Follow up to f646948ace
The repeat zone color is changed back to the color it used in 4.5, to
avoid the need for people to re-learn the color. The closure socket and
zone share the same color, which is made more yellow-ish to distinguish
it from the bundle socket color.
Edge and Vertex marks such as Crease, Bevel Weight, Seam, Sharp, have
specific use cases and colors assigned to them that users get familiar
with over time.
It can be hard to remember which color belong to what, this PR tries to
address this by introducing colored icons that follow the theme setting
for that edge mark/flag.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/144075
The W channel in quaternion and axis-angle F-Curves is now themeable
(defaulting to yellow), instead of incorrectly blending the X and Y axis
theme colors.
The original blending math did not take into account that the hue
channel actually wraps around, and so the blended color became blue
instead of the intended yellow.
Instead of fixing the math, the theme has been expanded for this W axis.
The default color is set to the mathematically correct yellow.
Co-authored-by: Sybren A. Stüvel <sybren@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/143211
The recently introduced feature of playhead snapping (#137278)
added a popover menu for snap targets.
This used text to indicate the contents of said popover.
In order to bring it in line with the other snapping menu, this PR adds
icons to indicate the enabled state of snapping.
Part of #135794
Pull Request: https://projects.blender.org/blender/blender/pulls/139271
First part of design defined in #140360
Images in PR
This PR does two things:
- Creates new panel in theme preferences called "Common" that
doesn't belong to any editor
- Moves "Preview Range" property in common, and removes it
from animation editors.
Now, there is a single theme property for preview range, rather
than 5 for each animation editor.
Co-authored-by: Pablo Vazquez <pablo@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/140686
This PR removes the "Last Resort" font from the stack. Instead uses a
custom "not def" glyph, defined as an SVG file. This glyph is shown
when requesting a character not found for text inputs, text editor, and
for Sequencer text strips.
Pull Request: https://projects.blender.org/blender/blender/pulls/132032
With Vulkan now having general feature parity with OpenGL, but with
some stability issues, it has become more important to offer ways for
users to quickly launch Blender with the OpenGL or Vulkan backend
in case Blender is unable to open with one of them.
This commit adds three new batch files to help with this:
- `blender_factory_startup_vulkan.cmd`
- Launches Blender with factory settings, but with Vulkan enabled.
Useful for helping test if a Vulkan crash at startup is related to
a addon.
- `blender_startup_opengl.cmd`
- Simply launches Blender with the OpenGL backend. It does not change
any other settings. Useful in case a user has complex user
preferences, enabled Vulkan for testing, and now Blender crashes on
startup. Now they want to switch back to OpenGL and they don't want
to lose their complex user preferences by using
`blender_factory_startup.cmd`
- `blender_startup_vulkan.cmd`
- Simply launches Blender with the Vulkan backend. It does not change
any other settings. Useful for people that encounter #127835 after
a Windows update. This issue can be worked around by using Vulkan.
But if you are experiencing the issue and are on the OpenGL
backend, you can't use the Blender interface and so you can't
easily switch to the Vulkan backend without the command line
or a script like this.
Pull Request: https://projects.blender.org/blender/blender/pulls/142169
Only the assets/publish folder was moved in #137219, which broke the
`make icons_geom` command for generating toolbar icons since the
submodule is now gone.
This patch moves the icons folder into a new
`release/datafiles/icons_blend` folder and updates
`blender_icons_geom_update.py` to fix the problem.
Pull Request: https://projects.blender.org/blender/blender/pulls/142639
HDR video files are properly read into Blender, and can be rendered out
of Blender.
HDR video reading / decoding:
- Two flavors of HDR are recognized, based on color related video
metadata: "PQ" (Rec.2100 Perceptual Quantizer, aka SMPTE 2084) and
"HLG" (Rec.2100 Hybrid-Log-Gamma, aka ARIB STD B67). Both are read
effectively into floating point images, and their color space
transformations are done through OpenColorIO.
- The OCIO config shipped in Blender has been extended to contain
Rec.2100-PQ and Rec.2100-HLG color spaces.
- Note that if you already had a HDR video in sequencer or movie clip,
it would have looked "incorrect" previously, and it will continue to
look incorrect, since it already has "wrong" color space assigned to
it. Either re-add it (which should assign the correct color space),
or manually change the color space to PQ or HLG one as needed.
HDR video writing / encoding"
- For H.265 and AV1 the video encoding options now display the HDR mode.
Similar to reading, there are PQ and HLG HDR mode options.
- Reference white is assumed to be 100 nits.
- YUV uses "full" ("PC/jpeg") color range.
- No mastering display metadata is written into the video file, since
generally that information is not known inside Blender.
More details and screenshots in the PR.
Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/120033
This commit makes a few small changes to the bug fixes per release
script:
- The main loop is factored out into it's own function, making it
easier for external scripts to reuse.
- The cached commits file has been renamed to include the range
that is cached. This allows multiple caches to be kept for situations
where you're collecting a list for both the current release and main.
- The Blender 5.0 example has been updated with the 4.5 backport task.
Pull Request: https://projects.blender.org/blender/blender/pulls/141867
* Add own simple logging system to replace glog, which is no longer
maintained by Google.
* When building in Blender, integrate with CLOG and print all messages
through that system instead.
* --log cycles now replaces --debug-cycles. The latter still works but
is no longer documented.
Pull Request: https://projects.blender.org/blender/blender/pulls/140244
This PR just updates the SVG sources for the "Edit" and "Paint" cursors
so that at 1X scale on a standard DPI monitor they match better with
the prior versions. Size, contrast, and visual weight should be very
close.
Pull Request: https://projects.blender.org/blender/blender/pulls/141630
This PR does four things, and shouldn't have visible impact to users.
