Sometimes .blend files have compatibility issues between Blender versions,
because .blend files depended on the specific order of geometry elements
generated by some nodes/modifiers (#112746, #113018). While we make
guarantees about the order in some places, that is relatively rare, because it
makes future improvements much harder. The functionality in this patch
makes it easier for users to notice when they depend on things that are not
expected to be stable between Blender builds.
This is achieved by adding a new global flag which indicates whether some
algorithms should randomize their output. The functionality can be toggled
on or off by searching for `Set Geometry Randomization`. If there are no
differences (or acceptable minor ones) when the flag is on or off, one can
be reasonably sure that one does not on unspecified behavior (can't be 100%
sure though, because randomization might be missing in some places). If
there are big differences, one should consider fixing the file before it comes
to an actual breakage in the next Blender version.
Currently, the setting is only available when `Developer Extras` is turned on,
because the setting is in no menu.
With this patch, if we get bug reports with compatibility issues caused by
depending on indices, one of the following three cases should always apply:
* We actually accidentally broke something, which requires a fix commit.
* Turning on geometry randomization shows that the .blend file depends on
things it shouldn't depend on. In this case the user has to fix the file.
* We are missing geometry randomization somewhere, which requires a fix
commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/113030
A lot of Capture Attribute nodes in sequence can create a huge number of attributes.
If these attributes are not used, they should be removed.
The speed of the Capture Attribute and Store Named Attribute nodes is now identical
(for the better). There are also no extra RAM usage now.
Pull Request: https://projects.blender.org/blender/blender/pulls/113053
Separate user configuration of subpixel antialiasing from the hinting
options. For example, this allows turning this on while hinting is
"None", or off when hinting is "Full".
Pull Request: https://projects.blender.org/blender/blender/pulls/113027
Subchannel (mesh, shapekey, lattice, speaker, ...) color could not be
changed from NLA Preferences, `ds_subchannel` was only initialized in
userdef_default_theme.c [making it more or less hardcoded].
Now expose this in Preferences.
Pull Request: https://projects.blender.org/blender/blender/pulls/113045
MSVC 17.7 generates bad code in some lambda's, this has been reported
upstream [1], and a workaround has been suggested by MS in the form of
turning the inliner off. In consultation with the geo nodes people this
was deemed a passable solution, there was only a single call to this
method so performance wasn't a concern, so no special care had to be
taken to single out just the problematic MSVC versions.
If this bug pops up in other parts of our code where performance IS a
concern a more delicate approach may be required.
[1] https://developercommunity.visualstudio.com/t/10448291
Pull Request: https://projects.blender.org/blender/blender/pulls/112616
If an armature is present, but not active the group_select_mode defaults to WT_VGROUP_BONE_DEFORM, and throws an error because it can't find any active vertex groups. we're now checking to see if any bone is actively deforming before switching to WT_VGROUP_BONE_DEFORM (else defaulting to WT_VGROUP_ALL)
Pull Request: https://projects.blender.org/blender/blender/pulls/112648
Make the Ctrl+ACCENT_GRAVE hotkey call the 'show all bone collections'
operator (`armature.collection_show_all`), instead of 'show all armature
layers' (`armature.layers_show_all`).
This was the last reference to `armature.layers_show_all`, and the operator
has been removed.
During Blitting it is not allowed to read/write outside
the texture bounds. This patch ensures that the bounds
(called extents in Vulkan) are inside the expected range.
Pull Request: https://projects.blender.org/blender/blender/pulls/113050
Copy to selected & Alt-LMB dragging buttons didn't account for
custom properties, An IDProperty from one item was applies to other
items in the selection.
Now ID property paths are resolved up for every selected item.
Don't pass custom property names to RNA_struct_type_find_property
since this meant custom-property names could intentionally collide with
RNA property names.
In Interface text inputs, when double-clicking to select a word, set
the "initial selection position" to the beginning of the word. This way
you can continue to select forward by dragging before releasing mouse.
Pull Request: https://projects.blender.org/blender/blender/pulls/113037
The default theme of blender has no `icon_border_intensity` and
therefore only loads the regular icons. When newly loaded theme has the
`icon_border_intensity` set it needs to reload the icon textures so both
icon maps would be loaded.
Without reloading the icons a GPU texture is missing and would crash
blender at first use. Starting Blender the second time it would load the
correct icons and would work as expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/113016
When the tool settings or asset shelf header would draw with some
transparency, the separator line between regions would visibly overlap
the background behind buttons, which looked unpolished. Ensure there is
no overlap (but also no gap, which became visible after accounting for
the separator line in the background drawing).
Flickering caused by in-flight SSBO data
overwrites has been resolved by ensuring
data updates go into a new buffer while
existing data is in flight.
GPU_finish has also been removed from
SSBO read due to its frequent mid-frame use
limiting performance.
Authored by Apple: Michael Parkin-White
Pull Request: https://projects.blender.org/blender/blender/pulls/113019
This is a solution to avoid redrawing the depth buffer for each Zoom
with `Auto Depth`.
The solution is to move the `ED_view3d_depth_override` function out of
`ED_view3d_autodist`.
`ED_view3d_depth_override` is now only called for navigation operations
if it does not meet the following condition:
```
bool has_depth_buffer = !(v3d->flag2 & V3D_HIDE_OVERLAYS) ||
ELEM(v3d->shading.type, OB_SOLID, OB_MATERIAL) ||
XRAY_FLAG_ENABLED(v3d) ||
v3d->shading.type == OB_RENDER &&
(strcmp(DEG_get_evaluated_scene(depsgraph)->r.engine,
RE_engine_id_BLENDER_EEVEE) == 0 ||
strcmp(DEG_get_evaluated_scene(depsgraph)->r.engine,
RE_engine_id_BLENDER_WORKBENCH) == 0);
```