Texture clearing is done using framebuffer clear.
To avoid adding the flag everywhere we add it as part
of the texture creation process.
This should have no performance impact.
This forces the max thread count to be inlined with what
blender expects. While this will make some shaders less
eficient it avoid crashes / assert on shaders that
could not compile. The performance impacts can be fixed
by tackling the individual cases.
Store bevel weights in two new named float attributes:
- `bevel_weight_vert`
- `bevel_weight_edge`
These attributes are naming conventions. Blender doesn't enforce
their data type or domain at all, but some editing features and
modifiers use the hard-coded name. Eventually those tools should
become more generic, but this is a simple change to allow more
flexibility in the meantime.
The largest user-visible changes are that the attributes populate the
attribute list, and are propagated by geometry nodes. The method of
removing this data is now the attribute list as well.
This is a breaking change. Forward compatibility is not preserved, and
the vertex and edge `bevel_weight` properties are removed. Python API
users are expected to use the attribute API to get and set the values.
Fixes#106949
Pull Request: https://projects.blender.org/blender/blender/pulls/108023
A mistake in the recent ImBuf API refactor: the Libmv image accessor
was copying destination to destination (possibly using the wrong
number of channels as well).
Pull Request: https://projects.blender.org/blender/blender/pulls/108070
Resolves z-fighting blocking artifacts on faces due to limited
depth precision at certain camera positions. Depth bias
offsets the calculation enough without affecting display.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/108048
While strcpy is safe in this case, it's use requires extra scrutiny
and can cause problems if the strings are later translated.
Also move the ID code assignment into material_init_data
as the ID-code is more of an internal detail.
If there are no loose vertices or edges, it's basically free to
propagate that information to the result and save calculating
it later in case it's necessary. I observed a peformance increase
from 3.6 to 4.1 FPS when extruding a 1 million face grid.
Add a ensure_utf8 argument to WM_clipboard_text_get so callers don't
have to handle validation themselves.
Copying non-utf8 text into the Python console and buttons was possible,
causing invalid cursor position and a UnicodeDecodeError accessing
ConsoleLine.body from Python.
For File Browser "System" and "Volumes" lists, the item names cannot be
changed by users yet the tooltip says "Double click to rename". This PR
just removes that text for these non-editable lists.
Pull Request: https://projects.blender.org/blender/blender/pulls/106873
Used to be https://archive.blender.org/developer/D17123.
Internally these are already using the same code path anyways, there's no point in maintaining two distinct nodes.
The obvious approach would be to add Anisotropy controls to the Glossy BSDF node and remove the Anisotropic BSDF node. However, that would break forward compability, since older Blender versions don't know how to handle the Anisotropy input on the Glossy BSDF node.
Therefore, this commit technically removes the Glossy BSDF node, uses versioning to replace them with an Anisotropic BSDF node, and renames that node to "Glossy BSDF".
That way, when you open a new file in an older version, all the nodes show up as Anisotropic BSDF nodes and render correctly.
This is a bit ugly internally since we need to preserve the old `idname` which now no longer matches the UI name, but that's not too bad.
Also removes the "Sharp" distribution option and replaces it with GGX, sets Roughness to zero and disconnects any input to the Roughness socket.
Pull Request: https://projects.blender.org/blender/blender/pulls/104445
Since 44e4f077a9 and related commits, geometry nodes doesn't
try to hide the difference between real geometry data and instances from
the user. Other nodes were updated to only support real geometry, but
the "Mesh Boolean" node was never updated and still implicitly gathered
all the instances. This commit removes the special instance behavior in the
boolean node and adds realize instances nodes to keep existing behavior
in most cases. Typically this doesn't make a difference in the result,
though it could in the union mode for instance inputs. Shifting more of
the work to realizing instances should generally be better for
performance, since it's much faster.
Before 9f78530d80, the -1 coarse_edge_index values in the
foreach_edge calls would return false in BLI_BITMAP_TEST_BOOL,
which made them look like loose edges. BitSpan doesn't have this
problem, so the return for negative indices must be explicit.