* Use fewer decimal places for D65 white point, to match e.g. sRGB and
Rec.2020 standards.
* Fix mistake in grayscale matrix for Grayscale look and False Color view
transform.
* Remove unused luminance_compensation_srgb/p3
* Improve AgX Log's matrix comment
Pull Request: https://projects.blender.org/blender/blender/pulls/141027
We are now able to make antialiased mouse cursors at any size directly
from SVG sources. Therefore there is no need for the platform-specific
"cur" versions of these cursors. This removes the work required in
duplicating the cursors in this format. Otherwise the results should be
identical.
Pull Request: https://projects.blender.org/blender/blender/pulls/141309
This PR replaces our current custom mouse cursors (defined in
wm_cursors.cc using bitmaps and masks that we edit with a python
program) with SVG sources that are rasterized at the exact size when
needed. For Windows this would also replace the 29 platform-specific
"cur" files, although this PR does not actually remove those. For Linux
this creates the same kind of cursor as now (1bpp XBitMap) but at a
better size.
Pull Request: https://projects.blender.org/blender/blender/pulls/140990
The theme property for group socket nodes was set to `#000000` for
default themes, which looked out of place against the other node
header colors. This patch adds colors to both the Blender Dark & Light
themes that should resemble their counterparts before 2ea3cd2188.
Colors:
Blender Dark - `#1d1d1d`
Blender Light - `#3d3d3d`
Pull Request: https://projects.blender.org/blender/blender/pulls/141011
Recently, panel styling was moved to a global setting instead of being
per-editor. However, the panel's title and labels inside still rely on
the per-editor region's text and title settings.
Move panel title and text colors to the global "Panel" settings.
See PR for details and screenshots.
Part of #135192
Pull Request: https://projects.blender.org/blender/blender/pulls/140726
Move the styling of sidebar/toolbar regions away from common editor
settings into its own section, so styling can be enabled only in the
editors that actually have these regions.
Part of the simplifying theme making, #135192
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/140680
At the moment, only menus and tooltips have a shadow. However, other
elements can benefit from having a shadow. This PR adds shadows to
panels in overlapped regions. Makes the default shadow size slightly
larger, but less opaque so it's not so prominent. While dragging a
panel this makes the shadow larger for a "floating" effect.
Pull Request: https://projects.blender.org/blender/blender/pulls/139847
Remove barely used theme settings for "Navigation Bar" and
"Execution Region".
These properties were only used in two areas, which already had a good
candidate to be replaced with.
Visually it should look exactly the same by default.
Part of #135192, simplifying and cleaning up theme settings.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/140352
Make node headers (or body when collapsed) use the exact theme color
set for that node type, instead of a hardcoded blend between it and the
node backdrop.
This can result in unreadable combinations, but allows more
flexibility and it is consistent with the rest of Blender.
Both dark and light theme defaults have been updated.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/140481
Clarify the terms for NDOF translation & rotation sensitivity.
Previously translation was named: "ndof_sensitivity" making it
sound like it would control rotation as well.
Move panel header, panel background, and sub-panel background color
settings to be global, under `User Interface`, like other widgets.
Remove per-editor panel styling. This way users can edit the panel
colors once, and affect all panels.
See pull request for screenshots and details.
Pull Request: https://projects.blender.org/blender/blender/pulls/140295
Make sidebar tabs use the `wcol_tab` widget colors, instead per editor
settings. Simplifying theme tweaking and the following benefits:
* Set colors in one place, affect all tabs.
* Support for text colors for inactive and active tabs.
* Support for the new `Outline Selected` property.
* In the future sidebar tabs could support `Shaded` style.
The tabs region background color remains per-editor, to be able to
customize it in a way that fits the surrounding colors (sidebar region,
header, or navigation bar background).
See pull request for screenshots and details.
Pull Request: https://projects.blender.org/blender/blender/pulls/140288
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
Allow theming the outline of selected elements. This helps to make
active elements more prominent, and allows for flat theme combinations
not possible before.
Pull Request: https://projects.blender.org/blender/blender/pulls/139850
This patch removes the older handle selection and transformation logic,
which was accessible through user preferences by switching off the
default "simple tweaking" mode in Editing -> Video Sequencer.
There was some initial bugginess with the new handle behavior, hence
the option to revert to legacy mode, but with recent updates this no
longer applies. With the new system, all selection workflows
are still possible -- this just drops older code to make things simpler.
No functional changes intended.
Pull Request: https://projects.blender.org/blender/blender/pulls/140031
The tabs in the sidebar are aligned to the content, which looks great
when region overlap is off, but when it isn't, it looks like the tabs
are attaching to nothing. Solve this by drawing sidebar tabs as pills,
when using region overlap. This matches the top-bar workspace tabs.
Pull Request: https://projects.blender.org/blender/blender/pulls/139951
This allows to reduce the waiting time caused by
shader compilation on some GPU-driver combo.
A new settings in the User Preferences make it
possible to override the default amount of worker
threads and optionally use subprocesses.
We still use only one worker thread in cases where
there is no benefit with adding more workers
(like AMD pro driver and Intel windows).
It doesn't scale as much as subprocesses for material
shader compilation but that is for other reasons
explained in #139818.
Add some heuristic to avoid too much memory usage
and / or too many stalls.
Also add some heuristic to the default number of subprocess for
the platform that shows scalling.
Historically, multithreaded compilation was prevented by the
need of context per thread inside `DRWShader` module.
Also there was no good scaling at that time. But
nowadays numbers shows different results with
good scaling with reasonable amount of threads on many
platforms.
Even if we are going for vulkan in the next release
most of the legacy hardware will still use OpenGL for
a few other releases. So it is relevant to make this
easy improvement.
See pull request for measurements.
Pull Request: https://projects.blender.org/blender/blender/pulls/139821