025-05-17 11:31:08 +02:00
Guillermo Venegas
89a3478e35 Refactor: UI: Replace uiItemMenuF and uiItemMenuFN with uiLayout methods
This converts the public `uiItemMenuF` and `uiItemMenuFN`
functions to an object oriented API (an `uiLayout::menu_fn`
and `uiLayout::menu_fn_argN_free` respectively), following
recent uiLayout changes.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138902
2025-05-15 21:26:49 +02:00
Hans Goudey
a224ba806d Mesh: Rewrite face corner normals calculation
This PR intends to replace the current face corner normals calculation.
Compared to the existing code it has a few benefits:
- It's much easier to understand.
- It doesn't require edges, ideally helping to remove them from caches
  and eventually to make them optional.
- It is completely multithreaded using the vert to face map, which is
  already used for vertex normals and domain interpolation. The previous
  code has a significant single threaded portion that scales with the
  size of the mesh.
- Lower peak memory usage: It doesn't require a temporary edge to corner
  map, the corner to face map, or a corner domain sized bit vector.
- The code sorting corners around a vertex should be easy to reuse.
- It's over twice as fast. On a test file with custom normals I observe
  an overall FPS increase of 2.56x, from 37 to 95.

Pull Request: https://projects.blender.org/blender/blender/pulls/138013
2025-05-14 15:35:48 +02:00
Jacques Lucke
c77b93f49d Nodes: use modifier's persistent UID in context and viewer path
Previously, the modifier name was used to identify it in a compute context or
viewer path. Using `ModifierData.persistent_uid` (which was only introduced
later) has two main benefits: * It is stable even when the modifier name
changes. * It's cheaper and easier to work with since it's just an integer
instead of a string.

Note: Pinned viewer nodes will need to be re-pinned after the change.

Pull Request: https://projects.blender.org/blender/blender/pulls/138864
2025-05-14 15:18:36 +02:00
Jacques Lucke
fdfd1de9a8 Fix: Geometry Nodes: empty expanded menu entries in modifier
Work around an issue with expanded menus that exists for a long time
already. I briefly tried fixing it, but does not seem straight forward unfortunately
without breaking stuff.

Also see the comment in `ui_item_enum_expand_exec`.
2025-05-14 14:04:15 +02:00
Guillermo Venegas
3b1e123361 Refactor: UI: Replace uiItemS and uiItemS_ex with uiLayout::separator
This merges the public `uiItemS` and `uiItemS_ex` functions into an
object oriented API (`uiLayout::separator`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code
(or vice-versa), making it almost seamless.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138826
2025-05-13 17:54:26 +02:00
Jacques Lucke
55a831d134 Cleanup: Modifiers: rename function to draw modifier error message
The old name `modifier_panel_end` was not great because:
* There is no corresponding `*_begin`.
* It sounds more magical then it really is (it just draws the error message).
* It doesn't even have to be at the end as is sometimes the case when there are subpanels.

Pull Request: https://projects.blender.org/blender/blender/pulls/138797
2025-05-13 17:27:30 +02:00
Jacques Lucke
1e071603a2 Cleanup: Geometry Nodes: simplify property name escaping 2025-05-13 05:31:01 +02:00
Guillermo Venegas
a017a6cc54 Refactor: UI: Replace uiItemO with class method uiLayout::op
This converts the public `uiItemO` function to an object oriented
API (`uiLayout::op`).
Also this rearranges `idname` paramether, since this the only one
required, and to make format similar to `uiItemFullO`

Note: One of the benefits of moving from a public function to class
method is to reduce API usage difference between C++ and Python. In
Python this method is called `UILayout::operator`, however `operator`
is a reserved keyword in C++.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138776
2025-05-12 22:14:38 +02:00
Guillermo Venegas
858abf43c3 Refactor: UI: Replace uiItemFullR with class method uiLayout::prop
This converts the public `uiItemFullR` function to an object oriented
API (an overload of `uiLayout::prop`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138683
2025-05-10 03:39:31 +02:00
Jesse Yurkovich
eb82c4edf1 Format: use fmt::format correctly with runtime format strings
Starting with C++20, `fmt::format` will process the format string at
compile time by default. We need to opt out in the cases where this is
not possible by using `fmt::runtime(...)`, like, for example, when using
our various translation utilities.

This mirrors prior commit e62aa986b2 and
fixes 2 cases that have slipped back in.

Pull Request: https://projects.blender.org/blender/blender/pulls/138640
2025-05-09 06:43:48 +02:00
Guillermo Venegas
dafdced6ab Refactor: UI: Replace uiItemR with class method uiLayout::prop
This converts the public `uiItemR` function to an object oriented
API (`uiLayout::prop`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.

Part of: #117604

Pull Request: https://projects.blender.org/blender/blender/pulls/138617
2025-05-08 20:45:37 +02:00