The goal is to make it more explicit and centralized operation to
assign and steal buffer data, with proper ownership tracking.
The buffers and ownership flags are wrapped into their dedicated
structures now.
There should be no functional changes currently, it is a preparation
for allowing implicit sharing of the ImBuf buffers. Additionally, in
the future it is possible to more buffer-specific information (such
as color space) next to the buffer data itself. It is also possible
to clean up the allocation flags (IB_rect, ...) to give them more
clear naming and not have stored in the ImBuf->flags as they are only
needed for allocation.
The most dangerous part of this change is the change of byte buffer
data from `int*` to `uint8_t*`. In a lot of cases the byte buffer was
cast to `uchar*`, so those casts are now gone. But some code is
operating on `int*` so now there are casts in there. In practice this
should be fine, since we only support 64bit platforms, so allocations
are aligned. The real things to watch out for here is the fact that
allocation and offsetting from the byte buffer now need an explicit 4
channel multiplier.
Once everything is C++ it will be possible to simplify public
functions even further.
Pull Request: https://projects.blender.org/blender/blender/pulls/107609
Originally this function expanded to the home however on WIN32
functionality changed to return the default Documents directory & the
function was renamed. Always expand "~" to the users home directory
since that's what it represents when used at the beginning of a path.
Remove six collection properties from Mesh that are redundant
with the attribute API which has a nicer API and more features.
- `vertex_layers_float`
- `vertex_layers_int`
- `vertex_layers_string`
- `polygon_layers_float`
- `polygon_layers_int`
- `polygon_layers_string`
Finish the transition from #95966 and fe38715600 by
writing files with the new format for meshes and some movie clip fields.
This removes overhead when saving files, and makes meshes saved in
files smaller (a file with a 1 million face grid changed from 32 to 28 MB).
3.6 can still read files saved with this format, but older versions will
crash. Older files are automatically converted by versioning code when
opened.
This also allows removing all the code that converts from the new
format to the legacy format, previously used when saving files.
Pull Request: https://projects.blender.org/blender/blender/pulls/108015
No user visible changes expected (since grid-views are only used in
branches right now).
This just makes grid view UIs feel more "stable" while scaling areas,
since things don't move around as much anymore. The tradeoff is that
there may be some empty space on the right, if there's not enough space
for a full column. This is how the file browser already behaves, and can
be mitigated by a smaller preview size.
The text under previews would be quite close to the preview, so that
there was more space below it than above. Center it vertically in the
available space now. Also, the horizontal padding was only applied to
the right side of the text rectangle, meaning horizontally centered text
would be too far left. Apply the padding equally, this doesn't affect
available space for the text too much.
See #108018 for before/after pictures.
Pull Request: https://projects.blender.org/blender/blender/pulls/108018
The highlighting of preview tiles would be too strong in asset view
templates and grid views (only used in branches so far). This is because
two buttons are overlayed on top of each other, and both would
highlight. Ensure the overlayed preview tile button doesn't use any
highlighting.
The UI list and asset view preview size calculations were out of sync,
so the UI list made more space than the preview actually used. Making
them match made the previews quite large though, so compensate that by
scaling the layout down.
Remove the related TODO comment, since this uses a common function for
getting the preview size now.
Before/after:
 
Pull Request: https://projects.blender.org/blender/blender/pulls/108017
The usage of the lib pointer was cryptic to say the least, it was
essentialy used to allow or not local IDs results in the mapping
old_id_pointer -> new_id_pointer lookup result.
Now:
- Explicitely pass a boolean to allow or not local ID as result in
lower-level code.
- Pass the 'self ID' pointer instead of its library to the whole
liblinking code (that was already the case in a few places).
Note that naming of the 'self id' pointer is currently very inconsistent
throughout the readfile liblink code, this will have to be cleaned up in
a separate step later. For now, `self_id` has been chosen for new code
as it matches the terminology in lib_query code.
The later change can also allow finer handling of lookup on undo, based
on how it was re-read (or not), should the need for this arise.