Part of https://projects.blender.org/blender/blender/pulls/141278
Blend files compatibility:
If a World exists and "Use Nodes" is disabled, we add new nodes to the
existing node tree (or create one if it doesn't) that emulates the
behavior of a world without a node tree. This ensures backward and
forward compatibility.
Python API compatibility:
- `world.use_nodes` was removed from Python API => **Breaking change**
- `world.color` is still being used by Workbench, so it stays there,
although it has no effect anymore when using Cycles or EEVEE.
Python API changes:
Creating a World using `bpy.data.worlds.new()` now creates a World with
an empty (embedded) node tree. This was necessary to enable Python
scripts to add nodes without having to create a node tree (which is
currently not possible, because World node trees are embedded).
Pull Request: https://projects.blender.org/blender/blender/pulls/142342
Fixes: #136842, #136645
Caused by 76d6d169ba
When multiple objects are selected to mark as assets, preview generation
job of previous ID in the for loop is cleared by `ED_preview_kill_jobs`
inside `generate_preview`. To fix this, check if `id->preview` exists then
clear the preview job if exists inside the new function
`ED_preview_kill_jobs_for_id`.
Solution proposed by @JulianEisel. I came up with idea to use `wm_job_find`
Pull Request: https://projects.blender.org/blender/blender/pulls/136918
When loading preview images from disk, we'd first scale them to the
standard preview image size (in `icon_copy_rect()`) and then scale them
again to the drawing size when eventually drawing to screen. The first
scaling would happen on the CPU, which is slow, and without filtering.
Now the image is stored in its original size and only scaled when
drawing, which uses scaling on the GPU with mipmaps and bi-linear
filtering. While a bit more blurry, the resulting image has less
artifacts and represents the original image better. Keeping the images
unscaled means memory footprint is bigger, we could cap the size if
necessary.
Noticed while working on #131871. Asset shelf previews would have more
artifacts than before.
See pull request for comparisons.
Pull Request: https://projects.blender.org/blender/blender/pulls/133559
The preview template (`UILayout.template_preview()`) to display previews
for materials, textures or similar would only work correctly in the
Properties editor. This had explicit logic to trigger rerendering on
changes. When displaying such previews elsewhere (e.g. in the 3D View
sidebar), the only way to have changes reflected would be by resizing
the preview.
This fix makes sure such previews are tagged as dirty and refreshed on
changes to the underlying ID. We do this the same way as tagging the ID
previews as dirty, through a function called by the dependency graph for
such updates.
Pull Request: https://projects.blender.org/blender/blender/pulls/129641
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
Match function and declaration names, picking names based on
consistency with related code & clarity.
Also changes for old conventions, missed in previous cleanups:
- name -> filepath
- tname -> newname
- maxlen -> maxncpy
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
First implementation of node previews in the shader node editor. Using
the same user interface as compositor node previews, most shader nodes
can now be previewed (except group in/output and material output).
This is currently still an experimental feature, as polishing of the
user experience and performance improvements are planned. These will
be easier to do as incremental changes on this implementation.
See #110353 for details on the work that remains to be done and known
limitations.
Implementation notes:
We take advantage of the `RenderResult` available as `ImBuf` images to
store a `Render` for every viewed nested node tree present in a
`SpaceNode`. The computation is initiated at the moment of drawing nodes
overlays.
One render is started for the current nodetree, having a `ViewLayer`
associated with each previewed node. We separate the previewed nodes in
two categories: the shader ones and the non-shader ones.
- For non-shader nodes, we use AOVs which highly speed up the rendering
process by rendering every non-shader nodes at the same time. They are
rendered in the first `ViewLayer`.
- For shader nodes, we render them each in a different `ViewLayer`, by
rerouting the node to the output of the material in the preview scene.
The preview scene takes the same aspect as the Material preview scene,
and the same preview object is used.
At the moment of drawing the node overlay, we take the `Render` of the
viewed node tree and extract the `ImBuf` of the wanted viewlayer/pass
for each previewed node.
Pull Request: https://projects.blender.org/blender/blender/pulls/110065